Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/ShaderParameterMetadataBuilder.h
christopher waters cfc6f343df Uniform Buffer improvements
- Moving various UB booleans into a flags enum.
- UB booleans could not be reasonably deprecated without incurring memory overhead, so this will break custom code that uses them.
- Adding UB flag to force the shader compilers to generate reflection for the UB members which are normally excluded from reflection.
- Adding UB flag that tells MeshCommands that a UB will be bound during pass drawing and that it doesn't need to be set via MDCs.
- New flags are not used in this CL, they are prerequisites for subsequent, larger changes.

#rb jeannoe.morissette

[CL 34356503 by christopher waters in ue5-main branch]
2024-06-13 17:59:13 -04:00

197 lines
5.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "CoreMinimal.h"
#include "HAL/Platform.h"
#include "RHI.h"
#include "RHIDefinitions.h"
#include "ShaderParameterMacros.h"
#include "ShaderParameterMetadata.h"
#include "Templates/AlignmentTemplates.h"
class FShaderParametersMetadataBuilder
{
public:
FShaderParametersMetadataBuilder() {}
explicit FShaderParametersMetadataBuilder(const FShaderParametersMetadata* RootParametersMetadata)
{
if (RootParametersMetadata)
{
Members = RootParametersMetadata->GetMembers();
NextMemberOffset = RootParametersMetadata->GetSize();
}
}
template<typename T>
void AddParam(
const TCHAR* Name,
EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
)
{
using TParamTypeInfo = TShaderParameterTypeInfo<T>;
NextMemberOffset = Align(NextMemberOffset, TParamTypeInfo::Alignment);
Members.Emplace(
Name,
TEXT(""),
__LINE__,
NextMemberOffset,
TParamTypeInfo::BaseType,
Precision,
TParamTypeInfo::NumRows,
TParamTypeInfo::NumColumns,
TParamTypeInfo::NumElements,
TParamTypeInfo::GetStructMetadata()
);
NextMemberOffset += sizeof(typename TParamTypeInfo::TAlignedType);
}
template<typename T>
void AddParamArray(
const TCHAR* Name,
int32 NumElements,
EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
)
{
using TParamTypeInfo = TShaderParameterTypeInfo<T>;
NextMemberOffset = Align(NextMemberOffset, SHADER_PARAMETER_ARRAY_ELEMENT_ALIGNMENT);
Members.Emplace(
Name,
TEXT(""),
__LINE__,
NextMemberOffset,
TParamTypeInfo::BaseType,
Precision,
TParamTypeInfo::NumRows,
TParamTypeInfo::NumColumns,
NumElements,
TParamTypeInfo::GetStructMetadata()
);
NextMemberOffset += sizeof(typename TParamTypeInfo::TAlignedType) * NumElements;
}
template<typename T>
void AddReferencedStruct(
const TCHAR* Name,
EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
)
{
AddReferencedStruct(Name, TShaderParameterStructTypeInfo<T>::GetStructMetadata(), Precision);
}
RENDERCORE_API void AddReferencedStruct(
const TCHAR* Name,
const FShaderParametersMetadata* StructMetadata,
EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
);
template<typename T>
void AddIncludedStruct(
EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
)
{
AddIncludedStruct(TShaderParameterStructTypeInfo<T>::GetStructMetadata(), Precision);
}
RENDERCORE_API void AddIncludedStruct(
const FShaderParametersMetadata* StructMetadata,
EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
);
template<typename T>
uint32 AddNestedStruct(
const TCHAR* Name,
EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
)
{
using TParamTypeInfo = TShaderParameterStructTypeInfo<T>;
NextMemberOffset = Align(NextMemberOffset, TParamTypeInfo::Alignment);
const uint32 ThisMemberOffset = NextMemberOffset;
Members.Emplace(
Name,
TEXT(""),
__LINE__,
NextMemberOffset,
UBMT_NESTED_STRUCT,
Precision,
TParamTypeInfo::NumRows,
TParamTypeInfo::NumColumns,
TParamTypeInfo::NumElements,
TParamTypeInfo::GetStructMetadata()
);
NextMemberOffset += sizeof(typename TParamTypeInfo::TAlignedType);
return ThisMemberOffset;
}
RENDERCORE_API uint32 AddNestedStruct(
const TCHAR* Name,
const FShaderParametersMetadata* StructMetadata,
EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
);
RENDERCORE_API void AddBufferSRV(
const TCHAR* Name,
const TCHAR* ShaderType,
EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
);
RENDERCORE_API void AddBufferUAV(
const TCHAR* Name,
const TCHAR* ShaderType,
EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
);
RENDERCORE_API void AddRDGBufferSRV(
const TCHAR* Name,
const TCHAR* ShaderType,
EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
);
RENDERCORE_API void AddRDGBufferUAV(
const TCHAR* Name,
const TCHAR* ShaderType,
EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
);
void AlignNextMemberToStruct()
{
NextMemberOffset = Align(NextMemberOffset, SHADER_PARAMETER_STRUCT_ALIGNMENT);
}
uint32 GetNextMemberOffset() const { return NextMemberOffset; }
RENDERCORE_API FShaderParametersMetadata* Build(
FShaderParametersMetadata::EUseCase UseCase,
const TCHAR* ShaderParameterName
);
RENDERCORE_API FShaderParametersMetadata* Build(
FShaderParametersMetadata::EUseCase InUseCase,
EUniformBufferBindingFlags InBindingFlags,
const TCHAR* InLayoutName,
const TCHAR* InStructTypeName,
const TCHAR* InShaderVariableName,
const TCHAR* InStaticSlotName,
const ANSICHAR* InFileName,
const int32 InFileLine,
bool bForceCompleteInitialization = false,
FRHIUniformBufferLayoutInitializer* OutLayoutInitializer = nullptr,
FShaderParametersMetadata::EUsageFlags InUsageFlags = FShaderParametersMetadata::EUsageFlags::None
);
private:
TArray<FShaderParametersMetadata::FMember> Members;
uint32 NextMemberOffset = 0;
};