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

2458 lines
114 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "VT/RuntimeVirtualTextureRender.h"
#include "ComponentRecreateRenderStateContext.h"
#include "Components/RuntimeVirtualTextureComponent.h"
#include "DataDrivenShaderPlatformInfo.h"
#include "EngineModule.h"
#include "GlobalShader.h"
#include "GPUScene.h"
#include "MaterialShader.h"
#include "MeshPassProcessor.h"
#include "MeshPassProcessor.inl"
#include "PostProcess/SceneRenderTargets.h"
#include "ProfilingDebugging/CsvProfiler.h"
#include "RenderCaptureInterface.h"
#include "RenderGraphBuilder.h"
#include "RenderGraphUtils.h"
#include "RenderUtils.h"
#include "RHIResourceUtils.h"
#include "ScenePrivate.h"
#include "SceneRendering.h"
#include "ShaderPlatformCachedIniValue.h"
#include "ShaderBaseClasses.h"
#include "SimpleMeshDrawCommandPass.h"
#include "StaticMeshBatch.h"
#include "VT/RuntimeVirtualTexture.h"
#include "VT/RuntimeVirtualTextureSceneExtension.h"
#include "VT/RuntimeVirtualTextureSceneProxy.h"
CSV_DECLARE_CATEGORY_EXTERN(VirtualTexturing);
DECLARE_DWORD_COUNTER_STAT(TEXT("Num pages rendered"), STAT_RenderedPages, STATGROUP_VirtualTexturing);
namespace RuntimeVirtualTexture
{
static TAutoConsoleVariable<int32> CVarVTMipColors(
TEXT("r.VT.RVT.MipColors"),
0,
TEXT("Render mip colors to RVT BaseColor.\n 0 off. 1 shows all mip colors. 2 shows only mip 0."),
FConsoleVariableDelegate::CreateLambda([](IConsoleVariable* InVariable) { FGlobalComponentRecreateRenderStateContext Context; }),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarVTHighQualityPerPixelHeight(
TEXT("r.VT.RVT.HighQualityPerPixelHeight"),
1,
TEXT("Use higher quality sampling of per pixel heightmaps when rendering to Runtime Virtual Texture.\n"),
ECVF_ReadOnly);
static TAutoConsoleVariable<int32> CVarVTDirectCompress(
TEXT("r.VT.RVT.DirectCompress"),
1,
TEXT("Compress texture data direct to the physical texture on platforms that support it."),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<bool> CVarVTApplyPageCorruptionFix(
TEXT("r.VT.RVT.PageCorruptionFix"),
false,
TEXT("Apply change that has been found to fix some rare page corruption on PC."),
ECVF_RenderThreadSafe);
int32 RenderCaptureNextRVTPagesDraws = 0;
static FAutoConsoleVariableRef CVarRenderCaptureNextRVTPagesDraws(
TEXT("r.VT.RenderCaptureNextPagesDraws"),
RenderCaptureNextRVTPagesDraws,
TEXT("Trigger a render capture during the next RVT RenderPages draw calls."));
static TAutoConsoleVariable<bool> CVarRVTAstc(
TEXT("r.VT.RVT.ASTC"),
0,
TEXT("Use ASTC compression instead of ETC2 when the hardware supports it."),
ECVF_ReadOnly);
static TAutoConsoleVariable<bool> CVarRVTAstcHigh(
TEXT("r.VT.RVT.ASTC.High"),
0,
TEXT("When using ASTC compression, produce higher quality output at roughly 2x the time spent encoding."),
ECVF_Default);
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FEtcParameters, )
SHADER_PARAMETER_ARRAY(FVector4f, ALPHA_DISTANCE_TABLES, [16])
SHADER_PARAMETER_ARRAY(FVector4f, RGB_DISTANCE_TABLES, [8])
END_GLOBAL_SHADER_PARAMETER_STRUCT()
IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FEtcParameters, "EtcParameters");
static TGlobalResource<FGlobalDynamicReadBuffer> RuntimeVirtualReadBuffer;
class FEtcParametersUniformBuffer : public TUniformBuffer<FEtcParameters>
{
typedef TUniformBuffer<FEtcParameters> Super;
public:
FEtcParametersUniformBuffer()
{
FEtcParameters Parameters;
Parameters.ALPHA_DISTANCE_TABLES[0] = FVector4f(2, 5, 8, 14);
Parameters.ALPHA_DISTANCE_TABLES[1] = FVector4f(2, 6, 9, 12);
Parameters.ALPHA_DISTANCE_TABLES[2] = FVector4f(1, 4, 7, 12);
Parameters.ALPHA_DISTANCE_TABLES[3] = FVector4f(1, 3, 5, 12);
Parameters.ALPHA_DISTANCE_TABLES[4] = FVector4f(2, 5, 7, 11);
Parameters.ALPHA_DISTANCE_TABLES[5] = FVector4f(2, 6, 8, 10);
Parameters.ALPHA_DISTANCE_TABLES[6] = FVector4f(3, 6, 7, 10);
Parameters.ALPHA_DISTANCE_TABLES[7] = FVector4f(2, 4, 7, 10);
Parameters.ALPHA_DISTANCE_TABLES[8] = FVector4f(1, 5, 7, 9);
Parameters.ALPHA_DISTANCE_TABLES[9] = FVector4f(1, 4, 7, 9);
Parameters.ALPHA_DISTANCE_TABLES[10] = FVector4f(1, 3, 7, 9);
Parameters.ALPHA_DISTANCE_TABLES[11] = FVector4f(1, 4, 6, 9);
Parameters.ALPHA_DISTANCE_TABLES[12] = FVector4f(2, 3, 6, 9);
Parameters.ALPHA_DISTANCE_TABLES[13] = FVector4f(0, 1, 2, 9);
Parameters.ALPHA_DISTANCE_TABLES[14] = FVector4f(3, 5, 7, 8);
Parameters.ALPHA_DISTANCE_TABLES[15] = FVector4f(2, 4, 6, 8);
Parameters.RGB_DISTANCE_TABLES[0] = FVector4f(-8, -2, 2, 8);
Parameters.RGB_DISTANCE_TABLES[1] = FVector4f(-17, -5, 5, 17);
Parameters.RGB_DISTANCE_TABLES[2] = FVector4f(-29, -9, 9, 29);
Parameters.RGB_DISTANCE_TABLES[3] = FVector4f(-42, -13, 13, 42);
Parameters.RGB_DISTANCE_TABLES[4] = FVector4f(-60, -18, 18, 60);
Parameters.RGB_DISTANCE_TABLES[5] = FVector4f(-80, -24, 24, 80);
Parameters.RGB_DISTANCE_TABLES[6] = FVector4f(-106, -33, 33, 106);
Parameters.RGB_DISTANCE_TABLES[7] = FVector4f(-183, -47, 47, 183);
SetContentsNoUpdate(Parameters);
}
};
const TUniformBufferRef<FEtcParameters>& GetEtcParametersUniformBufferRef()
{
static TGlobalResource<FEtcParametersUniformBuffer> EtcParametersUniformBuffer;
return EtcParametersUniformBuffer.GetUniformBufferRef();
}
static const uint8 TritsToInteger[243] =
{
0, 1, 2,
4, 5, 6,
8, 9, 10,
16, 17, 18,
20, 21, 22,
24, 25, 26,
3, 7, 15,
19, 23, 27,
12, 13, 14,
32, 33, 34,
36, 37, 38,
40, 41, 42,
48, 49, 50,
52, 53, 54,
56, 57, 58,
35, 39, 47,
51, 55, 59,
44, 45, 46,
64, 65, 66,
68, 69, 70,
72, 73, 74,
80, 81, 82,
84, 85, 86,
88, 89, 90,
67, 71, 79,
83, 87, 91,
76, 77, 78,
128, 129, 130,
132, 133, 134,
136, 137, 138,
144, 145, 146,
148, 149, 150,
152, 153, 154,
131, 135, 143,
147, 151, 155,
140, 141, 142,
160, 161, 162,
164, 165, 166,
168, 169, 170,
176, 177, 178,
180, 181, 182,
184, 185, 186,
163, 167, 175,
179, 183, 187,
172, 173, 174,
192, 193, 194,
196, 197, 198,
200, 201, 202,
208, 209, 210,
212, 213, 214,
216, 217, 218,
195, 199, 207,
211, 215, 219,
204, 205, 206,
96, 97, 98,
100, 101, 102,
104, 105, 106,
112, 113, 114,
116, 117, 118,
120, 121, 122,
99, 103, 111,
115, 119, 123,
108, 109, 110,
224, 225, 226,
228, 229, 230,
232, 233, 234,
240, 241, 242,
244, 245, 246,
248, 249, 250,
227, 231, 239,
243, 247, 251,
236, 237, 238,
28, 29, 30,
60, 61, 62,
92, 93, 94,
156, 157, 158,
188, 189, 190,
220, 221, 222,
31, 63, 127,
159, 191, 255,
252, 253, 254
};
static const uint8 QuintsToInteger[125] =
{
0, 1, 2, 3, 4,
8, 9, 10, 11, 12,
16, 17, 18, 19, 20,
24, 25, 26, 27, 28,
5, 13, 21, 29, 6,
32, 33, 34, 35, 36,
40, 41, 42, 43, 44,
48, 49, 50, 51, 52,
56, 57, 58, 59, 60,
37, 45, 53, 61, 14,
64, 65, 66, 67, 68,
72, 73, 74, 75, 76,
80, 81, 82, 83, 84,
88, 89, 90, 91, 92,
69, 77, 85, 93, 22,
96, 97, 98, 99, 100,
104, 105, 106, 107, 108,
112, 113, 114, 115, 116,
120, 121, 122, 123, 124,
101, 109, 117, 125, 30,
102, 103, 70, 71, 38,
110, 111, 78, 79, 46,
118, 119, 86, 87, 54,
126, 127, 94, 95, 62,
39, 47, 55, 63, 31
};
// from [ARM:astc-encoder] quantization_and_transfer_table quant_and_xfer_tables
#define WEIGHT_QUANTIZE_NUM 32
static const uint8 ScrambleTable[12 * WEIGHT_QUANTIZE_NUM] = {
// quantization method 0, range 0..1
//{
0, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
//},
// quantization method 1, range 0..2
//{
0, 1, 2,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
//},
// quantization method 2, range 0..3
//{
0, 1, 2, 3,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
//},
// quantization method 3, range 0..4
//{
0, 1, 2, 3, 4,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
//},
// quantization method 4, range 0..5
//{
0, 2, 4, 5, 3, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
//},
// quantization method 5, range 0..7
//{
0, 1, 2, 3, 4, 5, 6, 7,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
//},
// quantization method 6, range 0..9
//{
0, 2, 4, 6, 8, 9, 7, 5, 3, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
//},
// quantization method 7, range 0..11
//{
0, 4, 8, 2, 6, 10, 11, 7, 3, 9, 5, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
//},
// quantization method 8, range 0..15
//{
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
//},
// quantization method 9, range 0..19
//{
0, 4, 8, 12, 16, 2, 6, 10, 14, 18, 19, 15, 11, 7, 3, 17, 13, 9, 5, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
//},
// quantization method 10, range 0..23
//{
0, 8, 16, 2, 10, 18, 4, 12, 20, 6, 14, 22, 23, 15, 7, 21, 13, 5, 19,
11, 3, 17, 9, 1, 0, 0, 0, 0, 0, 0, 0, 0,
//},
// quantization method 11, range 0..31
//{
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19,
20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31,
//}
};
static const uint8 ColorScrambleTable48[256] = {
0, 0, 0, 16, 16, 16, 16, 16, 32, 32, 32, 32, 32, 32, 2, 2,
2, 2, 2, 18, 18, 18, 18, 18, 34, 34, 34, 34, 34, 34, 4, 4,
4, 4, 4, 20, 20, 20, 20, 20, 20, 36, 36, 36, 36, 36, 6, 6,
6, 6, 6, 22, 22, 22, 22, 22, 22, 38, 38, 38, 38, 38, 38, 8,
8, 8, 8, 8, 24, 24, 24, 24, 24, 40, 40, 40, 40, 40, 40, 10,
10, 10, 10, 10, 26, 26, 26, 26, 26, 42, 42, 42, 42, 42, 42, 12,
12, 12, 12, 12, 28, 28, 28, 28, 28, 28, 44, 44, 44, 44, 44, 14,
14, 14, 14, 14, 30, 30, 30, 30, 30, 30, 46, 46, 46, 46, 46, 46,
47, 47, 47, 47, 47, 47, 31, 31, 31, 31, 31, 31, 15, 15, 15, 15,
15, 45, 45, 45, 45, 45, 29, 29, 29, 29, 29, 29, 13, 13, 13, 13,
13, 43, 43, 43, 43, 43, 43, 27, 27, 27, 27, 27, 11, 11, 11, 11,
11, 41, 41, 41, 41, 41, 41, 25, 25, 25, 25, 25, 9, 9, 9, 9,
9, 39, 39, 39, 39, 39, 39, 23, 23, 23, 23, 23, 23, 7, 7, 7,
7, 7, 37, 37, 37, 37, 37, 21, 21, 21, 21, 21, 21, 5, 5, 5,
5, 5, 35, 35, 35, 35, 35, 35, 19, 19, 19, 19, 19, 3, 3, 3,
3, 3, 33, 33, 33, 33, 33, 33, 17, 17, 17, 17, 17, 1, 1, 1
};
static const uint8 ColorScrambleTable80[256] = {
0, 0, 16, 16, 16, 32, 32, 32, 48, 48, 48, 64, 64, 64, 64, 2,
2, 2, 18, 18, 18, 34, 34, 34, 50, 50, 50, 66, 66, 66, 66, 4,
4, 4, 20, 20, 20, 36, 36, 36, 52, 52, 52, 52, 68, 68, 68, 6,
6, 6, 22, 22, 22, 38, 38, 38, 54, 54, 54, 54, 70, 70, 70, 8,
8, 8, 24, 24, 24, 40, 40, 40, 40, 56, 56, 56, 72, 72, 72, 10,
10, 10, 26, 26, 26, 42, 42, 42, 42, 58, 58, 58, 74, 74, 74, 12,
12, 12, 28, 28, 28, 28, 44, 44, 44, 60, 60, 60, 76, 76, 76, 14,
14, 14, 30, 30, 30, 30, 46, 46, 46, 62, 62, 62, 78, 78, 78, 78,
79, 79, 79, 79, 63, 63, 63, 47, 47, 47, 31, 31, 31, 31, 15, 15,
15, 77, 77, 77, 61, 61, 61, 45, 45, 45, 29, 29, 29, 29, 13, 13,
13, 75, 75, 75, 59, 59, 59, 43, 43, 43, 43, 27, 27, 27, 11, 11,
11, 73, 73, 73, 57, 57, 57, 41, 41, 41, 41, 25, 25, 25, 9, 9,
9, 71, 71, 71, 55, 55, 55, 55, 39, 39, 39, 23, 23, 23, 7, 7,
7, 69, 69, 69, 53, 53, 53, 53, 37, 37, 37, 21, 21, 21, 5, 5,
5, 67, 67, 67, 67, 51, 51, 51, 35, 35, 35, 19, 19, 19, 3, 3,
3, 65, 65, 65, 65, 49, 49, 49, 33, 33, 33, 17, 17, 17, 1, 1
};
static const uint8 ColorScrambleTable192[256] = {
0, 64, 128, 128, 2, 66, 130, 130, 4, 68, 132, 132, 6, 70, 134, 134,
8, 72, 136, 136, 10, 74, 138, 138, 12, 76, 140, 140, 14, 78, 142, 142,
16, 80, 144, 144, 18, 82, 146, 146, 20, 84, 148, 148, 22, 86, 150, 150,
24, 88, 152, 152, 26, 90, 154, 154, 28, 92, 156, 156, 30, 94, 158, 158,
32, 96, 160, 160, 34, 98, 162, 162, 36, 100, 164, 164, 38, 102, 166, 166,
40, 104, 168, 168, 42, 106, 170, 170, 44, 108, 172, 172, 46, 110, 174, 174,
48, 112, 176, 176, 50, 114, 178, 178, 52, 116, 180, 180, 54, 118, 182, 182,
56, 120, 184, 184, 58, 122, 186, 186, 60, 124, 188, 188, 62, 126, 190, 190,
191, 191, 127, 63, 189, 189, 125, 61, 187, 187, 123, 59, 185, 185, 121, 57,
183, 183, 119, 55, 181, 181, 117, 53, 179, 179, 115, 51, 177, 177, 113, 49,
175, 175, 111, 47, 173, 173, 109, 45, 171, 171, 107, 43, 169, 169, 105, 41,
167, 167, 103, 39, 165, 165, 101, 37, 163, 163, 99, 35, 161, 161, 97, 33,
159, 159, 95, 31, 157, 157, 93, 29, 155, 155, 91, 27, 153, 153, 89, 25,
151, 151, 87, 23, 149, 149, 85, 21, 147, 147, 83, 19, 145, 145, 81, 17,
143, 143, 79, 15, 141, 141, 77, 13, 139, 139, 75, 11, 137, 137, 73, 9,
135, 135, 71, 7, 133, 133, 69, 5, 131, 131, 67, 3, 129, 129, 65, 1
};
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FAstcParameters, )
SHADER_PARAMETER_SRV(Buffer<uint>, TritsToInteger)
SHADER_PARAMETER_SRV(Buffer<uint>, QuintsToInteger)
SHADER_PARAMETER_SRV(Buffer<uint>, ScrambleTable)
SHADER_PARAMETER_SRV(Buffer<uint>, ColorScrambleTable48)
SHADER_PARAMETER_SRV(Buffer<uint>, ColorScrambleTable80)
SHADER_PARAMETER_SRV(Buffer<uint>, ColorScrambleTable192)
END_GLOBAL_SHADER_PARAMETER_STRUCT()
IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FAstcParameters, "AstcParameters");
class FAstcParametersUniformBuffer : public TUniformBuffer<FAstcParameters>
{
typedef TUniformBuffer<FAstcParameters> Super;
public:
virtual void InitRHI(FRHICommandListBase& RHICmdList) override
{
FAstcParameters Parameters;
{
const FRHIBufferCreateDesc CreateDesc =
FRHIBufferCreateDesc::CreateVertex<uint8>(TEXT("TritsToInteger"), 243)
.AddUsage(EBufferUsageFlags::Static | EBufferUsageFlags::ShaderResource)
.SetInitialState(ERHIAccess::VertexOrIndexBuffer | ERHIAccess::SRVMask);
Parameters.TritsToInteger = RHICmdList.CreateShaderResourceView(
UE::RHIResourceUtils::CreateBufferWithArray(RHICmdList, CreateDesc, TritsToInteger),
FRHIViewDesc::CreateBufferSRV()
.SetType(FRHIViewDesc::EBufferType::Typed)
.SetFormat(PF_R8_UINT));
}
{
const FRHIBufferCreateDesc CreateDesc =
FRHIBufferCreateDesc::CreateVertex<uint8>(TEXT("QuintsToInteger"), 125)
.AddUsage(EBufferUsageFlags::Static | EBufferUsageFlags::ShaderResource)
.SetInitialState(ERHIAccess::VertexOrIndexBuffer | ERHIAccess::SRVMask);
Parameters.QuintsToInteger = RHICmdList.CreateShaderResourceView(
UE::RHIResourceUtils::CreateBufferWithArray(RHICmdList, CreateDesc, QuintsToInteger),
FRHIViewDesc::CreateBufferSRV()
.SetType(FRHIViewDesc::EBufferType::Typed)
.SetFormat(PF_R8_UINT));
}
{
const FRHIBufferCreateDesc CreateDesc =
FRHIBufferCreateDesc::CreateVertex<uint8>(TEXT("ScrambleTable"), 12 * WEIGHT_QUANTIZE_NUM)
.AddUsage(EBufferUsageFlags::Static | EBufferUsageFlags::ShaderResource)
.SetInitialState(ERHIAccess::VertexOrIndexBuffer | ERHIAccess::SRVMask);
Parameters.ScrambleTable = RHICmdList.CreateShaderResourceView(
UE::RHIResourceUtils::CreateBufferWithArray(RHICmdList, CreateDesc, ScrambleTable),
FRHIViewDesc::CreateBufferSRV()
.SetType(FRHIViewDesc::EBufferType::Typed)
.SetFormat(PF_R8_UINT));
}
{
const FRHIBufferCreateDesc CreateDesc =
FRHIBufferCreateDesc::CreateVertex<uint8>(TEXT("ColorScrambleTable48"), 256)
.AddUsage(EBufferUsageFlags::Static | EBufferUsageFlags::ShaderResource)
.SetInitialState(ERHIAccess::VertexOrIndexBuffer | ERHIAccess::SRVMask);
Parameters.ColorScrambleTable48 = RHICmdList.CreateShaderResourceView(
UE::RHIResourceUtils::CreateBufferWithArray(RHICmdList, CreateDesc, ColorScrambleTable48),
FRHIViewDesc::CreateBufferSRV()
.SetType(FRHIViewDesc::EBufferType::Typed)
.SetFormat(PF_R8_UINT));
}
{
const FRHIBufferCreateDesc CreateDesc =
FRHIBufferCreateDesc::CreateVertex<uint8>(TEXT("ColorScrambleTable80"), 256)
.AddUsage(EBufferUsageFlags::Static | EBufferUsageFlags::ShaderResource)
.SetInitialState(ERHIAccess::VertexOrIndexBuffer | ERHIAccess::SRVMask);
Parameters.ColorScrambleTable80 = RHICmdList.CreateShaderResourceView(
UE::RHIResourceUtils::CreateBufferWithArray(RHICmdList, CreateDesc, ColorScrambleTable80),
FRHIViewDesc::CreateBufferSRV()
.SetType(FRHIViewDesc::EBufferType::Typed)
.SetFormat(PF_R8_UINT));
}
{
const FRHIBufferCreateDesc CreateDesc =
FRHIBufferCreateDesc::CreateVertex<uint8>(TEXT("ColorScrambleTable192"), 256)
.AddUsage(EBufferUsageFlags::Static | EBufferUsageFlags::ShaderResource)
.SetInitialState(ERHIAccess::VertexOrIndexBuffer | ERHIAccess::SRVMask);
Parameters.ColorScrambleTable192 = RHICmdList.CreateShaderResourceView(
UE::RHIResourceUtils::CreateBufferWithArray(RHICmdList, CreateDesc, ColorScrambleTable192),
FRHIViewDesc::CreateBufferSRV()
.SetType(FRHIViewDesc::EBufferType::Typed)
.SetFormat(PF_R8_UINT));
}
SetContentsNoUpdate(Parameters);
Super::InitRHI(RHICmdList);
}
};
const TUniformBufferRef<FAstcParameters>& GetAstcParametersUniformBufferRef()
{
static TGlobalResource<FAstcParametersUniformBuffer> AstcParametersUniformBuffer;
return AstcParametersUniformBuffer.GetUniformBufferRef();
}
bool UseEtcProfile(EShaderPlatform ShaderPlatform)
{
switch (ShaderPlatform)
{
case SP_METAL_ES3_1_IOS:
case SP_METAL_SM5_IOS:
case SP_METAL_SIM:
case SP_METAL_ES3_1_TVOS:
case SP_METAL_SM5_TVOS:
case SP_VULKAN_ES3_1_ANDROID:
case SP_OPENGL_ES3_1_ANDROID:
case SP_VULKAN_SM5_ANDROID:
return true;
default:
break;
}
return false;
}
bool UseAstcProfile(EShaderPlatform ShaderPlatform)
{
if (!CVarRVTAstc.GetValueOnAnyThread()) {
return false;
}
switch (ShaderPlatform)
{
case SP_METAL_ES3_1_IOS:
case SP_METAL_SM5_IOS:
case SP_METAL_SIM:
case SP_METAL_ES3_1_TVOS:
case SP_METAL_SM5_TVOS:
case SP_VULKAN_ES3_1_ANDROID:
case SP_OPENGL_ES3_1_ANDROID:
case SP_VULKAN_SM5_ANDROID:
return true;
default:
break;
}
return false;
}
bool UseAstcHighProfile(EShaderPlatform ShaderPlatform)
{
return UseAstcProfile(ShaderPlatform) && CVarRVTAstcHigh.GetValueOnAnyThread();
}
/** For platforms that do not support 2-channel images, write 64bit compressed texture outputs into RGBA16 instead of RG32. */
bool UseRGBA16(EShaderPlatform ShaderPlatform)
{
return IsOpenGLPlatform(ShaderPlatform);
}
/** Parameters used when writing to the virtual texture. */
BEGIN_UNIFORM_BUFFER_STRUCT(FRuntimeVirtualTexturePassParameters, )
SHADER_PARAMETER(FVector4f, MipLevel)
SHADER_PARAMETER(FVector4f, CustomMaterialData)
SHADER_PARAMETER(FVector4f, DebugParams)
SHADER_PARAMETER(FVector2f, PackHeight)
END_UNIFORM_BUFFER_STRUCT()
/** Uniform buffer for writing to the virtual texture. We reuse the DeferredDecals UB slot, which can't be used at the same time. This avoids the overhead of a new slot. */
IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT(FRuntimeVirtualTexturePassParameters, "RuntimeVirtualTexturePassParameters", DeferredDecals);
/** Mesh material shader for writing to the virtual texture. */
class FShader_VirtualTextureMaterialDraw : public FMeshMaterialShader
{
public:
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FSceneUniformParameters, Scene)
SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FRuntimeVirtualTexturePassParameters, RuntimeVirtualTexturePassParameters)
SHADER_PARAMETER_STRUCT_INCLUDE(FInstanceCullingDrawParams, InstanceCullingDrawParams)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FMeshMaterialShaderPermutationParameters& Parameters)
{
return UseVirtualTexturing(Parameters.Platform) &&
(Parameters.MaterialParameters.bHasRuntimeVirtualTextureOutput || Parameters.MaterialParameters.bIsDefaultMaterial);
}
static void ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FMeshMaterialShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("IS_VIRTUAL_TEXTURE_MATERIAL"), 1);
static FShaderPlatformCachedIniValue<bool> HighQualityPerPixelHeightValue(TEXT("r.VT.RVT.HighQualityPerPixelHeight"));
const bool bHighQualityPerPixelHeight = (HighQualityPerPixelHeightValue.Get((EShaderPlatform)Parameters.Platform) != 0);
OutEnvironment.SetDefine(TEXT("PER_PIXEL_HEIGHTMAP_HQ"), bHighQualityPerPixelHeight ? 1 : 0);
}
FShader_VirtualTextureMaterialDraw()
{}
FShader_VirtualTextureMaterialDraw(const FMeshMaterialShaderType::CompiledShaderInitializerType& Initializer)
: FMeshMaterialShader(Initializer)
{
}
};
/** Specialization for ERuntimeVirtualTextureMaterialType::BaseColor */
class FMaterialPolicy_BaseColor
{
public:
static bool ShouldCompilePermutation(const FMeshMaterialShaderPermutationParameters& Parameters)
{
return RuntimeVirtualTexture::IsMaterialTypeSupported(ERuntimeVirtualTextureMaterialType::BaseColor, Parameters.Platform);
}
static void ModifyCompilationEnvironment(FShaderCompilerEnvironment& OutEnvironment)
{
OutEnvironment.SetDefine(TEXT("OUT_BASECOLOR"), 1);
}
static FRHIBlendState* GetBlendState(uint8 OutputAttributeMask)
{
return TStaticBlendState< CW_RGBA, BO_Add, BF_One, BF_InverseSourceAlpha, BO_Add, BF_Zero, BF_One >::GetRHI();
}
};
/** Specialization for ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular */
class FMaterialPolicy_BaseColorNormalSpecular
{
private:
/** Compile time helper to build blend state from the connected output attribute mask. */
static constexpr EColorWriteMask GetColorMaskFromAttributeMask(uint8 AttributeMask, uint8 RenderTargetIndex)
{
// Color mask in the output render targets for each of the relevant attributes in ERuntimeVirtualTextureAttributeType
const EColorWriteMask AttributeMasks[][3] = {
{ CW_RGBA, CW_NONE, CW_NONE }, // BaseColor
{ CW_NONE, EColorWriteMask(CW_RED | CW_GREEN | CW_ALPHA), EColorWriteMask(CW_BLUE | CW_ALPHA) }, // Normal
{ CW_NONE, CW_NONE, EColorWriteMask(CW_GREEN | CW_ALPHA) }, // Roughness
{ CW_NONE, CW_NONE, EColorWriteMask(CW_RED | CW_ALPHA) }, // Specular
{ CW_NONE, EColorWriteMask(CW_BLUE | CW_ALPHA), CW_NONE }, // Mask
};
// Combine the color masks for this AttributeMask
EColorWriteMask ColorWriteMask = CW_NONE;
for (int32 i = 0; i < 5; ++i)
{
if (AttributeMask & (1 << i))
{
ColorWriteMask = EColorWriteMask(ColorWriteMask | AttributeMasks[i][RenderTargetIndex]);
}
}
return ColorWriteMask;
}
/** Helper to convert the connected output attribute mask to a blend state with a color mask for these attributes. */
template< uint32 AttributeMask >
static FRHIBlendState* TGetBlendStateFromAttributeMask()
{
return TStaticBlendState<
GetColorMaskFromAttributeMask(AttributeMask, 0), BO_Add, BF_One, BF_InverseSourceAlpha, BO_Add, BF_Zero, BF_One,
GetColorMaskFromAttributeMask(AttributeMask, 1), BO_Add, BF_One, BF_InverseSourceAlpha, BO_Add, BF_Zero, BF_One,
GetColorMaskFromAttributeMask(AttributeMask, 2), BO_Add, BF_One, BF_InverseSourceAlpha, BO_Add, BF_Zero, BF_One >::GetRHI();
}
/** Runtime conversion of attribute mask to static blend state. */
static FRHIBlendState* GetBlendStateImpl(uint8 AttributeMask)
{
// We have 5 relevant bits in the attribute mask. Any more and this would get painful...
switch (AttributeMask & 0x1f)
{
case 1: return TGetBlendStateFromAttributeMask<1>();
case 2: return TGetBlendStateFromAttributeMask<2>();
case 3: return TGetBlendStateFromAttributeMask<3>();
case 4: return TGetBlendStateFromAttributeMask<4>();
case 5: return TGetBlendStateFromAttributeMask<5>();
case 6: return TGetBlendStateFromAttributeMask<6>();
case 7: return TGetBlendStateFromAttributeMask<7>();
case 8: return TGetBlendStateFromAttributeMask<8>();
case 9: return TGetBlendStateFromAttributeMask<9>();
case 10: return TGetBlendStateFromAttributeMask<10>();
case 11: return TGetBlendStateFromAttributeMask<11>();
case 12: return TGetBlendStateFromAttributeMask<12>();
case 13: return TGetBlendStateFromAttributeMask<13>();
case 14: return TGetBlendStateFromAttributeMask<14>();
case 15: return TGetBlendStateFromAttributeMask<15>();
case 16: return TGetBlendStateFromAttributeMask<16>();
case 17: return TGetBlendStateFromAttributeMask<17>();
case 18: return TGetBlendStateFromAttributeMask<18>();
case 19: return TGetBlendStateFromAttributeMask<19>();
case 20: return TGetBlendStateFromAttributeMask<20>();
case 21: return TGetBlendStateFromAttributeMask<21>();
case 22: return TGetBlendStateFromAttributeMask<22>();
case 23: return TGetBlendStateFromAttributeMask<23>();
case 24: return TGetBlendStateFromAttributeMask<24>();
case 25: return TGetBlendStateFromAttributeMask<25>();
case 26: return TGetBlendStateFromAttributeMask<26>();
case 27: return TGetBlendStateFromAttributeMask<27>();
case 28: return TGetBlendStateFromAttributeMask<28>();
case 29: return TGetBlendStateFromAttributeMask<29>();
case 30: return TGetBlendStateFromAttributeMask<30>();
default: return TGetBlendStateFromAttributeMask<31>();
}
}
public:
static bool ShouldCompilePermutation(const FMeshMaterialShaderPermutationParameters& Parameters)
{
return RuntimeVirtualTexture::IsMaterialTypeSupported(ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular, Parameters.Platform);
}
static void ModifyCompilationEnvironment(FShaderCompilerEnvironment& OutEnvironment)
{
OutEnvironment.SetDefine(TEXT("OUT_BASECOLOR_NORMAL_SPECULAR"), 1);
}
static FRHIBlendState* GetBlendState(uint8 OutputAttributeMask)
{
return GetBlendStateImpl(OutputAttributeMask);
}
};
/** Specialization for ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Roughness */
class FMaterialPolicy_BaseColorNormalRoughness
{
private:
/** Compile time helper to build blend state from the connected output attribute mask. */
static constexpr EColorWriteMask GetColorMaskFromAttributeMask(uint8 AttributeMask, uint8 RenderTargetIndex)
{
// Color mask in the output render targets for each of the relevant attributes in ERuntimeVirtualTextureAttributeType
const EColorWriteMask AttributeMasks[][2] = {
{ CW_RGBA, CW_NONE}, // BaseColor
{ CW_NONE, EColorWriteMask(CW_RED| CW_BLUE | CW_ALPHA)}, // Normal
{ CW_NONE, EColorWriteMask(CW_GREEN | CW_ALPHA)}, // Roughness
{ CW_NONE, CW_NONE}, // Specular
{ CW_NONE, CW_NONE}, // Mask
};
// Combine the color masks for this AttributeMask
EColorWriteMask ColorWriteMask = CW_NONE;
for (int32 i = 0; i < 5; ++i)
{
if (AttributeMask & (1 << i))
{
ColorWriteMask = EColorWriteMask(ColorWriteMask | AttributeMasks[i][RenderTargetIndex]);
}
}
return ColorWriteMask;
}
/** Helper to convert the connected output attribute mask to a blend state with a color mask for these attributes. */
template< uint32 AttributeMask >
static FRHIBlendState* TGetBlendStateFromAttributeMask()
{
return TStaticBlendState<
GetColorMaskFromAttributeMask(AttributeMask, 0), BO_Add, BF_One, BF_InverseSourceAlpha, BO_Add, BF_Zero, BF_One,
// normal XY is stored in R and B channels, and the Sign of Z is considered always positive
GetColorMaskFromAttributeMask(AttributeMask, 1), BO_Add, BF_One, BF_InverseSourceAlpha, BO_Add, BF_Zero, BF_One>::GetRHI();
}
/** Runtime conversion of attribute mask to static blend state. */
static FRHIBlendState* GetBlendStateImpl(uint8 AttributeMask)
{
// We have 5 relevant bits in the attribute mask. Any more and this would get painful...
switch (AttributeMask & 0x1f)
{
case 1: return TGetBlendStateFromAttributeMask<1>();
case 2: return TGetBlendStateFromAttributeMask<2>();
case 3: return TGetBlendStateFromAttributeMask<3>();
case 4: return TGetBlendStateFromAttributeMask<4>();
case 5: return TGetBlendStateFromAttributeMask<5>();
case 6: return TGetBlendStateFromAttributeMask<6>();
case 7: return TGetBlendStateFromAttributeMask<7>();
case 8: return TGetBlendStateFromAttributeMask<8>();
case 9: return TGetBlendStateFromAttributeMask<9>();
case 10: return TGetBlendStateFromAttributeMask<10>();
case 11: return TGetBlendStateFromAttributeMask<11>();
case 12: return TGetBlendStateFromAttributeMask<12>();
case 13: return TGetBlendStateFromAttributeMask<13>();
case 14: return TGetBlendStateFromAttributeMask<14>();
case 15: return TGetBlendStateFromAttributeMask<15>();
case 16: return TGetBlendStateFromAttributeMask<16>();
case 17: return TGetBlendStateFromAttributeMask<17>();
case 18: return TGetBlendStateFromAttributeMask<18>();
case 19: return TGetBlendStateFromAttributeMask<19>();
case 20: return TGetBlendStateFromAttributeMask<20>();
case 21: return TGetBlendStateFromAttributeMask<21>();
case 22: return TGetBlendStateFromAttributeMask<22>();
case 23: return TGetBlendStateFromAttributeMask<23>();
case 24: return TGetBlendStateFromAttributeMask<24>();
case 25: return TGetBlendStateFromAttributeMask<25>();
case 26: return TGetBlendStateFromAttributeMask<26>();
case 27: return TGetBlendStateFromAttributeMask<27>();
case 28: return TGetBlendStateFromAttributeMask<28>();
case 29: return TGetBlendStateFromAttributeMask<29>();
case 30: return TGetBlendStateFromAttributeMask<30>();
default: return TGetBlendStateFromAttributeMask<31>();
}
}
public:
static bool ShouldCompilePermutation(const FMeshMaterialShaderPermutationParameters& Parameters)
{
return RuntimeVirtualTexture::IsMaterialTypeSupported(ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Roughness, Parameters.Platform);
}
static void ModifyCompilationEnvironment(FShaderCompilerEnvironment& OutEnvironment)
{
OutEnvironment.SetDefine(TEXT("OUT_BASECOLOR_NORMAL_ROUGHNESS"), 1);
}
static FRHIBlendState* GetBlendState(uint8 OutputAttributeMask)
{
return GetBlendStateImpl(OutputAttributeMask);
}
};
/** Specialization for ERuntimeVirtualTextureMaterialType::Mask4 */
class FMaterialPolicy_Mask4
{
public:
static bool ShouldCompilePermutation(const FMeshMaterialShaderPermutationParameters& Parameters)
{
return RuntimeVirtualTexture::IsMaterialTypeSupported(ERuntimeVirtualTextureMaterialType::Mask4, Parameters.Platform);
}
static void ModifyCompilationEnvironment(FShaderCompilerEnvironment& OutEnvironment)
{
OutEnvironment.SetDefine(TEXT("OUT_MASK4"), 1);
}
static FRHIBlendState* GetBlendState(uint8 OutputAttributeMask)
{
return TStaticBlendState<
CW_RGBA, BO_Add, BF_One, BF_InverseSourceAlpha, BO_Add, BF_Zero, BF_One,
CW_RED, BO_Add, BF_One, BF_InverseSourceAlpha, BO_Add, BF_Zero, BF_One >::GetRHI();
}
};
/** Specialization for ERuntimeVirtualTextureMaterialType::WorldHeight */
class FMaterialPolicy_WorldHeight
{
public:
static bool ShouldCompilePermutation(const FMeshMaterialShaderPermutationParameters& Parameters)
{
return RuntimeVirtualTexture::IsMaterialTypeSupported(ERuntimeVirtualTextureMaterialType::WorldHeight, Parameters.Platform);
}
static void ModifyCompilationEnvironment(FShaderCompilerEnvironment& OutEnvironment)
{
OutEnvironment.SetDefine(TEXT("OUT_WORLDHEIGHT"), 1);
OutEnvironment.SetRenderTargetOutputFormat(0, PF_R32_FLOAT);
}
static FRHIBlendState* GetBlendState(uint8 OutputAttributeMask)
{
return TStaticBlendState< CW_RED, BO_Max, BF_One, BF_One, BO_Add, BF_One, BF_One >::GetRHI();
}
};
/** Specialization for ERuntimeVirtualTextureMaterialType::Displacement */
class FMaterialPolicy_Displacement
{
public:
static bool ShouldCompilePermutation(const FMeshMaterialShaderPermutationParameters& Parameters)
{
return RuntimeVirtualTexture::IsMaterialTypeSupported(ERuntimeVirtualTextureMaterialType::Displacement, Parameters.Platform);
}
static void ModifyCompilationEnvironment(FShaderCompilerEnvironment& OutEnvironment)
{
OutEnvironment.SetDefine(TEXT("OUT_DISPLACEMENT"), 1);
OutEnvironment.SetRenderTargetOutputFormat(0, PF_A32B32G32R32F);
}
static FRHIBlendState* GetBlendState(uint8 OutputAttributeMask)
{
return TStaticBlendState< CW_RED, BO_Add, BF_One, BF_InverseSourceAlpha, BO_Add, BF_Zero, BF_One >::GetRHI();
}
};
/** Vertex shader derivation of material shader. Templated on policy for virtual texture layout. */
template< class MaterialPolicy >
class FShader_VirtualTextureMaterialDraw_VS : public FShader_VirtualTextureMaterialDraw
{
public:
DECLARE_SHADER_TYPE(FShader_VirtualTextureMaterialDraw_VS, MeshMaterial);
FShader_VirtualTextureMaterialDraw_VS()
{}
FShader_VirtualTextureMaterialDraw_VS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FShader_VirtualTextureMaterialDraw(Initializer)
{}
static bool ShouldCompilePermutation(const FMeshMaterialShaderPermutationParameters& Parameters)
{
return FShader_VirtualTextureMaterialDraw::ShouldCompilePermutation(Parameters) && MaterialPolicy::ShouldCompilePermutation(Parameters);
}
static void ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FShader_VirtualTextureMaterialDraw::ModifyCompilationEnvironment(Parameters, OutEnvironment);
MaterialPolicy::ModifyCompilationEnvironment(OutEnvironment);
}
};
/** Pixel shader derivation of material shader. Templated on policy for virtual texture layout. */
template< class MaterialPolicy >
class FShader_VirtualTextureMaterialDraw_PS : public FShader_VirtualTextureMaterialDraw
{
public:
DECLARE_SHADER_TYPE(FShader_VirtualTextureMaterialDraw_PS< MaterialPolicy >, MeshMaterial);
FShader_VirtualTextureMaterialDraw_PS()
{}
FShader_VirtualTextureMaterialDraw_PS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FShader_VirtualTextureMaterialDraw(Initializer)
{}
static void ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FShader_VirtualTextureMaterialDraw::ModifyCompilationEnvironment(Parameters, OutEnvironment);
MaterialPolicy::ModifyCompilationEnvironment(OutEnvironment);
}
};
// If we change this macro or add additional policy types then we need to update GetRuntimeVirtualTextureShaderTypes() in LandscapeRender.cpp
// That code is used to filter out unnecessary shader variations
#define IMPLEMENT_VIRTUALTEXTURE_SHADER_TYPE(PolicyType, PolicyName) \
typedef FShader_VirtualTextureMaterialDraw_VS<PolicyType> TVirtualTextureVS##PolicyName; \
IMPLEMENT_MATERIAL_SHADER_TYPE(template<>,TVirtualTextureVS##PolicyName, TEXT("/Engine/Private/VirtualTextureMaterial.usf"), TEXT("MainVS"), SF_Vertex); \
typedef FShader_VirtualTextureMaterialDraw_PS<PolicyType> TVirtualTexturePS##PolicyName; \
IMPLEMENT_MATERIAL_SHADER_TYPE(template<>,TVirtualTexturePS##PolicyName, TEXT("/Engine/Private/VirtualTextureMaterial.usf"), TEXT("MainPS"), SF_Pixel);
IMPLEMENT_VIRTUALTEXTURE_SHADER_TYPE(FMaterialPolicy_BaseColor, BaseColor);
IMPLEMENT_VIRTUALTEXTURE_SHADER_TYPE(FMaterialPolicy_BaseColorNormalRoughness, BaseColorNormalRoughness);
IMPLEMENT_VIRTUALTEXTURE_SHADER_TYPE(FMaterialPolicy_BaseColorNormalSpecular, BaseColorNormalSpecular);
IMPLEMENT_VIRTUALTEXTURE_SHADER_TYPE(FMaterialPolicy_Mask4, Mask4);
IMPLEMENT_VIRTUALTEXTURE_SHADER_TYPE(FMaterialPolicy_WorldHeight, WorldHeight);
IMPLEMENT_VIRTUALTEXTURE_SHADER_TYPE(FMaterialPolicy_Displacement, Displacement);
/** Structure to localize the setup of our render graph based on the virtual texture setup. */
struct FRenderGraphSetup
{
static void SetupRenderTargetsInfo(ERuntimeVirtualTextureMaterialType MaterialType, ERHIFeatureLevel::Type FeatureLevel, bool bLQFormat, FGraphicsPipelineRenderTargetsInfo& RenderTargetsInfo)
{
const ETextureCreateFlags RTCreateFlags = TexCreate_RenderTargetable | TexCreate_ShaderResource;
const ETextureCreateFlags RTSrgbFlags = TexCreate_SRGB;
switch (MaterialType)
{
case ERuntimeVirtualTextureMaterialType::BaseColor:
AddRenderTargetInfo(PF_B8G8R8A8, RTCreateFlags | RTSrgbFlags, RenderTargetsInfo);
break;
case ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Roughness:
AddRenderTargetInfo(bLQFormat ? PF_R5G6B5_UNORM : PF_B8G8R8A8, RTCreateFlags, RenderTargetsInfo);
AddRenderTargetInfo(bLQFormat ? PF_R5G6B5_UNORM : PF_B8G8R8A8, RTCreateFlags, RenderTargetsInfo);
break;
case ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular:
AddRenderTargetInfo(PF_B8G8R8A8, RTCreateFlags | RTSrgbFlags, RenderTargetsInfo);
AddRenderTargetInfo(PF_B8G8R8A8, RTCreateFlags, RenderTargetsInfo);
AddRenderTargetInfo(PF_B8G8R8A8, RTCreateFlags, RenderTargetsInfo);
break;
case ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_YCoCg:
AddRenderTargetInfo(PF_B8G8R8A8, RTCreateFlags | RTSrgbFlags, RenderTargetsInfo);
AddRenderTargetInfo(PF_B8G8R8A8, RTCreateFlags, RenderTargetsInfo);
AddRenderTargetInfo(PF_B8G8R8A8, RTCreateFlags, RenderTargetsInfo);
break;
case ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_Mask_YCoCg:
AddRenderTargetInfo(PF_B8G8R8A8, RTCreateFlags | RTSrgbFlags, RenderTargetsInfo);
AddRenderTargetInfo(PF_B8G8R8A8, RTCreateFlags, RenderTargetsInfo);
AddRenderTargetInfo(PF_B8G8R8A8, RTCreateFlags, RenderTargetsInfo);
break;
case ERuntimeVirtualTextureMaterialType::Mask4:
AddRenderTargetInfo(PF_B8G8R8A8, RTCreateFlags, RenderTargetsInfo);
AddRenderTargetInfo(PF_B8G8R8A8, RTCreateFlags, RenderTargetsInfo);
break;
case ERuntimeVirtualTextureMaterialType::WorldHeight:
case ERuntimeVirtualTextureMaterialType::Displacement:
AddRenderTargetInfo(PF_G16, RTCreateFlags, RenderTargetsInfo);
break;
}
}
/** Initializer description for the graph setup. */
struct FInitDesc
{
ERHIFeatureLevel::Type FeatureLevel;
ERuntimeVirtualTextureMaterialType MaterialType;
FIntPoint TextureSize;
int32 PageCount = 1;
TArray<TRefCountPtr<IPooledRenderTarget>> OutputTargets;
bool bClearTextures = false;
bool bIsThumbnails = false;
/** Initialize from a page batch description. */
FInitDesc(FRenderPageBatchDesc const& InDesc)
{
check(InDesc.SceneRenderer != nullptr && InDesc.SceneRenderer->GetScene() != nullptr);
FeatureLevel = InDesc.SceneRenderer->GetScene()->GetFeatureLevel();
MaterialType = InDesc.MaterialType;
PageCount = InDesc.NumPageDescs;
TextureSize = InDesc.PageDescs[0].DestRect[0].Size();
OutputTargets.Add(InDesc.Targets[0].PooledRenderTarget);
OutputTargets.Add(InDesc.Targets[1].PooledRenderTarget);
OutputTargets.Add(InDesc.Targets[2].PooledRenderTarget);
bClearTextures = InDesc.bClearTextures;
bIsThumbnails = InDesc.bIsThumbnails;
}
};
/** CreateTextureDesc() creates a texture2Darray if we have page batch size > 1 or a simple texture2D otherwise. */
static FRDGTextureDesc CreateTextureDesc(FIntPoint Size, EPixelFormat Format, FClearValueBinding ClearValue, ETextureCreateFlags Flags, uint16 ArraySize)
{
if (ArraySize > 1)
{
return FRDGTextureDesc::Create2DArray(Size, Format, ClearValue, Flags | TexCreate_TargetArraySlicesIndependently, ArraySize);
}
else
{
return FRDGTextureDesc::Create2D(Size, Format, ClearValue, Flags);
}
}
/** CreateTextureSRV() createss an SRV for a single slice if Texture is a texture array. */
static FRDGTextureSRVRef CreateTextureSRV(FRDGBuilder& GraphBuilder, FRDGTextureRef Texture, int32 ArraySlice)
{
if (Texture == nullptr)
{
return nullptr;
}
if (ArraySlice >= 0)
{
return GraphBuilder.CreateSRV(FRDGTextureSRVDesc::CreateForSlice(Texture, ArraySlice));
}
return GraphBuilder.CreateSRV(Texture);
}
/** Initialize the graph setup. */
void Init(FRDGBuilder& GraphBuilder, FInitDesc const& Desc)
{
const EPixelFormat OutputFormat0 = Desc.OutputTargets[0].IsValid() ? Desc.OutputTargets[0]->GetRHI()->GetFormat() : PF_Unknown;
bRenderPass = OutputFormat0 != PF_Unknown;
bCopyThumbnailPass = bRenderPass && Desc.bIsThumbnails;
const bool bCompressedFormat = GPixelFormats[OutputFormat0].BlockSizeX == 4 && GPixelFormats[OutputFormat0].BlockSizeY == 4;
const bool bLQFormat = OutputFormat0 == PF_R5G6B5_UNORM;
bCompressPass = bRenderPass && !bCopyThumbnailPass && bCompressedFormat;
bCopyPass = bRenderPass && !bCopyThumbnailPass && !bCompressPass &&
(Desc.MaterialType == ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular || Desc.MaterialType == ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_YCoCg || Desc.MaterialType == ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_Mask_YCoCg || Desc.MaterialType == ERuntimeVirtualTextureMaterialType::Mask4);
// Use direct aliasing for compression pass on platforms that support it.
bDirectAliasing = bCompressedFormat && GRHISupportsUAVFormatAliasing && CVarVTDirectCompress.GetValueOnRenderThread() != 0;
// ForceImmediateFirstBarrier so that UAV transitions for the output targets aren't hoisted above
// Finalize() and into RenderFinalize() or earlier where they will be incorrect for virtual texture sampling.
const ERDGTextureFlags ExternalTextureFlags = ERDGTextureFlags::ForceImmediateFirstBarrier;
// Some problems happen when we don't use ERenderTargetLoadAction::EClear:
// * Some RHI need explicit flag to avoid a fast clear (TexCreate_NoFastClear).
// * DX12 RHI has a bug with RDG transient allocator (UE-173023) so we use TexCreate_Shared to avoid that.
const ETextureCreateFlags RTNoClearHackFlags = TexCreate_NoFastClear | TexCreate_Shared;
const ETextureCreateFlags RTClearFlags = Desc.bClearTextures ? TexCreate_None : RTNoClearHackFlags;
const ETextureCreateFlags RTCreateFlags = TexCreate_RenderTargetable | TexCreate_ShaderResource | RTClearFlags;
const ETextureCreateFlags RTSrgbFlags = TexCreate_SRGB;
const EPixelFormat Compressed64BitFormat = UseRGBA16(GMaxRHIShaderPlatform) ? PF_R16G16B16A16_UINT : PF_R32G32_UINT;
const EPixelFormat Compressed128BitFormat = PF_R32G32B32A32_UINT;
const int32 PageCount = Desc.PageCount;
switch (Desc.MaterialType)
{
case ERuntimeVirtualTextureMaterialType::BaseColor:
if (bRenderPass)
{
OutputAlias0 = RenderTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::Black, RTCreateFlags | RTSrgbFlags, PageCount), TEXT("RenderTexture0"));
}
if (bCompressPass)
{
if (bDirectAliasing)
{
CompressTexture0 = GraphBuilder.RegisterExternalTexture(Desc.OutputTargets[0], ExternalTextureFlags);
CompressTextureUAV0_64bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture0, 0, Compressed64BitFormat));
OutputAlias0 = nullptr;
}
else
{
OutputAlias0 = CompressTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize / 4, Compressed64BitFormat, FClearValueBinding::None, TexCreate_UAV, PageCount), TEXT("CompressTexture0"));
CompressTextureUAV0_64bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture0));
}
}
if (bCopyThumbnailPass)
{
OutputAlias0 = CopyTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::Black, RTCreateFlags | RTSrgbFlags, PageCount), TEXT("CopyTexture0"));
}
break;
case ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Roughness:
if (bRenderPass)
{
OutputAlias0 = RenderTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, bLQFormat ? PF_R5G6B5_UNORM : PF_B8G8R8A8, FClearValueBinding::Black, RTCreateFlags, PageCount), TEXT("RenderTexture0"));
OutputAlias1 = RenderTexture1 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, bLQFormat ? PF_R5G6B5_UNORM : PF_B8G8R8A8, FClearValueBinding::Black, RTCreateFlags, PageCount), TEXT("RenderTexture1"));
}
if (bCompressPass)
{
if (bDirectAliasing)
{
CompressTexture0 = GraphBuilder.RegisterExternalTexture(Desc.OutputTargets[0], ExternalTextureFlags);
CompressTextureUAV0_64bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture0, 0, Compressed64BitFormat));
CompressTexture1 = GraphBuilder.RegisterExternalTexture(Desc.OutputTargets[1], ExternalTextureFlags);
CompressTextureUAV1_128bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture1, 0, Compressed128BitFormat));
OutputAlias0 = OutputAlias1 = nullptr;
}
else
{
OutputAlias0 = CompressTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize / 4, Compressed64BitFormat, FClearValueBinding::None, TexCreate_UAV, PageCount), TEXT("CompressTexture0"));
CompressTextureUAV0_64bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture0));
OutputAlias1 = CompressTexture1 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize / 4, Compressed128BitFormat, FClearValueBinding::None, TexCreate_UAV, PageCount), TEXT("CompressTexture1"));
CompressTextureUAV1_128bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture1));
}
}
if (bCopyThumbnailPass)
{
OutputAlias0 = CopyTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, bLQFormat ? PF_R5G6B5_UNORM : PF_B8G8R8A8, FClearValueBinding::Black, RTCreateFlags, PageCount), TEXT("CopyTexture0"));
OutputAlias1 = nullptr;
}
break;
case ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular:
if (bRenderPass)
{
OutputAlias0 = RenderTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::Black, RTCreateFlags | RTSrgbFlags, PageCount), TEXT("RenderTexture0"));
RenderTexture1 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::DefaultNormal8Bit, RTCreateFlags, PageCount), TEXT("RenderTexture1"));
RenderTexture2 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::DefaultNormal8Bit, RTCreateFlags, PageCount), TEXT("RenderTexture2"));
}
if (bCompressPass)
{
if (bDirectAliasing)
{
CompressTexture0 = GraphBuilder.RegisterExternalTexture(Desc.OutputTargets[0], ExternalTextureFlags);
CompressTextureUAV0_128bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture0, 0, Compressed128BitFormat));
CompressTexture1 = GraphBuilder.RegisterExternalTexture(Desc.OutputTargets[1], ExternalTextureFlags);
CompressTextureUAV1_128bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture1, 0, Compressed128BitFormat));
OutputAlias0 = OutputAlias1 = nullptr;
}
else
{
OutputAlias0 = CompressTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize / 4, Compressed128BitFormat, FClearValueBinding::None, TexCreate_UAV, PageCount), TEXT("CompressTexture0"));
CompressTextureUAV0_128bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture0));
OutputAlias1 = CompressTexture1 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize / 4, Compressed128BitFormat, FClearValueBinding::None, TexCreate_UAV, PageCount), TEXT("CompressTexture1"));
CompressTextureUAV1_128bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture1));
}
}
if (bCopyPass)
{
OutputAlias0 = CopyTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::Black, RTCreateFlags | RTSrgbFlags, PageCount), TEXT("CopyTexture0"));
OutputAlias1 = CopyTexture1 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::Black, RTCreateFlags, PageCount), TEXT("CopyTexture1"));
}
if (bCopyThumbnailPass)
{
OutputAlias0 = CopyTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::Black, RTCreateFlags | RTSrgbFlags, PageCount), TEXT("CopyTexture0"));
}
break;
case ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_YCoCg:
if (bRenderPass)
{
OutputAlias0 = RenderTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::Black, RTCreateFlags | RTSrgbFlags, PageCount), TEXT("RenderTexture0"));
RenderTexture1 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::DefaultNormal8Bit, RTCreateFlags, PageCount), TEXT("RenderTexture1"));
RenderTexture2 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::DefaultNormal8Bit, RTCreateFlags, PageCount), TEXT("RenderTexture2"));
}
if (bCompressPass)
{
if (bDirectAliasing)
{
CompressTexture0 = GraphBuilder.RegisterExternalTexture(Desc.OutputTargets[0], ExternalTextureFlags);
CompressTextureUAV0_128bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture0, 0, Compressed128BitFormat));
CompressTexture1 = GraphBuilder.RegisterExternalTexture(Desc.OutputTargets[1], ExternalTextureFlags);
CompressTextureUAV1_128bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture1, 0, Compressed128BitFormat));
CompressTexture2 = GraphBuilder.RegisterExternalTexture(Desc.OutputTargets[2], ExternalTextureFlags);
CompressTextureUAV2_64bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture2, 0, Compressed64BitFormat));
OutputAlias0 = OutputAlias1 = OutputAlias2 = nullptr;
}
else
{
OutputAlias0 = CompressTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize / 4, Compressed128BitFormat, FClearValueBinding::None, TexCreate_UAV, PageCount), TEXT("CompressTexture0"));
CompressTextureUAV0_128bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture0));
OutputAlias1 = CompressTexture1 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize / 4, Compressed128BitFormat, FClearValueBinding::None, TexCreate_UAV, PageCount), TEXT("CompressTexture1"));
CompressTextureUAV1_128bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture1));
OutputAlias2 = CompressTexture2 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize / 4, Compressed64BitFormat, FClearValueBinding::None, TexCreate_UAV, PageCount), TEXT("CompressTexture2"));
CompressTextureUAV2_64bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture2));
}
}
if (bCopyPass)
{
OutputAlias0 = CopyTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::Black, RTCreateFlags, PageCount), TEXT("CopyTexture0"));
OutputAlias1 = CopyTexture1 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::Black, RTCreateFlags, PageCount), TEXT("CopyTexture1"));
OutputAlias2 = CopyTexture2 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::Black, RTCreateFlags, PageCount), TEXT("CopyTexture2"));
}
if (bCopyThumbnailPass)
{
OutputAlias0 = CopyTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::Black, RTCreateFlags | RTSrgbFlags, PageCount), TEXT("CopyTexture0"));
}
break;
case ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_Mask_YCoCg:
if (bRenderPass)
{
OutputAlias0 = RenderTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::Black, RTCreateFlags | RTSrgbFlags, PageCount), TEXT("RenderTexture0"));
RenderTexture1 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::DefaultNormal8Bit, RTCreateFlags, PageCount), TEXT("RenderTexture1"));
RenderTexture2 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::DefaultNormal8Bit, RTCreateFlags, PageCount), TEXT("RenderTexture2"));
}
if (bCompressPass)
{
if (bDirectAliasing)
{
CompressTexture0 = GraphBuilder.RegisterExternalTexture(Desc.OutputTargets[0], ExternalTextureFlags);
CompressTextureUAV0_128bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture0, 0, Compressed128BitFormat));
CompressTexture1 = GraphBuilder.RegisterExternalTexture(Desc.OutputTargets[1], ExternalTextureFlags);
CompressTextureUAV1_128bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture1, 0, Compressed128BitFormat));
CompressTexture2 = GraphBuilder.RegisterExternalTexture(Desc.OutputTargets[2], ExternalTextureFlags);
CompressTextureUAV2_128bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture2, 0, Compressed128BitFormat));
OutputAlias0 = OutputAlias1 = OutputAlias2 = nullptr;
}
else
{
OutputAlias0 = CompressTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize / 4, Compressed128BitFormat, FClearValueBinding::None, TexCreate_UAV, PageCount), TEXT("CompressTexture0"));
CompressTextureUAV0_128bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture0));
OutputAlias1 = CompressTexture1 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize / 4, Compressed128BitFormat, FClearValueBinding::None, TexCreate_UAV, PageCount), TEXT("CompressTexture1"));
CompressTextureUAV1_128bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture1));
OutputAlias2 = CompressTexture2 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize / 4, Compressed128BitFormat, FClearValueBinding::None, TexCreate_UAV, PageCount), TEXT("CompressTexture2"));
CompressTextureUAV2_128bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture2));
}
}
if (bCopyPass)
{
OutputAlias0 = CopyTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::Black, RTCreateFlags, PageCount), TEXT("CopyTexture0"));
OutputAlias1 = CopyTexture1 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::Black, RTCreateFlags, PageCount), TEXT("CopyTexture1"));
OutputAlias2 = CopyTexture2 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::Black, RTCreateFlags, PageCount), TEXT("CopyTexture2"));
}
if (bCopyThumbnailPass)
{
OutputAlias0 = CopyTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::Black, RTCreateFlags | RTSrgbFlags, PageCount), TEXT("CopyTexture0"));
}
break;
case ERuntimeVirtualTextureMaterialType::Mask4:
if (bRenderPass)
{
OutputAlias0 = RenderTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::Black, RTCreateFlags, PageCount), TEXT("RenderTexture0"));
OutputAlias1 = RenderTexture1 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::Black, RTCreateFlags, PageCount), TEXT("RenderTexture1"));
}
if (bCompressPass)
{
if (bDirectAliasing)
{
CompressTexture0 = GraphBuilder.RegisterExternalTexture(Desc.OutputTargets[0], ExternalTextureFlags);
CompressTextureUAV0_128bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture0, 0, Compressed128BitFormat));
OutputAlias0 = nullptr;
}
else
{
OutputAlias0 = CompressTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize / 4, Compressed128BitFormat, FClearValueBinding::None, TexCreate_UAV, PageCount), TEXT("CompressTexture0"));
CompressTextureUAV0_128bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture0));
}
}
if (bCopyPass || bCopyThumbnailPass)
{
OutputAlias0 = CopyTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::Black, RTCreateFlags, PageCount), TEXT("CopyTexture0"));
}
break;
case ERuntimeVirtualTextureMaterialType::WorldHeight:
if (bRenderPass)
{
OutputAlias0 = RenderTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_G16, FClearValueBinding::Black, RTCreateFlags, PageCount), TEXT("RenderTexture0"));
}
if (bCopyThumbnailPass)
{
OutputAlias0 = CopyTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::Black, RTCreateFlags, PageCount), TEXT("CopyTexture0"));
}
break;
case ERuntimeVirtualTextureMaterialType::Displacement:
if (bRenderPass)
{
OutputAlias0 = RenderTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_G16, FClearValueBinding::Black, RTCreateFlags, PageCount), TEXT("RenderTexture0"));
}
if (bCompressPass)
{
if (bDirectAliasing)
{
CompressTexture0 = GraphBuilder.RegisterExternalTexture(Desc.OutputTargets[0], ExternalTextureFlags);
CompressTextureUAV0_64bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture0, 0, Compressed64BitFormat));
OutputAlias0 = nullptr;
}
else
{
OutputAlias0 = CompressTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize / 4, Compressed64BitFormat, FClearValueBinding::None, TexCreate_UAV, PageCount), TEXT("CompressTexture0"));
CompressTextureUAV0_64bit = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(CompressTexture0));
}
}
if (bCopyThumbnailPass)
{
OutputAlias0 = CopyTexture0 = GraphBuilder.CreateTexture(CreateTextureDesc(Desc.TextureSize, PF_B8G8R8A8, FClearValueBinding::Black, RTCreateFlags, PageCount), TEXT("CopyTexture0"));
}
break;
}
if (OutputAlias0 && Desc.OutputTargets[0])
{
TargetTexture0 = GraphBuilder.RegisterExternalTexture(Desc.OutputTargets[0], ExternalTextureFlags);
}
if (OutputAlias1 && Desc.OutputTargets[1])
{
TargetTexture1 = GraphBuilder.RegisterExternalTexture(Desc.OutputTargets[1], ExternalTextureFlags);
}
if (OutputAlias2 && Desc.OutputTargets[2])
{
TargetTexture2 = GraphBuilder.RegisterExternalTexture(Desc.OutputTargets[2], ExternalTextureFlags);
}
}
/** Flags to express what passes we need for this virtual texture layout. */
bool bRenderPass = false;
bool bCompressPass = false;
bool bCopyPass = false;
bool bCopyThumbnailPass = false;
bool bDirectAliasing = false;
/** Render graph textures needed for this virtual texture layout. */
FRDGTextureRef RenderTexture0 = nullptr;
FRDGTextureRef RenderTexture1 = nullptr;
FRDGTextureRef RenderTexture2 = nullptr;
FRDGTextureRef CompressTexture0 = nullptr;
FRDGTextureRef CompressTexture1 = nullptr;
FRDGTextureRef CompressTexture2 = nullptr;
FRDGTextureUAVRef CompressTextureUAV0_64bit = nullptr;
FRDGTextureUAVRef CompressTextureUAV1_64bit = nullptr;
FRDGTextureUAVRef CompressTextureUAV2_64bit = nullptr;
FRDGTextureUAVRef CompressTextureUAV0_128bit = nullptr;
FRDGTextureUAVRef CompressTextureUAV1_128bit = nullptr;
FRDGTextureUAVRef CompressTextureUAV2_128bit = nullptr;
FRDGTextureRef CopyTexture0 = nullptr;
FRDGTextureRef CopyTexture1 = nullptr;
FRDGTextureRef CopyTexture2 = nullptr;
/** Aliases to one of the render/compress/copy textures. This is what we will Copy into the final physical texture. */
FRDGTextureRef OutputAlias0 = nullptr;
FRDGTextureRef OutputAlias1 = nullptr;
FRDGTextureRef OutputAlias2 = nullptr;
/** If we have output aliases, then these will containg the final physical texture targets. */
FRDGTextureRef TargetTexture0 = nullptr;
FRDGTextureRef TargetTexture1 = nullptr;
FRDGTextureRef TargetTexture2 = nullptr;
};
/**
* Context for rendering a batch of pages.
* Holds the batch description and the render graph allocations.
* Allows us to maintain state across RenderFinalize() and Finalize() calls.
*/
class FBatchRenderContext
{
public:
FRenderGraphSetup GraphSetup;
FRenderPageBatchDesc BatchDesc;
bool bAllowCachedMeshDrawCommands = true;
};
/** Mesh processor for rendering static meshes to the virtual texture */
class FRuntimeVirtualTextureMeshProcessor : public FSceneRenderingAllocatorObject<FRuntimeVirtualTextureMeshProcessor>, public FMeshPassProcessor
{
public:
FRuntimeVirtualTextureMeshProcessor(const FScene* InScene, ERHIFeatureLevel::Type InFeatureLevel, const FSceneView* InView, FMeshPassDrawListContext* InDrawListContext)
: FMeshPassProcessor(EMeshPass::VirtualTexture, InScene, InFeatureLevel, InView, InDrawListContext)
{
DrawRenderState.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
}
private:
bool TryAddMeshBatch(
const FMeshBatch& RESTRICT MeshBatch,
uint64 BatchElementMask,
const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy,
int32 StaticMeshId,
const FMaterialRenderProxy* MaterialRenderProxy,
const FMaterial* Material)
{
const uint8 OutputAttributeMask = Material->IsDefaultMaterial() ? 0xff : Material->GetRuntimeVirtualTextureOutputAttibuteMask_RenderThread();
if (OutputAttributeMask != 0)
{
switch ((ERuntimeVirtualTextureMaterialType)MeshBatch.RuntimeVirtualTextureMaterialType)
{
case ERuntimeVirtualTextureMaterialType::BaseColor:
return Process<FMaterialPolicy_BaseColor>(MeshBatch, BatchElementMask, StaticMeshId, OutputAttributeMask, PrimitiveSceneProxy, *MaterialRenderProxy, *Material);
case ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Roughness:
return Process<FMaterialPolicy_BaseColorNormalRoughness>(MeshBatch, BatchElementMask, StaticMeshId, OutputAttributeMask, PrimitiveSceneProxy, *MaterialRenderProxy, *Material);
case ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular:
case ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_YCoCg:
case ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_Mask_YCoCg:
return Process<FMaterialPolicy_BaseColorNormalSpecular>(MeshBatch, BatchElementMask, StaticMeshId, OutputAttributeMask, PrimitiveSceneProxy, *MaterialRenderProxy, *Material);
case ERuntimeVirtualTextureMaterialType::Mask4:
return Process<FMaterialPolicy_Mask4>(MeshBatch, BatchElementMask, StaticMeshId, OutputAttributeMask, PrimitiveSceneProxy, *MaterialRenderProxy, *Material);
case ERuntimeVirtualTextureMaterialType::WorldHeight:
return Process<FMaterialPolicy_WorldHeight>(MeshBatch, BatchElementMask, StaticMeshId, OutputAttributeMask, PrimitiveSceneProxy, *MaterialRenderProxy, *Material);
case ERuntimeVirtualTextureMaterialType::Displacement:
return Process<FMaterialPolicy_Displacement>(MeshBatch, BatchElementMask, StaticMeshId, OutputAttributeMask, PrimitiveSceneProxy, *MaterialRenderProxy, *Material);
default:
break;
}
}
return true;
}
template<class MaterialPolicy>
bool Process(
const FMeshBatch& MeshBatch,
uint64 BatchElementMask,
int32 StaticMeshId,
uint8 OutputAttributeMask,
const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy,
const FMaterialRenderProxy& RESTRICT MaterialRenderProxy,
const FMaterial& RESTRICT MaterialResource)
{
const FVertexFactory* VertexFactory = MeshBatch.VertexFactory;
TMeshProcessorShaders<
FShader_VirtualTextureMaterialDraw_VS< MaterialPolicy >,
FShader_VirtualTextureMaterialDraw_PS< MaterialPolicy > > VirtualTexturePassShaders;
FMaterialShaderTypes ShaderTypes;
ShaderTypes.AddShaderType<FShader_VirtualTextureMaterialDraw_VS< MaterialPolicy>>();
ShaderTypes.AddShaderType<FShader_VirtualTextureMaterialDraw_PS< MaterialPolicy>>();
FMaterialShaders Shaders;
if (!MaterialResource.TryGetShaders(ShaderTypes, VertexFactory->GetType(), Shaders))
{
return false;
}
Shaders.TryGetVertexShader(VirtualTexturePassShaders.VertexShader);
Shaders.TryGetPixelShader(VirtualTexturePassShaders.PixelShader);
DrawRenderState.SetBlendState(MaterialPolicy::GetBlendState(OutputAttributeMask));
const FMeshDrawingPolicyOverrideSettings OverrideSettings = ComputeMeshOverrideSettings(MeshBatch);
ERasterizerFillMode MeshFillMode = ComputeMeshFillMode(MaterialResource, OverrideSettings);
ERasterizerCullMode MeshCullMode = ComputeMeshCullMode(MaterialResource, OverrideSettings);
FMeshMaterialShaderElementData ShaderElementData;
ShaderElementData.InitializeMeshMaterialData(ViewIfDynamicMeshCommand, PrimitiveSceneProxy, MeshBatch, StaticMeshId, false);
FMeshDrawCommandSortKey SortKey;
SortKey.Translucent.MeshIdInPrimitive = MeshBatch.MeshIdInPrimitive;
SortKey.Translucent.Distance = 0;
SortKey.Translucent.Priority = (uint16)((int32)PrimitiveSceneProxy->GetTranslucencySortPriority() - (int32)SHRT_MIN);
BuildMeshDrawCommands(
MeshBatch,
BatchElementMask,
PrimitiveSceneProxy,
MaterialRenderProxy,
MaterialResource,
DrawRenderState,
VirtualTexturePassShaders,
MeshFillMode,
MeshCullMode,
SortKey,
EMeshPassFeatures::Default,
ShaderElementData);
return true;
}
template<class MaterialPolicy>
void CollectPSOInitializersInternal(
const FPSOPrecacheVertexFactoryData& VertexFactoryData,
const FMaterial& RESTRICT MaterialResource,
const ERasterizerFillMode& MeshFillMode,
const ERasterizerCullMode& MeshCullMode,
uint8 OutputAttributeMask,
ERuntimeVirtualTextureMaterialType MaterialType,
TArray<FPSOPrecacheData>& PSOInitializers)
{
FMaterialShaderTypes ShaderTypes;
ShaderTypes.AddShaderType<FShader_VirtualTextureMaterialDraw_VS< MaterialPolicy>>();
ShaderTypes.AddShaderType<FShader_VirtualTextureMaterialDraw_PS< MaterialPolicy>>();
FMaterialShaders Shaders;
if (!MaterialResource.TryGetShaders(ShaderTypes, VertexFactoryData.VertexFactoryType, Shaders))
{
return;
}
TMeshProcessorShaders<
FShader_VirtualTextureMaterialDraw_VS< MaterialPolicy >,
FShader_VirtualTextureMaterialDraw_PS< MaterialPolicy > > VirtualTexturePassShaders;
Shaders.TryGetVertexShader(VirtualTexturePassShaders.VertexShader);
Shaders.TryGetPixelShader(VirtualTexturePassShaders.PixelShader);
FMeshPassProcessorRenderState PSODrawRenderState(DrawRenderState);
PSODrawRenderState.SetBlendState(MaterialPolicy::GetBlendState(OutputAttributeMask));
const bool bLQQuality = false;
FGraphicsPipelineRenderTargetsInfo RenderTargetsInfo;
RenderTargetsInfo.NumSamples = 1;
FRenderGraphSetup::SetupRenderTargetsInfo(MaterialType, FeatureLevel, bLQQuality, RenderTargetsInfo);
AddGraphicsPipelineStateInitializer(
VertexFactoryData,
MaterialResource,
PSODrawRenderState,
RenderTargetsInfo,
VirtualTexturePassShaders,
MeshFillMode,
MeshCullMode,
PT_TriangleList,
EMeshPassFeatures::Default,
true /*bRequired*/,
PSOInitializers);
}
public:
virtual void AddMeshBatch(const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId = -1) override final
{
if (MeshBatch.bRenderToVirtualTexture)
{
const FMaterialRenderProxy* MaterialRenderProxy = MeshBatch.MaterialRenderProxy;
while (MaterialRenderProxy)
{
const FMaterial* Material = MaterialRenderProxy->GetMaterialNoFallback(FeatureLevel);
if (Material && Material->GetRenderingThreadShaderMap())
{
if (TryAddMeshBatch(MeshBatch, BatchElementMask, PrimitiveSceneProxy, StaticMeshId, MaterialRenderProxy, Material))
{
break;
}
}
MaterialRenderProxy = MaterialRenderProxy->GetFallback(FeatureLevel);
}
}
}
virtual void CollectPSOInitializers(
const FSceneTexturesConfig& SceneTexturesConfig,
const FMaterial& Material,
const FPSOPrecacheVertexFactoryData& VertexFactoryData,
const FPSOPrecacheParams& PreCacheParams,
TArray<FPSOPrecacheData>& PSOInitializers) override final
{
const uint8 OutputAttributeMask = Material.IsDefaultMaterial() ? 0xff : Material.GetRuntimeVirtualTextureOutputAttibuteMask_GameThread();
if (OutputAttributeMask != 0)
{
const FMeshDrawingPolicyOverrideSettings OverrideSettings = ComputeMeshOverrideSettings(PreCacheParams);
const ERasterizerFillMode MeshFillMode = ComputeMeshFillMode(Material, OverrideSettings);
const ERasterizerCullMode MeshCullMode = ComputeMeshCullMode(Material, OverrideSettings);
// Tried checking which virtual textures are used on primitive component at PSO level, but if only those types are precached
// then quite a few hitches can be seen - if we want to reduce the amount of PSOs to precache here then better investigation
// is needed what types should be compiled (currently there are around 300+ PSOs coming from virtual textures after level loading)
CollectPSOInitializersInternal<FMaterialPolicy_BaseColor>(VertexFactoryData, Material, MeshFillMode, MeshCullMode, OutputAttributeMask, ERuntimeVirtualTextureMaterialType::BaseColor, PSOInitializers);
CollectPSOInitializersInternal<FMaterialPolicy_BaseColorNormalRoughness>(VertexFactoryData, Material, MeshFillMode, MeshCullMode, OutputAttributeMask, ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Roughness, PSOInitializers);
CollectPSOInitializersInternal<FMaterialPolicy_BaseColorNormalSpecular>(VertexFactoryData, Material, MeshFillMode, MeshCullMode, OutputAttributeMask, ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular, PSOInitializers);
CollectPSOInitializersInternal<FMaterialPolicy_Mask4>(VertexFactoryData, Material, MeshFillMode, MeshCullMode, OutputAttributeMask, ERuntimeVirtualTextureMaterialType::BaseColor, PSOInitializers);
CollectPSOInitializersInternal<FMaterialPolicy_WorldHeight>(VertexFactoryData, Material, MeshFillMode, MeshCullMode, OutputAttributeMask, ERuntimeVirtualTextureMaterialType::WorldHeight, PSOInitializers);
CollectPSOInitializersInternal<FMaterialPolicy_Displacement>(VertexFactoryData, Material, MeshFillMode, MeshCullMode, OutputAttributeMask, ERuntimeVirtualTextureMaterialType::Displacement, PSOInitializers);
}
}
private:
FMeshPassProcessorRenderState DrawRenderState;
};
/** Mesh collector for all dynamic mesh batches */
class FDynamicMeshCollector
{
public:
FDynamicMeshCollector(FRHICommandList& RHICmdList, FSceneRenderingBulkObjectAllocator& Allocator, FScene* Scene, FViewInfo* View)
: View(View)
, Scene(Scene)
, Collector(GMaxRHIFeatureLevel, Allocator)
{
DynamicVertexBuffer.Init(RHICmdList);
DynamicIndexBuffer.Init(RHICmdList);
Collector.Start(RHICmdList, DynamicVertexBuffer, DynamicIndexBuffer, RuntimeVirtualReadBuffer);
// Create a new primitive collector for this page set only
if (Scene->GPUScene.IsEnabled())
{
View->DynamicPrimitiveCollector = FGPUScenePrimitiveCollector(Scene->GPUScene.GetCurrentDynamicContext());
}
Collector.AddViewMeshArrays(
View,
&MeshBatchAndRelevances,
&SimpleElements,
&View->DynamicPrimitiveCollector
);
}
/** Commit and submit batches */
void Submit(FRDGBuilder& GraphBuilder, FRuntimeVirtualTextureMeshProcessor& Processor, ERuntimeVirtualTextureMaterialType MaterialType)
{
Collector.Finish();
DynamicVertexBuffer.Commit();
DynamicIndexBuffer.Commit();
if (Scene->GPUScene.IsEnabled())
{
View->DynamicPrimitiveCollector.Commit();
}
// Avoid uploads on empty submissions
if (MeshBatchAndRelevances.IsEmpty())
{
return;
}
Scene->GPUScene.UploadDynamicPrimitiveShaderDataForView(GraphBuilder, *View);
// Process all batches marked for virtual texturing
for (FMeshBatchAndRelevance& MeshBatch : MeshBatchAndRelevances)
{
if (MeshBatch.Mesh->bRenderToVirtualTexture && MeshBatch.Mesh->RuntimeVirtualTextureMaterialType == static_cast<uint32>(MaterialType))
{
Processor.AddMeshBatch(*MeshBatch.Mesh, ~0ull, MeshBatch.PrimitiveSceneProxy);
}
}
}
void SetPrimitive(FPrimitiveSceneProxy* Proxy, FHitProxyId HitProxyId)
{
Collector.SetPrimitive(Proxy, HitProxyId);
}
FMeshElementCollector& GetCollector()
{
return Collector;
}
private:
FViewInfo* View;
FScene* Scene;
/** Collection states, simple elements ignored */
FMeshElementCollector Collector;
FGlobalDynamicVertexBuffer DynamicVertexBuffer;
FGlobalDynamicIndexBuffer DynamicIndexBuffer;
FSimpleElementCollector SimpleElements;
/** All collected batches */
TArray<FMeshBatchAndRelevance, SceneRenderingAllocator> MeshBatchAndRelevances;
};
/** Registration for virtual texture command caching pass */
FMeshPassProcessor* CreateRuntimeVirtualTexturePassProcessor(ERHIFeatureLevel::Type FeatureLevel, const FScene* Scene, const FSceneView* InViewIfDynamicMeshCommand, FMeshPassDrawListContext* InDrawListContext)
{
return new FRuntimeVirtualTextureMeshProcessor(Scene, FeatureLevel, InViewIfDynamicMeshCommand, InDrawListContext);
}
REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR(VirtualTexturePass, CreateRuntimeVirtualTexturePassProcessor, EShadingPath::Deferred, EMeshPass::VirtualTexture, EMeshPassFlags::CachedMeshCommands);
REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR(VirtualTexturePassMobile, CreateRuntimeVirtualTexturePassProcessor, EShadingPath::Mobile, EMeshPass::VirtualTexture, EMeshPassFlags::CachedMeshCommands);
/** Collect meshes to draw. */
void GatherMeshesToDraw(FDynamicPassMeshDrawListContext* DynamicMeshPassContext, FRDGBuilder& GraphBuilder, FScene* Scene, FViewInfo* View, ERuntimeVirtualTextureMaterialType MaterialType, int32 RuntimeVirtualTextureId, uint8 vLevel, uint8 MaxLevel, bool bAllowCachedMeshDrawCommands)
{
// Cached draw command collectors
const FCachedPassMeshDrawList& SceneDrawList = Scene->CachedDrawLists[EMeshPass::VirtualTexture];
// Uncached mesh processor
FRuntimeVirtualTextureMeshProcessor MeshProcessor(Scene, Scene->GetFeatureLevel(), View, DynamicMeshPassContext);
// Pre-calculate view factors used for culling
const float RcpWorldSize = 1.f / (View->ViewMatrices.GetInvProjectionMatrix().M[0][0]);
const float WorldToPixel = View->ViewRect.Width() * RcpWorldSize;
TArray<int32> PrimitiveIndices;
if (FRuntimeVirtualTextureSceneExtension const* SceneExtension = Scene->GetExtensionPtr<FRuntimeVirtualTextureSceneExtension>())
{
SceneExtension->GetPrimitivesForRuntimeVirtualTexture(Scene, RuntimeVirtualTextureId, PrimitiveIndices);
}
// Lazily created on first usage
FDynamicMeshCollector* DynamicCollector = nullptr;
// Set of views for dynamic collection
TArray<const FSceneView*> Views{View};
for (const int32 PrimitiveIndex : PrimitiveIndices)
{
//todo[vt]: In our case we know that frustum is an oriented box so investigate cheaper test for intersecting that
const FSphere SphereBounds = Scene->PrimitiveBounds[PrimitiveIndex].BoxSphereBounds.GetSphere();
if (!View->ViewFrustum.IntersectSphere(SphereBounds.Center, SphereBounds.W))
{
continue;
}
FPrimitiveSceneInfo* RESTRICT PrimitiveSceneInfo = Scene->Primitives[PrimitiveIndex];
// Cull primitives according to mip level or pixel coverage
const FPrimitiveRuntimeVirtualTextureLodInfo LodInfo = PrimitiveSceneInfo->GetRuntimeVirtualTextureLodInfo();
if (LodInfo.CullMethod == 0)
{
if (MaxLevel - vLevel < LodInfo.CullValue)
{
continue;
}
}
else
{
// Note that we use 2^MinPixelCoverage as that scales linearly with mip extents
int32 PixelCoverage = FMath::FloorToInt(2.f * SphereBounds.W * WorldToPixel);
if (PixelCoverage < (1 << LodInfo.CullValue))
{
continue;
}
}
FMeshDrawCommandPrimitiveIdInfo IdInfo = PrimitiveSceneInfo->GetMDCIdInfo();
// Calculate Lod for current mip
const float AreaRatio = 2.f * SphereBounds.W * RcpWorldSize;
const int32 CurFirstLODIdx = PrimitiveSceneInfo->Proxy->GetCurrentFirstLODIdx_RenderThread();
const int32 MinLODIdx = FMath::Max((int32)LodInfo.MinLod, CurFirstLODIdx);
const int32 MaxLODIdx = FMath::Max((int32)LodInfo.MaxLod, CurFirstLODIdx);
const int32 LodBias = (int32)LodInfo.LodBias - FPrimitiveRuntimeVirtualTextureLodInfo::LodBiasOffset;
const int32 LodIndex = FMath::Clamp<int32>(LodBias - FMath::FloorToInt(FMath::Log2(AreaRatio)), MinLODIdx, MaxLODIdx);
// Process meshes
for (int32 MeshIndex = 0; MeshIndex < PrimitiveSceneInfo->StaticMeshes.Num(); ++MeshIndex)
{
FStaticMeshBatchRelevance const& StaticMeshRelevance = PrimitiveSceneInfo->StaticMeshRelevances[MeshIndex];
if (StaticMeshRelevance.bRenderToVirtualTexture && StaticMeshRelevance.GetLODIndex() == LodIndex && StaticMeshRelevance.RuntimeVirtualTextureMaterialType == (uint32)MaterialType)
{
bool bCachedDraw = false;
if (bAllowCachedMeshDrawCommands && StaticMeshRelevance.bSupportsCachingMeshDrawCommands)
{
// Use cached draw command
const int32 StaticMeshCommandInfoIndex = StaticMeshRelevance.GetStaticMeshCommandInfoIndex(EMeshPass::VirtualTexture);
if (StaticMeshCommandInfoIndex >= 0)
{
FCachedMeshDrawCommandInfo& CachedMeshDrawCommand = PrimitiveSceneInfo->StaticMeshCommandInfos[StaticMeshCommandInfoIndex];
const FMeshDrawCommand* MeshDrawCommand = CachedMeshDrawCommand.StateBucketId >= 0
? &Scene->CachedMeshDrawCommandStateBuckets[EMeshPass::VirtualTexture].GetByElementId(CachedMeshDrawCommand.StateBucketId).Key
: &SceneDrawList.MeshDrawCommands[CachedMeshDrawCommand.CommandIndex];
FVisibleMeshDrawCommand NewVisibleMeshDrawCommand;
NewVisibleMeshDrawCommand.Setup(
MeshDrawCommand,
IdInfo,
CachedMeshDrawCommand.StateBucketId,
CachedMeshDrawCommand.MeshFillMode,
CachedMeshDrawCommand.MeshCullMode,
CachedMeshDrawCommand.Flags,
CachedMeshDrawCommand.SortKey,
CachedMeshDrawCommand.CullingPayload,
EMeshDrawCommandCullingPayloadFlags::NoScreenSizeCull);
DynamicMeshPassContext->AddVisibleMeshDrawCommand(NewVisibleMeshDrawCommand);
bCachedDraw = true;
}
}
if (!bCachedDraw)
{
// No cached draw command was available. Process the mesh batch.
uint64 BatchElementMask = ~0ull;
MeshProcessor.AddMeshBatch(PrimitiveSceneInfo->StaticMeshes[MeshIndex], BatchElementMask, Scene->PrimitiveSceneProxies[PrimitiveIndex]);
}
}
}
// It's not entirely accurate to equate the dynamic view relevance here, so, assume dynamic
// mesh batches if no static were supplied. For now at least.
if (PrimitiveSceneInfo->StaticMeshes.IsEmpty())
{
// Lazy create
if (!DynamicCollector)
{
DynamicCollector = View->Allocator.Create<FDynamicMeshCollector>(GraphBuilder.RHICmdList, View->Allocator, Scene, View);
}
// Collect all dynamic batches
DynamicCollector->SetPrimitive(PrimitiveSceneInfo->Proxy, PrimitiveSceneInfo->DefaultDynamicHitProxyId);
PrimitiveSceneInfo->Proxy->GetDynamicMeshElements(Views, *View->Family, 0x1, DynamicCollector->GetCollector());
}
}
// Process collected batches
if (DynamicCollector)
{
DynamicCollector->Submit(GraphBuilder, MeshProcessor, MaterialType);
}
}
/** BC Compression compute shader */
class FShader_VirtualTextureCompress : public FGlobalShader
{
public:
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER(FUintVector4, SourceRect)
SHADER_PARAMETER_SCALAR_ARRAY(int32, DestPos, [MaxRenderPageBatch * MaxTextureLayers * 2])
SHADER_PARAMETER_STRUCT_REF(FEtcParameters, EtcParameters)
SHADER_PARAMETER_STRUCT_REF(FAstcParameters, AstcParameters)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D<float4>, RenderTexture0)
SHADER_PARAMETER_SAMPLER(SamplerState, TextureSampler0)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D<float4>, RenderTexture1)
SHADER_PARAMETER_SAMPLER(SamplerState, TextureSampler1)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D<float4>, RenderTexture2)
SHADER_PARAMETER_SAMPLER(SamplerState, TextureSampler2)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<uint2>, OutCompressTexture0_64bit)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<uint2>, OutCompressTexture1_64bit)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<uint2>, OutCompressTexture2_64bit)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<uint4>, OutCompressTexture0_128bit)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<uint4>, OutCompressTexture1_128bit)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<uint4>, OutCompressTexture2_128bit)
END_SHADER_PARAMETER_STRUCT()
class FUseSrcTextureArray : SHADER_PERMUTATION_BOOL("USE_SRC_TEXTURE_ARRAY");
class FUseDstTextureArray : SHADER_PERMUTATION_BOOL("USE_DST_TEXTURE_ARRAY");
class FAstcHighProfile : SHADER_PERMUTATION_BOOL("ASTC_HIGH_PROFILE");
using FPermutationDomain = TShaderPermutationDomain<FUseSrcTextureArray, FUseDstTextureArray, FAstcHighProfile>;
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("ETC_PROFILE"), UseEtcProfile(Parameters.Platform) ? 1 : 0);
OutEnvironment.SetDefine(TEXT("ASTC_PROFILE"), UseAstcProfile(Parameters.Platform) ? 1 : 0);
OutEnvironment.SetDefine(TEXT("PACK_RG32_RGBA16"), UseRGBA16(Parameters.Platform) ? 1 : 0);
OutEnvironment.SetDefine(TEXT("MAX_BATCH_SIZE"), MaxRenderPageBatch);
OutEnvironment.SetDefine(TEXT("MAX_DST_LAYERS"), MaxTextureLayers);
const FPermutationDomain PermutationVector(Parameters.PermutationId);
const bool bUseSrcTextureArray = PermutationVector.Get<FUseSrcTextureArray>();
OutEnvironment.SetDefine(TEXT("BLOCK_COMPRESS_SRC_TEXTURE_ARRAY"), bUseSrcTextureArray ? 1 : 0);
}
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
FPermutationDomain PermutationVector(Parameters.PermutationId);
if (!PermutationVector.Get<FUseSrcTextureArray>() && PermutationVector.Get<FUseDstTextureArray>())
{
// No compress pass goes from simple source texture to destination array texture.
return false;
}
if (PermutationVector.Get<FAstcHighProfile>())
{
return UseAstcHighProfile(Parameters.Platform);
}
return true;
}
FShader_VirtualTextureCompress()
{}
FShader_VirtualTextureCompress(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
Bindings.BindForLegacyShaderParameters(this, Initializer.PermutationId, Initializer.ParameterMap, *FParameters::FTypeInfo::GetStructMetadata());
}
};
template< ERuntimeVirtualTextureMaterialType MaterialType >
class FShader_VirtualTextureCompress_CS : public FShader_VirtualTextureCompress
{
public:
typedef FShader_VirtualTextureCompress_CS< MaterialType > ClassName; // typedef is only so that we can use in DECLARE_SHADER_TYPE macro
DECLARE_SHADER_TYPE( ClassName, Global );
FShader_VirtualTextureCompress_CS()
{}
FShader_VirtualTextureCompress_CS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FShader_VirtualTextureCompress(Initializer)
{}
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return UseVirtualTexturing(Parameters.Platform) && RuntimeVirtualTexture::IsMaterialTypeSupported(MaterialType, Parameters.Platform);
}
};
IMPLEMENT_SHADER_TYPE(template<>, FShader_VirtualTextureCompress_CS< ERuntimeVirtualTextureMaterialType::BaseColor >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CompressBaseColorCS"), SF_Compute);
IMPLEMENT_SHADER_TYPE(template<>, FShader_VirtualTextureCompress_CS< ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CompressBaseColorNormalSpecularCS"), SF_Compute);
IMPLEMENT_SHADER_TYPE(template<>, FShader_VirtualTextureCompress_CS< ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Roughness >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CompressBaseColorNormalRoughnessCS"), SF_Compute);
IMPLEMENT_SHADER_TYPE(template<>, FShader_VirtualTextureCompress_CS< ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_YCoCg >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CompressBaseColorNormalSpecularYCoCgCS"), SF_Compute);
IMPLEMENT_SHADER_TYPE(template<>, FShader_VirtualTextureCompress_CS< ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_Mask_YCoCg >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CompressBaseColorNormalSpecularMaskYCoCgCS"), SF_Compute);
IMPLEMENT_SHADER_TYPE(template<>, FShader_VirtualTextureCompress_CS< ERuntimeVirtualTextureMaterialType::Mask4 >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CompressMask4CS"), SF_Compute);
IMPLEMENT_SHADER_TYPE(template<>, FShader_VirtualTextureCompress_CS< ERuntimeVirtualTextureMaterialType::Displacement >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CompressDisplacementCS"), SF_Compute);
/** Add the BC compression pass to the graph. */
template< ERuntimeVirtualTextureMaterialType MaterialType >
void AddCompressPass(FRDGBuilder& GraphBuilder, ERHIFeatureLevel::Type FeatureLevel, FShader_VirtualTextureCompress::FParameters* Parameters, FIntVector GroupCount, bool bDirectAliasing)
{
FGlobalShaderMap* GlobalShaderMap = GetGlobalShaderMap(FeatureLevel);
FShader_VirtualTextureCompress::FPermutationDomain PermutationVector;
PermutationVector.Set<FShader_VirtualTextureCompress::FUseSrcTextureArray>(GroupCount.Z > 1);
PermutationVector.Set<FShader_VirtualTextureCompress::FUseDstTextureArray>(GroupCount.Z > 1 && !bDirectAliasing);
PermutationVector.Set<FShader_VirtualTextureCompress::FAstcHighProfile>(UseAstcHighProfile(GShaderPlatformForFeatureLevel[FeatureLevel]));
TShaderMapRef< FShader_VirtualTextureCompress_CS< MaterialType > > ComputeShader(GlobalShaderMap, PermutationVector);
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("VirtualTextureCompress"),
ComputeShader, Parameters, GroupCount);
}
/** Set up the BC compression pass for the given MaterialType. */
void AddCompressPass(
FRDGBuilder& GraphBuilder,
ERHIFeatureLevel::Type FeatureLevel,
FShader_VirtualTextureCompress::FParameters* Parameters,
FIntPoint TextureSize,
int32 NumSlices,
ERuntimeVirtualTextureMaterialType MaterialType,
bool bDirectAliasing)
{
const FIntVector GroupCount(((TextureSize.X / 4) + 7) / 8, ((TextureSize.Y / 4) + 7) / 8, NumSlices);
// Dispatch using the shader variation for our MaterialType
switch (MaterialType)
{
case ERuntimeVirtualTextureMaterialType::BaseColor:
AddCompressPass<ERuntimeVirtualTextureMaterialType::BaseColor>(GraphBuilder, FeatureLevel, Parameters, GroupCount, bDirectAliasing);
break;
case ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular:
AddCompressPass<ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular>(GraphBuilder, FeatureLevel, Parameters, GroupCount, bDirectAliasing);
break;
case ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Roughness:
AddCompressPass<ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Roughness>(GraphBuilder, FeatureLevel, Parameters, GroupCount, bDirectAliasing);
break;
case ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_YCoCg:
AddCompressPass<ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_YCoCg>(GraphBuilder, FeatureLevel, Parameters, GroupCount, bDirectAliasing);
break;
case ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_Mask_YCoCg:
AddCompressPass<ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_Mask_YCoCg>(GraphBuilder, FeatureLevel, Parameters, GroupCount, bDirectAliasing);
break;
case ERuntimeVirtualTextureMaterialType::Mask4:
AddCompressPass<ERuntimeVirtualTextureMaterialType::Mask4>(GraphBuilder, FeatureLevel, Parameters, GroupCount, bDirectAliasing);
break;
case ERuntimeVirtualTextureMaterialType::Displacement:
AddCompressPass<ERuntimeVirtualTextureMaterialType::Displacement>(GraphBuilder, FeatureLevel, Parameters, GroupCount, bDirectAliasing);
break;
}
}
/** Copy shaders are used when compression is disabled. These are used to ensure that the channel layout is the same as with compression. */
class FShader_VirtualTextureCopy : public FGlobalShader
{
public:
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
RENDER_TARGET_BINDING_SLOTS()
SHADER_PARAMETER(FIntVector4, DestRect)
SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D<float4>, RenderTexture0)
SHADER_PARAMETER_SAMPLER(SamplerState, TextureSampler0)
SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D<float4>, RenderTexture1)
SHADER_PARAMETER_SAMPLER(SamplerState, TextureSampler1)
SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D<float4>, RenderTexture2)
SHADER_PARAMETER_SAMPLER(SamplerState, TextureSampler2)
END_SHADER_PARAMETER_STRUCT()
FShader_VirtualTextureCopy()
{}
FShader_VirtualTextureCopy(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
Bindings.BindForLegacyShaderParameters(this, Initializer.PermutationId, Initializer.ParameterMap, *FParameters::FTypeInfo::GetStructMetadata());
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("MAX_BATCH_SIZE"), 1);
OutEnvironment.SetDefine(TEXT("MAX_DST_LAYERS"), 1);
}
};
class FShader_VirtualTextureCopy_VS : public FShader_VirtualTextureCopy
{
public:
DECLARE_SHADER_TYPE(FShader_VirtualTextureCopy_VS, Global);
FShader_VirtualTextureCopy_VS()
{}
FShader_VirtualTextureCopy_VS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FShader_VirtualTextureCopy(Initializer)
{}
};
IMPLEMENT_SHADER_TYPE(, FShader_VirtualTextureCopy_VS, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CopyVS"), SF_Vertex);
template< ERuntimeVirtualTextureMaterialType MaterialType >
class FShader_VirtualTextureCopy_PS : public FShader_VirtualTextureCopy
{
public:
typedef FShader_VirtualTextureCopy_PS< MaterialType > ClassName; // typedef is only so that we can use in DECLARE_SHADER_TYPE macro
DECLARE_SHADER_TYPE(ClassName, Global);
FShader_VirtualTextureCopy_PS()
{}
FShader_VirtualTextureCopy_PS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FShader_VirtualTextureCopy(Initializer)
{}
};
IMPLEMENT_SHADER_TYPE(template<>, FShader_VirtualTextureCopy_PS< ERuntimeVirtualTextureMaterialType::BaseColor >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CopyBaseColorPS"), SF_Pixel);
IMPLEMENT_SHADER_TYPE(template<>, FShader_VirtualTextureCopy_PS< ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CopyBaseColorNormalSpecularPS"), SF_Pixel);
IMPLEMENT_SHADER_TYPE(template<>, FShader_VirtualTextureCopy_PS< ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_YCoCg >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CopyBaseColorNormalSpecularYCoCgPS"), SF_Pixel);
IMPLEMENT_SHADER_TYPE(template<>, FShader_VirtualTextureCopy_PS< ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_Mask_YCoCg >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CopyBaseColorNormalSpecularMaskYCoCgPS"), SF_Pixel);
IMPLEMENT_SHADER_TYPE(template<>, FShader_VirtualTextureCopy_PS< ERuntimeVirtualTextureMaterialType::Mask4 >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CopyMask4PS"), SF_Pixel);
IMPLEMENT_SHADER_TYPE(template<>, FShader_VirtualTextureCopy_PS< ERuntimeVirtualTextureMaterialType::WorldHeight >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CopyWorldHeightPS"), SF_Pixel);
/** Add the copy pass to the graph. */
template< ERuntimeVirtualTextureMaterialType MaterialType >
void AddCopyPass(FRDGBuilder& GraphBuilder, ERHIFeatureLevel::Type FeatureLevel, FShader_VirtualTextureCopy::FParameters* Parameters, FIntPoint TextureSize)
{
FGlobalShaderMap* GlobalShaderMap = GetGlobalShaderMap(FeatureLevel);
TShaderMapRef< FShader_VirtualTextureCopy_VS > VertexShader(GlobalShaderMap);
TShaderMapRef< FShader_VirtualTextureCopy_PS< MaterialType > > PixelShader(GlobalShaderMap);
GraphBuilder.AddPass(
RDG_EVENT_NAME("VirtualTextureCopy"),
Parameters,
ERDGPassFlags::Raster,
[VertexShader, PixelShader, Parameters, TextureSize](FRDGAsyncTask, FRHICommandList& RHICmdList)
{
FGraphicsPipelineStateInitializer GraphicsPSOInit;
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
GraphicsPSOInit.BlendState = TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero>::GetRHI();
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GetVertexDeclarationFVector4();
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = PixelShader.GetPixelShader();
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit, 0);
SetShaderParameters(RHICmdList, VertexShader, VertexShader.GetVertexShader(), *Parameters);
SetShaderParameters(RHICmdList, PixelShader, PixelShader.GetPixelShader(), *Parameters);
RHICmdList.SetViewport(0.0f, 0.0f, 0.0f, TextureSize[0], TextureSize[1], 1.0f);
RHICmdList.DrawIndexedPrimitive(GTwoTrianglesIndexBuffer.IndexBufferRHI, 0, 0, 4, 0, 2, 1);
});
}
/** Set up the copy pass for the given MaterialType. */
void AddCopyPass(FRDGBuilder& GraphBuilder, ERHIFeatureLevel::Type FeatureLevel, FShader_VirtualTextureCopy::FParameters* Parameters, FIntPoint TextureSize, ERuntimeVirtualTextureMaterialType MaterialType)
{
switch (MaterialType)
{
case ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular:
AddCopyPass<ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular>(GraphBuilder, FeatureLevel, Parameters, TextureSize);
break;
case ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_YCoCg:
AddCopyPass<ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_YCoCg>(GraphBuilder, FeatureLevel, Parameters, TextureSize);
break;
case ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_Mask_YCoCg:
AddCopyPass<ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_Mask_YCoCg>(GraphBuilder, FeatureLevel, Parameters, TextureSize);
break;
case ERuntimeVirtualTextureMaterialType::Mask4:
AddCopyPass<ERuntimeVirtualTextureMaterialType::Mask4>(GraphBuilder, FeatureLevel, Parameters, TextureSize);
break;
}
}
/** Set up the copy pass for the given MaterialType. */
void AddCopyThumbnailPass(FRDGBuilder& GraphBuilder, ERHIFeatureLevel::Type FeatureLevel, FShader_VirtualTextureCopy::FParameters* Parameters, FIntPoint TextureSize, ERuntimeVirtualTextureMaterialType MaterialType)
{
switch (MaterialType)
{
case ERuntimeVirtualTextureMaterialType::BaseColor:
case ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Roughness:
case ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular:
case ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_YCoCg:
case ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_Mask_YCoCg:
AddCopyPass<ERuntimeVirtualTextureMaterialType::BaseColor>(GraphBuilder, FeatureLevel, Parameters, TextureSize);
break;
case ERuntimeVirtualTextureMaterialType::Mask4:
AddCopyPass<ERuntimeVirtualTextureMaterialType::Mask4>(GraphBuilder, FeatureLevel, Parameters, TextureSize);
break;
case ERuntimeVirtualTextureMaterialType::WorldHeight:
case ERuntimeVirtualTextureMaterialType::Displacement:
AddCopyPass<ERuntimeVirtualTextureMaterialType::WorldHeight>(GraphBuilder, FeatureLevel, Parameters, TextureSize);
break;
}
}
/** Mesh render pass prologue to set the viewport. Also applies a page corruption workaround when that is enabled. */
void MeshPassPrologue(FRHICommandList& RHICmdList, FIntRect const& InViewRect, int32 InPageIndex, EShaderPlatform InShaderPlatform)
{
if (InPageIndex == 0 && CVarVTApplyPageCorruptionFix.GetValueOnRenderThread() && IsPCPlatform(InShaderPlatform) && IsD3DPlatform(InShaderPlatform))
{
// Workaround fix for an issue where runtime virtual texture page corruption causes square artifacts.
// Repro of the bug is rare. But it's been found that inserting a single call to ID3D12GraphicsCommandList::SetPipelineState()
// before rendering any RVT pages resolves the issue.
FGlobalShaderMap* GlobalShaderMap = GetGlobalShaderMap(GMaxRHIFeatureLevel);
TShaderMapRef<FShader_VirtualTextureCopy_VS> VertexShader(GlobalShaderMap);
TShaderMapRef<FShader_VirtualTextureCopy_PS<ERuntimeVirtualTextureMaterialType::BaseColor>> PixelShader(GlobalShaderMap);
FGraphicsPipelineStateInitializer GraphicsPSOInit;
GraphicsPSOInit.RenderTargetsEnabled = 1;
GraphicsPSOInit.RenderTargetFormats[0] = PF_B8G8R8A8;
GraphicsPSOInit.RenderTargetFlags[0] = TexCreate_None;
GraphicsPSOInit.NumSamples = 1;
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
GraphicsPSOInit.BlendState = TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero>::GetRHI();
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GetVertexDeclarationFVector4();
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = PixelShader.GetPixelShader();
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit, 0, EApplyRendertargetOption::DoNothing);
}
RHICmdList.SetViewport(static_cast<float>(InViewRect.Min.X), static_cast<float>(InViewRect.Min.Y), 0.0f, static_cast<float>(InViewRect.Max.X), static_cast<float>(InViewRect.Max.Y), 1.0f);
}
/** Get the debug color to use for a given mip level. Returns InDefaultColor if mip debugging is disabled. */
FLinearColor GetDebugMipLevelColor(uint32 InLevel, FLinearColor InDefaultColor)
{
const int32 MipColorMode = CVarVTMipColors.GetValueOnRenderThread();
if (MipColorMode == 1)
{
static const uint32 MipColors[] = {
0xC0FFFFFF, 0xC0FFFF00, 0xC000FFFF, 0xC000FF00, 0xC0FF00FF, 0xC0FF0000, 0xC00000FF,
0xC0808080, 0xC0808000, 0xC0008080, 0xC0008000, 0xC0800080, 0xC0800000, 0xC0000080 };
InLevel = FMath::Min<uint32>(InLevel, sizeof(MipColors) / sizeof(MipColors[0]) - 1);
return FLinearColor(FColor(MipColors[InLevel]));
}
else if (MipColorMode == 2 && InLevel == 0)
{
return FLinearColor(1.f, 0.f, 1.f, 0.5f);
}
return InDefaultColor;
}
/**
* Render a single page from a batch.
* todo[vt]: Can we add some batch rendering mesh pass where all prerequesite BuildRenderingCommands/Compute phases are batched and then all Graphics draws are batched.
*/
void RenderPage(FRDGBuilder& GraphBuilder, FBatchRenderContext const& BatchRenderContext, int32 PageIndex)
{
CSV_CUSTOM_STAT(VirtualTexturing, RenderedPages, 1, ECsvCustomStatOp::Accumulate);
INC_DWORD_STAT_BY(STAT_RenderedPages, 1);
FRenderGraphSetup const& GraphSetup = BatchRenderContext.GraphSetup;
FRenderPageBatchDesc const& BatchDesc = BatchRenderContext.BatchDesc;
FRenderPageDesc const& PageDesc = BatchDesc.PageDescs[PageIndex];
FScene* Scene = BatchDesc.SceneRenderer->GetScene();
// Initialize the view required for the material render pass
FSceneViewFamily::ConstructionValues ViewFamilyInit(nullptr, Scene, FEngineShowFlags(ESFIM_Game));
ViewFamilyInit.SetTime(FGameTime());
FViewFamilyInfo& ViewFamily = *GraphBuilder.AllocObject<FViewFamilyInfo>(ViewFamilyInit);
ViewFamily.SetSceneRenderer(BatchDesc.SceneRenderer);
FSceneViewInitOptions ViewInitOptions;
ViewInitOptions.ViewFamily = &ViewFamily;
const FIntPoint TextureSize = PageDesc.DestRect[0].Size();
ViewInitOptions.SetViewRectangle(FIntRect(FIntPoint(0, 0), TextureSize));
FBox2D const& UVRange = PageDesc.UVRange;
const FVector UVCenter = FVector(UVRange.GetCenter(), 0.f);
FTransform const& UVToWorld = BatchDesc.UVToWorld;
const FVector CameraLookAt = UVToWorld.TransformPosition(UVCenter);
const float BoundBoxZ = UVToWorld.GetScale3D().Z;
const FVector CameraPos = CameraLookAt + BoundBoxZ * UVToWorld.GetUnitAxis(EAxis::Z);
ViewInitOptions.ViewOrigin = CameraPos;
const float OrthoWidth = UVToWorld.GetScaledAxis(EAxis::X).Size() * UVRange.GetExtent().X;
const float OrthoHeight = UVToWorld.GetScaledAxis(EAxis::Y).Size() * UVRange.GetExtent().Y;
const FTransform WorldToUVRotate(UVToWorld.GetRotation().Inverse());
ViewInitOptions.ViewRotationMatrix = WorldToUVRotate.ToMatrixNoScale() * FMatrix(
FPlane(1, 0, 0, 0),
FPlane(0, -1, 0, 0),
FPlane(0, 0, -1, 0),
FPlane(0, 0, 0, 1));
const float NearPlane = 0;
const float FarPlane = BoundBoxZ;
const float ZScale = 1.0f / (FarPlane - NearPlane);
const float ZOffset = -NearPlane;
ViewInitOptions.ProjectionMatrix = FReversedZOrthoMatrix(OrthoWidth, OrthoHeight, ZScale, ZOffset);
const uint8 vLevel = PageDesc.vLevel;
const uint8 MaxLevel = BatchDesc.MaxLevel;
const FVector4f MipLevelParameter = FVector4f((float)vLevel, (float)MaxLevel, OrthoWidth / (float)TextureSize.X, OrthoHeight / (float)TextureSize.Y);
FBox const& WorldBounds = BatchDesc.WorldBounds;
const float HeightRange = FMath::Max<float>(WorldBounds.Max.Z - WorldBounds.Min.Z, 1.f);
const FVector2D WorldHeightPackParameter = FVector2D(1.f / HeightRange, -WorldBounds.Min.Z / HeightRange);
ViewInitOptions.BackgroundColor = FLinearColor::Black;
ViewInitOptions.OverlayColor = FLinearColor::White;
FViewInfo* View = GraphBuilder.AllocObject<FViewInfo>(ViewInitOptions);
ViewFamily.Views.Add(View);
View->bIsVirtualTexture = true;
View->ViewRect = View->UnconstrainedViewRect;
View->CachedViewUniformShaderParameters = MakeUnique<FViewUniformShaderParameters>();
View->SetupUniformBufferParameters(nullptr, 0, *View->CachedViewUniformShaderParameters);
View->ViewUniformBuffer = TUniformBufferRef<FViewUniformShaderParameters>::CreateUniformBufferImmediate(*View->CachedViewUniformShaderParameters, UniformBuffer_SingleFrame);
{
RenderCaptureInterface::FScopedCapture RenderCapture((RenderCaptureNextRVTPagesDraws != 0), GraphBuilder, TEXT("RenderRVTPage"));
RenderCaptureNextRVTPagesDraws = FMath::Max(RenderCaptureNextRVTPagesDraws - 1, 0);
ERenderTargetLoadAction LoadAction = BatchDesc.bClearTextures ? ERenderTargetLoadAction::EClear : ERenderTargetLoadAction::ENoAction;
FShader_VirtualTextureMaterialDraw::FParameters* PassParameters = GraphBuilder.AllocParameters<FShader_VirtualTextureMaterialDraw::FParameters>();
PassParameters->View = View->ViewUniformBuffer;
PassParameters->Scene = BatchDesc.SceneRenderer->GetSceneUniformBufferRef(GraphBuilder);
FRuntimeVirtualTexturePassParameters* RuntimeVirtualTexturePassParameters = GraphBuilder.AllocParameters<FRuntimeVirtualTexturePassParameters>();
RuntimeVirtualTexturePassParameters->MipLevel = MipLevelParameter;
RuntimeVirtualTexturePassParameters->CustomMaterialData = BatchDesc.CustomMaterialData;
RuntimeVirtualTexturePassParameters->DebugParams = GetDebugMipLevelColor(vLevel, BatchDesc.FixedColor);
RuntimeVirtualTexturePassParameters->PackHeight = FVector2f(WorldHeightPackParameter); // LWC_TODO: Precision loss
PassParameters->RuntimeVirtualTexturePassParameters = GraphBuilder.CreateUniformBuffer(RuntimeVirtualTexturePassParameters);
PassParameters->RenderTargets[0] = GraphSetup.RenderTexture0 ? FRenderTargetBinding(GraphSetup.RenderTexture0, LoadAction, 0, PageIndex) : FRenderTargetBinding();
PassParameters->RenderTargets[1] = GraphSetup.RenderTexture1 ? FRenderTargetBinding(GraphSetup.RenderTexture1, LoadAction, 0, PageIndex) : FRenderTargetBinding();
PassParameters->RenderTargets[2] = GraphSetup.RenderTexture2 ? FRenderTargetBinding(GraphSetup.RenderTexture2, LoadAction, 0, PageIndex) : FRenderTargetBinding();
const int32 RuntimeVirtualTextureId = BatchDesc.RuntimeVirtualTextureId;
const ERuntimeVirtualTextureMaterialType MaterialType = BatchDesc.MaterialType;
const bool bAllowCachedMeshDrawCommands = BatchRenderContext.bAllowCachedMeshDrawCommands;
AddSimpleMeshPass(GraphBuilder, PassParameters, Scene, *View, nullptr, RDG_EVENT_NAME("VirtualTextureDraw"), ERDGPassFlags::Raster | ERDGPassFlags::NeverMerge,
[Scene, &GraphBuilder, View, MaterialType, RuntimeVirtualTextureId, vLevel, MaxLevel, bAllowCachedMeshDrawCommands](FDynamicPassMeshDrawListContext* DynamicMeshPassContext)
{
GatherMeshesToDraw(DynamicMeshPassContext, GraphBuilder, Scene, View, MaterialType, RuntimeVirtualTextureId, vLevel, MaxLevel, bAllowCachedMeshDrawCommands);
},
[ViewRect = View->ViewRect, PageIndex, ShaderPlatform = Scene->GetShaderPlatform()](FRHICommandList& RHICmdList)
{
MeshPassPrologue(RHICmdList, ViewRect, PageIndex, ShaderPlatform);
});
}
}
/**
* Copy a single rendered page doing any attribute packing.
* This path is rarely used, since most use cases want to compress the results of rendering.
* We use a pixel shader, but could use a compute shader which batches multiple pages.
*/
void CopyPage(FRDGBuilder& GraphBuilder, FBatchRenderContext const& BatchRenderContext, int32 PageIndex)
{
FRenderGraphSetup const& GraphSetup = BatchRenderContext.GraphSetup;
FRenderPageBatchDesc const& BatchDesc = BatchRenderContext.BatchDesc;
FRenderPageDesc const& PageDesc = BatchDesc.PageDescs[PageIndex];
const int32 ArraySlice = BatchDesc.NumPageDescs > 1 ? PageIndex : -1;
FScene* Scene = BatchDesc.SceneRenderer->GetScene();
const FIntPoint TextureSize = PageDesc.DestRect[0].Size();
FShader_VirtualTextureCopy::FParameters* PassParameters = GraphBuilder.AllocParameters<FShader_VirtualTextureCopy::FParameters>();
PassParameters->RenderTargets[0] = GraphSetup.CopyTexture0 ? FRenderTargetBinding(GraphSetup.CopyTexture0, ERenderTargetLoadAction::ENoAction, 0, PageIndex) : FRenderTargetBinding();
PassParameters->RenderTargets[1] = GraphSetup.CopyTexture1 ? FRenderTargetBinding(GraphSetup.CopyTexture1, ERenderTargetLoadAction::ENoAction, 0, PageIndex) : FRenderTargetBinding();
PassParameters->RenderTargets[2] = GraphSetup.CopyTexture2 ? FRenderTargetBinding(GraphSetup.CopyTexture2, ERenderTargetLoadAction::ENoAction, 0, PageIndex) : FRenderTargetBinding();
PassParameters->DestRect = FIntVector4(0, 0, TextureSize.X, TextureSize.Y);
PassParameters->RenderTexture0 = FRenderGraphSetup::CreateTextureSRV(GraphBuilder, GraphSetup.RenderTexture0, ArraySlice);
PassParameters->TextureSampler0 = TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
PassParameters->RenderTexture1 = FRenderGraphSetup::CreateTextureSRV(GraphBuilder, GraphSetup.RenderTexture1, ArraySlice);
PassParameters->TextureSampler1 = TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
PassParameters->RenderTexture2 = FRenderGraphSetup::CreateTextureSRV(GraphBuilder, GraphSetup.RenderTexture2, ArraySlice);
PassParameters->TextureSampler2 = TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
if (GraphSetup.bCopyPass)
{
AddCopyPass(GraphBuilder, Scene->GetFeatureLevel(), PassParameters, TextureSize, BatchDesc.MaterialType);
}
else
{
AddCopyThumbnailPass(GraphBuilder, Scene->GetFeatureLevel(), PassParameters, TextureSize, BatchDesc.MaterialType);
}
}
/** Compress all pages in a batch. */
void CompressPages(FRDGBuilder& GraphBuilder, FBatchRenderContext const& BatchRenderContext)
{
FRenderGraphSetup const& GraphSetup = BatchRenderContext.GraphSetup;
FRenderPageBatchDesc const& BatchDesc = BatchRenderContext.BatchDesc;
FScene* Scene = BatchDesc.SceneRenderer->GetScene();
const FIntPoint TextureSize = BatchDesc.PageDescs[0].DestRect[0].Size();
FShader_VirtualTextureCompress::FParameters* PassParameters = GraphBuilder.AllocParameters<FShader_VirtualTextureCompress::FParameters>();
PassParameters->SourceRect = FUintVector4(0, 0, TextureSize.X, TextureSize.Y);
PassParameters->EtcParameters = GetEtcParametersUniformBufferRef();
PassParameters->AstcParameters = GetAstcParametersUniformBufferRef();
PassParameters->RenderTexture0 = GraphSetup.RenderTexture0;
PassParameters->TextureSampler0 = TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
PassParameters->RenderTexture1 = GraphSetup.RenderTexture1;
PassParameters->TextureSampler1 = TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
PassParameters->RenderTexture2 = GraphSetup.RenderTexture2;
PassParameters->TextureSampler2 = TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
PassParameters->OutCompressTexture0_64bit = GraphSetup.CompressTextureUAV0_64bit;
PassParameters->OutCompressTexture1_64bit = GraphSetup.CompressTextureUAV1_64bit;
PassParameters->OutCompressTexture2_64bit = GraphSetup.CompressTextureUAV2_64bit;
PassParameters->OutCompressTexture0_128bit = GraphSetup.CompressTextureUAV0_128bit;
PassParameters->OutCompressTexture1_128bit = GraphSetup.CompressTextureUAV1_128bit;
PassParameters->OutCompressTexture2_128bit = GraphSetup.CompressTextureUAV2_128bit;
for (int32 PageIndex = 0; PageIndex < BatchDesc.NumPageDescs; ++PageIndex)
{
FRenderPageDesc const& PageDesc = BatchDesc.PageDescs[PageIndex];
for (int32 LayerIndex = 0; LayerIndex < MaxTextureLayers; ++LayerIndex)
{
const int32 WriteIndex = (PageIndex * MaxTextureLayers + LayerIndex) * 2;
// Direct aliasing case assumes needs to adjust dest position for BC block size.
const int32 DestPosX = GraphSetup.bDirectAliasing ? PageDesc.DestRect[LayerIndex].Min.X / 4 : 0;
const int32 DestPosY = GraphSetup.bDirectAliasing ? PageDesc.DestRect[LayerIndex].Min.Y / 4 : 0;
GET_SCALAR_ARRAY_ELEMENT(PassParameters->DestPos, WriteIndex) = DestPosX;
GET_SCALAR_ARRAY_ELEMENT(PassParameters->DestPos, WriteIndex + 1) = DestPosY;
}
}
AddCompressPass(GraphBuilder, Scene->GetFeatureLevel(), PassParameters, TextureSize, BatchDesc.NumPageDescs, BatchDesc.MaterialType, GraphSetup.bDirectAliasing);
}
/** Copy all pages in a batch to the final output textures. */
void CopyPagesToOutput(FRDGBuilder& GraphBuilder, FBatchRenderContext const& BatchRenderContext)
{
FRenderGraphSetup const& GraphSetup = BatchRenderContext.GraphSetup;
if (GraphSetup.OutputAlias0 == nullptr && GraphSetup.OutputAlias1 == nullptr && GraphSetup.OutputAlias2 == nullptr)
{
return;
}
FRenderPageBatchDesc const& BatchDesc = BatchRenderContext.BatchDesc;
const FRDGTextureRef SourceTexture[MaxTextureLayers] = { GraphSetup.OutputAlias0, GraphSetup.OutputAlias1, GraphSetup.OutputAlias2 };
const FRDGTextureRef DestTexture[MaxTextureLayers] = { GraphSetup.TargetTexture0, GraphSetup.TargetTexture1, GraphSetup.TargetTexture2 };
const FIntVector CopySize = SourceTexture[0] ? SourceTexture[0]->Desc.GetSize() : FIntVector(0, 0, 0);
for (int32 PageIndex = 0; PageIndex < BatchDesc.NumPageDescs; ++PageIndex)
{
FRenderPageDesc const& PageDesc = BatchDesc.PageDescs[PageIndex];
for (int32 LayerIndex = 0; LayerIndex < MaxTextureLayers; ++LayerIndex)
{
if (SourceTexture[LayerIndex] != nullptr && DestTexture[LayerIndex] != nullptr)
{
FRHICopyTextureInfo CopyInfo;
CopyInfo.Size = CopySize;
CopyInfo.SourceSliceIndex = PageIndex;
CopyInfo.DestPosition = FIntVector(PageDesc.DestRect[LayerIndex].Min.X, PageDesc.DestRect[LayerIndex].Min.Y, 0);
AddCopyTexturePass(GraphBuilder, SourceTexture[LayerIndex], DestTexture[LayerIndex], CopyInfo);
}
}
}
}
bool IsSceneReadyToRender(FSceneInterface* Scene)
{
return Scene != nullptr && Scene->GetRenderScene() != nullptr && Scene->GetRenderScene()->GPUScene.IsRendering();
}
FBatchRenderContext const* InitPageBatch(FRDGBuilder& GraphBuilder, FRenderPageBatchDesc const& InDesc)
{
FBatchRenderContext* Context = GraphBuilder.AllocObject<FBatchRenderContext>();
Context->GraphSetup.Init(GraphBuilder, FRenderGraphSetup::FInitDesc(InDesc));
Context->BatchDesc = InDesc;
return Context;
}
void RenderPageBatch(FRDGBuilder& GraphBuilder, FBatchRenderContext const& InContext)
{
FRenderGraphSetup const& GraphSetup = InContext.GraphSetup;
FRenderPageBatchDesc const& Desc = InContext.BatchDesc;
if (GraphSetup.bRenderPass)
{
for (int32 PageIndex = 0; PageIndex < Desc.NumPageDescs; ++PageIndex)
{
RenderPage(GraphBuilder, InContext, PageIndex);
}
}
if (GraphSetup.bCopyPass || GraphSetup.bCopyThumbnailPass)
{
for (int32 PageIndex = 0; PageIndex < Desc.NumPageDescs; ++PageIndex)
{
CopyPage(GraphBuilder, InContext, PageIndex);
}
}
// Batch compress pages now if not direct aliasing the final output texture.
// This can reduce the memory high water mark.
// If we are direct aliasing then we must defer compression to FinalizePageBatch().
if (GraphSetup.bCompressPass && !InContext.GraphSetup.bDirectAliasing)
{
CompressPages(GraphBuilder, InContext);
}
}
void FinalizePageBatch(FRDGBuilder& GraphBuilder, FBatchRenderContext const& InContext)
{
FRenderGraphSetup const& GraphSetup = InContext.GraphSetup;
if (GraphSetup.bCompressPass && GraphSetup.bDirectAliasing)
{
CompressPages(GraphBuilder, InContext);
}
if (!GraphSetup.bDirectAliasing)
{
CopyPagesToOutput(GraphBuilder, InContext);
}
}
void RenderPages(FRDGBuilder& GraphBuilder, FRenderPageBatchDesc const& InDesc)
{
FBatchRenderContext Context;
Context.GraphSetup.Init(GraphBuilder, FRenderGraphSetup::FInitDesc(InDesc));
Context.BatchDesc = InDesc;
// Disable MDC caching for this standalone path because we can't guarantee that primitives
// associated with the scene have been recreated (e.g. by World->SendAllEndOfFrameUpdates()).
Context.bAllowCachedMeshDrawCommands = false;
RenderPageBatch(GraphBuilder, Context);
FinalizePageBatch(GraphBuilder, Context);
}
/** This function is deprecated! */
uint32 GetRuntimeVirtualTextureSceneIndex_GameThread(URuntimeVirtualTextureComponent* InComponent)
{
if (InComponent == nullptr || InComponent->GetScene() == nullptr || InComponent->GetVirtualTexture() == nullptr)
{
return ~0u;
}
int32 SceneIndex = 0;
FSceneInterface* SceneInterface = InComponent->GetScene();
int32 RuntimeVirtualTextureId = InComponent->GetVirtualTexture()->GetUniqueID();
ENQUEUE_RENDER_COMMAND(GetSceneIndexCommand)(
[&SceneIndex, SceneInterface, RuntimeVirtualTextureId](FRHICommandListImmediate& RHICmdList)
{
if (FScene* Scene = SceneInterface->GetRenderScene())
{
SceneIndex = Scene->RuntimeVirtualTextures.IndexOfByPredicate([RuntimeVirtualTextureId] (FRuntimeVirtualTextureSceneProxy const* SceneProxy)
{
return SceneProxy->RuntimeVirtualTextureId == RuntimeVirtualTextureId;
});
}
});
FlushRenderingCommands();
return SceneIndex;
}
}