Files
UnrealEngine/Engine/Source/Runtime/Renderer/Private/Lumen/LumenScreenProbeHardwareRayTracing.cpp
2025-05-18 13:04:45 +08:00

491 lines
25 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "RendererPrivate.h"
#include "ScenePrivate.h"
#include "SceneUtils.h"
#include "PipelineStateCache.h"
#include "ShaderParameterStruct.h"
#include "PixelShaderUtils.h"
#include "ReflectionEnvironment.h"
#include "DistanceFieldAmbientOcclusion.h"
#include "SceneTextureParameters.h"
#include "IndirectLightRendering.h"
#include "LumenReflections.h"
#include "LumenRadianceCache.h"
#include "LumenScreenProbeGather.h"
#include "LumenHardwareRayTracingCommon.h"
#if RHI_RAYTRACING
#include "RayTracing/RaytracingOptions.h"
#include "RayTracing/RayTracingLighting.h"
#endif // RHI_RAYTRACING
static TAutoConsoleVariable<int32> CVarLumenScreenProbeGatherHardwareRayTracing(
TEXT("r.Lumen.ScreenProbeGather.HardwareRayTracing"),
1,
TEXT("0. Software raytracing of diffuse indirect from Lumen cubemap tree.")
TEXT("1. Enable hardware ray tracing of diffuse indirect. (Default)\n"),
ECVF_RenderThreadSafe
);
static TAutoConsoleVariable<float> CVarLumenHardwareRayTracingNormalBias(
TEXT("r.Lumen.ScreenProbeGather.HardwareRayTracing.NormalBias"),
.1f,
TEXT("Bias along the shading normal, useful when the Ray Tracing geometry doesn't match the GBuffer (Nanite Proxy geometry)"),
ECVF_RenderThreadSafe
);
static TAutoConsoleVariable<float> CVarLumenHardwareRayTracingHairBias(
TEXT("r.Lumen.ScreenProbeGather.HardwareRayTracing.HairBias"),
2.0f,
TEXT("Bias for rays traced from hair pixels. Usually hair RT representation heavily mismatches raster and requires a larger bias value."),
ECVF_RenderThreadSafe
);
static TAutoConsoleVariable<int32> CVarLumenScreenProbeGatherHardwareRayTracingFarField(
TEXT("r.Lumen.ScreenProbeGather.HardwareRayTracing.FarField"),
1,
TEXT("Determines whether a second trace will be fired for far-field contribution"),
ECVF_RenderThreadSafe
);
namespace Lumen
{
bool UseHardwareRayTracedScreenProbeGather(const FSceneViewFamily& ViewFamily)
{
#if RHI_RAYTRACING
return IsRayTracingEnabled()
&& Lumen::UseHardwareRayTracing(ViewFamily)
&& (CVarLumenScreenProbeGatherHardwareRayTracing.GetValueOnAnyThread() != 0);
#else
return false;
#endif
}
}
namespace LumenScreenProbeGather
{
bool UseFarField(const FSceneViewFamily& ViewFamily)
{
#if RHI_RAYTRACING
return Lumen::UseFarField(ViewFamily) && CVarLumenScreenProbeGatherHardwareRayTracingFarField.GetValueOnRenderThread();
#else
return false;
#endif
}
enum class ERayTracingPass
{
Default,
FarField,
HitLighting,
MAX
};
}
bool LumenScreenProbeGather::UseHitLighting(const FViewInfo& View, EDiffuseIndirectMethod DiffuseIndirectMethod)
{
if (LumenHardwareRayTracing::IsRayGenSupported())
{
return LumenHardwareRayTracing::GetHitLightingMode(View, DiffuseIndirectMethod) == LumenHardwareRayTracing::EHitLightingMode::HitLighting;
}
return false;
}
#if RHI_RAYTRACING
class FLumenScreenProbeGatherHardwareRayTracing : public FLumenHardwareRayTracingShaderBase
{
DECLARE_LUMEN_RAYTRACING_SHADER(FLumenScreenProbeGatherHardwareRayTracing)
class FRayTracingPass : SHADER_PERMUTATION_ENUM_CLASS("RAY_TRACING_PASS", LumenScreenProbeGather::ERayTracingPass);
class FUseShaderExecutionReordering : SHADER_PERMUTATION_BOOL("RAY_TRACING_USE_SER");
class FAvoidSelfIntersectionsMode : SHADER_PERMUTATION_ENUM_CLASS("AVOID_SELF_INTERSECTIONS_MODE", LumenHardwareRayTracing::EAvoidSelfIntersectionsMode);
class FRadianceCache : SHADER_PERMUTATION_BOOL("DIM_RADIANCE_CACHE");
class FStructuredImportanceSamplingDim : SHADER_PERMUTATION_BOOL("STRUCTURED_IMPORTANCE_SAMPLING");
class FSurfaceCacheAlphaMasking : SHADER_PERMUTATION_BOOL("SURFACE_CACHE_ALPHA_MASKING");
class FFarFieldOcclusionOnly : SHADER_PERMUTATION_BOOL("FAR_FIELD_OCCLUSION_ONLY");
using FPermutationDomain = TShaderPermutationDomain<FLumenHardwareRayTracingShaderBase::FBasePermutationDomain, FAvoidSelfIntersectionsMode, FRayTracingPass, FUseShaderExecutionReordering, FRadianceCache, FStructuredImportanceSamplingDim, FSurfaceCacheAlphaMasking, FFarFieldOcclusionOnly>;
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FLumenHardwareRayTracingShaderBase::FSharedParameters, SharedParameters)
RDG_BUFFER_ACCESS(HardwareRayTracingIndirectArgs, ERHIAccess::IndirectArgs | ERHIAccess::SRVCompute)
SHADER_PARAMETER_STRUCT_INCLUDE(LumenRadianceCache::FRadianceCacheInterpolationParameters, RadianceCacheParameters)
SHADER_PARAMETER_STRUCT_INCLUDE(FCompactedTraceParameters, CompactedTraceParameters)
// Screen probes
SHADER_PARAMETER_STRUCT_INCLUDE(FLumenIndirectTracingParameters, IndirectTracingParameters)
SHADER_PARAMETER_STRUCT_INCLUDE(FScreenProbeParameters, ScreenProbeParameters)
// Constants
SHADER_PARAMETER(uint32, HitLightingForceOpaque)
SHADER_PARAMETER(uint32, HitLightingShadowMode)
SHADER_PARAMETER(uint32, HitLightingShadowTranslucencyMode)
SHADER_PARAMETER(uint32, HitLightingDirectLighting)
SHADER_PARAMETER(uint32, HitLightingSkylight)
SHADER_PARAMETER(float, NearFieldMaxTraceDistance)
SHADER_PARAMETER(float, NearFieldMaxTraceDistanceDitherScale)
SHADER_PARAMETER(float, NearFieldSceneRadius)
SHADER_PARAMETER(float, FarFieldMaxTraceDistance)
SHADER_PARAMETER(float, PullbackBias)
SHADER_PARAMETER(float, NormalBias)
SHADER_PARAMETER(float, FarFieldBias)
SHADER_PARAMETER(float, BiasForTracesFromHairPixels)
END_SHADER_PARAMETER_STRUCT()
static FPermutationDomain RemapPermutation(FPermutationDomain PermutationVector)
{
if (PermutationVector.Get<FRayTracingPass>() == LumenScreenProbeGather::ERayTracingPass::FarField)
{
PermutationVector.Set<FAvoidSelfIntersectionsMode>(LumenHardwareRayTracing::EAvoidSelfIntersectionsMode::Disabled);
PermutationVector.Set<FRadianceCache>(false);
PermutationVector.Set<FSurfaceCacheAlphaMasking>(false);
}
else if (PermutationVector.Get<FRayTracingPass>() == LumenScreenProbeGather::ERayTracingPass::HitLighting)
{
PermutationVector.Set<FSurfaceCacheAlphaMasking>(false);
PermutationVector.Set<FFarFieldOcclusionOnly>(false);
// Lumen global AHS can't be supported with Hit Lighting as AHS is used for material alpha masking
if (PermutationVector.Get<FAvoidSelfIntersectionsMode>() == LumenHardwareRayTracing::EAvoidSelfIntersectionsMode::AHS)
{
PermutationVector.Set<FAvoidSelfIntersectionsMode>(LumenHardwareRayTracing::EAvoidSelfIntersectionsMode::Retrace);
}
}
else
{
PermutationVector.Set<FFarFieldOcclusionOnly>(false);
}
if (PermutationVector.Get<FRayTracingPass>() != LumenScreenProbeGather::ERayTracingPass::HitLighting)
{
PermutationVector.Set<FUseShaderExecutionReordering>(false);
}
return PermutationVector;
}
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters, Lumen::ERayTracingShaderDispatchType ShaderDispatchType)
{
FPermutationDomain PermutationVector(Parameters.PermutationId);
if (RemapPermutation(PermutationVector) != PermutationVector)
{
return false;
}
if (ShaderDispatchType == Lumen::ERayTracingShaderDispatchType::Inline && PermutationVector.Get<FRayTracingPass>() == LumenScreenProbeGather::ERayTracingPass::HitLighting)
{
return false;
}
// Does platform support SER?
if (PermutationVector.Get<FUseShaderExecutionReordering>() && !FDataDrivenShaderPlatformInfo::GetSupportsShaderExecutionReordering(Parameters.Platform))
{
return false;
}
return DoesPlatformSupportLumenGI(Parameters.Platform)
&& FLumenHardwareRayTracingShaderBase::ShouldCompilePermutation(Parameters, ShaderDispatchType);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, Lumen::ERayTracingShaderDispatchType ShaderDispatchType, FShaderCompilerEnvironment& OutEnvironment)
{
FLumenHardwareRayTracingShaderBase::ModifyCompilationEnvironment(Parameters, ShaderDispatchType, Lumen::ESurfaceCacheSampling::AlwaysResidentPagesWithoutFeedback, OutEnvironment);
FPermutationDomain PermutationVector(Parameters.PermutationId);
OutEnvironment.SetDefine(TEXT("ENABLE_NEAR_FIELD_TRACING"), PermutationVector.Get<FRayTracingPass>() == LumenScreenProbeGather::ERayTracingPass::Default ? 1 : 0);
OutEnvironment.SetDefine(TEXT("ENABLE_FAR_FIELD_TRACING"), PermutationVector.Get<FRayTracingPass>() == LumenScreenProbeGather::ERayTracingPass::FarField ? 1 : 0);
}
static ERayTracingPayloadType GetRayTracingPayloadType(const int32 PermutationId)
{
FPermutationDomain PermutationVector(PermutationId);
if (PermutationVector.Get<FRayTracingPass>() == LumenScreenProbeGather::ERayTracingPass::HitLighting)
{
return ERayTracingPayloadType::RayTracingMaterial;
}
else
{
return ERayTracingPayloadType::LumenMinimal;
}
}
};
IMPLEMENT_LUMEN_RAYGEN_AND_COMPUTE_RAYTRACING_SHADERS(FLumenScreenProbeGatherHardwareRayTracing)
IMPLEMENT_GLOBAL_SHADER(FLumenScreenProbeGatherHardwareRayTracingCS, "/Engine/Private/Lumen/LumenScreenProbeHardwareRayTracing.usf", "LumenScreenProbeGatherHardwareRayTracingCS", SF_Compute);
IMPLEMENT_GLOBAL_SHADER(FLumenScreenProbeGatherHardwareRayTracingRGS, "/Engine/Private/Lumen/LumenScreenProbeHardwareRayTracing.usf", "LumenScreenProbeGatherHardwareRayTracingRGS", SF_RayGen);
class FLumenScreenProbeGatherHardwareRayTracingIndirectArgsCS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FLumenScreenProbeGatherHardwareRayTracingIndirectArgsCS)
SHADER_USE_PARAMETER_STRUCT(FLumenScreenProbeGatherHardwareRayTracingIndirectArgsCS, FGlobalShader)
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer<uint>, CompactedTraceTexelAllocator)
SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer<uint>, RWHardwareRayTracingIndirectArgs)
SHADER_PARAMETER(FIntPoint, OutputThreadGroupSize)
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return DoesPlatformSupportLumenGI(Parameters.Platform);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZE_1D"), GetThreadGroupSize1D());
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZE_2D"), GetThreadGroupSize2D());
}
static int32 GetThreadGroupSize1D() { return GetThreadGroupSize2D() * GetThreadGroupSize2D(); }
static int32 GetThreadGroupSize2D() { return 8; }
};
IMPLEMENT_GLOBAL_SHADER(FLumenScreenProbeGatherHardwareRayTracingIndirectArgsCS, "/Engine/Private/Lumen/LumenScreenProbeHardwareRayTracing.usf", "FLumenScreenProbeHardwareRayTracingIndirectArgsCS", SF_Compute);
void FDeferredShadingSceneRenderer::PrepareLumenHardwareRayTracingScreenProbeGather(const FViewInfo& View, TArray<FRHIRayTracingShader*>& OutRayGenShaders)
{
if (Lumen::UseHardwareRayTracedScreenProbeGather(*View.Family) && LumenScreenProbeGather::UseHitLighting(View, GetViewPipelineState(View).DiffuseIndirectMethod))
{
FLumenScreenProbeGatherHardwareRayTracingRGS::FPermutationDomain PermutationVector;
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracingRGS::FRayTracingPass>(LumenScreenProbeGather::ERayTracingPass::HitLighting);
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracingRGS::FUseShaderExecutionReordering>(LumenHardwareRayTracing::UseShaderExecutionReordering());
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracingRGS::FAvoidSelfIntersectionsMode>(LumenHardwareRayTracing::GetAvoidSelfIntersectionsMode());
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracingRGS::FRadianceCache>(LumenScreenProbeGather::UseRadianceCache());
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracingRGS::FStructuredImportanceSamplingDim>(LumenScreenProbeGather::UseImportanceSampling(View));
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracingRGS::FSurfaceCacheAlphaMasking>(LumenHardwareRayTracing::UseSurfaceCacheAlphaMasking());
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracingRGS::FFarFieldOcclusionOnly>(false);
PermutationVector = FLumenScreenProbeGatherHardwareRayTracingRGS::RemapPermutation(PermutationVector);
TShaderRef<FLumenScreenProbeGatherHardwareRayTracingRGS> RayGenerationShader = View.ShaderMap->GetShader<FLumenScreenProbeGatherHardwareRayTracingRGS>(PermutationVector);
OutRayGenShaders.Add(RayGenerationShader.GetRayTracingShader());
}
}
void FDeferredShadingSceneRenderer::PrepareLumenHardwareRayTracingScreenProbeGatherLumenMaterial(const FViewInfo& View, TArray<FRHIRayTracingShader*>& OutRayGenShaders)
{
if (Lumen::UseHardwareRayTracedScreenProbeGather(*View.Family) && !Lumen::UseHardwareInlineRayTracing(*View.Family))
{
const bool bUseRadianceCache = LumenScreenProbeGather::UseRadianceCache();
const bool bUseFarField = LumenScreenProbeGather::UseFarField(*View.Family);
// Default trace
{
FLumenScreenProbeGatherHardwareRayTracingRGS::FPermutationDomain PermutationVector;
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracingRGS::FRayTracingPass>(LumenScreenProbeGather::ERayTracingPass::Default);
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracingRGS::FAvoidSelfIntersectionsMode>(LumenHardwareRayTracing::GetAvoidSelfIntersectionsMode());
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracingRGS::FRadianceCache>(bUseRadianceCache);
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracingRGS::FStructuredImportanceSamplingDim>(LumenScreenProbeGather::UseImportanceSampling(View));
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracingRGS::FSurfaceCacheAlphaMasking>(LumenHardwareRayTracing::UseSurfaceCacheAlphaMasking());
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracingRGS::FFarFieldOcclusionOnly>(false);
PermutationVector = FLumenScreenProbeGatherHardwareRayTracingRGS::RemapPermutation(PermutationVector);
TShaderRef<FLumenScreenProbeGatherHardwareRayTracingRGS> RayGenerationShader = View.ShaderMap->GetShader<FLumenScreenProbeGatherHardwareRayTracingRGS>(PermutationVector);
OutRayGenShaders.Add(RayGenerationShader.GetRayTracingShader());
}
// Far-field trace
if (bUseFarField)
{
FLumenScreenProbeGatherHardwareRayTracingRGS::FPermutationDomain PermutationVector;
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracingRGS::FRayTracingPass>(LumenScreenProbeGather::ERayTracingPass::FarField);
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracingRGS::FAvoidSelfIntersectionsMode>(LumenHardwareRayTracing::GetAvoidSelfIntersectionsMode());
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracingRGS::FRadianceCache>(false);
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracingRGS::FStructuredImportanceSamplingDim>(LumenScreenProbeGather::UseImportanceSampling(View));
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracingRGS::FSurfaceCacheAlphaMasking>(LumenHardwareRayTracing::UseSurfaceCacheAlphaMasking());
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracingRGS::FFarFieldOcclusionOnly>(Lumen::UseFarFieldOcclusionOnly());
PermutationVector = FLumenScreenProbeGatherHardwareRayTracingRGS::RemapPermutation(PermutationVector);
TShaderRef<FLumenScreenProbeGatherHardwareRayTracingRGS> RayGenerationShader = View.ShaderMap->GetShader<FLumenScreenProbeGatherHardwareRayTracingRGS>(PermutationVector);
OutRayGenShaders.Add(RayGenerationShader.GetRayTracingShader());
}
}
}
void DispatchLumenScreenProbeGatherHardwareRayTracingIndirectArgs(FRDGBuilder& GraphBuilder, const FViewInfo& View, FRDGBufferRef HardwareRayTracingIndirectArgsBuffer, const FCompactedTraceParameters& CompactedTraceParameters, FIntPoint OutputThreadGroupSize, ERDGPassFlags ComputePassFlags)
{
FLumenScreenProbeGatherHardwareRayTracingIndirectArgsCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FLumenScreenProbeGatherHardwareRayTracingIndirectArgsCS::FParameters>();
PassParameters->CompactedTraceTexelAllocator = CompactedTraceParameters.CompactedTraceTexelAllocator;
PassParameters->RWHardwareRayTracingIndirectArgs = GraphBuilder.CreateUAV(HardwareRayTracingIndirectArgsBuffer, PF_R32_UINT);
PassParameters->OutputThreadGroupSize = OutputThreadGroupSize;
TShaderRef<FLumenScreenProbeGatherHardwareRayTracingIndirectArgsCS> ComputeShader = View.ShaderMap->GetShader<FLumenScreenProbeGatherHardwareRayTracingIndirectArgsCS>();
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("LumenScreenProbeGatherHardwareRayTracingIndirectArgsCS"),
ComputePassFlags,
ComputeShader,
PassParameters,
FIntVector(1, 1, 1));
}
void DispatchRayGenOrComputeShader(
FRDGBuilder& GraphBuilder,
const FScene* Scene,
const FSceneTextureParameters& SceneTextures,
const FViewInfo& View,
FScreenProbeParameters& ScreenProbeParameters,
const FLumenCardTracingParameters& TracingParameters,
FLumenIndirectTracingParameters& IndirectTracingParameters,
const FCompactedTraceParameters& CompactedTraceParameters,
const LumenRadianceCache::FRadianceCacheInterpolationParameters& RadianceCacheParameters,
const FLumenScreenProbeGatherHardwareRayTracingRGS::FPermutationDomain& PermutationVector,
EDiffuseIndirectMethod DiffuseIndirectMethod,
bool bInlineRayTracing,
ERDGPassFlags ComputePassFlags)
{
FRDGBufferRef HardwareRayTracingIndirectArgsBuffer = GraphBuilder.CreateBuffer(FRDGBufferDesc::CreateIndirectDesc<FRHIDispatchIndirectParameters>(1), TEXT("Lumen.ScreenProbeGather.HardwareRayTracing.IndirectArgsCS"));
FIntPoint OutputThreadGroupSize = bInlineRayTracing ? FLumenScreenProbeGatherHardwareRayTracingCS::GetThreadGroupSize(View.GetShaderPlatform()) : FLumenScreenProbeGatherHardwareRayTracingRGS::GetThreadGroupSize();
DispatchLumenScreenProbeGatherHardwareRayTracingIndirectArgs(GraphBuilder, View, HardwareRayTracingIndirectArgsBuffer, CompactedTraceParameters, OutputThreadGroupSize, ComputePassFlags);
FLumenScreenProbeGatherHardwareRayTracing::FParameters* Parameters = GraphBuilder.AllocParameters<FLumenScreenProbeGatherHardwareRayTracing::FParameters>();
{
SetLumenHardwareRayTracingSharedParameters(
GraphBuilder,
SceneTextures,
View,
TracingParameters,
&Parameters->SharedParameters
);
Parameters->HardwareRayTracingIndirectArgs = HardwareRayTracingIndirectArgsBuffer;
Parameters->IndirectTracingParameters = IndirectTracingParameters;
Parameters->ScreenProbeParameters = ScreenProbeParameters;
Parameters->RadianceCacheParameters = RadianceCacheParameters;
Parameters->CompactedTraceParameters = CompactedTraceParameters;
const bool bUseFarField = LumenScreenProbeGather::UseFarField(*View.Family);
const float NearFieldMaxTraceDistance = Lumen::GetMaxTraceDistance(View);
Parameters->HitLightingForceOpaque = LumenHardwareRayTracing::UseHitLightingForceOpaque();
Parameters->HitLightingShadowMode = LumenHardwareRayTracing::GetHitLightingShadowMode();
Parameters->HitLightingShadowTranslucencyMode = LumenHardwareRayTracing::GetHitLightingShadowTranslucencyMode();
Parameters->HitLightingDirectLighting = LumenHardwareRayTracing::UseHitLightingDirectLighting() ? 1 : 0;
Parameters->HitLightingSkylight = LumenHardwareRayTracing::UseHitLightingSkylight(DiffuseIndirectMethod) ? 1 : 0;
Parameters->NearFieldMaxTraceDistance = NearFieldMaxTraceDistance;
Parameters->FarFieldMaxTraceDistance = bUseFarField ? Lumen::GetFarFieldMaxTraceDistance() : NearFieldMaxTraceDistance;
Parameters->NearFieldMaxTraceDistanceDitherScale = Lumen::GetNearFieldMaxTraceDistanceDitherScale(bUseFarField);
Parameters->NearFieldSceneRadius = Lumen::GetNearFieldSceneRadius(View, bUseFarField);
Parameters->FarFieldBias = LumenHardwareRayTracing::GetFarFieldBias();
Parameters->PullbackBias = Lumen::GetHardwareRayTracingPullbackBias();
Parameters->NormalBias = CVarLumenHardwareRayTracingNormalBias.GetValueOnRenderThread();
Parameters->BiasForTracesFromHairPixels = CVarLumenHardwareRayTracingHairBias.GetValueOnRenderThread();
}
const LumenScreenProbeGather::ERayTracingPass RayTracingPass = PermutationVector.Get<FLumenScreenProbeGatherHardwareRayTracing::FRayTracingPass>();
const FString RayTracingPassName = RayTracingPass == LumenScreenProbeGather::ERayTracingPass::HitLighting ? TEXT("hit-lighting") : (RayTracingPass == LumenScreenProbeGather::ERayTracingPass::FarField ? TEXT("far-field") : TEXT("default"));
const bool bUseMinimalPayload = RayTracingPass != LumenScreenProbeGather::ERayTracingPass::HitLighting;
if (bInlineRayTracing && bUseMinimalPayload)
{
FLumenScreenProbeGatherHardwareRayTracingCS::AddLumenRayTracingDispatchIndirect(
GraphBuilder,
RDG_EVENT_NAME("HardwareRayTracingCS %s", *RayTracingPassName),
View,
PermutationVector,
Parameters,
Parameters->HardwareRayTracingIndirectArgs,
0,
ComputePassFlags);
}
else
{
FLumenScreenProbeGatherHardwareRayTracingRGS::AddLumenRayTracingDispatchIndirect(
GraphBuilder,
RDG_EVENT_NAME("HardwareRayTracingRGS %s", *RayTracingPassName),
View,
PermutationVector,
Parameters,
Parameters->HardwareRayTracingIndirectArgs,
0,
bUseMinimalPayload,
ComputePassFlags);
}
}
#endif // RHI_RAYTRACING
void RenderHardwareRayTracingScreenProbe(
FRDGBuilder& GraphBuilder,
const FScene* Scene,
const FSceneTextureParameters& SceneTextures,
FScreenProbeParameters& ScreenProbeParameters,
const FViewInfo& View,
const FLumenCardTracingParameters& TracingParameters,
FLumenIndirectTracingParameters& IndirectTracingParameters,
const LumenRadianceCache::FRadianceCacheInterpolationParameters& RadianceCacheParameters,
ERDGPassFlags ComputePassFlags)
#if RHI_RAYTRACING
{
const uint32 NumTracesPerProbe = ScreenProbeParameters.ScreenProbeTracingOctahedronResolution * ScreenProbeParameters.ScreenProbeTracingOctahedronResolution;
FIntPoint RayTracingResolution = FIntPoint(ScreenProbeParameters.ScreenProbeAtlasViewSize.X * ScreenProbeParameters.ScreenProbeAtlasViewSize.Y * NumTracesPerProbe, 1);
int32 MaxRayCount = RayTracingResolution.X * RayTracingResolution.Y;
const EDiffuseIndirectMethod DiffuseIndirectMethod = EDiffuseIndirectMethod::Lumen;
const bool bFarField = LumenScreenProbeGather::UseFarField(*View.Family);
const bool bUseRadianceCache = LumenScreenProbeGather::UseRadianceCache();
const bool bUseImportanceSampling = LumenScreenProbeGather::UseImportanceSampling(View);
const bool bUseHitLighting = LumenScreenProbeGather::UseHitLighting(View, DiffuseIndirectMethod);
const bool bInlineRayTracing = Lumen::UseHardwareInlineRayTracing(*View.Family) && !bUseHitLighting;
// Default tracing for near field
{
FCompactedTraceParameters CompactedTraceParameters = LumenScreenProbeGather::CompactTraces(
GraphBuilder,
View,
ScreenProbeParameters,
false,
0.0f,
IndirectTracingParameters.MaxTraceDistance,
/*bCompactForSkyApply*/ false,
ComputePassFlags);
FLumenScreenProbeGatherHardwareRayTracing::FPermutationDomain PermutationVector;
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracing::FRayTracingPass>(bUseHitLighting ? LumenScreenProbeGather::ERayTracingPass::HitLighting : LumenScreenProbeGather::ERayTracingPass::Default);
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracing::FUseShaderExecutionReordering>(bUseHitLighting && LumenHardwareRayTracing::UseShaderExecutionReordering());
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracing::FAvoidSelfIntersectionsMode>(LumenHardwareRayTracing::GetAvoidSelfIntersectionsMode());
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracing::FRadianceCache>(bUseRadianceCache);
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracing::FStructuredImportanceSamplingDim>(bUseImportanceSampling);
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracing::FSurfaceCacheAlphaMasking>(LumenHardwareRayTracing::UseSurfaceCacheAlphaMasking());
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracing::FFarFieldOcclusionOnly>(false);
PermutationVector = FLumenScreenProbeGatherHardwareRayTracing::RemapPermutation(PermutationVector);
DispatchRayGenOrComputeShader(GraphBuilder, Scene, SceneTextures, View, ScreenProbeParameters, TracingParameters, IndirectTracingParameters,
CompactedTraceParameters, RadianceCacheParameters, PermutationVector, DiffuseIndirectMethod, bInlineRayTracing, ComputePassFlags);
}
if (bFarField)
{
FCompactedTraceParameters CompactedTraceParameters = LumenScreenProbeGather::CompactTraces(
GraphBuilder,
View,
ScreenProbeParameters,
false,
0.0f,
Lumen::GetFarFieldMaxTraceDistance(),
/*bCompactForSkyApply*/ false,
ComputePassFlags);
FLumenScreenProbeGatherHardwareRayTracing::FPermutationDomain PermutationVector;
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracing::FRayTracingPass>(LumenScreenProbeGather::ERayTracingPass::FarField);
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracing::FAvoidSelfIntersectionsMode>(LumenHardwareRayTracing::GetAvoidSelfIntersectionsMode());
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracing::FRadianceCache>(false);
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracing::FStructuredImportanceSamplingDim>(bUseImportanceSampling);
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracing::FSurfaceCacheAlphaMasking>(LumenHardwareRayTracing::UseSurfaceCacheAlphaMasking());
PermutationVector.Set<FLumenScreenProbeGatherHardwareRayTracing::FFarFieldOcclusionOnly>(Lumen::UseFarFieldOcclusionOnly());
PermutationVector = FLumenScreenProbeGatherHardwareRayTracing::RemapPermutation(PermutationVector);
DispatchRayGenOrComputeShader(GraphBuilder, Scene, SceneTextures, View, ScreenProbeParameters, TracingParameters, IndirectTracingParameters,
CompactedTraceParameters, RadianceCacheParameters, PermutationVector, DiffuseIndirectMethod, bInlineRayTracing, ComputePassFlags);
}
}
#else // RHI_RAYTRACING
{
unimplemented();
}
#endif // RHI_RAYTRACING