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#rb Dmitriy.Dyomin, Laura.Hermanns, Mihnea.Balta #preflight 62556f463f5641db59f06e8b [CL 19719192 by carl lloyd in ue5-main branch]
474 lines
16 KiB
C++
474 lines
16 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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ShaderParameterMetadata.h: Meta data about shader parameter structures
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=============================================================================*/
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#pragma once
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#include "CoreMinimal.h"
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#include "Containers/List.h"
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#include "Containers/StaticArray.h"
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#include "Containers/StringFwd.h"
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#include "Misc/StringBuilder.h"
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#include "RHI.h"
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#include "Serialization/MemoryLayout.h"
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namespace EShaderPrecisionModifier
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{
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enum Type : uint8
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{
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Float,
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Half,
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Fixed
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};
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};
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/** Returns whether EShaderPrecisionModifier is supported. */
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inline bool SupportShaderPrecisionModifier(EShaderPlatform Platform)
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{
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return IsMobilePlatform(Platform);
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}
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/** Each entry in a resource table is provided to the shader compiler for creating mappings. */
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struct FResourceTableEntry
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{
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/** The name of the uniform buffer in which this resource exists. */
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FString UniformBufferName;
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/** The type of the resource (EUniformBufferBaseType). */
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uint16 Type{};
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/** The index of the resource in the table. */
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uint16 ResourceIndex{};
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};
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/** Minimal information about each uniform buffer entry fed to the shader compiler. */
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struct FUniformBufferEntry
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{
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/** The name of the uniform buffer static slot (if global). */
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FString StaticSlotName;
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/** Hash of the resource table layout. */
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uint32 LayoutHash{};
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/** The binding flags used by this resource table. */
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EUniformBufferBindingFlags BindingFlags{ EUniformBufferBindingFlags::Shader };
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/** Whether to force a real uniform buffer when using emulated uniform buffers */
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bool bNoEmulatedUniformBuffer;
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};
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/** Parse the shader resource binding from the binding type used in shader code. */
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EShaderCodeResourceBindingType ParseShaderResourceBindingType(const TCHAR* ShaderType);
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const TCHAR* GetShaderCodeResourceBindingTypeName(EShaderCodeResourceBindingType BindingType);
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/** Simple class that registers a uniform buffer static slot in the constructor. */
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class RENDERCORE_API FUniformBufferStaticSlotRegistrar
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{
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public:
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FUniformBufferStaticSlotRegistrar(const TCHAR* InName);
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};
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/** Registry for uniform buffer static slots. */
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class RENDERCORE_API FUniformBufferStaticSlotRegistry
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{
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public:
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static FUniformBufferStaticSlotRegistry& Get();
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void RegisterSlot(FName SlotName);
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inline int32 GetSlotCount() const
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{
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return SlotNames.Num();
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}
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inline FString GetDebugDescription(FUniformBufferStaticSlot Slot) const
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{
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return FString::Printf(TEXT("[Name: %s, Slot: %u]"), *GetSlotName(Slot).ToString(), Slot);
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}
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inline FName GetSlotName(FUniformBufferStaticSlot Slot) const
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{
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checkf(Slot < SlotNames.Num(), TEXT("Requesting name for an invalid slot: %u."), Slot);
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return SlotNames[Slot];
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}
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inline FUniformBufferStaticSlot FindSlotByName(FName SlotName) const
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{
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// Brute force linear search. The search space is small and the find operation should not be critical path.
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for (int32 Index = 0; Index < SlotNames.Num(); ++Index)
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{
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if (SlotNames[Index] == SlotName)
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{
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return FUniformBufferStaticSlot(Index);
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}
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}
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return MAX_UNIFORM_BUFFER_STATIC_SLOTS;
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}
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private:
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TArray<FName> SlotNames;
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};
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/** A uniform buffer struct. */
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class RENDERCORE_API FShaderParametersMetadata
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{
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public:
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/** The use case of the uniform buffer structures. */
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enum class EUseCase : uint8
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{
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/** Stand alone shader parameter struct used for render passes and shader parameters. */
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ShaderParameterStruct,
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/** Uniform buffer definition authored at compile-time. */
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UniformBuffer,
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/** Uniform buffer generated from assets, such as material parameter collection or Niagara. */
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DataDrivenUniformBuffer,
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};
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/** Additional flags that can be used to determine usage */
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enum class EUsageFlags : uint8
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{
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None = 0,
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/** On platforms that support emulated uniform buffers, disable them for this uniform buffer */
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NoEmulatedUniformBuffer = 1 << 0,
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};
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/** Shader binding name of the uniform buffer that contains the root shader parameters. */
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static constexpr const TCHAR* kRootUniformBufferBindingName = TEXT("_RootShaderParameters");
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/** Shader binding name of the uniform buffer that contains the root shader parameters. */
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static constexpr int32 kRootCBufferBindingIndex = 0;
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/** A member of a shader parameter structure. */
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class RENDERCORE_API FMember
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{
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public:
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/** Initialization constructor. */
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FMember(
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const TCHAR* InName,
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const TCHAR* InShaderType,
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int32 InFileLine,
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uint32 InOffset,
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EUniformBufferBaseType InBaseType,
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EShaderPrecisionModifier::Type InPrecision,
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uint32 InNumRows,
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uint32 InNumColumns,
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uint32 InNumElements,
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const FShaderParametersMetadata* InStruct
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)
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: Name(InName)
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, ShaderType(InShaderType)
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, FileLine(InFileLine)
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, Offset(InOffset)
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, BaseType(InBaseType)
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, Precision(InPrecision)
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, NumRows(InNumRows)
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, NumColumns(InNumColumns)
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, NumElements(InNumElements)
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, Struct(InStruct)
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{
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check(InShaderType);
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}
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/** Returns the string of the name of the element or name of the array of elements. */
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const TCHAR* GetName() const { return Name; }
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/** Returns the string of the type. */
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const TCHAR* GetShaderType() const { return ShaderType; }
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/** Returns the C++ line number where the parameter is declared. */
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int32 GetFileLine() const { return int32(FileLine); }
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/** Returns the offset of the element in the shader parameter struct in bytes. */
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uint32 GetOffset() const { return Offset; }
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/** Returns the type of the elements, int, UAV... */
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EUniformBufferBaseType GetBaseType() const { return BaseType; }
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/** Floating point the element is being stored. */
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EShaderPrecisionModifier::Type GetPrecision() const { return Precision; }
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/** Returns the number of row in the element. For instance FMatrix would return 4, or FVector would return 1. */
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uint32 GetNumRows() const { return NumRows; }
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/** Returns the number of column in the element. For instance FMatrix would return 4, or FVector would return 3. */
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uint32 GetNumColumns() const { return NumColumns; }
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/** Returns the number of elements in array, or 0 if this is not an array. */
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uint32 GetNumElements() const { return NumElements; }
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/** Returns the metadata of the struct. */
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const FShaderParametersMetadata* GetStructMetadata() const { return Struct; }
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/** Returns the size of the member. */
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inline uint32 GetMemberSize() const
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{
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check(BaseType == UBMT_FLOAT32 || BaseType == UBMT_INT32 || BaseType == UBMT_UINT32);
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uint32 ElementSize = sizeof(uint32) * NumRows * NumColumns;
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/** If this an array, the alignment of the element are changed. */
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if (NumElements > 0)
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{
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return Align(ElementSize, SHADER_PARAMETER_ARRAY_ELEMENT_ALIGNMENT) * NumElements;
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}
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return ElementSize;
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}
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void GenerateShaderParameterType(FString& Result, bool bSupportsPrecisionModifier) const;
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void GenerateShaderParameterType(FString& Result, EShaderPlatform ShaderPlatform) const;
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private:
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const TCHAR* Name;
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const TCHAR* ShaderType;
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int32 FileLine;
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uint32 Offset;
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EUniformBufferBaseType BaseType;
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EShaderPrecisionModifier::Type Precision;
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uint32 NumRows;
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uint32 NumColumns;
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uint32 NumElements;
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const FShaderParametersMetadata* Struct;
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};
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/** Initialization constructor.
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*
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* EUseCase::UniformBuffer are listed in the global GetStructList() that will be visited at engine startup to know all the global uniform buffer
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* that can generate code in /Engine/Generated/GeneratedUniformBuffers.ush. Their initialization will be finished during the this list
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* traversal. bForceCompleteInitialization force to ignore the list for EUseCase::UniformBuffer and instead handle it like a standalone non
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* globally listed EUseCase::ShaderParameterStruct. This is required for the ShaderCompileWorker to deserialize them without side global effects.
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*/
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FShaderParametersMetadata(
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EUseCase UseCase,
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EUniformBufferBindingFlags InBindingFlags,
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const TCHAR* InLayoutName,
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const TCHAR* InStructTypeName,
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const TCHAR* InShaderVariableName,
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const TCHAR* InStaticSlotName,
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const ANSICHAR* InFileName,
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const int32 InFileLine,
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uint32 InSize,
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const TArray<FMember>& InMembers,
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bool bForceCompleteInitialization = false,
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FRHIUniformBufferLayoutInitializer* OutLayoutInitializer = nullptr,
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uint32 InUsageFlags = 0);
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virtual ~FShaderParametersMetadata();
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void GetNestedStructs(TArray<const FShaderParametersMetadata*>& OutNestedStructs) const;
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void AddResourceTableEntries(TMap<FString, FResourceTableEntry>& ResourceTableMap, TMap<FString, FUniformBufferEntry>& UniformBufferMap) const;
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const TCHAR* GetStructTypeName() const { return StructTypeName; }
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const TCHAR* GetShaderVariableName() const { return ShaderVariableName; }
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const FHashedName& GetShaderVariableHashedName() const { return ShaderVariableHashedName; }
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const TCHAR* GetStaticSlotName() const { return StaticSlotName; }
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bool HasStaticSlot() const { return StaticSlotName != nullptr; }
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EUniformBufferBindingFlags GetBindingFlags() const { return BindingFlags; }
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EUniformBufferBindingFlags GetPreferredBindingFlag() const
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{
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// Decay to static when both binding flags are specified.
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return BindingFlags != EUniformBufferBindingFlags::StaticAndShader
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? BindingFlags
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: EUniformBufferBindingFlags::Static;
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}
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/** Returns the C++ file name where the parameter structure is declared. */
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const ANSICHAR* GetFileName() const { return FileName; }
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/** Returns the C++ line number where the parameter structure is declared. */
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const int32 GetFileLine() const { return FileLine; }
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uint32 GetSize() const { return Size; }
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EUseCase GetUseCase() const { return UseCase; }
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inline bool IsLayoutInitialized() const { return Layout != nullptr; }
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uint32 GetUsageFlags() const { return UsageFlags; }
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const FRHIUniformBufferLayout& GetLayout() const
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{
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check(IsLayoutInitialized());
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return *Layout;
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}
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const FRHIUniformBufferLayout* GetLayoutPtr() const
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{
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check(IsLayoutInitialized());
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return Layout;
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}
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const TArray<FMember>& GetMembers() const { return Members; }
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/** Find a member for a given offset. */
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void FindMemberFromOffset(
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uint16 MemberOffset,
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const FShaderParametersMetadata** OutContainingStruct,
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const FShaderParametersMetadata::FMember** OutMember,
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int32* ArrayElementId, FString* NamePrefix) const;
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/** Returns the full C++ member name from it's byte offset in the structure. */
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FString GetFullMemberCodeName(uint16 MemberOffset) const;
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static TLinkedList<FShaderParametersMetadata*>*& GetStructList();
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/** Speed up finding the uniform buffer by its name */
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static TMap<FHashedName, FShaderParametersMetadata*>& GetNameStructMap();
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/** Initialize all the global shader parameter structs. */
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static void InitializeAllUniformBufferStructs();
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/** Returns a hash about the entire layout of the structure. */
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uint32 GetLayoutHash() const
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{
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check(UseCase == EUseCase::ShaderParameterStruct || UseCase == EUseCase::UniformBuffer);
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check(IsLayoutInitialized());
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return LayoutHash;
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}
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/** Iterate recursively over all shader parameter members. */
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template<typename TParameterFunction>
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void IterateShaderParameterMembers(TParameterFunction Lambda) const
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{
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TStringBuilder<1024> ShaderBindingNameBuilder;
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if (UseCase == EUseCase::UniformBuffer || UseCase == EUseCase::DataDrivenUniformBuffer)
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{
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ShaderBindingNameBuilder.Append(ShaderVariableName);
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ShaderBindingNameBuilder.Append(TEXT("_"));
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}
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FShaderParametersMetadata::IterateShaderParameterMembersInternal(
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*this, /* ByteOffset = */ 0, ShaderBindingNameBuilder, Lambda);
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}
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/** Iterate recursively over all FShaderParametersMetadata. */
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template<typename TParameterFunction>
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void IterateStructureMetadataDependencies(TParameterFunction Lambda) const
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{
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for (const FShaderParametersMetadata::FMember& Member : Members)
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{
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const FShaderParametersMetadata* NewParametersMetadata = Member.GetStructMetadata();
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if (NewParametersMetadata)
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{
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NewParametersMetadata->IterateStructureMetadataDependencies(Lambda);
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}
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}
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Lambda(this);
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}
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private:
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const TCHAR* const LayoutName;
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/** Name of the structure type in C++ and shader code. */
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const TCHAR* const StructTypeName;
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/** Name of the shader variable name for global shader parameter structs. */
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const TCHAR* const ShaderVariableName;
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/** Name of the static slot to use for the uniform buffer (or null). */
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const TCHAR* const StaticSlotName;
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FHashedName ShaderVariableHashedName;
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/** Name of the C++ file where the parameter structure is declared. */
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const ANSICHAR* const FileName;
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/** Line in the C++ file where the parameter structure is declared. */
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const int32 FileLine;
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/** Size of the entire struct in bytes. */
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const uint32 Size;
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/** The use case of this shader parameter struct. */
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const EUseCase UseCase;
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/** The binding model used by this parameter struct. */
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const EUniformBufferBindingFlags BindingFlags;
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/** Layout of all the resources in the shader parameter struct. */
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FUniformBufferLayoutRHIRef Layout{};
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/** List of all members. */
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TArray<FMember> Members;
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/** Shackle elements in global link list of globally named shader parameters. */
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TLinkedList<FShaderParametersMetadata*> GlobalListLink;
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/** Hash about the entire memory layout of the structure. */
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uint32 LayoutHash = 0;
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/** Additional flags for how to use the buffer */
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uint32 UsageFlags = 0;
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void InitializeLayout(FRHIUniformBufferLayoutInitializer* OutLayoutInitializer = nullptr);
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void AddResourceTableEntriesRecursive(const TCHAR* UniformBufferName, const TCHAR* Prefix, uint16& ResourceIndex, TMap<FString, FResourceTableEntry>& ResourceTableMap) const;
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template<typename TParameterFunction>
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static inline void IterateShaderParameterMembersInternal(
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const FShaderParametersMetadata& ParametersMetadata,
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uint16 ByteOffset,
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TStringBuilder<1024>& ShaderBindingNameBuilder,
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TParameterFunction Lambda)
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{
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for (const FShaderParametersMetadata::FMember& Member : ParametersMetadata.GetMembers())
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{
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EUniformBufferBaseType BaseType = Member.GetBaseType();
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uint16 MemberOffset = ByteOffset + uint16(Member.GetOffset());
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uint32 NumElements = Member.GetNumElements();
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int32 MemberNameLength = FCString::Strlen(Member.GetName());
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if (BaseType == UBMT_INCLUDED_STRUCT)
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{
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check(NumElements == 0);
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const FShaderParametersMetadata& NewParametersMetadata = *Member.GetStructMetadata();
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IterateShaderParameterMembersInternal(NewParametersMetadata, MemberOffset, ShaderBindingNameBuilder, Lambda);
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}
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else if (BaseType == UBMT_NESTED_STRUCT && NumElements == 0)
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{
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ShaderBindingNameBuilder.Append(Member.GetName());
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ShaderBindingNameBuilder.Append(TEXT("_"));
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const FShaderParametersMetadata& NewParametersMetadata = *Member.GetStructMetadata();
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IterateShaderParameterMembersInternal(NewParametersMetadata, MemberOffset, ShaderBindingNameBuilder, Lambda);
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ShaderBindingNameBuilder.RemoveSuffix(MemberNameLength + 1);
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}
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else if (BaseType == UBMT_NESTED_STRUCT && NumElements > 0)
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{
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ShaderBindingNameBuilder.Append(Member.GetName());
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ShaderBindingNameBuilder.Append(TEXT("_"));
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const FShaderParametersMetadata& NewParametersMetadata = *Member.GetStructMetadata();
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for (uint32 ArrayElementId = 0; ArrayElementId < NumElements; ArrayElementId++)
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{
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FString ArrayElementIdString;
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ArrayElementIdString.AppendInt(ArrayElementId);
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int32 ArrayElementIdLength = ArrayElementIdString.Len();
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ShaderBindingNameBuilder.Append(ArrayElementIdString);
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ShaderBindingNameBuilder.Append(TEXT("_"));
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uint16 NewStructOffset = MemberOffset + ArrayElementId * NewParametersMetadata.GetSize();
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IterateShaderParameterMembersInternal(NewParametersMetadata, NewStructOffset, ShaderBindingNameBuilder, Lambda);
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ShaderBindingNameBuilder.RemoveSuffix(ArrayElementIdLength + 1);
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}
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ShaderBindingNameBuilder.RemoveSuffix(MemberNameLength + 1);
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}
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else
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{
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ShaderBindingNameBuilder.Append(Member.GetName());
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const TCHAR* ShaderBindingName = ShaderBindingNameBuilder.ToString();
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Lambda(ParametersMetadata, Member, ShaderBindingName, MemberOffset);
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ShaderBindingNameBuilder.RemoveSuffix(MemberNameLength);
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}
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}
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}
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}; |