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#jira none #rb arciel.rekman, mihnea.balta, jeannoe.morissette #preflight 6202a549e85c7a08bbee815f [CL 18905326 by christopher waters in ue5-main branch]
57 lines
3.5 KiB
C++
57 lines
3.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "BuiltInRayTracingShaders.h"
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#include "ShaderParameterUtils.h"
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#include "PipelineStateCache.h"
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#if RHI_RAYTRACING
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IMPLEMENT_GLOBAL_SHADER( FOcclusionMainRG, "/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf", "OcclusionMainRG", SF_RayGen);
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IMPLEMENT_GLOBAL_SHADER( FIntersectionMainRG, "/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf", "IntersectionMainRG", SF_RayGen);
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IMPLEMENT_SHADER_TYPE(, FIntersectionMainCHS, TEXT("/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf"), TEXT("IntersectionMainCHS"), SF_RayHitGroup);
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IMPLEMENT_SHADER_TYPE(, FDefaultMainCHS, TEXT("/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf"), TEXT("DefaultMainCHS"), SF_RayHitGroup);
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IMPLEMENT_SHADER_TYPE(, FDefaultMainCHSOpaqueAHS, TEXT("/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf"), TEXT("closesthit=DefaultMainCHS anyhit=DefaultOpaqueAHS"), SF_RayHitGroup);
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IMPLEMENT_SHADER_TYPE(, FDefaultPayloadMS, TEXT("/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf"), TEXT("DefaultPayloadMS"), SF_RayMiss);
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IMPLEMENT_SHADER_TYPE(, FPackedMaterialClosestHitPayloadMS, TEXT("/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf"), TEXT("PackedMaterialClosestHitPayloadMS"), SF_RayMiss);
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IMPLEMENT_GLOBAL_SHADER(FRayTracingDispatchDescCS, "/Engine/Private/RayTracing/RayTracingDispatchDesc.usf", "RayTracingDispatchDescCS", SF_Compute);
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void FRayTracingDispatchDescCS::Dispatch(FRHICommandList& RHICmdList,
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const void* DispatchDescInput, uint32 DispatchDescSize, uint32 DispatchDescDimensionsOffset,
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FRHIShaderResourceView* DispatchDimensionsSRV, uint32 DimensionsBufferOffset,
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FRHIUnorderedAccessView* DispatchDescOutputUAV)
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{
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const uint32 DispatchDescSizeDwords = DispatchDescSize / 4;
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const uint32 DispatchDescDimensionsOffsetDwords = DispatchDescDimensionsOffset / 4;
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checkf(DimensionsBufferOffset % 4 == 0, TEXT("Dispatch dimensions buffer offset must be DWORD-aligned"));
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const uint32 DimensionsBufferOffsetDwords = DimensionsBufferOffset / 4;
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check(DispatchDescSizeDwords <= DispatchDescMaxSizeDwords);
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TShaderMapRef<FRayTracingDispatchDescCS> ComputeShader(GetGlobalShaderMap(GMaxRHIFeatureLevel));
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FRHIComputeShader* ShaderRHI = ComputeShader.GetComputeShader();
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SetComputePipelineState(RHICmdList, ShaderRHI);
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static_assert(DispatchDescMaxSizeDwords % 4 == 0, "DispatchDescMaxSizeDwords must be a multiple of 4");
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static constexpr uint32 DispatchDescMaxSizeUint4s = DispatchDescMaxSizeDwords / 4;
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FUintVector4 DispatchDescData[DispatchDescMaxSizeUint4s] = {};
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FMemory::Memcpy(DispatchDescData, DispatchDescInput, DispatchDescSize);
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SetShaderValueArray(RHICmdList, ShaderRHI, ComputeShader->DispatchDescInputParam, DispatchDescData, DispatchDescMaxSizeUint4s);
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SetShaderValue(RHICmdList, ShaderRHI, ComputeShader->DispatchDescSizeDwordsParam, DispatchDescSizeDwords);
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SetShaderValue(RHICmdList, ShaderRHI, ComputeShader->DispatchDescDimensionsOffsetDwordsParam, DispatchDescDimensionsOffsetDwords);
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SetShaderValue(RHICmdList, ShaderRHI, ComputeShader->DimensionsBufferOffsetDwordsParam, DimensionsBufferOffsetDwords);
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SetSRVParameter(RHICmdList, ShaderRHI, ComputeShader->DispatchDimensionsParam, DispatchDimensionsSRV);
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SetUAVParameter(RHICmdList, ShaderRHI, ComputeShader->DispatchDescOutputParam, DispatchDescOutputUAV);
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RHICmdList.DispatchComputeShader(1, 1, 1);
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SetSRVParameter(RHICmdList, ShaderRHI, ComputeShader->DispatchDimensionsParam, nullptr);
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SetUAVParameter(RHICmdList, ShaderRHI, ComputeShader->DispatchDescOutputParam, nullptr);
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}
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#endif // RHI_RAYTRACING
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