// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= ShaderParameterStruct.h: API to submit all shader parameters in single function call. =============================================================================*/ #pragma once #include "CoreMinimal.h" #include "Shader.h" #include "RHI.h" #include "RenderGraphResources.h" template void BindForLegacyShaderParameters(FShader* Shader, int32 PermutationId, const FShaderParameterMap& ParameterMap, bool bShouldBindEverything = false) { Shader->Bindings.BindForLegacyShaderParameters(Shader, PermutationId, ParameterMap, *FParameterStruct::FTypeInfo::GetStructMetadata(), bShouldBindEverything); } /** Tag a shader class to use the structured shader parameters API. * * class FMyShaderClassCS : public FGlobalShader * { * DECLARE_GLOBAL_SHADER(FMyShaderClassCS); * SHADER_USE_PARAMETER_STRUCT(FMyShaderClassCS, FGlobalShader); * * BEGIN_SHADER_PARAMETER_STRUCT(FParameters) * SHADER_PARAMETER(FMatrix44f, ViewToClip) * //... * END_SHADER_PARAMETER_STRUCT() * }; * * Notes: Long term, this macro will no longer be needed. Instead, parameter binding will become the default behavior for shader declarations. */ #define SHADER_USE_PARAMETER_STRUCT_INTERNAL(ShaderClass, ShaderParentClass, bShouldBindEverything) \ ShaderClass(const ShaderMetaType::CompiledShaderInitializerType& Initializer) \ : ShaderParentClass(Initializer) \ { \ BindForLegacyShaderParameters(this, Initializer.PermutationId, Initializer.ParameterMap, bShouldBindEverything); \ } \ \ ShaderClass() \ { } \ // TODO(RDG): would not even need ShaderParentClass anymore. And in fact should not so Bindings.Bind() is not being called twice. #define SHADER_USE_PARAMETER_STRUCT(ShaderClass, ShaderParentClass) \ SHADER_USE_PARAMETER_STRUCT_INTERNAL(ShaderClass, ShaderParentClass, true) \ \ static inline const FShaderParametersMetadata* GetRootParametersMetadata() { return FParameters::FTypeInfo::GetStructMetadata(); } /** Use when sharing shader parameter binding with legacy parameters in the base class; i.e. FMaterialShader or FMeshMaterialShader. * Note that this disables validation that the parameter struct contains all shader bindings. */ #define SHADER_USE_PARAMETER_STRUCT_WITH_LEGACY_BASE(ShaderClass, ShaderParentClass) \ SHADER_USE_PARAMETER_STRUCT_INTERNAL(ShaderClass, ShaderParentClass, false) #define SHADER_USE_ROOT_PARAMETER_STRUCT(ShaderClass, ShaderParentClass) \ static inline const FShaderParametersMetadata* GetRootParametersMetadata() { return FParameters::FTypeInfo::GetStructMetadata(); } \ \ ShaderClass(const ShaderMetaType::CompiledShaderInitializerType& Initializer) \ : ShaderParentClass(Initializer) \ { \ this->Bindings.BindForRootShaderParameters(this, Initializer.PermutationId, Initializer.ParameterMap); \ } \ \ ShaderClass() \ { } \ /** Dereferences the RHI resource from a shader parameter struct. */ inline FRHIResource* GetShaderParameterResourceRHI(const void* Contents, uint16 MemberOffset, EUniformBufferBaseType MemberType) { checkSlow(Contents); if (IsShaderParameterTypeIgnoredByRHI(MemberType)) { return nullptr; } const uint8* MemberPtr = (const uint8*)Contents + MemberOffset; if (IsRDGResourceReferenceShaderParameterType(MemberType)) { const FRDGResource* ResourcePtr = *reinterpret_cast(MemberPtr); return ResourcePtr ? ResourcePtr->GetRHI() : nullptr; } else { return *reinterpret_cast(MemberPtr); } } /** Validates that all resource parameters of a uniform buffer are set. */ #if DO_CHECK extern RENDERCORE_API void ValidateShaderParameterResourcesRHI(const void* Contents, const FRHIUniformBufferLayout& Layout); #else FORCEINLINE void ValidateShaderParameterResourcesRHI(const void* Contents, const FRHIUniformBufferLayout& Layout) {} #endif /** Raise fatal error when a required shader parameter has not been set. */ extern RENDERCORE_API void EmitNullShaderParameterFatalError(const TShaderRef& Shader, const FShaderParametersMetadata* ParametersMetadata, uint16 MemberOffset); /** Validates that all resource parameters of a shader are set. */ #if DO_CHECK extern RENDERCORE_API void ValidateShaderParameters(const TShaderRef& Shader, const FShaderParametersMetadata* ParametersMetadata, const void* Parameters); #else FORCEINLINE void ValidateShaderParameters(const TShaderRef& Shader, const FShaderParametersMetadata* ParametersMetadata, const void* Parameters) {} #endif template FORCEINLINE void ValidateShaderParameters(const TShaderRef& Shader, const typename TShaderClass::FParameters& Parameters) { const typename TShaderClass::FParameters* ParameterPtr = &Parameters; return ValidateShaderParameters(Shader, TShaderClass::FParameters::FTypeInfo::GetStructMetadata(), ParameterPtr); } /** Unset compute shader UAVs. */ template inline void UnsetShaderUAVs(TRHICmdList& RHICmdList, const TShaderRef& Shader, FRHIComputeShader* ShadeRHI) { // TODO(RDG): Once all shader sets their parameter through this, can refactor RHI so all UAVs of a shader get unset through a single RHI function call. const FShaderParameterBindings& Bindings = Shader->Bindings; checkf(Bindings.RootParameterBufferIndex == FShaderParameterBindings::kInvalidBufferIndex, TEXT("Can't use UnsetShaderUAVs() for root parameter buffer index.")); for (const FShaderParameterBindings::FResourceParameter& ParameterBinding : Bindings.ResourceParameters) { if (ParameterBinding.BaseType == UBMT_UAV || ParameterBinding.BaseType == UBMT_RDG_TEXTURE_UAV || ParameterBinding.BaseType == UBMT_RDG_BUFFER_UAV) { RHICmdList.SetUAVParameter(ShadeRHI, ParameterBinding.BaseIndex, nullptr); } } } /** Unset compute shader SRVs. */ template inline void UnsetShaderSRVs(TRHICmdList& RHICmdList, const TShaderRef& Shader, FRHIComputeShader* ShadeRHI) { const FShaderParameterBindings& Bindings = Shader->Bindings; checkf(Bindings.RootParameterBufferIndex == FShaderParameterBindings::kInvalidBufferIndex, TEXT("Can't use UnsetShaderSRVs() for root parameter buffer index.")); for (const FShaderParameterBindings::FResourceParameter& ParameterBinding : Bindings.ResourceParameters) { if (ParameterBinding.BaseType == UBMT_SRV || ParameterBinding.BaseType == UBMT_RDG_TEXTURE_SRV || ParameterBinding.BaseType == UBMT_RDG_BUFFER_SRV) { RHICmdList.SetShaderResourceViewParameter(ShadeRHI, ParameterBinding.BaseIndex, nullptr); } } } RENDERCORE_API void SetShaderParameters( FRHIComputeCommandList& RHICmdList, FRHIComputeShader* ShaderRHI, const FShaderParameterBindings& Bindings, const FShaderParametersMetadata* ParametersMetadata, const uint8* Base); RENDERCORE_API void SetShaderParameters( FRHICommandList& RHICmdList, FRHIGraphicsShader* ShaderRHI, const FShaderParameterBindings& Bindings, const FShaderParametersMetadata* ParametersMetadata, const uint8* Base); RENDERCORE_API void SetShaderParameters( FRHICommandList& RHICmdList, FRHIComputeShader* ShaderRHI, const FShaderParameterBindings& Bindings, const FShaderParametersMetadata* ParametersMetadata, const uint8* Base); template inline void SetShaderParameters( TRHICmdList& RHICmdList, const TShaderRef& Shader, TShaderRHI* ShaderRHI, const FShaderParametersMetadata* ParametersMetadata, const typename TShaderClass::FParameters& Parameters) { ValidateShaderParameters(Shader, ParametersMetadata, &Parameters); // TODO(RDG): Once all shader sets their parameter through this, can refactor RHI so all shader parameters get sets through a single RHI function call. const FShaderParameterBindings& Bindings = Shader->Bindings; const typename TShaderClass::FParameters* ParametersPtr = &Parameters; const uint8* Base = reinterpret_cast(ParametersPtr); SetShaderParameters(RHICmdList, ShaderRHI, Bindings, ParametersMetadata, Base); } template inline void SetShaderParameters(TRHICmdList& RHICmdList, const TShaderRef& Shader, TShaderRHI* ShaderRHI, const typename TShaderClass::FParameters& Parameters) { const FShaderParametersMetadata* ParametersMetadata = TShaderClass::FParameters::FTypeInfo::GetStructMetadata(); SetShaderParameters(RHICmdList, Shader, ShaderRHI, ParametersMetadata, Parameters); } #if RHI_RAYTRACING RENDERCORE_API void SetShaderParameters( FRayTracingShaderBindingsWriter& RTBindingsWriter, const FShaderParameterBindings& Bindings, const FRHIUniformBufferLayout* RootUniformBufferLayout, const uint8* Base); /** Set shader's parameters from its parameters struct. */ template void SetShaderParameters(FRayTracingShaderBindingsWriter& RTBindingsWriter, const TShaderRef& Shader, const typename TShaderClass::FParameters& Parameters) { ValidateShaderParameters(Shader, Parameters); const FShaderParameterBindings& Bindings = Shader->Bindings; checkf(Bindings.Parameters.Num() == 0, TEXT("Ray tracing shader should use SHADER_USE_ROOT_PARAMETER_STRUCT() to passdown the cbuffer layout to the shader compiler.")); const typename TShaderClass::FParameters* ParametersPtr = &Parameters; const uint8* Base = reinterpret_cast(ParametersPtr); SetShaderParameters(RTBindingsWriter, Bindings, TShaderClass::FParameters::FTypeInfo::GetStructMetadata()->GetLayoutPtr(), Base); } #endif // RHI_RAYTRACING