Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Private/BuiltInRayTracingShaders.cpp

78 lines
3.7 KiB
C++
Raw Normal View History

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BuiltInRayTracingShaders.h"
#include "ShaderParameterUtils.h"
#include "PipelineStateCache.h"
#if RHI_RAYTRACING
#include "RayTracingPayloadType.h"
IMPLEMENT_GLOBAL_SHADER( FDefaultMainCHS, "/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf", "DefaultMainCHS", SF_RayHitGroup);
IMPLEMENT_GLOBAL_SHADER( FDefaultMainCHSOpaqueAHS, "/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf", "closesthit=DefaultMainCHS anyhit=DefaultOpaqueAHS", SF_RayHitGroup);
IMPLEMENT_GLOBAL_SHADER( FDefaultPayloadMS, "/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf", "DefaultPayloadMS", SF_RayMiss);
IMPLEMENT_GLOBAL_SHADER( FPackedMaterialClosestHitPayloadMS, "/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf", "PackedMaterialClosestHitPayloadMS", SF_RayMiss);
IMPLEMENT_GLOBAL_SHADER(FRayTracingDispatchDescCS, "/Engine/Private/RayTracing/RayTracingDispatchDesc.usf", "RayTracingDispatchDescCS", SF_Compute);
ERayTracingPayloadType FDefaultMainCHS::GetRayTracingPayloadType(const int32 PermutationId)
{
return ERayTracingPayloadType::Default;
}
ERayTracingPayloadType FDefaultMainCHSOpaqueAHS::GetRayTracingPayloadType(const int32 PermutationId)
{
return ERayTracingPayloadType::Default;
}
ERayTracingPayloadType FDefaultPayloadMS::GetRayTracingPayloadType(const int32 PermutationId)
{
return ERayTracingPayloadType::Default;
}
ERayTracingPayloadType FPackedMaterialClosestHitPayloadMS::GetRayTracingPayloadType(const int32 PermutationId)
{
return ERayTracingPayloadType::RayTracingMaterial;
}
void FRayTracingDispatchDescCS::Dispatch(FRHICommandList& RHICmdList,
const void* DispatchDescInput, uint32 DispatchDescSize, uint32 DispatchDescDimensionsOffset,
FRHIShaderResourceView* DispatchDimensionsSRV, uint32 DimensionsBufferOffset,
FRHIUnorderedAccessView* DispatchDescOutputUAV)
{
const uint32 DispatchDescSizeDwords = DispatchDescSize / 4;
const uint32 DispatchDescDimensionsOffsetDwords = DispatchDescDimensionsOffset / 4;
checkf(DimensionsBufferOffset % 4 == 0, TEXT("Dispatch dimensions buffer offset must be DWORD-aligned"));
const uint32 DimensionsBufferOffsetDwords = DimensionsBufferOffset / 4;
check(DispatchDescSizeDwords <= DispatchDescMaxSizeDwords);
TShaderMapRef<FRayTracingDispatchDescCS> ComputeShader(GetGlobalShaderMap(GMaxRHIFeatureLevel));
FRHIComputeShader* ShaderRHI = ComputeShader.GetComputeShader();
SetComputePipelineState(RHICmdList, ShaderRHI);
static_assert(DispatchDescMaxSizeDwords % 4 == 0, "DispatchDescMaxSizeDwords must be a multiple of 4");
static constexpr uint32 DispatchDescMaxSizeUint4s = DispatchDescMaxSizeDwords / 4;
FUintVector4 DispatchDescData[DispatchDescMaxSizeUint4s] = {};
FMemory::Memcpy(DispatchDescData, DispatchDescInput, DispatchDescSize);
SetShaderValueArray(RHICmdList, ShaderRHI, ComputeShader->DispatchDescInputParam, DispatchDescData, DispatchDescMaxSizeUint4s);
SetShaderValue(RHICmdList, ShaderRHI, ComputeShader->DispatchDescSizeDwordsParam, DispatchDescSizeDwords);
SetShaderValue(RHICmdList, ShaderRHI, ComputeShader->DispatchDescDimensionsOffsetDwordsParam, DispatchDescDimensionsOffsetDwords);
SetShaderValue(RHICmdList, ShaderRHI, ComputeShader->DimensionsBufferOffsetDwordsParam, DimensionsBufferOffsetDwords);
SetSRVParameter(RHICmdList, ShaderRHI, ComputeShader->DispatchDimensionsParam, DispatchDimensionsSRV);
SetUAVParameter(RHICmdList, ShaderRHI, ComputeShader->DispatchDescOutputParam, DispatchDescOutputUAV);
RHICmdList.DispatchComputeShader(1, 1, 1);
SetSRVParameter(RHICmdList, ShaderRHI, ComputeShader->DispatchDimensionsParam, nullptr);
SetUAVParameter(RHICmdList, ShaderRHI, ComputeShader->DispatchDescOutputParam, nullptr);
}
#endif // RHI_RAYTRACING