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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
Shader . cpp : Shader implementation .
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = */
# include "ShaderCore.h"
# include "Shader.h"
# include "VertexFactory.h"
# include "DiagnosticTable.h"
# include "DerivedDataCacheInterface.h"
# include "ModuleManager.h"
# include "TargetPlatform.h"
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# include "RHICommandList.h"
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# include "ShaderCache.h"
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DEFINE_LOG_CATEGORY ( LogShaders ) ;
void FShaderParameterMap : : VerifyBindingsAreComplete ( const TCHAR * ShaderTypeName , EShaderFrequency Frequency , FVertexFactoryType * InVertexFactoryType ) const
{
# if WITH_EDITORONLY_DATA
// Only people working on shaders (and therefore have LogShaders unsuppressed) will want to see these errors
if ( UE_LOG_ACTIVE ( LogShaders , Warning ) )
{
const TCHAR * VertexFactoryName = InVertexFactoryType ? InVertexFactoryType - > GetName ( ) : TEXT ( " ? " ) ;
bool bBindingsComplete = true ;
FString UnBoundParameters = TEXT ( " " ) ;
for ( TMap < FString , FParameterAllocation > : : TConstIterator ParameterIt ( ParameterMap ) ; ParameterIt ; + + ParameterIt )
{
const FString & ParamName = ParameterIt . Key ( ) ;
const FParameterAllocation & ParamValue = ParameterIt . Value ( ) ;
if ( ! ParamValue . bBound )
{
// Only valid parameters should be in the shader map
checkSlow ( ParamValue . Size > 0 ) ;
bBindingsComplete = bBindingsComplete & & ParamValue . bBound ;
UnBoundParameters + = FString ( TEXT ( " Parameter " ) ) + ParamName + TEXT ( " not bound! \n " ) ;
}
}
if ( ! bBindingsComplete )
{
FString ErrorMessage = FString ( TEXT ( " Found unbound parameters being used in shadertype " ) ) + ShaderTypeName + TEXT ( " (VertexFactory: " ) + VertexFactoryName + TEXT ( " ) \n " ) + UnBoundParameters ;
// An unbound parameter means the engine is not going to set its value (because it was never bound)
// but it will be used in rendering, which will most likely cause artifacts
// We use a non-Slate message box to avoid problem where we haven't compiled the shaders for Slate.
FPlatformMisc : : MessageBoxExt ( EAppMsgType : : Ok , * ErrorMessage , TEXT ( " Error " ) ) ;
}
}
# endif // WITH_EDITORONLY_DATA
}
void FShaderParameterMap : : UpdateHash ( FSHA1 & HashState ) const
{
for ( TMap < FString , FParameterAllocation > : : TConstIterator ParameterIt ( ParameterMap ) ; ParameterIt ; + + ParameterIt )
{
const FString & ParamName = ParameterIt . Key ( ) ;
const FParameterAllocation & ParamValue = ParameterIt . Value ( ) ;
HashState . Update ( ( const uint8 * ) * ParamName , ParamName . Len ( ) * sizeof ( TCHAR ) ) ;
HashState . Update ( ( const uint8 * ) & ParamValue . BufferIndex , sizeof ( ParamValue . BufferIndex ) ) ;
HashState . Update ( ( const uint8 * ) & ParamValue . BaseIndex , sizeof ( ParamValue . BaseIndex ) ) ;
HashState . Update ( ( const uint8 * ) & ParamValue . Size , sizeof ( ParamValue . Size ) ) ;
}
}
bool FShaderType : : bInitializedSerializationHistory = false ;
FShaderType : : FShaderType (
const TCHAR * InName ,
const TCHAR * InSourceFilename ,
const TCHAR * InFunctionName ,
uint32 InFrequency ,
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ConstructSerializedType InConstructSerializedRef ,
GetStreamOutElementsType InGetStreamOutElementsRef
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) :
Name ( InName ) ,
SourceFilename ( InSourceFilename ) ,
FunctionName ( InFunctionName ) ,
Frequency ( InFrequency ) ,
ConstructSerializedRef ( InConstructSerializedRef ) ,
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GetStreamOutElementsRef ( InGetStreamOutElementsRef ) ,
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GlobalListLink ( this )
{
for ( int32 Platform = 0 ; Platform < SP_NumPlatforms ; Platform + + )
{
bCachedUniformBufferStructDeclarations [ Platform ] = false ;
}
// This will trigger if an IMPLEMENT_SHADER_TYPE was in a module not loaded before InitializeShaderTypes
// Shader types need to be implemented in modules that are loaded before that
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checkf ( ! bInitializedSerializationHistory , TEXT ( " Shader type was loaded after engine init, use ELoadingPhase::PostConfigInit on your module to cause it to load earlier. " ) ) ;
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//make sure the name is shorter than the maximum serializable length
check ( FCString : : Strlen ( InName ) < NAME_SIZE ) ;
// register this shader type
GlobalListLink . Link ( GetTypeList ( ) ) ;
GetNameToTypeMap ( ) . Add ( FName ( InName ) , this ) ;
// Assign the shader type the next unassigned hash index.
static uint32 NextHashIndex = 0 ;
HashIndex = NextHashIndex + + ;
}
FShaderType : : ~ FShaderType ( )
{
GlobalListLink . Unlink ( ) ;
GetNameToTypeMap ( ) . Remove ( FName ( Name ) ) ;
}
TLinkedList < FShaderType * > * & FShaderType : : GetTypeList ( )
{
static TLinkedList < FShaderType * > * GShaderTypeList = NULL ;
return GShaderTypeList ;
}
FShaderType * FShaderType : : GetShaderTypeByName ( const TCHAR * Name )
{
for ( TLinkedList < FShaderType * > : : TIterator It ( GetTypeList ( ) ) ; It ; It . Next ( ) )
{
FShaderType * Type = * It ;
if ( FPlatformString : : Strcmp ( Name , Type - > GetName ( ) ) = = 0 )
{
return Type ;
}
}
return NULL ;
}
TArray < FShaderType * > FShaderType : : GetShaderTypesByFilename ( const TCHAR * Filename )
{
TArray < FShaderType * > OutShaders ;
for ( TLinkedList < FShaderType * > : : TIterator It ( GetTypeList ( ) ) ; It ; It . Next ( ) )
{
FShaderType * Type = * It ;
if ( FPlatformString : : Strcmp ( Filename , Type - > GetShaderFilename ( ) ) = = 0 )
{
OutShaders . Add ( Type ) ;
}
}
return OutShaders ;
}
TMap < FName , FShaderType * > & FShaderType : : GetNameToTypeMap ( )
{
static TMap < FName , FShaderType * > * GShaderNameToTypeMap = NULL ;
if ( ! GShaderNameToTypeMap )
{
GShaderNameToTypeMap = new TMap < FName , FShaderType * > ( ) ;
}
return * GShaderNameToTypeMap ;
}
void FShaderType : : GetOutdatedTypes ( TArray < FShaderType * > & OutdatedShaderTypes , TArray < const FVertexFactoryType * > & OutdatedFactoryTypes )
{
for ( TLinkedList < FShaderType * > : : TIterator It ( GetTypeList ( ) ) ; It ; It . Next ( ) )
{
FShaderType * Type = * It ;
for ( TMap < FShaderId , FShader * > : : TConstIterator ShaderIt ( Type - > ShaderIdMap ) ; ShaderIt ; + + ShaderIt )
{
FShader * Shader = ShaderIt . Value ( ) ;
const FVertexFactoryParameterRef * VFParameterRef = Shader - > GetVertexFactoryParameterRef ( ) ;
const FSHAHash & SavedHash = Shader - > GetHash ( ) ;
const FSHAHash & CurrentHash = Type - > GetSourceHash ( ) ;
const bool bOutdatedShader = SavedHash ! = CurrentHash ;
const bool bOutdatedVertexFactory =
VFParameterRef & & VFParameterRef - > GetVertexFactoryType ( ) & & VFParameterRef - > GetVertexFactoryType ( ) - > GetSourceHash ( ) ! = VFParameterRef - > GetHash ( ) ;
if ( bOutdatedShader )
{
OutdatedShaderTypes . AddUnique ( Shader - > Type ) ;
}
if ( bOutdatedVertexFactory )
{
OutdatedFactoryTypes . AddUnique ( VFParameterRef - > GetVertexFactoryType ( ) ) ;
}
}
}
for ( int32 TypeIndex = 0 ; TypeIndex < OutdatedShaderTypes . Num ( ) ; TypeIndex + + )
{
UE_LOG ( LogShaders , Warning , TEXT ( " Recompiling %s " ) , OutdatedShaderTypes [ TypeIndex ] - > GetName ( ) ) ;
}
for ( int32 TypeIndex = 0 ; TypeIndex < OutdatedFactoryTypes . Num ( ) ; TypeIndex + + )
{
UE_LOG ( LogShaders , Warning , TEXT ( " Recompiling %s " ) , OutdatedFactoryTypes [ TypeIndex ] - > GetName ( ) ) ;
}
}
FArchive & operator < < ( FArchive & Ar , FShaderType * & Ref )
{
if ( Ar . IsSaving ( ) )
{
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FName ShaderTypeName = Ref ? FName ( Ref - > Name ) : NAME_None ;
Ar < < ShaderTypeName ;
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}
else if ( Ar . IsLoading ( ) )
{
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FName ShaderTypeName = NAME_None ;
Ar < < ShaderTypeName ;
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Ref = NULL ;
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if ( ShaderTypeName ! = NAME_None )
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{
// look for the shader type in the global name to type map
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FShaderType * * ShaderType = FShaderType : : GetNameToTypeMap ( ) . Find ( ShaderTypeName ) ;
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if ( ShaderType )
{
// if we found it, use it
Ref = * ShaderType ;
}
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else
{
UE_LOG ( LogShaders , Warning , TEXT ( " ShaderType '%s' was not found! " ) , * ShaderTypeName . ToString ( ) ) ;
}
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}
}
return Ar ;
}
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FShader * FShaderType : : FindShaderById ( const FShaderId & Id )
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{
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FScopeLock MapLock ( & ShaderIdMapCritical ) ;
FShader * Result = ShaderIdMap . FindRef ( Id ) ;
return Result ;
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}
FShader * FShaderType : : ConstructForDeserialization ( ) const
{
return ( * ConstructSerializedRef ) ( ) ;
}
const FSHAHash & FShaderType : : GetSourceHash ( ) const
{
return GetShaderFileHash ( GetShaderFilename ( ) ) ;
}
void FShaderType : : Initialize ( const TMap < FString , TArray < const TCHAR * > > & ShaderFileToUniformBufferVariables )
{
if ( ! FPlatformProperties : : RequiresCookedData ( ) )
{
for ( TLinkedList < FShaderType * > : : TIterator It ( FShaderType : : GetTypeList ( ) ) ; It ; It . Next ( ) )
{
FShaderType * Type = * It ;
GenerateReferencedUniformBuffers ( Type - > SourceFilename , Type - > Name , ShaderFileToUniformBufferVariables , Type - > ReferencedUniformBufferStructsCache ) ;
// Cache serialization history for each shader type
// This history is used to detect when shader serialization changes without a corresponding .usf change
{
// Construct a temporary shader, which is initialized to safe values for serialization
FShader * TempShader = Type - > ConstructForDeserialization ( ) ;
check ( TempShader ! = NULL ) ;
TempShader - > Type = Type ;
// Serialize the temp shader to memory and record the number and sizes of serializations
TArray < uint8 > TempData ;
FMemoryWriter Ar ( TempData , true ) ;
FShaderSaveArchive SaveArchive ( Ar , Type - > SerializationHistory ) ;
TempShader - > SerializeBase ( SaveArchive , false ) ;
// Destroy the temporary shader
delete TempShader ;
}
}
}
bInitializedSerializationHistory = true ;
}
void FShaderType : : Uninitialize ( )
{
for ( TLinkedList < FShaderType * > : : TIterator It ( FShaderType : : GetTypeList ( ) ) ; It ; It . Next ( ) )
{
FShaderType * Type = * It ;
Type - > SerializationHistory = FSerializationHistory ( ) ;
}
bInitializedSerializationHistory = false ;
}
TMap < FShaderResourceId , FShaderResource * > FShaderResource : : ShaderResourceIdMap ;
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FCriticalSection FShaderResource : : ShaderResourceIdMapCritical ;
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FShaderResource : : FShaderResource ( )
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: SpecificType ( NULL )
, NumInstructions ( 0 )
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, NumTextureSamplers ( 0 )
, NumRefs ( 0 )
{
INC_DWORD_STAT_BY ( STAT_Shaders_NumShaderResourcesLoaded , 1 ) ;
}
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FShaderResource : : FShaderResource ( const FShaderCompilerOutput & Output , FShaderType * InSpecificType )
: SpecificType ( InSpecificType )
, NumInstructions ( Output . NumInstructions )
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, NumTextureSamplers ( Output . NumTextureSamplers )
, NumRefs ( 0 )
{
Target = Output . Target ;
Code = Output . Code ;
check ( Code . Num ( ) > 0 ) ;
OutputHash = Output . OutputHash ;
checkSlow ( OutputHash ! = FSHAHash ( ) ) ;
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{
FScopeLock ShaderResourceIdMapLock ( & ShaderResourceIdMapCritical ) ;
ShaderResourceIdMap . Add ( GetId ( ) , this ) ;
}
Made FName case-preserving by storing case-variant strings in its string table
This is controlled by the macro "WITH_CASE_PRESERVING_NAME", which is currently just set to "WITH_EDITORONLY_DATA" so that it works in editor builds (and UHT).
Added an extra NAME_INDEX entry to FName to store a second string table index for a case-variant string. The previous Index value (now called ComparisonIndex) is still used for comparison purposes (as FNames are still case-insensitive).
The Init process for an FName now works like this:
1) It will find or add a string table entry for the given string (not matching case) - this entry index is stored in ComparisonIndex.
2) It will then compare the string table entry string against the given string (matching case) to see if it also needs to add a case-variant entry for the FName.
3) If it does, it finds or adds a second string table entry (matching case) for the string - this entry index is stored in DisplayIndex.
Hard-coded FNames (those listed in UnrealNames.h) do not support case-variants (due to existing network replication rules for hard-coded FNames), so they skip steps 2 and 3.
I added FMinimalName, which is the same size as FName was previously. This shouldn't really be used (and as such, is deliberately awkward to make/use) as it loses the case-preserving behaviour of FName, however it was required for some things (like stats) that had a hard-coded upper limit on FName size.
I added FScriptName, which always contains the extra display index (even when WITH_CASE_PRESERVING_NAME is disabled). This is used by Blueprint bytecode, as the types used by Blueprint bytecode must be a consistent size between all build configurations.
Other changes:
- Fixed up any places that were passing an Index into the FName constructor which was supposed to take an EName.
- Some places were doing this to make the number unique when replicating an object, but this was losing the case-variant information, so I had to fix them.
- FName will now assert if the EName constructor is used with an value outside the range of hard-coded FNames.
- Ensured that assets, actors, and blueprint components could all be renamed in a way that only changed their case, and that these changes were correctly persisted.
- Added FLinkerNamePairKeyFuncs and TLinkerNameMapKeyFuncs for use with TSet and TMap.
- These allow ULinkerSave and ULinkerLoad to correctly write out case-variants for FNames, and also fixes an issue where the linker would erroneously write out duplicate string table entries for FNames which had a different number (causing package bloat).
- Bumped VER_MIN_SCRIPTVM_UE4 so that all Blueprint bytecode is recompiled using FScriptName.
ReviewedBy Robert.Manuszewski, Gil.Gribb
[CL 2300730 by Jamie Dale in Main branch]
2014-09-17 05:24:55 -04:00
INC_DWORD_STAT_BY_FName ( GetMemoryStatType ( ( EShaderFrequency ) Target . Frequency ) . GetName ( ) , Code . Num ( ) ) ;
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INC_DWORD_STAT_BY ( STAT_Shaders_ShaderResourceMemory , GetSizeBytes ( ) ) ;
INC_DWORD_STAT_BY ( STAT_Shaders_NumShaderResourcesLoaded , 1 ) ;
}
FShaderResource : : ~ FShaderResource ( )
{
Made FName case-preserving by storing case-variant strings in its string table
This is controlled by the macro "WITH_CASE_PRESERVING_NAME", which is currently just set to "WITH_EDITORONLY_DATA" so that it works in editor builds (and UHT).
Added an extra NAME_INDEX entry to FName to store a second string table index for a case-variant string. The previous Index value (now called ComparisonIndex) is still used for comparison purposes (as FNames are still case-insensitive).
The Init process for an FName now works like this:
1) It will find or add a string table entry for the given string (not matching case) - this entry index is stored in ComparisonIndex.
2) It will then compare the string table entry string against the given string (matching case) to see if it also needs to add a case-variant entry for the FName.
3) If it does, it finds or adds a second string table entry (matching case) for the string - this entry index is stored in DisplayIndex.
Hard-coded FNames (those listed in UnrealNames.h) do not support case-variants (due to existing network replication rules for hard-coded FNames), so they skip steps 2 and 3.
I added FMinimalName, which is the same size as FName was previously. This shouldn't really be used (and as such, is deliberately awkward to make/use) as it loses the case-preserving behaviour of FName, however it was required for some things (like stats) that had a hard-coded upper limit on FName size.
I added FScriptName, which always contains the extra display index (even when WITH_CASE_PRESERVING_NAME is disabled). This is used by Blueprint bytecode, as the types used by Blueprint bytecode must be a consistent size between all build configurations.
Other changes:
- Fixed up any places that were passing an Index into the FName constructor which was supposed to take an EName.
- Some places were doing this to make the number unique when replicating an object, but this was losing the case-variant information, so I had to fix them.
- FName will now assert if the EName constructor is used with an value outside the range of hard-coded FNames.
- Ensured that assets, actors, and blueprint components could all be renamed in a way that only changed their case, and that these changes were correctly persisted.
- Added FLinkerNamePairKeyFuncs and TLinkerNameMapKeyFuncs for use with TSet and TMap.
- These allow ULinkerSave and ULinkerLoad to correctly write out case-variants for FNames, and also fixes an issue where the linker would erroneously write out duplicate string table entries for FNames which had a different number (causing package bloat).
- Bumped VER_MIN_SCRIPTVM_UE4 so that all Blueprint bytecode is recompiled using FScriptName.
ReviewedBy Robert.Manuszewski, Gil.Gribb
[CL 2300730 by Jamie Dale in Main branch]
2014-09-17 05:24:55 -04:00
DEC_DWORD_STAT_BY_FName ( GetMemoryStatType ( ( EShaderFrequency ) Target . Frequency ) . GetName ( ) , Code . Num ( ) ) ;
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DEC_DWORD_STAT_BY ( STAT_Shaders_ShaderResourceMemory , GetSizeBytes ( ) ) ;
DEC_DWORD_STAT_BY ( STAT_Shaders_NumShaderResourcesLoaded , 1 ) ;
}
void FShaderResource : : Register ( )
{
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FScopeLock ShaderResourceIdMapLock ( & ShaderResourceIdMapCritical ) ;
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ShaderResourceIdMap . Add ( GetId ( ) , this ) ;
}
void FShaderResource : : Serialize ( FArchive & Ar )
{
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Ar < < SpecificType ;
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Ar < < Target ;
Ar < < Code ;
Ar < < OutputHash ;
Ar < < NumInstructions ;
Ar < < NumTextureSamplers ;
if ( Ar . IsLoading ( ) )
{
Made FName case-preserving by storing case-variant strings in its string table
This is controlled by the macro "WITH_CASE_PRESERVING_NAME", which is currently just set to "WITH_EDITORONLY_DATA" so that it works in editor builds (and UHT).
Added an extra NAME_INDEX entry to FName to store a second string table index for a case-variant string. The previous Index value (now called ComparisonIndex) is still used for comparison purposes (as FNames are still case-insensitive).
The Init process for an FName now works like this:
1) It will find or add a string table entry for the given string (not matching case) - this entry index is stored in ComparisonIndex.
2) It will then compare the string table entry string against the given string (matching case) to see if it also needs to add a case-variant entry for the FName.
3) If it does, it finds or adds a second string table entry (matching case) for the string - this entry index is stored in DisplayIndex.
Hard-coded FNames (those listed in UnrealNames.h) do not support case-variants (due to existing network replication rules for hard-coded FNames), so they skip steps 2 and 3.
I added FMinimalName, which is the same size as FName was previously. This shouldn't really be used (and as such, is deliberately awkward to make/use) as it loses the case-preserving behaviour of FName, however it was required for some things (like stats) that had a hard-coded upper limit on FName size.
I added FScriptName, which always contains the extra display index (even when WITH_CASE_PRESERVING_NAME is disabled). This is used by Blueprint bytecode, as the types used by Blueprint bytecode must be a consistent size between all build configurations.
Other changes:
- Fixed up any places that were passing an Index into the FName constructor which was supposed to take an EName.
- Some places were doing this to make the number unique when replicating an object, but this was losing the case-variant information, so I had to fix them.
- FName will now assert if the EName constructor is used with an value outside the range of hard-coded FNames.
- Ensured that assets, actors, and blueprint components could all be renamed in a way that only changed their case, and that these changes were correctly persisted.
- Added FLinkerNamePairKeyFuncs and TLinkerNameMapKeyFuncs for use with TSet and TMap.
- These allow ULinkerSave and ULinkerLoad to correctly write out case-variants for FNames, and also fixes an issue where the linker would erroneously write out duplicate string table entries for FNames which had a different number (causing package bloat).
- Bumped VER_MIN_SCRIPTVM_UE4 so that all Blueprint bytecode is recompiled using FScriptName.
ReviewedBy Robert.Manuszewski, Gil.Gribb
[CL 2300730 by Jamie Dale in Main branch]
2014-09-17 05:24:55 -04:00
INC_DWORD_STAT_BY_FName ( GetMemoryStatType ( ( EShaderFrequency ) Target . Frequency ) . GetName ( ) , ( int64 ) Code . Num ( ) ) ;
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INC_DWORD_STAT_BY ( STAT_Shaders_ShaderResourceMemory , GetSizeBytes ( ) ) ;
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FShaderCache : : LogShader ( ( EShaderPlatform ) Target . Platform , ( EShaderFrequency ) Target . Frequency , OutputHash , Code ) ;
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}
}
void FShaderResource : : AddRef ( )
{
+ + NumRefs ;
}
void FShaderResource : : Release ( )
{
check ( NumRefs ! = 0 ) ;
if ( - - NumRefs = = 0 )
{
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{
FScopeLock ShaderResourceIdMapLock ( & ShaderResourceIdMapCritical ) ;
ShaderResourceIdMap . Remove ( GetId ( ) ) ;
}
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// Send a release message to the rendering thread when the shader loses its last reference.
BeginReleaseResource ( this ) ;
BeginCleanup ( this ) ;
}
}
FShaderResource * FShaderResource : : FindShaderResourceById ( const FShaderResourceId & Id )
{
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FScopeLock ShaderResourceIdMapLock ( & ShaderResourceIdMapCritical ) ;
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return ShaderResourceIdMap . FindRef ( Id ) ;
}
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FShaderResource * FShaderResource : : FindOrCreateShaderResource ( const FShaderCompilerOutput & Output , FShaderType * SpecificType )
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{
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const FShaderResourceId ResourceId ( Output , SpecificType ? SpecificType - > GetName ( ) : NULL ) ;
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FShaderResource * Resource = FindShaderResourceById ( ResourceId ) ;
if ( ! Resource )
{
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Resource = new FShaderResource ( Output , SpecificType ) ;
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}
return Resource ;
}
void FShaderResource : : GetAllShaderResourceId ( TArray < FShaderResourceId > & Ids )
{
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FScopeLock ShaderResourceIdMapLock ( & ShaderResourceIdMapCritical ) ;
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ShaderResourceIdMap . GetKeys ( Ids ) ;
}
void FShaderResource : : FinishCleanup ( )
{
delete this ;
}
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bool FShaderResource : : ArePlatformsCompatible ( EShaderPlatform CurrentPlatform , EShaderPlatform TargetPlatform )
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{
bool bFeatureLevelCompatible = CurrentPlatform = = TargetPlatform ;
if ( ! bFeatureLevelCompatible & & IsPCPlatform ( CurrentPlatform ) & & IsPCPlatform ( TargetPlatform ) )
{
if ( CurrentPlatform = = SP_OPENGL_SM4_MAC | | TargetPlatform = = SP_OPENGL_SM4_MAC )
{
// prevent SP_OPENGL_SM4 == SP_OPENGL_SM4_MAC, allow SP_OPENGL_SM4_MAC == SP_OPENGL_SM4_MAC,
// allow lesser feature levels on SP_OPENGL_SM4_MAC device.
// do not allow MAC targets to work on non MAC devices.
bFeatureLevelCompatible = CurrentPlatform = = SP_OPENGL_SM4_MAC & &
GetMaxSupportedFeatureLevel ( CurrentPlatform ) > = GetMaxSupportedFeatureLevel ( TargetPlatform ) ;
}
else
{
bFeatureLevelCompatible = GetMaxSupportedFeatureLevel ( CurrentPlatform ) > = GetMaxSupportedFeatureLevel ( TargetPlatform ) ;
}
bool bIsTargetD3D = TargetPlatform = = SP_PCD3D_SM5 | |
TargetPlatform = = SP_PCD3D_SM4 | |
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TargetPlatform = = SP_PCD3D_ES3_1 | |
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TargetPlatform = = SP_PCD3D_ES2 ;
bool bIsCurrentPlatformD3D = CurrentPlatform = = SP_PCD3D_SM5 | |
CurrentPlatform = = SP_PCD3D_SM4 | |
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TargetPlatform = = SP_PCD3D_ES3_1 | |
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CurrentPlatform = = SP_PCD3D_ES2 ;
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bFeatureLevelCompatible = bFeatureLevelCompatible & & ( bIsCurrentPlatformD3D = = bIsTargetD3D ) ;
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}
return bFeatureLevelCompatible ;
}
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void FShaderResource : : InitRHI ( )
{
checkf ( Code . Num ( ) > 0 , TEXT ( " FShaderResource::InitRHI was called with empty bytecode, which can happen if the resource is initialized multiple times on platforms with no editor data. " ) ) ;
// we can't have this called on the wrong platform's shaders
2014-09-13 10:47:14 -04:00
if ( ! ArePlatformsCompatible ( GMaxRHIShaderPlatform , ( EShaderPlatform ) Target . Platform ) )
{
if ( FPlatformProperties : : RequiresCookedData ( ) )
{
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UE_LOG ( LogShaders , Fatal , TEXT ( " FShaderResource::InitRHI got platform %s but it is not compatible with %s " ) ,
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* LegacyShaderPlatformToShaderFormat ( ( EShaderPlatform ) Target . Platform ) . ToString ( ) , * LegacyShaderPlatformToShaderFormat ( GMaxRHIShaderPlatform ) . ToString ( ) ) ;
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}
return ;
}
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INC_DWORD_STAT_BY ( STAT_Shaders_NumShadersUsedForRendering , 1 ) ;
SCOPE_CYCLE_COUNTER ( STAT_Shaders_RTShaderLoadTime ) ;
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FShaderCache * ShaderCache = FShaderCache : : GetShaderCache ( ) ;
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if ( Target . Frequency = = SF_Vertex )
{
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VertexShader = ShaderCache ? ShaderCache - > GetVertexShader ( ( EShaderPlatform ) Target . Platform , OutputHash , Code ) : RHICreateVertexShader ( Code ) ;
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}
else if ( Target . Frequency = = SF_Pixel )
{
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PixelShader = ShaderCache ? ShaderCache - > GetPixelShader ( ( EShaderPlatform ) Target . Platform , OutputHash , Code ) : RHICreatePixelShader ( Code ) ;
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}
else if ( Target . Frequency = = SF_Hull )
{
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HullShader = ShaderCache ? ShaderCache - > GetHullShader ( ( EShaderPlatform ) Target . Platform , OutputHash , Code ) : RHICreateHullShader ( Code ) ;
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}
else if ( Target . Frequency = = SF_Domain )
{
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DomainShader = ShaderCache ? ShaderCache - > GetDomainShader ( ( EShaderPlatform ) Target . Platform , OutputHash , Code ) : RHICreateDomainShader ( Code ) ;
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}
else if ( Target . Frequency = = SF_Geometry )
{
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if ( SpecificType )
{
FStreamOutElementList ElementList ;
TArray < uint32 > StreamStrides ;
int32 RasterizedStream = - 1 ;
SpecificType - > GetStreamOutElements ( ElementList , StreamStrides , RasterizedStream ) ;
checkf ( ElementList . Num ( ) , * FString : : Printf ( TEXT ( " Shader type %s was given GetStreamOutElements implementation that had no elements! " ) , SpecificType - > GetName ( ) ) ) ;
//@todo - not using the cache
GeometryShader = RHICreateGeometryShaderWithStreamOutput ( Code , ElementList , StreamStrides . Num ( ) , StreamStrides . GetData ( ) , RasterizedStream ) ;
}
else
{
GeometryShader = ShaderCache ? ShaderCache - > GetGeometryShader ( ( EShaderPlatform ) Target . Platform , OutputHash , Code ) : RHICreateGeometryShader ( Code ) ;
}
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}
else if ( Target . Frequency = = SF_Compute )
{
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ComputeShader = ShaderCache ? ShaderCache - > GetComputeShader ( ( EShaderPlatform ) Target . Platform , Code ) : RHICreateComputeShader ( Code ) ;
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}
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if ( Target . Frequency ! = SF_Geometry )
{
checkf ( ! SpecificType , * FString : : Printf ( TEXT ( " Only geometry shaders can use GetStreamOutElements, shader type %s " ) , SpecificType - > GetName ( ) ) ) ;
}
2014-03-14 14:13:41 -04:00
if ( ! FPlatformProperties : : HasEditorOnlyData ( ) )
{
Made FName case-preserving by storing case-variant strings in its string table
This is controlled by the macro "WITH_CASE_PRESERVING_NAME", which is currently just set to "WITH_EDITORONLY_DATA" so that it works in editor builds (and UHT).
Added an extra NAME_INDEX entry to FName to store a second string table index for a case-variant string. The previous Index value (now called ComparisonIndex) is still used for comparison purposes (as FNames are still case-insensitive).
The Init process for an FName now works like this:
1) It will find or add a string table entry for the given string (not matching case) - this entry index is stored in ComparisonIndex.
2) It will then compare the string table entry string against the given string (matching case) to see if it also needs to add a case-variant entry for the FName.
3) If it does, it finds or adds a second string table entry (matching case) for the string - this entry index is stored in DisplayIndex.
Hard-coded FNames (those listed in UnrealNames.h) do not support case-variants (due to existing network replication rules for hard-coded FNames), so they skip steps 2 and 3.
I added FMinimalName, which is the same size as FName was previously. This shouldn't really be used (and as such, is deliberately awkward to make/use) as it loses the case-preserving behaviour of FName, however it was required for some things (like stats) that had a hard-coded upper limit on FName size.
I added FScriptName, which always contains the extra display index (even when WITH_CASE_PRESERVING_NAME is disabled). This is used by Blueprint bytecode, as the types used by Blueprint bytecode must be a consistent size between all build configurations.
Other changes:
- Fixed up any places that were passing an Index into the FName constructor which was supposed to take an EName.
- Some places were doing this to make the number unique when replicating an object, but this was losing the case-variant information, so I had to fix them.
- FName will now assert if the EName constructor is used with an value outside the range of hard-coded FNames.
- Ensured that assets, actors, and blueprint components could all be renamed in a way that only changed their case, and that these changes were correctly persisted.
- Added FLinkerNamePairKeyFuncs and TLinkerNameMapKeyFuncs for use with TSet and TMap.
- These allow ULinkerSave and ULinkerLoad to correctly write out case-variants for FNames, and also fixes an issue where the linker would erroneously write out duplicate string table entries for FNames which had a different number (causing package bloat).
- Bumped VER_MIN_SCRIPTVM_UE4 so that all Blueprint bytecode is recompiled using FScriptName.
ReviewedBy Robert.Manuszewski, Gil.Gribb
[CL 2300730 by Jamie Dale in Main branch]
2014-09-17 05:24:55 -04:00
DEC_DWORD_STAT_BY_FName ( GetMemoryStatType ( ( EShaderFrequency ) Target . Frequency ) . GetName ( ) , Code . Num ( ) ) ;
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DEC_DWORD_STAT_BY ( STAT_Shaders_ShaderResourceMemory , Code . GetAllocatedSize ( ) ) ;
Code . Empty ( ) ;
}
}
void FShaderResource : : ReleaseRHI ( )
{
DEC_DWORD_STAT_BY ( STAT_Shaders_NumShadersUsedForRendering , 1 ) ;
VertexShader . SafeRelease ( ) ;
PixelShader . SafeRelease ( ) ;
HullShader . SafeRelease ( ) ;
DomainShader . SafeRelease ( ) ;
GeometryShader . SafeRelease ( ) ;
ComputeShader . SafeRelease ( ) ;
}
void FShaderResource : : InitializeVertexShaderRHI ( )
{
if ( ! IsInitialized ( ) )
{
STAT ( double ShaderInitializationTime = 0 ) ;
{
SCOPE_CYCLE_COUNTER ( STAT_Shaders_FrameRTShaderInitForRenderingTime ) ;
SCOPE_SECONDS_COUNTER ( ShaderInitializationTime ) ;
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InitResourceFromPossiblyParallelRendering ( ) ;
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}
INC_FLOAT_STAT_BY ( STAT_Shaders_TotalRTShaderInitForRenderingTime , ( float ) ShaderInitializationTime ) ;
}
checkSlow ( IsInitialized ( ) ) ;
}
void FShaderResource : : InitializePixelShaderRHI ( )
{
if ( ! IsInitialized ( ) )
{
STAT ( double ShaderInitializationTime = 0 ) ;
{
SCOPE_CYCLE_COUNTER ( STAT_Shaders_FrameRTShaderInitForRenderingTime ) ;
SCOPE_SECONDS_COUNTER ( ShaderInitializationTime ) ;
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InitResourceFromPossiblyParallelRendering ( ) ;
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}
INC_FLOAT_STAT_BY ( STAT_Shaders_TotalRTShaderInitForRenderingTime , ( float ) ShaderInitializationTime ) ;
}
checkSlow ( IsInitialized ( ) ) ;
}
const FHullShaderRHIRef & FShaderResource : : GetHullShader ( )
{
checkSlow ( Target . Frequency = = SF_Hull ) ;
if ( ! IsInitialized ( ) )
{
STAT ( double ShaderInitializationTime = 0 ) ;
{
SCOPE_CYCLE_COUNTER ( STAT_Shaders_FrameRTShaderInitForRenderingTime ) ;
SCOPE_SECONDS_COUNTER ( ShaderInitializationTime ) ;
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InitResourceFromPossiblyParallelRendering ( ) ;
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}
INC_FLOAT_STAT_BY ( STAT_Shaders_TotalRTShaderInitForRenderingTime , ( float ) ShaderInitializationTime ) ;
}
checkSlow ( IsInitialized ( ) ) ;
return HullShader ;
}
const FDomainShaderRHIRef & FShaderResource : : GetDomainShader ( )
{
checkSlow ( Target . Frequency = = SF_Domain ) ;
if ( ! IsInitialized ( ) )
{
STAT ( double ShaderInitializationTime = 0 ) ;
{
SCOPE_CYCLE_COUNTER ( STAT_Shaders_FrameRTShaderInitForRenderingTime ) ;
SCOPE_SECONDS_COUNTER ( ShaderInitializationTime ) ;
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InitResourceFromPossiblyParallelRendering ( ) ;
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}
INC_FLOAT_STAT_BY ( STAT_Shaders_TotalRTShaderInitForRenderingTime , ( float ) ShaderInitializationTime ) ;
}
checkSlow ( IsInitialized ( ) ) ;
return DomainShader ;
}
const FGeometryShaderRHIRef & FShaderResource : : GetGeometryShader ( )
{
checkSlow ( Target . Frequency = = SF_Geometry ) ;
if ( ! IsInitialized ( ) )
{
STAT ( double ShaderInitializationTime = 0 ) ;
{
SCOPE_CYCLE_COUNTER ( STAT_Shaders_FrameRTShaderInitForRenderingTime ) ;
SCOPE_SECONDS_COUNTER ( ShaderInitializationTime ) ;
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InitResourceFromPossiblyParallelRendering ( ) ;
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}
INC_FLOAT_STAT_BY ( STAT_Shaders_TotalRTShaderInitForRenderingTime , ( float ) ShaderInitializationTime ) ;
}
checkSlow ( IsInitialized ( ) ) ;
return GeometryShader ;
}
const FComputeShaderRHIRef & FShaderResource : : GetComputeShader ( )
{
checkSlow ( Target . Frequency = = SF_Compute ) ;
if ( ! IsInitialized ( ) )
{
STAT ( double ShaderInitializationTime = 0 ) ;
{
SCOPE_CYCLE_COUNTER ( STAT_Shaders_FrameRTShaderInitForRenderingTime ) ;
SCOPE_SECONDS_COUNTER ( ShaderInitializationTime ) ;
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InitResourceFromPossiblyParallelRendering ( ) ;
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}
INC_FLOAT_STAT_BY ( STAT_Shaders_TotalRTShaderInitForRenderingTime , ( float ) ShaderInitializationTime ) ;
}
checkSlow ( IsInitialized ( ) ) ;
return ComputeShader ;
}
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FShaderResourceId FShaderResource : : GetId ( ) const
{
FShaderResourceId ShaderId ;
ShaderId . Target = Target ;
ShaderId . OutputHash = OutputHash ;
ShaderId . SpecificShaderTypeName = SpecificType ? SpecificType - > GetName ( ) : NULL ;
return ShaderId ;
}
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FShaderId : : FShaderId ( const FSHAHash & InMaterialShaderMapHash , FVertexFactoryType * InVertexFactoryType , FShaderType * InShaderType , FShaderTarget InTarget )
: MaterialShaderMapHash ( InMaterialShaderMapHash )
, ShaderType ( InShaderType )
, SourceHash ( InShaderType - > GetSourceHash ( ) )
, SerializationHistory ( InShaderType - > GetSerializationHistory ( ) )
, Target ( InTarget )
{
if ( InVertexFactoryType )
{
VFSerializationHistory = InVertexFactoryType - > GetSerializationHistory ( ( EShaderFrequency ) InTarget . Frequency ) ;
VertexFactoryType = InVertexFactoryType ;
VFSourceHash = InVertexFactoryType - > GetSourceHash ( ) ;
}
else
{
VFSerializationHistory = NULL ;
VertexFactoryType = NULL ;
}
}
FSelfContainedShaderId : : FSelfContainedShaderId ( ) :
Target ( FShaderTarget ( SF_NumFrequencies , SP_NumPlatforms ) )
{ }
FSelfContainedShaderId : : FSelfContainedShaderId ( const FShaderId & InShaderId )
{
MaterialShaderMapHash = InShaderId . MaterialShaderMapHash ;
VertexFactoryTypeName = InShaderId . VertexFactoryType ? InShaderId . VertexFactoryType - > GetName ( ) : TEXT ( " " ) ;
VFSourceHash = InShaderId . VFSourceHash ;
VFSerializationHistory = InShaderId . VFSerializationHistory ? * InShaderId . VFSerializationHistory : FSerializationHistory ( ) ;
ShaderTypeName = InShaderId . ShaderType - > GetName ( ) ;
SourceHash = InShaderId . SourceHash ;
SerializationHistory = InShaderId . SerializationHistory ;
Target = InShaderId . Target ;
}
bool FSelfContainedShaderId : : IsValid ( )
{
FShaderType * * TypePtr = FShaderType : : GetNameToTypeMap ( ) . Find ( FName ( * ShaderTypeName ) ) ;
if ( TypePtr & & SourceHash = = ( * TypePtr ) - > GetSourceHash ( ) & & SerializationHistory = = ( * TypePtr ) - > GetSerializationHistory ( ) )
{
FVertexFactoryType * VFTypePtr = FVertexFactoryType : : GetVFByName ( VertexFactoryTypeName ) ;
if ( VertexFactoryTypeName = = TEXT ( " " )
| | ( VFTypePtr & & VFSourceHash = = VFTypePtr - > GetSourceHash ( ) & & VFSerializationHistory = = * VFTypePtr - > GetSerializationHistory ( ( EShaderFrequency ) Target . Frequency ) ) )
{
return true ;
}
}
return false ;
}
FArchive & operator < < ( FArchive & Ar , class FSelfContainedShaderId & Ref )
{
Ar < < Ref . MaterialShaderMapHash
< < Ref . VertexFactoryTypeName
< < Ref . VFSourceHash
< < Ref . VFSerializationHistory
< < Ref . ShaderTypeName
< < Ref . SourceHash
< < Ref . SerializationHistory
< < Ref . Target ;
return Ar ;
}
/**
* Used to construct a shader for deserialization .
* This still needs to initialize members to safe values since FShaderType : : GenerateSerializationHistory uses this constructor .
*/
FShader : : FShader ( ) :
VFType ( NULL ) ,
Type ( NULL ) ,
NumRefs ( 0 ) ,
SetParametersId ( 0 ) ,
Canary ( ShaderMagic_Uninitialized )
{
// set to undefined (currently shared with SF_Vertex)
Target . Frequency = 0 ;
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Target . Platform = GShaderPlatformForFeatureLevel [ GMaxRHIFeatureLevel ] ;
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}
/**
* Construct a shader from shader compiler output .
*/
FShader : : FShader ( const CompiledShaderInitializerType & Initializer ) :
MaterialShaderMapHash ( Initializer . MaterialShaderMapHash ) ,
VFType ( Initializer . VertexFactoryType ) ,
Type ( Initializer . Type ) ,
Target ( Initializer . Target ) ,
NumRefs ( 0 ) ,
SetParametersId ( 0 ) ,
Canary ( ShaderMagic_Initialized )
{
OutputHash = Initializer . OutputHash ;
checkSlow ( OutputHash ! = FSHAHash ( ) ) ;
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check ( Type ) ;
// Store off the source hash that this shader was compiled with
// This will be used as part of the shader key in order to identify when shader files have been changed and a recompile is needed
SourceHash = Type - > GetSourceHash ( ) ;
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if ( VFType )
{
// Store off the VF source hash that this shader was compiled with
VFSourceHash = VFType - > GetSourceHash ( ) ;
}
// Bind uniform buffer parameters automatically
for ( TLinkedList < FUniformBufferStruct * > : : TIterator StructIt ( FUniformBufferStruct : : GetStructList ( ) ) ; StructIt ; StructIt . Next ( ) )
{
if ( Initializer . ParameterMap . ContainsParameterAllocation ( StructIt - > GetShaderVariableName ( ) ) )
{
UniformBufferParameterStructs . Add ( * StructIt ) ;
UniformBufferParameters . Add ( StructIt - > ConstructTypedParameter ( ) ) ;
FShaderUniformBufferParameter * Parameter = UniformBufferParameters . Last ( ) ;
Parameter - > Bind ( Initializer . ParameterMap , StructIt - > GetShaderVariableName ( ) , SPF_Mandatory ) ;
}
}
SetResource ( Initializer . Resource ) ;
// Register the shader now that it is valid, so that it can be reused
Register ( ) ;
}
FShader : : ~ FShader ( )
{
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check ( Canary = = ShaderMagic_Uninitialized | | Canary = = ShaderMagic_CleaningUp | | Canary = = ShaderMagic_Initialized ) ;
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check ( NumRefs = = 0 ) ;
Canary = 0 ;
for ( int32 StructIndex = 0 ; StructIndex < UniformBufferParameters . Num ( ) ; StructIndex + + )
{
delete UniformBufferParameters [ StructIndex ] ;
}
}
const FSHAHash & FShader : : GetHash ( ) const
{
return SourceHash ;
}
bool FShader : : SerializeBase ( FArchive & Ar , bool bShadersInline )
{
Serialize ( Ar ) ;
Ar < < OutputHash ;
Ar < < MaterialShaderMapHash ;
Ar < < VFType ;
Ar < < VFSourceHash ;
Ar < < Type ;
Ar < < SourceHash ;
Ar < < Target ;
if ( Ar . IsLoading ( ) )
{
int32 NumUniformParameters ;
Ar < < NumUniformParameters ;
for ( int32 ParameterIndex = 0 ; ParameterIndex < NumUniformParameters ; ParameterIndex + + )
{
FString StructName ;
Ar < < StructName ;
FUniformBufferStruct * Struct = FindUniformBufferStructByName ( * StructName ) ;
FShaderUniformBufferParameter * Parameter = Struct ? Struct - > ConstructTypedParameter ( ) : new FShaderUniformBufferParameter ( ) ;
Ar < < * Parameter ;
UniformBufferParameterStructs . Add ( Struct ) ;
UniformBufferParameters . Add ( Parameter ) ;
}
// The shader has been serialized in, so this shader is now initialized.
2015-04-27 12:42:48 -04:00
check ( Canary ! = ShaderMagic_CleaningUp ) ;
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Canary = ShaderMagic_Initialized ;
}
else
{
int32 NumUniformParameters = UniformBufferParameters . Num ( ) ;
Ar < < NumUniformParameters ;
for ( int32 StructIndex = 0 ; StructIndex < UniformBufferParameters . Num ( ) ; StructIndex + + )
{
FString StructName ( UniformBufferParameterStructs [ StructIndex ] - > GetStructTypeName ( ) ) ;
Ar < < StructName ;
Ar < < * UniformBufferParameters [ StructIndex ] ;
}
}
if ( bShadersInline )
{
// Save the shader resource if we are inlining shaders
if ( Ar . IsSaving ( ) )
{
Resource - > Serialize ( Ar ) ;
}
if ( Ar . IsLoading ( ) )
{
// Load the inlined shader resource
FShaderResource * ShaderResource = new FShaderResource ( ) ;
ShaderResource - > Serialize ( Ar ) ;
FShaderResource * ExistingResource = FShaderResource : : FindShaderResourceById ( ShaderResource - > GetId ( ) ) ;
// Reuse an existing shader resource if a matching one already exists in memory
if ( ExistingResource )
{
delete ShaderResource ;
ShaderResource = ExistingResource ;
}
else
{
// Register the newly loaded shader resource so it can be reused by other shaders
ShaderResource - > Register ( ) ;
}
SetResource ( ShaderResource ) ;
}
}
else
{
// if saving, there's nothing to, the required data is already saved above to look it up at load time
if ( Ar . IsLoading ( ) )
{
// generate a resource id
FShaderResourceId ResourceId ;
ResourceId . Target = Target ;
ResourceId . OutputHash = OutputHash ;
// use it to look up in the registered resource map
FShaderResource * ExistingResource = FShaderResource : : FindShaderResourceById ( ResourceId ) ;
SetResource ( ExistingResource ) ;
}
}
return false ;
}
void FShader : : AddRef ( )
{
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check ( Canary ! = ShaderMagic_CleaningUp ) ;
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+ + NumRefs ;
if ( NumRefs = = 1 )
{
INC_DWORD_STAT_BY ( STAT_Shaders_ShaderMemory , GetSizeBytes ( ) ) ;
INC_DWORD_STAT_BY ( STAT_Shaders_NumShadersLoaded , 1 ) ;
}
}
void FShader : : Release ( )
{
check ( NumRefs ! = 0 ) ;
if ( - - NumRefs = = 0 )
{
DEC_DWORD_STAT_BY ( STAT_Shaders_ShaderMemory , GetSizeBytes ( ) ) ;
DEC_DWORD_STAT_BY ( STAT_Shaders_NumShadersLoaded , 1 ) ;
// Deregister the shader now to eliminate references to it by the type's ShaderIdMap
Deregister ( ) ;
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Canary = ShaderMagic_CleaningUp ;
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BeginCleanup ( this ) ;
}
}
void FShader : : Register ( )
{
FShaderId ShaderId = GetId ( ) ;
check ( ShaderId . MaterialShaderMapHash ! = FSHAHash ( ) ) ;
check ( ShaderId . SourceHash ! = FSHAHash ( ) ) ;
check ( Resource ) ;
2015-04-01 03:03:18 -04:00
Type - > AddToShaderIdMap ( ShaderId , this ) ;
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}
void FShader : : Deregister ( )
{
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Type - > RemoveFromShaderIdMap ( GetId ( ) ) ;
2014-03-14 14:13:41 -04:00
}
FShaderId FShader : : GetId ( ) const
{
FShaderId ShaderId ( Type - > GetSerializationHistory ( ) ) ;
ShaderId . MaterialShaderMapHash = MaterialShaderMapHash ;
ShaderId . VertexFactoryType = VFType ;
ShaderId . VFSourceHash = VFSourceHash ;
ShaderId . VFSerializationHistory = VFType ? VFType - > GetSerializationHistory ( ( EShaderFrequency ) GetTarget ( ) . Frequency ) : NULL ;
ShaderId . ShaderType = Type ;
ShaderId . SourceHash = SourceHash ;
ShaderId . Target = Target ;
return ShaderId ;
}
void FShader : : SetResource ( FShaderResource * InResource )
{
check ( InResource & & InResource - > Target = = Target ) ;
Resource = InResource ;
}
void FShader : : FinishCleanup ( )
{
delete this ;
}
void FShader : : VerifyBoundUniformBufferParameters ( )
{
// Support being called on a NULL pointer
2014-06-05 16:38:54 -04:00
// TODO: doesn't work with uniform buffer parameters on helper structs like FDeferredPixelShaderParameters
2014-08-12 18:24:52 -04:00
//@todo parallelrendering
2014-09-07 02:13:48 -04:00
if ( 0 ) //&&this)
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{
for ( int32 StructIndex = 0 ; StructIndex < UniformBufferParameters . Num ( ) ; StructIndex + + )
{
const FShaderUniformBufferParameter & UniformParameter = * UniformBufferParameters [ StructIndex ] ;
if ( UniformParameter . SetParametersId ! = SetParametersId )
{
// Log an error when a shader was used for rendering but did not have all of its uniform buffers set
// This can have false positives, for example when sharing state between draw calls with the same shader, the SetParametersId logic will break down
// Also if the uniform buffer is compiled into the shader but not actually used due to control flow, failing to set that parameter will cause this error
UE_LOG ( LogShaders , Error , TEXT ( " Automatically bound uniform buffer parameter %s %s was not set before used for rendering in shader %s! " ) ,
UniformBufferParameterStructs [ StructIndex ] - > GetStructTypeName ( ) ,
UniformBufferParameterStructs [ StructIndex ] - > GetShaderVariableName ( ) ,
GetType ( ) - > GetName ( ) ) ;
}
}
SetParametersId + + ;
}
}
void DumpShaderStats ( EShaderPlatform Platform , EShaderFrequency Frequency )
{
# if ALLOW_DEBUG_FILES
FDiagnosticTableViewer ShaderTypeViewer ( * FDiagnosticTableViewer : : GetUniqueTemporaryFilePath ( TEXT ( " ShaderStats " ) ) ) ;
// Iterate over all shader types and log stats.
int32 TotalShaderCount = 0 ;
int32 TotalTypeCount = 0 ;
int32 TotalInstructionCount = 0 ;
int32 TotalSize = 0 ;
float TotalSizePerType = 0 ;
// Write a row of headings for the table's columns.
ShaderTypeViewer . AddColumn ( TEXT ( " Type " ) ) ;
ShaderTypeViewer . AddColumn ( TEXT ( " Instances " ) ) ;
ShaderTypeViewer . AddColumn ( TEXT ( " Average instructions " ) ) ;
ShaderTypeViewer . AddColumn ( TEXT ( " Size " ) ) ;
ShaderTypeViewer . AddColumn ( TEXT ( " AvgSizePerInstance " ) ) ;
ShaderTypeViewer . CycleRow ( ) ;
for ( TLinkedList < FShaderType * > : : TIterator It ( FShaderType : : GetTypeList ( ) ) ; It ; It . Next ( ) )
{
const FShaderType * Type = * It ;
if ( Type - > GetNumShaders ( ) )
{
// Calculate the average instruction count and total size of instances of this shader type.
float AverageNumInstructions = 0.0f ;
int32 NumInitializedInstructions = 0 ;
int32 Size = 0 ;
int32 NumShaders = 0 ;
for ( TMap < FShaderId , FShader * > : : TConstIterator ShaderIt ( Type - > ShaderIdMap ) ; ShaderIt ; + + ShaderIt )
{
const FShader * Shader = ShaderIt . Value ( ) ;
// Skip shaders that don't match frequency.
if ( Shader - > GetTarget ( ) . Frequency ! = Frequency & & Frequency ! = SF_NumFrequencies )
{
continue ;
}
// Skip shaders that don't match platform.
if ( Shader - > GetTarget ( ) . Platform ! = Platform & & Platform ! = SP_NumPlatforms )
{
continue ;
}
NumInitializedInstructions + = Shader - > GetNumInstructions ( ) ;
Size + = Shader - > GetCode ( ) . Num ( ) ;
NumShaders + + ;
}
AverageNumInstructions = ( float ) NumInitializedInstructions / ( float ) Type - > GetNumShaders ( ) ;
// Only add rows if there is a matching shader.
if ( NumShaders )
{
// Write a row for the shader type.
ShaderTypeViewer . AddColumn ( Type - > GetName ( ) ) ;
ShaderTypeViewer . AddColumn ( TEXT ( " %u " ) , NumShaders ) ;
ShaderTypeViewer . AddColumn ( TEXT ( " %.1f " ) , AverageNumInstructions ) ;
ShaderTypeViewer . AddColumn ( TEXT ( " %u " ) , Size ) ;
ShaderTypeViewer . AddColumn ( TEXT ( " %.1f " ) , Size / ( float ) NumShaders ) ;
ShaderTypeViewer . CycleRow ( ) ;
TotalShaderCount + = NumShaders ;
TotalInstructionCount + = NumInitializedInstructions ;
TotalTypeCount + + ;
TotalSize + = Size ;
TotalSizePerType + = Size / ( float ) NumShaders ;
}
}
}
// Write a total row.
ShaderTypeViewer . AddColumn ( TEXT ( " Total " ) ) ;
ShaderTypeViewer . AddColumn ( TEXT ( " %u " ) , TotalShaderCount ) ;
ShaderTypeViewer . AddColumn ( TEXT ( " %u " ) , TotalInstructionCount ) ;
ShaderTypeViewer . AddColumn ( TEXT ( " %u " ) , TotalSize ) ;
ShaderTypeViewer . AddColumn ( TEXT ( " 0 " ) ) ;
ShaderTypeViewer . CycleRow ( ) ;
// Write an average row.
ShaderTypeViewer . AddColumn ( TEXT ( " Average " ) ) ;
ShaderTypeViewer . AddColumn ( TEXT ( " %.1f " ) , TotalShaderCount / ( float ) TotalTypeCount ) ;
ShaderTypeViewer . AddColumn ( TEXT ( " %.1f " ) , ( float ) TotalInstructionCount / TotalShaderCount ) ;
ShaderTypeViewer . AddColumn ( TEXT ( " %.1f " ) , TotalSize / ( float ) TotalShaderCount ) ;
ShaderTypeViewer . AddColumn ( TEXT ( " %.1f " ) , TotalSizePerType / TotalTypeCount ) ;
ShaderTypeViewer . CycleRow ( ) ;
# endif
}
FShaderType * FindShaderTypeByName ( const TCHAR * ShaderTypeName )
{
for ( TLinkedList < FShaderType * > : : TIterator ShaderTypeIt ( FShaderType : : GetTypeList ( ) ) ; ShaderTypeIt ; ShaderTypeIt . Next ( ) )
{
if ( ! FCString : : Stricmp ( ShaderTypeIt - > GetName ( ) , ShaderTypeName ) )
{
return * ShaderTypeIt ;
}
}
return NULL ;
}
void DispatchComputeShader (
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FRHICommandList & RHICmdList ,
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FShader * Shader ,
uint32 ThreadGroupCountX ,
uint32 ThreadGroupCountY ,
uint32 ThreadGroupCountZ )
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{
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Shader - > VerifyBoundUniformBufferParameters ( ) ;
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RHICmdList . DispatchComputeShader ( ThreadGroupCountX , ThreadGroupCountY , ThreadGroupCountZ ) ;
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}
void DispatchIndirectComputeShader (
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FRHICommandList & RHICmdList ,
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FShader * Shader ,
FVertexBufferRHIParamRef ArgumentBuffer ,
uint32 ArgumentOffset )
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{
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Shader - > VerifyBoundUniformBufferParameters ( ) ;
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RHICmdList . DispatchIndirectComputeShader ( ArgumentBuffer , ArgumentOffset ) ;
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}
const TArray < FName > & GetTargetShaderFormats ( )
{
static bool bInit = false ;
static TArray < FName > Results ;
# if WITH_ENGINE
if ( ! bInit )
{
bInit = true ;
ITargetPlatformManagerModule * TPM = GetTargetPlatformManager ( ) ;
if ( ! TPM | | TPM - > RestrictFormatsToRuntimeOnly ( ) )
{
// for now a runtime format and a cook format are very different, we don't put any formats here
}
else
{
const TArray < ITargetPlatform * > & Platforms = TPM - > GetActiveTargetPlatforms ( ) ;
for ( int32 Index = 0 ; Index < Platforms . Num ( ) ; Index + + )
{
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Platforms [ Index ] - > GetAllTargetedShaderFormats ( Results ) ;
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}
}
}
# endif // WITH_ENGINE
return Results ;
}
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void ShaderMapAppendKeyString ( EShaderPlatform Platform , FString & KeyString )
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{
// Globals that should cause all shaders to recompile when changed must be appended to the key here
// Key should be kept as short as possible while being somewhat human readable for debugging
{
static const auto CVar = IConsoleManager : : Get ( ) . FindTConsoleVariableDataInt ( TEXT ( " Compat.UseDXT5NormalMaps " ) ) ;
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KeyString + = ( CVar & & CVar - > GetValueOnAnyThread ( ) ! = 0 ) ? TEXT ( " _DXTN " ) : TEXT ( " _BC5N " ) ;
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}
{
static const auto CVar = IConsoleManager : : Get ( ) . FindTConsoleVariableDataInt ( TEXT ( " r.CompileShadersForDevelopment " ) ) ;
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KeyString + = ( CVar & & CVar - > GetValueOnAnyThread ( ) ! = 0 ) ? TEXT ( " _DEV " ) : TEXT ( " _NoDEV " ) ;
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}
{
static const auto CVar = IConsoleManager : : Get ( ) . FindTConsoleVariableDataInt ( TEXT ( " r.AllowStaticLighting " ) ) ;
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const bool bValue = CVar ? CVar - > GetValueOnAnyThread ( ) ! = 0 : true ;
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KeyString + = bValue ? TEXT ( " _SL " ) : TEXT ( " _NoSL " ) ;
}
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{
static const auto CVar = IConsoleManager : : Get ( ) . FindTConsoleVariableDataInt ( TEXT ( " r.BasePassOutputsVelocity " ) ) ;
if ( CVar & & CVar - > GetValueOnGameThread ( ) ! = 0 )
{
KeyString + = TEXT ( " _GV " ) ;
}
}
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{
static const auto CVar = IConsoleManager : : Get ( ) . FindTConsoleVariableDataInt ( TEXT ( " r.GBuffer " ) ) ;
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if ( CVar ? CVar - > GetValueOnAnyThread ( ) = = 0 : false )
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{
KeyString + = TEXT ( " _NoGB " ) ;
}
}
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{
static IConsoleVariable * CVar = IConsoleManager : : Get ( ) . FindConsoleVariable ( TEXT ( " r.DBuffer " ) ) ;
KeyString + = ( CVar & & CVar - > GetInt ( ) ! = 0 ) ? TEXT ( " _DBuf " ) : TEXT ( " _NoDBuf " ) ;
}
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{
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static const auto CVar = IConsoleManager : : Get ( ) . FindConsoleVariable ( TEXT ( " r.Shaders.KeepDebugInfo " ) ) ;
KeyString + = ( CVar & & CVar - > GetInt ( ) ! = 0 ) ? TEXT ( " _NoStrip " ) : TEXT ( " " ) ;
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}
{
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static const auto CVar = IConsoleManager : : Get ( ) . FindConsoleVariable ( TEXT ( " r.Shaders.Optimize " ) ) ;
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KeyString + = ( CVar & & CVar - > GetInt ( ) ! = 0 ) ? TEXT ( " " ) : TEXT ( " _NoOpt " ) ;
}
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if ( Platform = = SP_PS4 )
{
{
static const auto CVar = IConsoleManager : : Get ( ) . FindTConsoleVariableDataInt ( TEXT ( " r.PS4MixedModeShaderDebugInfo " ) ) ;
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if ( CVar & & CVar - > GetValueOnAnyThread ( ) ! = 0 )
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{
KeyString + = TEXT ( " _MMDBG " ) ;
}
}
{
static const auto CVar = IConsoleManager : : Get ( ) . FindTConsoleVariableDataInt ( TEXT ( " r.PS4DumpShaderSDB " ) ) ;
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if ( CVar & & CVar - > GetValueOnAnyThread ( ) ! = 0 )
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{
KeyString + = TEXT ( " _SDB " ) ;
}
}
}
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}