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UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/ShaderParameterStruct.h
Andrew Davidson 3ddc3a4da3 Merge up from //UE5/Dev-LargeWorldCoordinates
#rb none

[CL 16211417 by Andrew Davidson in ue5-main branch]
2021-05-05 15:07:25 -04:00

410 lines
17 KiB
C++

// 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 <typename FParameterStruct>
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<FParameters>(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<const FRDGResource* const*>(MemberPtr);
return ResourcePtr ? ResourcePtr->GetRHI() : nullptr;
}
else
{
return *reinterpret_cast<FRHIResource* const*>(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<FShader>& 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<FShader>& Shader, const FShaderParametersMetadata* ParametersMetadata, const void* Parameters);
#else
FORCEINLINE void ValidateShaderParameters(const TShaderRef<FShader>& Shader, const FShaderParametersMetadata* ParametersMetadata, const void* Parameters) {}
#endif
template<typename TShaderClass>
FORCEINLINE void ValidateShaderParameters(const TShaderRef<TShaderClass>& Shader, const typename TShaderClass::FParameters& Parameters)
{
const typename TShaderClass::FParameters* ParameterPtr = &Parameters;
return ValidateShaderParameters(Shader, TShaderClass::FParameters::FTypeInfo::GetStructMetadata(), ParameterPtr);
}
/** Set compute shader UAVs. */
template<typename TRHICmdList, typename TShaderClass, typename TShaderRHI>
inline void SetShaderUAV(TRHICmdList& RHICmdList, const TShaderRef<TShaderClass>& Shader, TShaderRHI* ShadeRHI, const uint8* Base, const FShaderParameterBindings::FResourceParameter& ParameterBinding)
{
checkf(false, TEXT("TShaderRHI Can't have compute shader to be set. UAVs are not supported on vertex, tessellation and geometry shaders."));
}
template<typename TRHICmdList, typename TShaderClass>
inline void SetShaderUAV(TRHICmdList& RHICmdList, const TShaderRef<TShaderClass>& Shader, FRHIPixelShader* ShadeRHI, const uint8* Base, const FShaderParameterBindings::FResourceParameter& ParameterBinding)
{
if (ParameterBinding.BaseType == UBMT_UAV)
{
FRHIUnorderedAccessView* ShaderParameterRef = *(FRHIUnorderedAccessView**)(Base + ParameterBinding.ByteOffset);
RHICmdList.SetUAVParameter(ShadeRHI, ParameterBinding.BaseIndex, ShaderParameterRef);
}
else if (ParameterBinding.BaseType == UBMT_RDG_TEXTURE_UAV || ParameterBinding.BaseType == UBMT_RDG_BUFFER_UAV)
{
auto GraphUAV = *reinterpret_cast<FRDGUnorderedAccessView* const*>(Base + ParameterBinding.ByteOffset);
checkSlow(GraphUAV);
GraphUAV->MarkResourceAsUsed();
RHICmdList.SetUAVParameter(ShadeRHI, ParameterBinding.BaseIndex, GraphUAV->GetRHI());
}
}
template<typename TRHICmdList, typename TShaderClass>
inline void SetShaderUAV(TRHICmdList& RHICmdList, const TShaderRef<TShaderClass>& Shader, FRHIComputeShader* ShadeRHI, const uint8* Base, const FShaderParameterBindings::FResourceParameter& ParameterBinding)
{
if (ParameterBinding.BaseType == UBMT_UAV)
{
FRHIUnorderedAccessView* ShaderParameterRef = *(FRHIUnorderedAccessView**)(Base + ParameterBinding.ByteOffset);
RHICmdList.SetUAVParameter(ShadeRHI, ParameterBinding.BaseIndex, ShaderParameterRef);
}
else if (ParameterBinding.BaseType == UBMT_RDG_TEXTURE_UAV || ParameterBinding.BaseType == UBMT_RDG_BUFFER_UAV)
{
auto GraphUAV = *reinterpret_cast<FRDGUnorderedAccessView* const*>(Base + ParameterBinding.ByteOffset);
checkSlow(GraphUAV);
GraphUAV->MarkResourceAsUsed();
RHICmdList.SetUAVParameter(ShadeRHI, ParameterBinding.BaseIndex, GraphUAV->GetRHI());
}
}
/** Unset compute shader UAVs. */
template<typename TRHICmdList, typename TShaderClass>
inline void UnsetShaderUAVs(TRHICmdList& RHICmdList, const TShaderRef<TShaderClass>& 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);
}
}
}
/** Set shader's parameters from its parameters struct. */
template<typename TRHICmdList, typename TShaderClass, typename TShaderRHI>
inline void SetShaderParameters(
TRHICmdList& RHICmdList,
const TShaderRef<TShaderClass>& Shader,
TShaderRHI* ShadeRHI,
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<const uint8*>(ParametersPtr);
checkf(Bindings.RootParameterBufferIndex == FShaderParameterBindings::kInvalidBufferIndex, TEXT("Can't use SetShaderParameters() for root parameter buffer index."));
// Parameters
for (const FShaderParameterBindings::FParameter& ParameterBinding : Bindings.Parameters)
{
const void* DataPtr = reinterpret_cast<const char*>(&Parameters) + ParameterBinding.ByteOffset;
RHICmdList.SetShaderParameter(ShadeRHI, ParameterBinding.BufferIndex, ParameterBinding.BaseIndex, ParameterBinding.ByteSize, DataPtr);
}
TArray<FShaderParameterBindings::FResourceParameter, TInlineAllocator<16>> GraphSRVs;
for (const FShaderParameterBindings::FResourceParameter& ParameterBinding : Bindings.ResourceParameters)
{
EUniformBufferBaseType BaseType = (EUniformBufferBaseType)ParameterBinding.BaseType;
switch (BaseType)
{
case UBMT_TEXTURE:
{
FRHITexture* TexRef = *(FRHITexture**)(Base + ParameterBinding.ByteOffset);
RHICmdList.SetShaderTexture(ShadeRHI, ParameterBinding.BaseIndex, TexRef);
}
break;
case UBMT_SRV:
{
FRHIShaderResourceView* SRVRef = *(FRHIShaderResourceView**)(Base + ParameterBinding.ByteOffset);
RHICmdList.SetShaderResourceViewParameter(ShadeRHI, ParameterBinding.BaseIndex, SRVRef);
}
break;
case UBMT_SAMPLER:
{
FRHISamplerState* SamplerRef = *(FRHISamplerState**)(Base + ParameterBinding.ByteOffset);
RHICmdList.SetShaderSampler(ShadeRHI, ParameterBinding.BaseIndex, SamplerRef);
}
break;
case UBMT_RDG_TEXTURE:
{
auto GraphTexture = *reinterpret_cast<FRDGTexture* const*>(Base + ParameterBinding.ByteOffset);
checkSlow(GraphTexture);
GraphTexture->MarkResourceAsUsed();
RHICmdList.SetShaderTexture(ShadeRHI, ParameterBinding.BaseIndex, GraphTexture->GetRHI());
}
break;
case UBMT_RDG_TEXTURE_SRV:
case UBMT_RDG_BUFFER_SRV:
{
//HACKHACK: defer SRVs binding after UAVs
GraphSRVs.Add(ParameterBinding);
}
break;
case UBMT_UAV:
case UBMT_RDG_TEXTURE_UAV:
case UBMT_RDG_BUFFER_UAV:
{
SetShaderUAV(RHICmdList, Shader, ShadeRHI, Base, ParameterBinding);
}
break;
default:
checkf(false, TEXT("Unhandled resource type?"));
break;
}
}
//HACKHACK: Bind SRVs after UAVs as a workaround for D3D11 RHI unbinding SRVs when binding a UAV on the same resource even when the views don't overlap.
for (const FShaderParameterBindings::FResourceParameter& ParameterBinding : GraphSRVs)
{
auto GraphSRV = *reinterpret_cast<FRDGShaderResourceView* const*>(Base + ParameterBinding.ByteOffset);
checkSlow(GraphSRV);
GraphSRV->MarkResourceAsUsed();
RHICmdList.SetShaderResourceViewParameter(ShadeRHI, ParameterBinding.BaseIndex, GraphSRV->GetRHI());
}
// Graph Uniform Buffers
for (const FShaderParameterBindings::FParameterStructReference& ParameterBinding : Bindings.GraphUniformBuffers)
{
const FRDGUniformBufferBinding& UniformBufferBinding = *reinterpret_cast<const FRDGUniformBufferBinding*>(Base + ParameterBinding.ByteOffset);
if (UniformBufferBinding.IsShader())
{
UniformBufferBinding->MarkResourceAsUsed();
RHICmdList.SetShaderUniformBuffer(ShadeRHI, ParameterBinding.BufferIndex, UniformBufferBinding->GetRHI());
}
}
// Reference structures
for (const FShaderParameterBindings::FParameterStructReference& ParameterBinding : Bindings.ParameterReferences)
{
const FUniformBufferBinding& UniformBufferBinding = *reinterpret_cast<const FUniformBufferBinding*>(Base + ParameterBinding.ByteOffset);
if (UniformBufferBinding.IsShader())
{
RHICmdList.SetShaderUniformBuffer(ShadeRHI, ParameterBinding.BufferIndex, UniformBufferBinding.GetUniformBuffer());
}
}
}
template<typename TRHICmdList, typename TShaderClass, typename TShaderRHI>
inline void SetShaderParameters(TRHICmdList& RHICmdList, const TShaderRef<TShaderClass>& Shader, TShaderRHI* ShaderRHI, const typename TShaderClass::FParameters& Parameters)
{
const FShaderParametersMetadata* ParametersMetadata = TShaderClass::FParameters::FTypeInfo::GetStructMetadata();
SetShaderParameters(RHICmdList, Shader, ShaderRHI, ParametersMetadata, Parameters);
}
#if RHI_RAYTRACING
/** Set shader's parameters from its parameters struct. */
template<typename TShaderClass>
void SetShaderParameters(FRayTracingShaderBindingsWriter& RTBindingsWriter, const TShaderRef<TShaderClass>& 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<const uint8*>(ParametersPtr);
for (const FShaderParameterBindings::FResourceParameter& ParameterBinding : Bindings.ResourceParameters)
{
EUniformBufferBaseType BaseType = (EUniformBufferBaseType)ParameterBinding.BaseType;
switch (BaseType)
{
case UBMT_TEXTURE:
{
auto ShaderParameterRef = *(FRHITexture**)(Base + ParameterBinding.ByteOffset);
RTBindingsWriter.SetTexture(ParameterBinding.BaseIndex, ShaderParameterRef);
}
break;
case UBMT_SRV:
{
FRHIShaderResourceView* ShaderParameterRef = *(FRHIShaderResourceView**)(Base + ParameterBinding.ByteOffset);
RTBindingsWriter.SetSRV(ParameterBinding.BaseIndex, ShaderParameterRef);
}
break;
case UBMT_UAV:
{
FRHIUnorderedAccessView* ShaderParameterRef = *(FRHIUnorderedAccessView**)(Base + ParameterBinding.ByteOffset);
RTBindingsWriter.SetUAV(ParameterBinding.BaseIndex, ShaderParameterRef);
}
break;
case UBMT_SAMPLER:
{
FRHISamplerState* ShaderParameterRef = *(FRHISamplerState**)(Base + ParameterBinding.ByteOffset);
RTBindingsWriter.SetSampler(ParameterBinding.BaseIndex, ShaderParameterRef);
}
break;
case UBMT_RDG_TEXTURE:
{
auto GraphTexture = *reinterpret_cast<FRDGTexture* const*>(Base + ParameterBinding.ByteOffset);
checkSlow(GraphTexture);
GraphTexture->MarkResourceAsUsed();
RTBindingsWriter.SetTexture(ParameterBinding.BaseIndex, GraphTexture->GetRHI());
}
break;
case UBMT_RDG_TEXTURE_SRV:
case UBMT_RDG_BUFFER_SRV:
{
auto GraphSRV = *reinterpret_cast<FRDGShaderResourceView* const*>(Base + ParameterBinding.ByteOffset);
checkSlow(GraphSRV);
GraphSRV->MarkResourceAsUsed();
RTBindingsWriter.SetSRV(ParameterBinding.BaseIndex, GraphSRV->GetRHI());
}
break;
case UBMT_RDG_TEXTURE_UAV:
case UBMT_RDG_BUFFER_UAV:
{
auto UAV = *reinterpret_cast<FRDGUnorderedAccessView* const*>(Base + ParameterBinding.ByteOffset);
checkSlow(UAV);
UAV->MarkResourceAsUsed();
RTBindingsWriter.SetUAV(ParameterBinding.BaseIndex, UAV->GetRHI());
}
break;
default:
checkf(false, TEXT("Unhandled resource type?"));
break;
}
}
// Graph Uniform Buffers
for (const FShaderParameterBindings::FParameterStructReference& ParameterBinding : Bindings.GraphUniformBuffers)
{
const FRDGUniformBufferBinding& UniformBufferBinding = *reinterpret_cast<const FRDGUniformBufferBinding*>(Base + ParameterBinding.ByteOffset);
checkSlow(UniformBufferBinding);
UniformBufferBinding->MarkResourceAsUsed();
RTBindingsWriter.SetUniformBuffer(ParameterBinding.BufferIndex, UniformBufferBinding->GetRHI());
}
// Referenced uniform buffers
for (const FShaderParameterBindings::FParameterStructReference& ParameterBinding : Bindings.ParameterReferences)
{
const FUniformBufferBinding& UniformBufferBinding = *reinterpret_cast<const FUniformBufferBinding*>(Base + ParameterBinding.ByteOffset);
RTBindingsWriter.SetUniformBuffer(ParameterBinding.BufferIndex, UniformBufferBinding.GetUniformBuffer());
}
// Root uniform buffer.
if (Bindings.RootParameterBufferIndex != FShaderParameterBindings::kInvalidBufferIndex)
{
// Do not do any validation at some resources may have been removed from the structure because known to not be used by the shader.
EUniformBufferValidation Validation = EUniformBufferValidation::None;
RTBindingsWriter.RootUniformBuffer = CreateUniformBufferImmediate(Parameters, UniformBuffer_SingleDraw, Validation);
RTBindingsWriter.SetUniformBuffer(Bindings.RootParameterBufferIndex, RTBindingsWriter.RootUniformBuffer);
}
}
#endif // RHI_RAYTRACING