vault backup: 2024-12-12 19:11:10

This commit is contained in:
BlueRose 2024-12-12 19:11:10 +08:00
parent 1bae223199
commit 976a4e8810

View File

@ -218,7 +218,174 @@ void FSceneRenderer::InitDynamicShadows(FRHICommandListImmediate& RHICmdList, FG
- **FProjectedShadowInfo::RenderTranslucencyDepths**
## RenderDepth
FShadowParallelCommandListSet
MeshDrawProcessor为***FShadowDepthPassMeshProcessor***。渲染的Shader为ShadowDepthPixelShader.usf
```c++
void FProjectedShadowInfo::RenderDepth(
FRDGBuilder& GraphBuilder,
const FSceneRenderer* SceneRenderer,
FRDGTextureRef ShadowDepthTexture,
bool bDoParallelDispatch,
bool bDoCrossGPUCopy)
{
#if WANTS_DRAW_MESH_EVENTS
FString EventName;
if (GetEmitDrawEvents())
{
GetShadowTypeNameForDrawEvent(EventName);
EventName += FString(TEXT(" ")) + FString::FromInt(ResolutionX) + TEXT("x") + FString::FromInt(ResolutionY);
}
RDG_EVENT_SCOPE(GraphBuilder, "%s", *EventName);
#endif
CONDITIONAL_SCOPE_CYCLE_COUNTER(STAT_RenderWholeSceneShadowDepthsTime, bWholeSceneShadow);
CONDITIONAL_SCOPE_CYCLE_COUNTER(STAT_RenderPerObjectShadowDepthsTime, !bWholeSceneShadow);
QUICK_SCOPE_CYCLE_COUNTER(STAT_RenderShadowDepth);
FScene* Scene = SceneRenderer->Scene;
const ERHIFeatureLevel::Type FeatureLevel = ShadowDepthView->FeatureLevel;
BeginRenderView(GraphBuilder, Scene);
FShadowDepthPassParameters* PassParameters = GraphBuilder.AllocParameters<FShadowDepthPassParameters>();
PassParameters->View = ShadowDepthView->ViewUniformBuffer;
PassParameters->RenderTargets.DepthStencil = FDepthStencilBinding(
ShadowDepthTexture,
ERenderTargetLoadAction::ELoad,
ERenderTargetLoadAction::ENoAction,
FExclusiveDepthStencil::DepthWrite_StencilNop);
if (CacheMode == SDCM_MovablePrimitivesOnly || CacheMode == SDCM_CSMScrolling)
{
// Copy in depths of static primitives before we render movable primitives.
FMeshPassProcessorRenderState DrawRenderState;
SetStateForShadowDepth(bOnePassPointLightShadow, bDirectionalLight, DrawRenderState, MeshPassTargetType);
CopyCachedShadowMap(GraphBuilder, *ShadowDepthView, SceneRenderer, PassParameters->RenderTargets, DrawRenderState);
}
PassParameters->VirtualShadowMap = SceneRenderer->VirtualShadowMapArray.GetUniformBuffer();
switch (FSceneInterface::GetShadingPath(FeatureLevel))
{
case EShadingPath::Deferred:
{
auto* ShadowDepthPassParameters = GraphBuilder.AllocParameters<FShadowDepthPassUniformParameters>();
SetupShadowDepthPassUniformBuffer(this, GraphBuilder, *ShadowDepthView, *ShadowDepthPassParameters);//设置矩阵、Shader等相关ShadowDepthPassParameters参数
PassParameters->DeferredPassUniformBuffer = GraphBuilder.CreateUniformBuffer(ShadowDepthPassParameters);
}
break;
case EShadingPath::Mobile:
{
auto* ShadowDepthPassParameters = GraphBuilder.AllocParameters<FMobileShadowDepthPassUniformParameters>();
SetupShadowDepthPassUniformBuffer(this, GraphBuilder, *ShadowDepthView, *ShadowDepthPassParameters);//设置矩阵、Shader等相关ShadowDepthPassParameters参数
PassParameters->MobilePassUniformBuffer = GraphBuilder.CreateUniformBuffer(ShadowDepthPassParameters);
}
break;
default:
checkNoEntry();
}
ShadowDepthPass.BuildRenderingCommands(GraphBuilder, Scene->GPUScene, PassParameters->InstanceCullingDrawParams);
#if WITH_MGPU
// Need to fetch GPU mask outside "AddPass", as it's not updated during pass execution
FRHIGPUMask GPUMask = GraphBuilder.RHICmdList.GetGPUMask();
#endif
if (bDoParallelDispatch)
{
RDG_WAIT_FOR_TASKS_CONDITIONAL(GraphBuilder, IsShadowDepthPassWaitForTasksEnabled());
GraphBuilder.AddPass(
RDG_EVENT_NAME("ShadowDepthPassParallel"),
PassParameters,
ERDGPassFlags::Raster | ERDGPassFlags::SkipRenderPass,
[this, PassParameters
#if WITH_MGPU
, ShadowDepthTexture, GPUMask, bDoCrossGPUCopy
#endif
](const FRDGPass* InPass, FRHICommandListImmediate& RHICmdList)
{
FShadowParallelCommandListSet ParallelCommandListSet(InPass, RHICmdList, *ShadowDepthView, *this, FParallelCommandListBindings(PassParameters));
ShadowDepthPass.DispatchDraw(&ParallelCommandListSet, RHICmdList, &PassParameters->InstanceCullingDrawParams);
#if WITH_MGPU
if (bDoCrossGPUCopy)
{
CopyCachedShadowMapCrossGPU(RHICmdList, ShadowDepthTexture->GetRHI(), GPUMask);
}
#endif
});
}
else
{
GraphBuilder.AddPass(
RDG_EVENT_NAME("ShadowDepthPass"),
PassParameters,
ERDGPassFlags::Raster,
[this, PassParameters
#if WITH_MGPU
, ShadowDepthTexture, GPUMask, bDoCrossGPUCopy
#endif
](FRHICommandList& RHICmdList)
{
SetStateForView(RHICmdList);
ShadowDepthPass.DispatchDraw(nullptr, RHICmdList, &PassParameters->InstanceCullingDrawParams);
#if WITH_MGPU
if (bDoCrossGPUCopy)
{
CopyCachedShadowMapCrossGPU(RHICmdList, ShadowDepthTexture->GetRHI(), GPUMask);
}
#endif
});
}
}
```
```c++
void SetupShadowDepthPassUniformBuffer(
const FProjectedShadowInfo* ShadowInfo,
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
FShadowDepthPassUniformParameters& ShadowDepthPassParameters)
{
static const auto CSMCachingCVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Shadow.CSMCaching"));
const bool bCSMCachingEnabled = CSMCachingCVar && CSMCachingCVar->GetValueOnAnyThread() != 0;
SetupSceneTextureUniformParameters(GraphBuilder, View.GetSceneTexturesChecked(), View.FeatureLevel, ESceneTextureSetupMode::None, ShadowDepthPassParameters.SceneTextures);//设置对应的RT与Texture
ShadowDepthPassParameters.ProjectionMatrix = FTranslationMatrix44f(FVector3f(ShadowInfo->PreShadowTranslation - View.ViewMatrices.GetPreViewTranslation())) * ShadowInfo->TranslatedWorldToClipOuterMatrix; // LWC_TDOO: Precision loss?
ShadowDepthPassParameters.ViewMatrix = FMatrix44f(ShadowInfo->TranslatedWorldToView); // LWC_TODO: Precision loss
// Disable the SlopeDepthBias because we couldn't reconstruct the depth offset if it is not 0.0f when scrolling the cached shadow map.
ShadowDepthPassParameters.ShadowParams = FVector4f(ShadowInfo->GetShaderDepthBias(), bCSMCachingEnabled ? 0.0f : ShadowInfo->GetShaderSlopeDepthBias(), ShadowInfo->GetShaderMaxSlopeDepthBias(), ShadowInfo->bOnePassPointLightShadow ? 1 : ShadowInfo->InvMaxSubjectDepth);
ShadowDepthPassParameters.bClampToNearPlane = ShadowInfo->ShouldClampToNearPlane() ? 1.0f : 0.0f;
if (ShadowInfo->bOnePassPointLightShadow)
{
check(ShadowInfo->BorderSize == 0);
// offset from translated world space to (pre translated) shadow space
const FMatrix Translation = FTranslationMatrix(ShadowInfo->PreShadowTranslation - View.ViewMatrices.GetPreViewTranslation());
for (int32 FaceIndex = 0; FaceIndex < 6; FaceIndex++)
{
ShadowDepthPassParameters.ShadowViewProjectionMatrices[FaceIndex] = FMatrix44f(Translation * ShadowInfo->OnePassShadowViewProjectionMatrices[FaceIndex]); // LWC_TODO: Precision loss?
ShadowDepthPassParameters.ShadowViewMatrices[FaceIndex] = FMatrix44f(Translation * ShadowInfo->OnePassShadowViewMatrices[FaceIndex]);
}
}
ShadowDepthPassParameters.bRenderToVirtualShadowMap = false;
ShadowDepthPassParameters.VirtualSmPageTable = GraphBuilder.CreateSRV(GSystemTextures.GetDefaultStructuredBuffer(GraphBuilder, sizeof(uint32)));
ShadowDepthPassParameters.PackedNaniteViews = GraphBuilder.CreateSRV(GSystemTextures.GetDefaultStructuredBuffer(GraphBuilder, sizeof(Nanite::FPackedView)));
ShadowDepthPassParameters.PageRectBounds = GraphBuilder.CreateSRV(GSystemTextures.GetDefaultStructuredBuffer(GraphBuilder, sizeof(FIntVector4)));
FRDGTextureRef DepthBufferArray = GraphBuilder.CreateTexture( FRDGTextureDesc::Create2DArray( FIntPoint(4,4), PF_R32_UINT, FClearValueBinding::None, TexCreate_ShaderResource | TexCreate_UAV, 1 ), TEXT("Dummy-OutDepthBuffer") );
ShadowDepthPassParameters.OutDepthBufferArray = GraphBuilder.CreateUAV( DepthBufferArray );
}
```
# Lights
### Shader