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763 lines
23 KiB
C++
763 lines
23 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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Shader.cpp: Shader implementation.
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=============================================================================*/
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#include "Shader.h"
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#include "Misc/App.h"
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#include "Misc/CoreMisc.h"
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#include "Misc/StringBuilder.h"
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#include "VertexFactory.h"
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#include "ShaderCodeLibrary.h"
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#include "ShaderCore.h"
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#include "Misc/ScopeLock.h"
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#include "UObject/RenderingObjectVersion.h"
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#include "DataDrivenShaderPlatformInfo.h"
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static EShaderPermutationFlags GetCurrentShaderPermutationFlags()
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{
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EShaderPermutationFlags Result = EShaderPermutationFlags::None;
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#if WITH_EDITORONLY_DATA
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Result |= EShaderPermutationFlags::HasEditorOnlyData;
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#endif
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return Result;
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}
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FShaderMapBase::FShaderMapBase()
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: PointerTable(nullptr)
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, NumFrozenShaders(0u)
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{
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PermutationFlags = GetCurrentShaderPermutationFlags();
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}
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FShaderMapBase::~FShaderMapBase()
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{
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DestroyContent();
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if (PointerTable)
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{
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delete PointerTable;
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}
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}
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FShaderMapResourceCode* FShaderMapBase::GetResourceCode()
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{
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if (!Code)
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{
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Code = new FShaderMapResourceCode();
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}
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return Code;
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}
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void FShaderMapBase::AssignContent(TMemoryImageObject<FShaderMapContent> InContent)
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{
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check(!Content.Object);
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check(!PointerTable);
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const FTypeLayoutDesc& ExpectedTypeDesc = GetContentTypeDesc();
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checkf(*InContent.TypeDesc == ExpectedTypeDesc, TEXT("FShaderMapBase expected content of type %s, got %s"), ExpectedTypeDesc.Name, InContent.TypeDesc->Name);
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Content = InContent;
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PointerTable = CreatePointerTable();
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PostFinalizeContent();
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}
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void FShaderMapBase::AssignCopy(const FShaderMapBase& Source)
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{
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check(!PointerTable);
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check(!Code);
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check(Source.Content.Object);
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if (Source.Content.FrozenSize == 0u)
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{
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PointerTable = CreatePointerTable();
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Content = TMemoryImageObject<FShaderMapContent>(FreezeMemoryImageObject(Source.Content.Object, *Source.Content.TypeDesc, PointerTable));
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}
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else
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{
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PointerTable = Source.PointerTable->Clone();
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Content.TypeDesc = Source.Content.TypeDesc;
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Content.FrozenSize = Source.Content.FrozenSize;
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Content.Object = static_cast<FShaderMapContent*>(FMemory::Malloc(Content.FrozenSize));
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FMemory::Memcpy(Content.Object, Source.Content.Object, Content.FrozenSize);
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}
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NumFrozenShaders = Content.Object->GetNumShaders();
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INC_DWORD_STAT_BY(STAT_Shaders_ShaderMemory, Content.FrozenSize);
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INC_DWORD_STAT_BY(STAT_Shaders_NumShadersLoaded, NumFrozenShaders);
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Code = new FShaderMapResourceCode(*Source.Code);
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InitResource();
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}
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void FShaderMapBase::InitResource()
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{
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Resource.SafeRelease();
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if (Code)
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{
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Code->Finalize();
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Resource = new FShaderMapResource_InlineCode(GetShaderPlatform(), Code);
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BeginInitResource(Resource);
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}
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PostFinalizeContent();
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}
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void FShaderMapBase::FinalizeContent()
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{
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if (Content.Freeze(PointerTable))
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{
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NumFrozenShaders = Content.Object->GetNumShaders();
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INC_DWORD_STAT_BY(STAT_Shaders_ShaderMemory, Content.FrozenSize);
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INC_DWORD_STAT_BY(STAT_Shaders_NumShadersLoaded, NumFrozenShaders);
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}
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InitResource();
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}
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void FShaderMapBase::UnfreezeContent()
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{
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DEC_DWORD_STAT_BY(STAT_Shaders_ShaderMemory, Content.FrozenSize);
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DEC_DWORD_STAT_BY(STAT_Shaders_NumShadersLoaded, NumFrozenShaders);
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Content.Unfreeze(PointerTable);
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NumFrozenShaders = 0u;
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}
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#define CHECK_SHADERMAP_DEPENDENCIES (WITH_EDITOR || !(UE_BUILD_SHIPPING || UE_BUILD_TEST))
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bool FShaderMapBase::Serialize(FArchive& Ar, bool bInlineShaderResources, bool bLoadedByCookedMaterial, bool bInlineShaderCode, const FName& SerializingAsset)
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{
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LLM_SCOPE(ELLMTag::Shaders);
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if (Ar.IsSaving())
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{
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check(Content.Object);
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Content.Object->Validate(*this);
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{
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TUniquePtr<FShaderMapPointerTable> SavePointerTable(CreatePointerTable());
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FMemoryImage MemoryImage;
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MemoryImage.PrevPointerTable = PointerTable;
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MemoryImage.PointerTable = SavePointerTable.Get();
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MemoryImage.TargetLayoutParameters.InitializeForArchive(Ar);
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FMemoryImageWriter Writer(MemoryImage);
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Writer.WriteRootObject(Content.Object, *Content.TypeDesc);
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FMemoryImageResult MemoryImageResult;
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MemoryImage.Flatten(MemoryImageResult, true);
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MemoryImageResult.SaveToArchive(Ar);
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}
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bool bShareCode = false;
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#if WITH_EDITOR
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bShareCode = !bInlineShaderCode && FShaderLibraryCooker::IsShaderLibraryEnabled() && Ar.IsCooking();
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#endif // WITH_EDITOR
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Ar << bShareCode;
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#if WITH_EDITOR
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// Serialize a copy of ShaderPlatform directly into the archive
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// This will allow us to correctly deserialize the stream, even if we're not able to load the frozen content
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const EShaderPlatform ShaderPlatform = GetShaderPlatform();
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FName ShaderPlatformName = FDataDrivenShaderPlatformInfo::GetName(ShaderPlatform);
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Ar << ShaderPlatformName;
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if (Ar.IsCooking())
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{
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const FName ShaderFormat = LegacyShaderPlatformToShaderFormat(ShaderPlatform);
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if (ShaderFormat != NAME_None)
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{
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Code->NotifyShadersCompiled(ShaderFormat);
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}
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}
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if (bShareCode)
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{
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FSHAHash ResourceHash = Code->ResourceHash;
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Ar << ResourceHash;
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FShaderLibraryCooker::AddShaderCode(ShaderPlatform, Code, GetAssociatedAssets());
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}
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else
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#endif // WITH_EDITOR
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{
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Code->Serialize(Ar, bLoadedByCookedMaterial);
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}
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}
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else
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{
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check(!PointerTable);
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PointerTable = CreatePointerTable();
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FPlatformTypeLayoutParameters LayoutParameters;
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FMemoryImageObject LoadedContent = FMemoryImageResult::LoadFromArchive(Ar, GetContentTypeDesc(), PointerTable, LayoutParameters);
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PermutationFlags = GetShaderPermutationFlags(LayoutParameters);
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bool bShareCode = false;
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Ar << bShareCode;
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FName ShaderPlatformName;
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Ar << ShaderPlatformName;
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const EShaderPlatform ShaderPlatform = FDataDrivenShaderPlatformInfo::GetShaderPlatformFromName(ShaderPlatformName);
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if (bShareCode)
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{
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FSHAHash ResourceHash;
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Ar << ResourceHash;
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Resource = FShaderCodeLibrary::LoadResource(ResourceHash, &Ar);
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if (!Resource)
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{
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// do not warn when running -nullrhi (the resource cannot be created as the shader library will not be uninitialized),
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// also do not warn for shader platforms other than current (if the game targets more than one RHI)
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if (FApp::CanEverRender() && ShaderPlatform == GMaxRHIShaderPlatform)
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{
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UE_LOG(LogShaders, Error, TEXT("Missing shader resource for hash '%s' for shader platform '%s' in the shader library while serializing asset %s"), *ResourceHash.ToString(),
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*LexToString(ShaderPlatform),
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*SerializingAsset.ToString());
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}
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}
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}
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else
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{
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Code = new FShaderMapResourceCode();
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Code->Serialize(Ar, bLoadedByCookedMaterial);
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Resource = new FShaderMapResource_InlineCode(ShaderPlatform, Code);
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}
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if (LoadedContent.Object && Resource)
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{
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Content = TMemoryImageObject<FShaderMapContent>(LoadedContent);
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// Possible we've loaded/converted unfrozen content, make sure it's frozen for the current platform before trying to render anything
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if (Content.FrozenSize == 0u)
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{
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Content.Freeze(PointerTable);
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}
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PostFinalizeContent();
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NumFrozenShaders = Content.Object->GetNumShaders();
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INC_DWORD_STAT_BY(STAT_Shaders_ShaderMemory, Content.FrozenSize);
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INC_DWORD_STAT_BY(STAT_Shaders_NumShadersLoaded, NumFrozenShaders);
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BeginInitResource(Resource);
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INC_DWORD_STAT_BY(STAT_Shaders_ShaderResourceMemory, Resource->GetSizeBytes());
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}
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else
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{
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// Missing either content and/or resource
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// In either case, shader map has failed to load
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LoadedContent.Destroy(PointerTable);
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Resource.SafeRelease();
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}
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}
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return (bool)Content.Object;
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}
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FString FShaderMapBase::ToString() const
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{
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TStringBuilder<32000> String;
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{
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FMemoryToStringContext Context;
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Context.PrevPointerTable = PointerTable;
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Context.String = &String;
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FPlatformTypeLayoutParameters LayoutParams;
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LayoutParams.InitializeForCurrent();
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Content.TypeDesc->ToStringFunc(Content.Object, *Content.TypeDesc, LayoutParams, Context);
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}
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if (Code)
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{
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Code->ToString(String);
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}
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return String.ToString();
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}
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void FShaderMapBase::DestroyContent()
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{
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DEC_DWORD_STAT_BY(STAT_Shaders_ShaderMemory, Content.FrozenSize);
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DEC_DWORD_STAT_BY(STAT_Shaders_NumShadersLoaded, NumFrozenShaders);
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Content.Destroy(PointerTable);
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NumFrozenShaders = 0u;
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}
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static uint16 MakeShaderHash(const FHashedName& TypeName, int32 PermutationId)
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{
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return (uint16)CityHash128to64({ TypeName.GetHash(), (uint64)PermutationId });
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}
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FShaderMapContent::FShaderMapContent(EShaderPlatform InPlatform)
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: ShaderHash(128u), ShaderPlatformName(FDataDrivenShaderPlatformInfo::GetName(InPlatform))
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{}
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FShaderMapContent::~FShaderMapContent()
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{
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Empty();
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}
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EShaderPlatform FShaderMapContent::GetShaderPlatform() const
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{
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return FDataDrivenShaderPlatformInfo::GetShaderPlatformFromName(ShaderPlatformName);
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}
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FShader* FShaderMapContent::GetShader(const FHashedName& TypeName, int32 PermutationId) const
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{
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// TRACE_CPUPROFILER_EVENT_SCOPE(FShaderMapContent::GetShader); -- this function is called too frequently, so don't add the scope by default
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const uint16 Hash = MakeShaderHash(TypeName, PermutationId);
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const FHashedName* RESTRICT LocalShaderTypes = ShaderTypes.GetData();
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const int32* RESTRICT LocalShaderPermutations = ShaderPermutations.GetData();
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const uint32* RESTRICT LocalNextHashIndices = ShaderHash.GetNextIndices();
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const uint32 NumShaders = Shaders.Num();
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for (uint32 Index = ShaderHash.First(Hash); ShaderHash.IsValid(Index); Index = LocalNextHashIndices[Index])
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{
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checkSlow(Index < NumShaders);
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if (LocalShaderTypes[Index] == TypeName && LocalShaderPermutations[Index] == PermutationId)
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{
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return Shaders[Index].GetChecked();
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}
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}
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return nullptr;
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}
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void FShaderMapContent::AddShader(const FHashedName& TypeName, int32 PermutationId, FShader* Shader)
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{
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check(!Shader->IsFrozen());
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checkSlow(!HasShader(TypeName, PermutationId));
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const uint16 Hash = MakeShaderHash(TypeName, PermutationId);
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const int32 Index = Shaders.Add(Shader);
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ShaderTypes.Add(TypeName);
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ShaderPermutations.Add(PermutationId);
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check(ShaderTypes.Num() == Shaders.Num());
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check(ShaderPermutations.Num() == Shaders.Num());
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ShaderHash.Add(Hash, Index);
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}
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FShader* FShaderMapContent::FindOrAddShader(const FHashedName& TypeName, int32 PermutationId, FShader* Shader)
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{
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check(!Shader->IsFrozen());
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const uint16 Hash = MakeShaderHash(TypeName, PermutationId);
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for (uint32 Index = ShaderHash.First(Hash); ShaderHash.IsValid(Index); Index = ShaderHash.Next(Index))
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{
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if (ShaderTypes[Index] == TypeName && ShaderPermutations[Index] == PermutationId)
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{
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DeleteObjectFromLayout(Shader);
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return Shaders[Index].GetChecked();
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}
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}
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const int32 Index = Shaders.Add(Shader);
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ShaderHash.Add(Hash, Index);
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ShaderTypes.Add(TypeName);
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ShaderPermutations.Add(PermutationId);
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check(ShaderTypes.Num() == Shaders.Num());
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check(ShaderPermutations.Num() == Shaders.Num());
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return Shader;
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}
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void FShaderMapContent::AddShaderPipeline(FShaderPipeline* Pipeline)
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{
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checkSlow(!HasShaderPipeline(Pipeline->TypeName));
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const int32 Index = Algo::LowerBoundBy(ShaderPipelines, Pipeline->TypeName, FProjectShaderPipelineToKey());
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ShaderPipelines.Insert(Pipeline, Index);
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}
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FShaderPipeline* FShaderMapContent::FindOrAddShaderPipeline(FShaderPipeline* Pipeline)
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{
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const int32 Index = Algo::LowerBoundBy(ShaderPipelines, Pipeline->TypeName, FProjectShaderPipelineToKey());
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if (Index < ShaderPipelines.Num())
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{
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FShaderPipeline* PrevShaderPipeline = ShaderPipelines[Index];
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if (PrevShaderPipeline->TypeName == Pipeline->TypeName)
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{
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delete Pipeline;
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return PrevShaderPipeline;
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}
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}
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ShaderPipelines.Insert(Pipeline, Index);
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return Pipeline;
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}
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/**
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* Removes the shader of the given type from the shader map
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* @param Type Shader type to remove the entry for
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*/
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void FShaderMapContent::RemoveShaderTypePermutaion(const FHashedName& TypeName, int32 PermutationId)
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{
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const uint16 Hash = MakeShaderHash(TypeName, PermutationId);
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for (uint32 Index = ShaderHash.First(Hash); ShaderHash.IsValid(Index); Index = ShaderHash.Next(Index))
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{
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FShader* Shader = Shaders[Index].GetChecked();
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if (ShaderTypes[Index] == TypeName && ShaderPermutations[Index] == PermutationId)
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{
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DeleteObjectFromLayout(Shader);
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// Replace the shader we're removing with the last shader in the list
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Shaders.RemoveAtSwap(Index, 1, EAllowShrinking::No);
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ShaderTypes.RemoveAtSwap(Index, 1, EAllowShrinking::No);
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ShaderPermutations.RemoveAtSwap(Index, 1, EAllowShrinking::No);
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check(ShaderTypes.Num() == Shaders.Num());
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check(ShaderPermutations.Num() == Shaders.Num());
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ShaderHash.Remove(Hash, Index);
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// SwapIndex is the old index of the shader at the end of the list, that's now been moved to replace the current shader
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const int32 SwapIndex = Shaders.Num();
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if (Index != SwapIndex)
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{
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// We need to update the hash table to reflect shader previously at SwapIndex being moved to Index
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// Here we construct the hash from values at Index, since type/permutation have already been moved
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const uint16 SwapHash = MakeShaderHash(ShaderTypes[Index], ShaderPermutations[Index]);
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ShaderHash.Remove(SwapHash, SwapIndex);
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ShaderHash.Add(SwapHash, Index);
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}
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break;
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}
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}
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}
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void FShaderMapContent::RemoveShaderPipelineType(const FShaderPipelineType* ShaderPipelineType)
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{
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const int32 Index = Algo::BinarySearchBy(ShaderPipelines, ShaderPipelineType->GetHashedName(), FProjectShaderPipelineToKey());
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if (Index != INDEX_NONE)
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{
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FShaderPipeline* Pipeline = ShaderPipelines[Index];
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delete Pipeline;
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ShaderPipelines.RemoveAt(Index, 1, EAllowShrinking::No);
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}
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}
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void FShaderMapContent::GetShaderList(const FShaderMapBase& InShaderMap, const FSHAHash& InMaterialShaderMapHash, TMap<FShaderId, TShaderRef<FShader>>& OutShaders) const
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{
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for (int32 ShaderIndex = 0; ShaderIndex < Shaders.Num(); ++ShaderIndex)
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{
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FShader* Shader = Shaders[ShaderIndex].GetChecked();
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const FShaderId ShaderId(
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Shader->GetType(InShaderMap.GetPointerTable()),
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InMaterialShaderMapHash,
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FHashedName(),
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Shader->GetVertexFactoryType(InShaderMap.GetPointerTable()),
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ShaderPermutations[ShaderIndex],
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GetShaderPlatform());
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OutShaders.Add(ShaderId, TShaderRef<FShader>(Shader, InShaderMap));
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}
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for (const FShaderPipeline* ShaderPipeline : ShaderPipelines)
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{
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for (uint32 Frequency = 0u; Frequency < SF_NumGraphicsFrequencies; ++Frequency)
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{
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FShader* Shader = ShaderPipeline->Shaders[Frequency].Get();
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if (Shader)
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{
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const FShaderId ShaderId(
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Shader->GetType(InShaderMap.GetPointerTable()),
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InMaterialShaderMapHash,
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ShaderPipeline->TypeName,
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Shader->GetVertexFactoryType(InShaderMap.GetPointerTable()),
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ShaderPipeline->PermutationIds[Frequency],
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GetShaderPlatform());
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OutShaders.Add(ShaderId, TShaderRef<FShader>(Shader, InShaderMap));
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}
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}
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}
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}
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void FShaderMapContent::GetShaderList(const FShaderMapBase& InShaderMap, TMap<FHashedName, TShaderRef<FShader>>& OutShaders) const
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{
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for (int32 ShaderIndex = 0; ShaderIndex < Shaders.Num(); ++ShaderIndex)
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{
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FShader* Shader = Shaders[ShaderIndex].Get();
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if (ensure(Shader))
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{
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OutShaders.Add(ShaderTypes[ShaderIndex], TShaderRef<FShader>(Shader, InShaderMap));
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}
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}
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for (const FShaderPipeline* ShaderPipeline : ShaderPipelines)
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{
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for (const TShaderRef<FShader>& Shader : ShaderPipeline->GetShaders(InShaderMap))
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{
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OutShaders.Add(Shader.GetType()->GetHashedName(), Shader);
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}
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}
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}
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void FShaderMapContent::GetShaderPipelineList(const FShaderMapBase& InShaderMap, TArray<FShaderPipelineRef>& OutShaderPipelines, FShaderPipeline::EFilter Filter) const
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{
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const EShaderPlatform ShaderPlatform = GetShaderPlatform();
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for (FShaderPipeline* Pipeline : ShaderPipelines)
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{
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const FShaderPipelineType* PipelineType = FShaderPipelineType::GetShaderPipelineTypeByName(Pipeline->TypeName);
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if (PipelineType->ShouldOptimizeUnusedOutputs(ShaderPlatform) && Filter == FShaderPipeline::EOnlyShared)
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{
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continue;
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}
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else if (!PipelineType->ShouldOptimizeUnusedOutputs(ShaderPlatform) && Filter == FShaderPipeline::EOnlyUnique)
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{
|
|
continue;
|
|
}
|
|
OutShaderPipelines.Add(FShaderPipelineRef(Pipeline, InShaderMap));
|
|
}
|
|
}
|
|
|
|
void FShaderMapContent::Validate(const FShaderMapBase& InShaderMap) const
|
|
{
|
|
for (const FShader* Shader : Shaders)
|
|
{
|
|
checkf(Shader->GetResourceIndex() != INDEX_NONE, TEXT("Missing resource for %s"), Shader->GetType(InShaderMap.GetPointerTable())->GetName());
|
|
}
|
|
|
|
/*for(FShaderPipeline* Pipeline : ShaderPipelines)
|
|
{
|
|
for(const TShaderRef<FShader>& Shader : Pipeline->GetShaders(InPtrTable))
|
|
{
|
|
checkf(Shader.GetResource(), TEXT("Missing resource for %s"), Shader.GetType()->GetName());
|
|
}
|
|
}*/
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
static bool CheckOutdatedShaderType(EShaderPlatform Platform, const TShaderRef<FShader>& Shader, TArray<const FShaderType*>& OutdatedShaderTypes, TArray<const FVertexFactoryType*>& OutdatedFactoryTypes)
|
|
{
|
|
const FShaderType* Type = Shader.GetType();
|
|
const bool bOutdatedShader = Type->GetSourceHash(Platform) != Shader->GetHash();
|
|
|
|
const FVertexFactoryType* VFType = Shader.GetVertexFactoryType();
|
|
const bool bOutdatedVertexFactory = VFType && VFType->GetSourceHash(Platform) != Shader->GetVertexFactoryHash();
|
|
|
|
if (bOutdatedShader)
|
|
{
|
|
OutdatedShaderTypes.AddUnique(Type);
|
|
}
|
|
if (bOutdatedVertexFactory)
|
|
{
|
|
OutdatedFactoryTypes.AddUnique(VFType);
|
|
}
|
|
|
|
return bOutdatedShader || bOutdatedVertexFactory;
|
|
}
|
|
|
|
void FShaderMapContent::GetOutdatedTypes(const FShaderMapBase& InShaderMap, TArray<const FShaderType*>& OutdatedShaderTypes, TArray<const FShaderPipelineType*>& OutdatedShaderPipelineTypes, TArray<const FVertexFactoryType*>& OutdatedFactoryTypes) const
|
|
{
|
|
for (FShader* Shader : Shaders)
|
|
{
|
|
CheckOutdatedShaderType(GetShaderPlatform(), TShaderRef<FShader>(Shader, InShaderMap), OutdatedShaderTypes, OutdatedFactoryTypes);
|
|
}
|
|
|
|
for (const FShaderPipeline* Pipeline : ShaderPipelines)
|
|
{
|
|
for (const TShaderRef<FShader>& Shader : Pipeline->GetShaders(InShaderMap))
|
|
{
|
|
if (CheckOutdatedShaderType(GetShaderPlatform(), Shader, OutdatedShaderTypes, OutdatedFactoryTypes))
|
|
{
|
|
const FShaderPipelineType* PipelineType = FShaderPipelineType::GetShaderPipelineTypeByName(Pipeline->TypeName);
|
|
check(PipelineType);
|
|
OutdatedShaderPipelineTypes.AddUnique(PipelineType);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FShaderMapContent::SaveShaderStableKeys(const FShaderMapBase& InShaderMap, EShaderPlatform TargetShaderPlatform, const struct FStableShaderKeyAndValue& SaveKeyVal)
|
|
{
|
|
for (int32 ShaderIndex = 0; ShaderIndex < Shaders.Num(); ++ShaderIndex)
|
|
{
|
|
const int32 PermutationId = ShaderPermutations[ShaderIndex];
|
|
Shaders[ShaderIndex]->SaveShaderStableKeys(InShaderMap.GetPointerTable(), TargetShaderPlatform, PermutationId, SaveKeyVal);
|
|
}
|
|
|
|
for (const FShaderPipeline* Pipeline : ShaderPipelines)
|
|
{
|
|
Pipeline->SaveShaderStableKeys(InShaderMap.GetPointerTable(), TargetShaderPlatform, SaveKeyVal);
|
|
}
|
|
}
|
|
|
|
uint32 FShaderMapContent::GetMaxTextureSamplersShaderMap(const FShaderMapBase& InShaderMap) const
|
|
{
|
|
uint32 MaxTextureSamplers = 0;
|
|
|
|
for (FShader* Shader : Shaders)
|
|
{
|
|
if (ensure(Shader))
|
|
{
|
|
MaxTextureSamplers = FMath::Max(MaxTextureSamplers, Shader->GetNumTextureSamplers());
|
|
}
|
|
}
|
|
|
|
for (FShaderPipeline* Pipeline : ShaderPipelines)
|
|
{
|
|
for (const TShaderRef<FShader>& Shader : Pipeline->GetShaders(InShaderMap))
|
|
{
|
|
MaxTextureSamplers = FMath::Max(MaxTextureSamplers, Shader->GetNumTextureSamplers());
|
|
}
|
|
}
|
|
|
|
return MaxTextureSamplers;
|
|
}
|
|
#endif // WITH_EDITOR
|
|
|
|
uint32 FShaderMapContent::GetNumShaders() const
|
|
{
|
|
uint32 NumShaders = Shaders.Num();
|
|
for (FShaderPipeline* Pipeline : ShaderPipelines)
|
|
{
|
|
NumShaders += Pipeline->GetNumShaders();
|
|
}
|
|
return NumShaders;
|
|
}
|
|
|
|
uint32 FShaderMapContent::GetMaxNumInstructionsForShader(const FShaderMapBase& InShaderMap, FShaderType* ShaderType) const
|
|
{
|
|
uint32 MaxNumInstructions = 0;
|
|
FShader* Shader = GetShader(ShaderType);
|
|
if (Shader)
|
|
{
|
|
MaxNumInstructions = FMath::Max(MaxNumInstructions, Shader->GetNumInstructions());
|
|
}
|
|
|
|
for (FShaderPipeline* Pipeline : ShaderPipelines)
|
|
{
|
|
FShader* PipelineShader = Pipeline->GetShader(ShaderType->GetFrequency());
|
|
if (PipelineShader)
|
|
{
|
|
const FShaderType* PipelineShaderType = PipelineShader->GetType(InShaderMap.GetPointerTable());
|
|
if (PipelineShaderType &&
|
|
(PipelineShaderType == ShaderType))
|
|
{
|
|
MaxNumInstructions = FMath::Max(MaxNumInstructions, PipelineShader->GetNumInstructions());
|
|
}
|
|
}
|
|
}
|
|
|
|
return MaxNumInstructions;
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
const FShader::FShaderStatisticMap FShaderMapContent::GetShaderStatisticsMapForShader(const FShaderMapBase& InShaderMap, FShaderType* ShaderType) const
|
|
{
|
|
FShader::FShaderStatisticMap Statistics;
|
|
|
|
FShader* Shader = GetShader(ShaderType);
|
|
if (Shader)
|
|
{
|
|
Statistics = Shader->GetShaderStatistics();
|
|
}
|
|
|
|
return Statistics;
|
|
}
|
|
#endif // WITH_EDITOR
|
|
|
|
struct FSortedShaderEntry
|
|
{
|
|
FHashedName TypeName;
|
|
int32 PermutationId;
|
|
int32 Index;
|
|
|
|
friend bool operator<(const FSortedShaderEntry& Lhs, const FSortedShaderEntry& Rhs)
|
|
{
|
|
if (Lhs.TypeName != Rhs.TypeName)
|
|
{
|
|
return Lhs.TypeName < Rhs.TypeName;
|
|
}
|
|
return Lhs.PermutationId < Rhs.PermutationId;
|
|
}
|
|
};
|
|
|
|
void FShaderMapContent::Finalize(const FShaderMapResourceCode* Code)
|
|
{
|
|
check(Code);
|
|
|
|
for (FShader* Shader : Shaders)
|
|
{
|
|
Shader->Finalize(Code);
|
|
}
|
|
|
|
for (FShaderPipeline* Pipeline : ShaderPipelines)
|
|
{
|
|
Pipeline->Finalize(Code);
|
|
}
|
|
|
|
// Sort the shaders by type/permutation, so they are consistently ordered
|
|
TArray<FSortedShaderEntry> SortedEntries;
|
|
SortedEntries.Empty(Shaders.Num());
|
|
for (int32 ShaderIndex = 0; ShaderIndex < Shaders.Num(); ++ShaderIndex)
|
|
{
|
|
FSortedShaderEntry& Entry = SortedEntries.AddDefaulted_GetRef();
|
|
Entry.TypeName = ShaderTypes[ShaderIndex];
|
|
Entry.PermutationId = ShaderPermutations[ShaderIndex];
|
|
Entry.Index = ShaderIndex;
|
|
}
|
|
SortedEntries.Sort();
|
|
|
|
// Choose a good hash size based on the number of shaders we have
|
|
const uint32 HashSize = FMath::RoundUpToPowerOfTwo(FMath::Max((Shaders.Num() * 3) / 2, 1));
|
|
FMemoryImageHashTable NewShaderHash(HashSize, Shaders.Num());
|
|
TMemoryImageArray<TMemoryImagePtr<FShader>> NewShaders;
|
|
NewShaders.Empty(Shaders.Num());
|
|
ShaderTypes.Empty(Shaders.Num());
|
|
ShaderPermutations.Empty(Shaders.Num());
|
|
|
|
for (int32 SortedIndex = 0; SortedIndex < SortedEntries.Num(); ++SortedIndex)
|
|
{
|
|
const FSortedShaderEntry& SortedEntry = SortedEntries[SortedIndex];
|
|
|
|
const uint16 Key = MakeShaderHash(SortedEntry.TypeName, SortedEntry.PermutationId);
|
|
NewShaders.Add(Shaders[SortedEntry.Index]);
|
|
ShaderTypes.Add(SortedEntry.TypeName);
|
|
ShaderPermutations.Add(SortedEntry.PermutationId);
|
|
NewShaderHash.Add(Key, SortedIndex);
|
|
}
|
|
|
|
Shaders = MoveTemp(NewShaders);
|
|
ShaderHash = MoveTemp(NewShaderHash);
|
|
}
|
|
|
|
void FShaderMapContent::UpdateHash(FSHA1& Hasher) const
|
|
{
|
|
for (int32 ShaderIndex = 0; ShaderIndex < Shaders.Num(); ++ShaderIndex)
|
|
{
|
|
const uint64 TypeNameHash = ShaderTypes[ShaderIndex].GetHash();
|
|
const int32 PermutationId = ShaderPermutations[ShaderIndex];
|
|
Hasher.Update((uint8*)&TypeNameHash, sizeof(TypeNameHash));
|
|
Hasher.Update((uint8*)&PermutationId, sizeof(PermutationId));
|
|
}
|
|
|
|
for (const FShaderPipeline* Pipeline : GetShaderPipelines())
|
|
{
|
|
const uint64 TypeNameHash = Pipeline->TypeName.GetHash();
|
|
Hasher.Update((uint8*)&TypeNameHash, sizeof(TypeNameHash));
|
|
}
|
|
}
|
|
|
|
void FShaderMapContent::Empty()
|
|
{
|
|
EmptyShaderPipelines();
|
|
for (int32 i = 0; i < Shaders.Num(); ++i)
|
|
{
|
|
TMemoryImagePtr<FShader>& Shader = Shaders[i];
|
|
Shader.SafeDelete();
|
|
}
|
|
Shaders.Empty();
|
|
ShaderTypes.Empty();
|
|
ShaderPermutations.Empty();
|
|
ShaderHash.Clear();
|
|
}
|
|
|
|
void FShaderMapContent::EmptyShaderPipelines()
|
|
{
|
|
for (TMemoryImagePtr<FShaderPipeline>& Pipeline : ShaderPipelines)
|
|
{
|
|
Pipeline.SafeDelete();
|
|
}
|
|
ShaderPipelines.Empty();
|
|
}
|