Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/ShaderParameterStruct.h
2022-04-13 13:29:15 -04:00

229 lines
9.6 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);
}
/** 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);
}
}
}
/** Unset compute shader SRVs. */
template<typename TRHICmdList, typename TShaderClass>
inline void UnsetShaderSRVs(TRHICmdList& RHICmdList, const TShaderRef<TShaderClass>& Shader, FRHIComputeShader* ShadeRHI)
{
const FShaderParameterBindings& Bindings = Shader->Bindings;
checkf(Bindings.RootParameterBufferIndex == FShaderParameterBindings::kInvalidBufferIndex, TEXT("Can't use UnsetShaderSRVs() for root parameter buffer index."));
for (const FShaderParameterBindings::FResourceParameter& ParameterBinding : Bindings.ResourceParameters)
{
if (ParameterBinding.BaseType == UBMT_SRV ||
ParameterBinding.BaseType == UBMT_RDG_TEXTURE_SRV ||
ParameterBinding.BaseType == UBMT_RDG_BUFFER_SRV)
{
RHICmdList.SetShaderResourceViewParameter(ShadeRHI, ParameterBinding.BaseIndex, nullptr);
}
}
}
RENDERCORE_API void SetShaderParameters(
FRHIComputeCommandList& RHICmdList,
FRHIComputeShader* ShaderRHI,
const FShaderParameterBindings& Bindings,
const FShaderParametersMetadata* ParametersMetadata,
const uint8* Base);
RENDERCORE_API void SetShaderParameters(
FRHICommandList& RHICmdList,
FRHIGraphicsShader* ShaderRHI,
const FShaderParameterBindings& Bindings,
const FShaderParametersMetadata* ParametersMetadata,
const uint8* Base);
RENDERCORE_API void SetShaderParameters(
FRHICommandList& RHICmdList,
FRHIComputeShader* ShaderRHI,
const FShaderParameterBindings& Bindings,
const FShaderParametersMetadata* ParametersMetadata,
const uint8* Base);
template<typename TRHICmdList, typename TShaderClass, typename TShaderRHI>
inline void SetShaderParameters(
TRHICmdList& RHICmdList,
const TShaderRef<TShaderClass>& Shader,
TShaderRHI* ShaderRHI,
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);
SetShaderParameters(RHICmdList, ShaderRHI, Bindings, ParametersMetadata, Base);
}
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
RENDERCORE_API void SetShaderParameters(
FRayTracingShaderBindingsWriter& RTBindingsWriter,
const FShaderParameterBindings& Bindings,
const FRHIUniformBufferLayout* RootUniformBufferLayout,
const uint8* Base);
/** 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);
SetShaderParameters(RTBindingsWriter, Bindings, TShaderClass::FParameters::FTypeInfo::GetStructMetadata()->GetLayoutPtr(), Base);
}
#endif // RHI_RAYTRACING