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UnrealEngine/Engine/Source/Runtime/RenderCore/Public/RayTracingGeometryManagerInterface.h
2025-05-18 13:04:45 +08:00

72 lines
3.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/ArrayView.h"
#include "RHI.h"
#include "RHIResources.h"
#include "RHICommandList.h"
#if RHI_RAYTRACING
class FRayTracingGeometry;
class FRHIComputeCommandList;
enum class EAccelerationStructureBuildMode;
enum class ERTAccelerationStructureBuildPriority : uint8;
namespace RayTracing
{
using FGeometryGroupHandle = int32;
using GeometryGroupHandle UE_DEPRECATED(5.6, "Use FGeometryGroupHandle instead.") = FGeometryGroupHandle;
}
class IRayTracingGeometryManager
{
public:
using FBuildRequestIndex = int32;
using BuildRequestIndex UE_DEPRECATED(5.6, "Use FBuildRequestIndex instead.") = FBuildRequestIndex;
using FGeometryHandle = int32;
using RayTracingGeometryHandle UE_DEPRECATED(5.6, "Use FGeometryHandle instead.") = FGeometryHandle;
virtual ~IRayTracingGeometryManager() = default;
virtual FBuildRequestIndex RequestBuildAccelerationStructure(FRayTracingGeometry* InGeometry, ERTAccelerationStructureBuildPriority InPriority, EAccelerationStructureBuildMode InBuildMode) = 0;
FBuildRequestIndex RequestBuildAccelerationStructure(FRayTracingGeometry* InGeometry, ERTAccelerationStructureBuildPriority InPriority)
{
return RequestBuildAccelerationStructure(InGeometry, InPriority, EAccelerationStructureBuildMode::Build);
}
virtual void RemoveBuildRequest(FBuildRequestIndex InRequestIndex) = 0;
virtual void BoostPriority(FBuildRequestIndex InRequestIndex, float InBoostValue) = 0;
virtual void ForceBuildIfPending(FRHIComputeCommandList& InCmdList, const TArrayView<const FRayTracingGeometry*> InGeometries) = 0;
virtual void ProcessBuildRequests(FRHIComputeCommandList& InCmdList, bool bInBuildAll = false) = 0;
virtual FGeometryHandle RegisterRayTracingGeometry(FRayTracingGeometry* InGeometry) = 0;
virtual void ReleaseRayTracingGeometryHandle(FGeometryHandle Handle) = 0;
/*
* RayTracing::FGeometryGroupHandle is used to group multiple FRayTracingGeometry that are associated with the same asset.
* For example, the FRayTracingGeometry of all the LODs of UStaticMesh should use the same RayTracing::FGeometryGroupHandle.
* This grouping is useful to keep track which proxies need to be invalidated when a FRayTracingGeometry is built or made resident.
*/
virtual RayTracing::FGeometryGroupHandle RegisterRayTracingGeometryGroup(uint32 NumLODs, uint32 CurrentFirstLODIdx = 0) = 0;
virtual void ReleaseRayTracingGeometryGroup(RayTracing::FGeometryGroupHandle Handle) = 0;
virtual void RequestUpdateCachedRenderState(RayTracing::FGeometryGroupHandle InRayTracingGeometryGroupHandle) = 0;
virtual void RefreshRegisteredGeometry(FGeometryHandle Handle) = 0;
virtual void PreRender() = 0;
virtual void Tick(FRHICommandList& RHICmdList) = 0;
virtual bool IsGeometryVisible(FGeometryHandle GeometryHandle) const = 0;
virtual void AddVisibleGeometry(FGeometryHandle GeometryHandle) = 0;
};
extern RENDERCORE_API IRayTracingGeometryManager* GRayTracingGeometryManager;
#endif // RHI_RAYTRACING