Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Private/ShaderResource.cpp
christopher waters f9e5f44dee Restoring functionality to r.ShaderCompiler.EmitWarningsOnLoad
#jira none
#rb jason.nadro
#preflight 62a8ab32d502a554367beb52

[CL 20657856 by christopher waters in ue5-main branch]
2022-06-14 17:03:34 -04:00

704 lines
23 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
ShaderResource.cpp: ShaderResource implementation.
=============================================================================*/
#include "Shader.h"
#include "Misc/CoreMisc.h"
#include "Misc/StringBuilder.h"
#include "Stats/StatsMisc.h"
#include "Serialization/MemoryWriter.h"
#include "VertexFactory.h"
#include "ProfilingDebugging/DiagnosticTable.h"
#include "Interfaces/ITargetPlatform.h"
#include "Interfaces/ITargetPlatformManagerModule.h"
#include "Interfaces/IShaderFormat.h"
#include "ShaderCodeLibrary.h"
#include "ShaderCore.h"
#include "RenderUtils.h"
#include "Misc/ConfigCacheIni.h"
#include "Misc/ScopeLock.h"
#include "UObject/RenderingObjectVersion.h"
#include "UObject/FortniteMainBranchObjectVersion.h"
#include "ProfilingDebugging/LoadTimeTracker.h"
#include "Misc/MemStack.h"
#include "ShaderCompilerCore.h"
#include "Compression/OodleDataCompression.h"
#if WITH_EDITORONLY_DATA
#include "Interfaces/IShaderFormat.h"
#endif
DECLARE_LOG_CATEGORY_CLASS(LogShaderWarnings, Log, Log);
int32 GShaderCompressionFormatChoice = 2;
static FAutoConsoleVariableRef CVarShaderCompressionFormatChoice(
TEXT("r.Shaders.CompressionFormat"),
GShaderCompressionFormatChoice,
TEXT("Select the compression methods for the shader code.\n")
TEXT(" 0: None (uncompressed)\n")
TEXT(" 1: LZ4\n")
TEXT(" 2: Oodle (default)\n")
TEXT(" 3: ZLib\n"),
ECVF_ReadOnly);
int32 GShaderCompressionOodleAlgo = 2;
static FAutoConsoleVariableRef CVarShaderCompressionOodleAlgo(
TEXT("r.Shaders.CompressionFormat.Oodle.Algo"),
GShaderCompressionOodleAlgo,
TEXT("Oodle compression method for the shader code, from fastest to slowest to decode.\n")
TEXT(" 0: None (invalid setting)\n")
TEXT(" 1: Selkie (fastest to decode)\n")
TEXT(" 2: Mermaid\n")
TEXT(" 3: Kraken\n")
TEXT(" 4: Leviathan (slowest to decode)\n"),
ECVF_ReadOnly);
int32 GShaderCompressionOodleLevel = 6;
static FAutoConsoleVariableRef CVarShaderCompressionOodleAlgoChoice(
TEXT("r.Shaders.CompressionFormat.Oodle.Level"),
GShaderCompressionOodleLevel,
TEXT("Oodle compression level. This mostly trades encode speed vs compression ratio, decode speed is determined by r.Shaders.CompressionFormat.Oodle.Algo\n")
TEXT(" -4 : HyperFast4\n")
TEXT(" -3 : HyperFast3\n")
TEXT(" -2 : HyperFast2\n")
TEXT(" -1 : HyperFast1\n")
TEXT(" 0 : None\n")
TEXT(" 1 : SuperFast\n")
TEXT(" 2 : VeryFast\n")
TEXT(" 3 : Fast\n")
TEXT(" 4 : Normal\n")
TEXT(" 5 : Optimal1\n")
TEXT(" 6 : Optimal2\n")
TEXT(" 7 : Optimal3\n")
TEXT(" 8 : Optimal4\n"),
ECVF_ReadOnly);
static int32 GShaderCompilerEmitWarningsOnLoad = 0;
static FAutoConsoleVariableRef CVarShaderCompilerEmitWarningsOnLoad(
TEXT("r.ShaderCompiler.EmitWarningsOnLoad"),
GShaderCompilerEmitWarningsOnLoad,
TEXT("When 1, shader compiler warnings are emitted to the log for all shaders as they are loaded."),
ECVF_Default
);
FName GetShaderCompressionFormat(const FName& ShaderFormat)
{
// support an older developer-only CVar for compatibility and make it preempt
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
static const IConsoleVariable* CVarSkipCompression = IConsoleManager::Get().FindConsoleVariable(TEXT("r.Shaders.SkipCompression"));
static bool bSkipCompression = (CVarSkipCompression && CVarSkipCompression->GetInt() != 0);
if (UNLIKELY(bSkipCompression))
{
return NAME_None;
}
#endif
static FName Formats[]
{
NAME_None,
NAME_LZ4,
NAME_Oodle,
NAME_Zlib
};
//GShaderCompressionFormatChoice = (GShaderCompressionFormatChoice < 0) ? 0 : GShaderCompressionFormatChoice;
GShaderCompressionFormatChoice = FMath::Clamp<int32>(GShaderCompressionFormatChoice, 0, UE_ARRAY_COUNT(Formats) - 1);
return Formats[GShaderCompressionFormatChoice];
}
void GetShaderCompressionOodleSettings(FOodleDataCompression::ECompressor& OutCompressor, FOodleDataCompression::ECompressionLevel& OutLevel, const FName& ShaderFormat)
{
// support an older developer-only CVar for compatibility and make it preempt
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
static const IConsoleVariable* CVarSkipCompression = IConsoleManager::Get().FindConsoleVariable(TEXT("r.Shaders.SkipCompression"));
static bool bSkipCompression = (CVarSkipCompression && CVarSkipCompression->GetInt() != 0);
if (UNLIKELY(bSkipCompression))
{
OutCompressor = FOodleDataCompression::ECompressor::Selkie;
OutLevel = FOodleDataCompression::ECompressionLevel::None;
return;
}
#endif
GShaderCompressionOodleAlgo = FMath::Clamp(GShaderCompressionOodleAlgo, static_cast<int32>(FOodleDataCompression::ECompressor::NotSet), static_cast<int32>(FOodleDataCompression::ECompressor::Leviathan));
OutCompressor = static_cast<FOodleDataCompression::ECompressor>(GShaderCompressionOodleAlgo);
GShaderCompressionOodleLevel = FMath::Clamp(GShaderCompressionOodleLevel, static_cast<int32>(FOodleDataCompression::ECompressionLevel::HyperFast4), static_cast<int32>(FOodleDataCompression::ECompressionLevel::Optimal4));
OutLevel = static_cast<FOodleDataCompression::ECompressionLevel>(GShaderCompressionOodleLevel);
}
bool FShaderMapResource::ArePlatformsCompatible(EShaderPlatform CurrentPlatform, EShaderPlatform TargetPlatform)
{
bool bFeatureLevelCompatible = CurrentPlatform == TargetPlatform;
if (!bFeatureLevelCompatible && IsPCPlatform(CurrentPlatform) && IsPCPlatform(TargetPlatform))
{
bFeatureLevelCompatible = GetMaxSupportedFeatureLevel(CurrentPlatform) >= GetMaxSupportedFeatureLevel(TargetPlatform);
bool const bIsTargetD3D = IsD3DPlatform(TargetPlatform);
bool const bIsCurrentPlatformD3D = IsD3DPlatform(CurrentPlatform);
// For Metal in Editor we can switch feature-levels, but not in cooked projects when using Metal shader librariss.
bool const bIsCurrentMetal = IsMetalPlatform(CurrentPlatform);
bool const bIsTargetMetal = IsMetalPlatform(TargetPlatform);
bool const bIsMetalCompatible = (bIsCurrentMetal == bIsTargetMetal)
#if !WITH_EDITOR // Static analysis doesn't like (|| WITH_EDITOR)
&& (!IsMetalPlatform(CurrentPlatform) || (CurrentPlatform == TargetPlatform))
#endif
;
bool const bIsCurrentOpenGL = IsOpenGLPlatform(CurrentPlatform);
bool const bIsTargetOpenGL = IsOpenGLPlatform(TargetPlatform);
bFeatureLevelCompatible = bFeatureLevelCompatible && (bIsCurrentPlatformD3D == bIsTargetD3D && bIsMetalCompatible && bIsCurrentOpenGL == bIsTargetOpenGL);
}
return bFeatureLevelCompatible;
}
#if RHI_RAYTRACING
class FRayTracingShaderLibrary
{
public:
uint32 AddShader(FRHIRayTracingShader* Shader)
{
FScopeLock Lock(&CS);
if (UnusedIndicies.Num() != 0)
{
uint32 Index = UnusedIndicies.Pop(false);
checkSlow(Shaders[Index] == nullptr);
Shaders[Index] = Shader;
return Index;
}
else
{
Shaders.Add(Shader);
return Shaders.Num() - 1;
}
}
void RemoveShader(uint32 Index)
{
if (Index != ~0u)
{
FScopeLock Lock(&CS);
UnusedIndicies.Push(Index);
Shaders[Index] = nullptr;
}
}
void GetShaders(TArray<FRHIRayTracingShader*>& OutShaders, FRHIRayTracingShader* DefaultShader)
{
FScopeLock Lock(&CS);
OutShaders = Shaders;
for (uint32 Index : UnusedIndicies)
{
OutShaders[Index] = DefaultShader;
}
}
private:
TArray<uint32> UnusedIndicies;
TArray<FRHIRayTracingShader*> Shaders;
FCriticalSection CS;
};
static FRayTracingShaderLibrary GlobalRayTracingHitGroupLibrary;
static FRayTracingShaderLibrary GlobalRayTracingCallableShaderLibrary;
static FRayTracingShaderLibrary GlobalRayTracingMissShaderLibrary;
void FShaderMapResource::GetRayTracingHitGroupLibrary(TArray<FRHIRayTracingShader*>& RayTracingShaders, FRHIRayTracingShader* DefaultShader)
{
GlobalRayTracingHitGroupLibrary.GetShaders(RayTracingShaders, DefaultShader);
}
void FShaderMapResource::GetRayTracingCallableShaderLibrary(TArray<FRHIRayTracingShader*>& RayTracingCallableShaders, FRHIRayTracingShader* DefaultShader)
{
GlobalRayTracingCallableShaderLibrary.GetShaders(RayTracingCallableShaders, DefaultShader);
}
void FShaderMapResource::GetRayTracingMissShaderLibrary(TArray<FRHIRayTracingShader*>& RayTracingMissShaders, FRHIRayTracingShader* DefaultShader)
{
GlobalRayTracingMissShaderLibrary.GetShaders(RayTracingMissShaders, DefaultShader);
}
#endif // RHI_RAYTRACING
static void ApplyResourceStats(FShaderMapResourceCode& Resource)
{
#if STATS
INC_DWORD_STAT_BY(STAT_Shaders_ShaderResourceMemory, Resource.GetSizeBytes());
for (const FShaderMapResourceCode::FShaderEntry& Shader : Resource.ShaderEntries)
{
INC_DWORD_STAT_BY_FName(GetMemoryStatType(Shader.Frequency).GetName(), Shader.Code.Num());
}
#endif // STATS
}
static void RemoveResourceStats(FShaderMapResourceCode& Resource)
{
#if STATS
DEC_DWORD_STAT_BY(STAT_Shaders_ShaderResourceMemory, Resource.GetSizeBytes());
for (const FShaderMapResourceCode::FShaderEntry& Shader : Resource.ShaderEntries)
{
DEC_DWORD_STAT_BY_FName(GetMemoryStatType(Shader.Frequency).GetName(), Shader.Code.Num());
}
#endif // STATS
}
FShaderMapResourceCode::FShaderMapResourceCode(const FShaderMapResourceCode& Other)
{
ResourceHash = Other.ResourceHash;
ShaderHashes = Other.ShaderHashes;
ShaderEntries = Other.ShaderEntries;
#if WITH_EDITORONLY_DATA
PlatformDebugData = Other.PlatformDebugData;
PlatformDebugDataHashes = Other.PlatformDebugDataHashes;
#endif // WITH_EDITORONLY_DATA
}
FShaderMapResourceCode::~FShaderMapResourceCode()
{
RemoveResourceStats(*this);
}
void FShaderMapResourceCode::Finalize()
{
FSHA1 Hasher;
Hasher.Update((uint8*)ShaderHashes.GetData(), ShaderHashes.Num() * sizeof(FSHAHash));
Hasher.Final();
Hasher.GetHash(ResourceHash.Hash);
ApplyResourceStats(*this);
#if WITH_EDITORONLY_DATA
LogShaderCompilerWarnings();
#endif
}
uint32 FShaderMapResourceCode::GetSizeBytes() const
{
uint64 Size = sizeof(*this) + ShaderHashes.GetAllocatedSize() + ShaderEntries.GetAllocatedSize();
for (const FShaderEntry& Entry : ShaderEntries)
{
Size += Entry.Code.GetAllocatedSize();
}
check(Size <= TNumericLimits<uint32>::Max());
return static_cast<uint32>(Size);
}
int32 FShaderMapResourceCode::FindShaderIndex(const FSHAHash& InHash) const
{
return Algo::BinarySearch(ShaderHashes, InHash);
}
void FShaderMapResourceCode::AddShaderCompilerOutput(const FShaderCompilerOutput& Output)
{
#if WITH_EDITORONLY_DATA
AddPlatformDebugData(Output.PlatformDebugData);
for (const FShaderCompilerError& Error : Output.Errors)
{
CompilerWarnings.Add(Error.GetErrorString());
}
#endif
AddShaderCode(Output.Target.GetFrequency(), Output.OutputHash, Output.ShaderCode);
}
void FShaderMapResourceCode::AddShaderCode(EShaderFrequency InFrequency, const FSHAHash& InHash, const FShaderCode& InCode)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FShaderMapResourceCode::AddShaderCode);
const int32 Index = Algo::LowerBound(ShaderHashes, InHash);
if (Index >= ShaderHashes.Num() || ShaderHashes[Index] != InHash)
{
ShaderHashes.Insert(InHash, Index);
FShaderEntry& Entry = ShaderEntries.InsertDefaulted_GetRef(Index);
Entry.Frequency = InFrequency;
const TArray<uint8>& ShaderCode = InCode.GetReadAccess();
FName ShaderCompressionFormat = GetShaderCompressionFormat();
if (ShaderCompressionFormat != NAME_None)
{
Entry.UncompressedSize = InCode.GetUncompressedSize();
// we trust that SCWs also obeyed by the same CVar, so we expect a compressed shader code at this point
// However, if we see an uncompressed shader, it perhaps means that SCW tried to compress it, but the result was worse than uncompressed.
// Because of that we special-case NAME_None here
if (ShaderCompressionFormat != InCode.GetCompressionFormat())
{
if (InCode.GetCompressionFormat() != NAME_None)
{
UE_LOG(LogShaders, Fatal, TEXT("Shader %s is expected to be compressed with %s, but it is compressed with %s instead."),
*InHash.ToString(),
*ShaderCompressionFormat.ToString(),
*InCode.GetCompressionFormat().ToString()
);
// unreachable
return;
}
// assume uncompressed due to worse ratio than the compression
Entry.UncompressedSize = ShaderCode.Num();
UE_LOG(LogShaders, Verbose, TEXT("Shader %s is expected to be compressed with %s, but it arrived uncompressed (size=%d). Assuming compressing made it longer and storing uncompressed."),
*InHash.ToString(),
*ShaderCompressionFormat.ToString(),
ShaderCode.Num()
);
}
else if (ShaderCompressionFormat == NAME_Oodle)
{
// check if Oodle-specific settings match
FOodleDataCompression::ECompressor OodleCompressor;
FOodleDataCompression::ECompressionLevel OodleLevel;
GetShaderCompressionOodleSettings(OodleCompressor, OodleLevel);
if (InCode.GetOodleCompressor() != OodleCompressor || InCode.GetOodleLevel() != OodleLevel)
{
UE_LOG(LogShaders, Fatal, TEXT("Shader %s is expected to be compressed with Oodle compressor %d level %d, but it is compressed with compressor %d level %d instead."),
*InHash.ToString(),
static_cast<int32>(OodleCompressor),
static_cast<int32>(OodleLevel),
static_cast<int32>(InCode.GetOodleCompressor()),
static_cast<int32>(InCode.GetOodleLevel())
);
// unreachable
return;
}
}
}
else
{
Entry.UncompressedSize = ShaderCode.Num();
}
Entry.Code = ShaderCode;
}
}
#if WITH_EDITORONLY_DATA
void FShaderMapResourceCode::AddPlatformDebugData(TConstArrayView<uint8> InPlatformDebugData)
{
if (InPlatformDebugData.Num() == 0)
{
return;
}
FSHAHash Hash;
{
FSHA1 Hasher;
Hasher.Update(InPlatformDebugData.GetData(), InPlatformDebugData.Num());
Hasher.Final();
Hasher.GetHash(Hash.Hash);
}
const int32 Index = Algo::LowerBound(PlatformDebugDataHashes, Hash);
if (Index >= PlatformDebugDataHashes.Num() || PlatformDebugDataHashes[Index] != Hash)
{
PlatformDebugDataHashes.Insert(Hash, Index);
PlatformDebugData.EmplaceAt(Index, InPlatformDebugData.GetData(), InPlatformDebugData.Num());
}
}
void FShaderMapResourceCode::LogShaderCompilerWarnings()
{
if (CompilerWarnings.Num() > 0 && GShaderCompilerEmitWarningsOnLoad != 0)
{
// Emit all the compiler warnings seen whilst serializing/loading this shader to the log.
// Since successfully compiled shaders are stored in the DDC, we'll get the compiler warnings
// even if we didn't compile the shader this run.
for (const FString& CompilerWarning : CompilerWarnings)
{
UE_LOG(LogShaderWarnings, Warning, TEXT("%s"), *CompilerWarning);
}
}
}
#endif // WITH_EDITORONLY_DATA
void FShaderMapResourceCode::ToString(FStringBuilderBase& OutString) const
{
OutString.Appendf(TEXT("Shaders: Num=%d\n"), ShaderHashes.Num());
for (int32 i = 0; i < ShaderHashes.Num(); ++i)
{
const FShaderEntry& Entry = ShaderEntries[i];
OutString.Appendf(TEXT(" [%d]: { Hash: %s, Freq: %s, Size: %d, UncompressedSize: %d }\n"),
i, *ShaderHashes[i].ToString(), GetShaderFrequencyString(Entry.Frequency), Entry.Code.Num(), Entry.UncompressedSize);
}
}
void FShaderMapResourceCode::Serialize(FArchive& Ar, bool bLoadedByCookedMaterial)
{
Ar << ResourceHash;
Ar << ShaderHashes;
Ar << ShaderEntries;
check(ShaderEntries.Num() == ShaderHashes.Num());
#if WITH_EDITORONLY_DATA
const bool bSerializeEditorOnlyData = !bLoadedByCookedMaterial && (!Ar.IsCooking() || Ar.CookingTarget()->HasEditorOnlyData());
if (bSerializeEditorOnlyData)
{
Ar << PlatformDebugDataHashes;
Ar << PlatformDebugData;
Ar << CompilerWarnings;
}
#endif // WITH_EDITORONLY_DATA
ApplyResourceStats(*this);
#if WITH_EDITORONLY_DATA
if (Ar.IsLoading())
{
LogShaderCompilerWarnings();
}
#endif
}
#if WITH_EDITORONLY_DATA
void FShaderMapResourceCode::NotifyShadersCompiled(FName FormatName)
{
#if WITH_ENGINE
// Notify the platform shader format that this particular shader is being used in the cook.
// We discard this data in cooked builds unless Ar.CookingTarget()->HasEditorOnlyData() is true.
if (PlatformDebugData.Num())
{
if (const IShaderFormat* ShaderFormat = GetTargetPlatformManagerRef().FindShaderFormat(FormatName))
{
for (const TArray<uint8>& Entry : PlatformDebugData)
{
ShaderFormat->NotifyShaderCompiled(Entry, FormatName);
}
}
}
#endif // WITH_ENGINE
}
void FShaderMapResourceCode::NotifyShadersCooked(const ITargetPlatform* TargetPlatform)
{
#if WITH_ENGINE
TArray<FName> ShaderFormatNames;
TargetPlatform->GetAllTargetedShaderFormats(ShaderFormatNames);
for (FName FormatName : ShaderFormatNames)
{
NotifyShadersCompiled(FormatName);
}
#endif
}
#endif // WITH_EDITORONLY_DATA
FShaderMapResource::FShaderMapResource(EShaderPlatform InPlatform, int32 NumShaders)
: NumRHIShaders(NumShaders)
, Platform(InPlatform)
, NumRefs(0)
{
RHIShaders = MakeUnique<std::atomic<FRHIShader*>[]>(NumRHIShaders); // this MakeUnique() zero-initializes the array
#if RHI_RAYTRACING
if (GRHISupportsRayTracing && GRHISupportsRayTracingShaders)
{
RayTracingLibraryIndices.AddUninitialized(NumShaders);
FMemory::Memset(RayTracingLibraryIndices.GetData(), 0xff, NumShaders * RayTracingLibraryIndices.GetTypeSize());
}
#endif // RHI_RAYTRACING
}
FShaderMapResource::~FShaderMapResource()
{
ReleaseShaders();
check(NumRefs.load(std::memory_order_relaxed) == 0);
}
void FShaderMapResource::AddRef()
{
NumRefs.fetch_add(1, std::memory_order_relaxed);
}
void FShaderMapResource::Release()
{
check(NumRefs.load(std::memory_order_relaxed) > 0);
if (NumRefs.fetch_sub(1, std::memory_order_release) - 1 == 0 && TryRelease())
{
//check https://www.boost.org/doc/libs/1_55_0/doc/html/atomic/usage_examples.html for explanation
std::atomic_thread_fence(std::memory_order_acquire);
// Send a release message to the rendering thread when the shader loses its last reference.
BeginReleaseResource(this);
BeginCleanup(this);
DEC_DWORD_STAT_BY(STAT_Shaders_ShaderResourceMemory, GetSizeBytes());
}
}
void FShaderMapResource::ReleaseShaders()
{
if (RHIShaders)
{
for (int32 Idx = 0; Idx < NumRHIShaders; ++Idx)
{
if (FRHIShader* Shader = RHIShaders[Idx].load(std::memory_order_acquire))
{
Shader->Release();
DEC_DWORD_STAT(STAT_Shaders_NumShadersUsedForRendering);
}
}
RHIShaders = nullptr;
NumRHIShaders = 0;
}
}
void FShaderMapResource::ReleaseRHI()
{
#if RHI_RAYTRACING
if (GRHISupportsRayTracing && GRHISupportsRayTracingShaders)
{
check(NumRHIShaders == RayTracingLibraryIndices.Num());
for (int32 Idx = 0; Idx < NumRHIShaders; ++Idx)
{
if (FRHIShader* Shader = RHIShaders[Idx].load(std::memory_order_acquire))
{
int32 IndexInLibrary = RayTracingLibraryIndices[Idx];
switch (Shader->GetFrequency())
{
case SF_RayHitGroup:
GlobalRayTracingHitGroupLibrary.RemoveShader(IndexInLibrary);
break;
case SF_RayCallable:
GlobalRayTracingCallableShaderLibrary.RemoveShader(IndexInLibrary);
break;
case SF_RayMiss:
GlobalRayTracingMissShaderLibrary.RemoveShader(IndexInLibrary);
break;
default:
break;
}
}
}
}
RayTracingLibraryIndices.Empty();
#endif // RHI_RAYTRACING
ReleaseShaders();
}
void FShaderMapResource::BeginCreateAllShaders()
{
FShaderMapResource* Resource = this;
ENQUEUE_RENDER_COMMAND(InitCommand)(
[Resource](FRHICommandListImmediate& RHICmdList)
{
for (int32 ShaderIndex = 0; ShaderIndex < Resource->GetNumShaders(); ++ShaderIndex)
{
Resource->GetShader(ShaderIndex);
}
});
}
FRHIShader* FShaderMapResource::CreateShader(int32 ShaderIndex)
{
check(IsInParallelRenderingThread());
check(!RHIShaders[ShaderIndex].load(std::memory_order_acquire));
TRefCountPtr<FRHIShader> RHIShader = CreateRHIShader(ShaderIndex);
#if RHI_RAYTRACING
if (GRHISupportsRayTracing && GRHISupportsRayTracingShaders && RHIShader.IsValid())
{
switch (RHIShader->GetFrequency())
{
case SF_RayHitGroup:
RayTracingLibraryIndices[ShaderIndex] = GlobalRayTracingHitGroupLibrary.AddShader(static_cast<FRHIRayTracingShader*>(RHIShader.GetReference()));
break;
case SF_RayCallable:
RayTracingLibraryIndices[ShaderIndex] = GlobalRayTracingCallableShaderLibrary.AddShader(static_cast<FRHIRayTracingShader*>(RHIShader.GetReference()));
break;
case SF_RayMiss:
RayTracingLibraryIndices[ShaderIndex] = GlobalRayTracingMissShaderLibrary.AddShader(static_cast<FRHIRayTracingShader*>(RHIShader.GetReference()));
break;
default:
break;
}
}
#endif // RHI_RAYTRACING
// keep the reference alive (the caller will release)
if (RHIShader.IsValid())
{
RHIShader->AddRef();
}
return RHIShader.GetReference();
}
TRefCountPtr<FRHIShader> FShaderMapResource_InlineCode::CreateRHIShader(int32 ShaderIndex)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FShaderMapResource_InlineCode::CreateRHIShader);
#if STATS
double TimeFunctionEntered = FPlatformTime::Seconds();
ON_SCOPE_EXIT
{
if (IsInRenderingThread())
{
double ShaderCreationTime = FPlatformTime::Seconds() - TimeFunctionEntered;
INC_FLOAT_STAT_BY(STAT_Shaders_TotalRTShaderInitForRenderingTime, ShaderCreationTime);
}
};
#endif
// we can't have this called on the wrong platform's shaders
if (!ArePlatformsCompatible(GMaxRHIShaderPlatform, GetPlatform()))
{
if (FPlatformProperties::RequiresCookedData())
{
UE_LOG(LogShaders, Fatal, TEXT("FShaderMapResource_InlineCode::InitRHI got platform %s but it is not compatible with %s"),
*LegacyShaderPlatformToShaderFormat(GetPlatform()).ToString(), *LegacyShaderPlatformToShaderFormat(GMaxRHIShaderPlatform).ToString());
}
return TRefCountPtr<FRHIShader>();
}
FMemStackBase& MemStack = FMemStack::Get();
const FShaderMapResourceCode::FShaderEntry& ShaderEntry = Code->ShaderEntries[ShaderIndex];
const uint8* ShaderCode = ShaderEntry.Code.GetData();
FMemMark Mark(MemStack);
if (ShaderEntry.Code.Num() != ShaderEntry.UncompressedSize)
{
void* UncompressedCode = MemStack.Alloc(ShaderEntry.UncompressedSize, 16);
bool bSucceed = FCompression::UncompressMemory(GetShaderCompressionFormat(), UncompressedCode, ShaderEntry.UncompressedSize, ShaderCode, ShaderEntry.Code.Num());
check(bSucceed);
ShaderCode = (uint8*)UncompressedCode;
}
const auto ShaderCodeView = MakeArrayView(ShaderCode, ShaderEntry.UncompressedSize);
const FSHAHash& ShaderHash = Code->ShaderHashes[ShaderIndex];
const EShaderFrequency Frequency = ShaderEntry.Frequency;
TRefCountPtr<FRHIShader> RHIShader;
switch (Frequency)
{
case SF_Vertex: RHIShader = RHICreateVertexShader(ShaderCodeView, ShaderHash); break;
case SF_Mesh: RHIShader = RHICreateMeshShader(ShaderCodeView, ShaderHash); break;
case SF_Amplification: RHIShader = RHICreateAmplificationShader(ShaderCodeView, ShaderHash); break;
case SF_Pixel: RHIShader = RHICreatePixelShader(ShaderCodeView, ShaderHash); break;
case SF_Geometry: RHIShader = RHICreateGeometryShader(ShaderCodeView, ShaderHash); break;
case SF_Compute: RHIShader = RHICreateComputeShader(ShaderCodeView, ShaderHash); break;
case SF_RayGen: case SF_RayMiss: case SF_RayHitGroup: case SF_RayCallable:
#if RHI_RAYTRACING
if (GRHISupportsRayTracing && GRHISupportsRayTracingShaders)
{
RHIShader = RHICreateRayTracingShader(ShaderCodeView, ShaderHash, Frequency);
}
#endif // RHI_RAYTRACING
break;
default:
checkNoEntry();
break;
}
if (RHIShader)
{
INC_DWORD_STAT(STAT_Shaders_NumShadersUsedForRendering);
RHIShader->SetHash(ShaderHash);
}
return RHIShader;
}