Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/ShaderParameterStruct.h
carl lloyd 04363c772e Fix validation assert when attempting to validate RHI resources. Now only validate if RHI access is allowed
#jira UE-194488
#rb Mihnea.Balta

[CL 27595493 by carl lloyd in ue5-main branch]
2023-09-05 10:12:00 -04:00

317 lines
13 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
ShaderParameterStruct.h: API to submit all shader parameters in single function call.
=============================================================================*/
#pragma once
#include "Containers/Array.h"
#include "CoreMinimal.h"
#include "HAL/Platform.h"
#include "Misc/AssertionMacros.h"
#include "RHI.h"
#include "RHIDefinitions.h"
#include "RenderGraphResources.h"
#include "Serialization/MemoryImage.h"
#include "Shader.h"
class FRHICommandList;
class FRHIComputeCommandList;
class FRHIComputeShader;
class FRHIGraphicsShader;
class FRHIResource;
class FShaderParameterMap;
class FShaderParametersMetadata;
struct FRHIUniformBufferLayout;
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* ParametersData);
#else
FORCEINLINE void ValidateShaderParameters(const TShaderRef<FShader>& Shader, const FShaderParametersMetadata* ParametersMetadata, const void* ParametersData) {}
#endif
template<typename TShaderClass>
FORCEINLINE void ValidateShaderParameters(const TShaderRef<TShaderClass>& Shader, const typename TShaderClass::FParameters& Parameters)
{
return ValidateShaderParameters(Shader, TShaderClass::FParameters::FTypeInfo::GetStructMetadata(), &Parameters);
}
template<typename TParameterType>
inline void CollectUAVsToUnset(FRHIBatchedShaderUnbinds& BatchedUnbinds, const TMemoryImageArray<TParameterType>& InParameters)
{
for (const TParameterType& Parameter : InParameters)
{
if (Parameter.BaseType == UBMT_UAV ||
Parameter.BaseType == UBMT_RDG_TEXTURE_UAV ||
Parameter.BaseType == UBMT_RDG_BUFFER_UAV)
{
BatchedUnbinds.UnsetUAV(GetParameterIndex(Parameter));
}
}
}
template<typename TParameterType>
inline void CollectSRVsToUnset(FRHIBatchedShaderUnbinds& BatchedUnbinds, const TMemoryImageArray<TParameterType>& InParameters)
{
for (const TParameterType& Parameter : InParameters)
{
if (Parameter.BaseType == UBMT_SRV ||
Parameter.BaseType == UBMT_RDG_TEXTURE_SRV ||
Parameter.BaseType == UBMT_RDG_BUFFER_SRV ||
Parameter.BaseType == UBMT_RDG_UNIFORM_BLOCK_SRV)
{
BatchedUnbinds.UnsetSRV(GetParameterIndex(Parameter));
}
}
}
inline void UnsetShaderUAVs(FRHIBatchedShaderUnbinds& BatchedUnbinds, const FShaderParameterBindings& Bindings)
{
CollectUAVsToUnset(BatchedUnbinds, Bindings.ResourceParameters);
}
inline void UnsetShaderSRVs(FRHIBatchedShaderUnbinds& BatchedUnbinds, const FShaderParameterBindings& Bindings)
{
CollectSRVsToUnset(BatchedUnbinds, Bindings.ResourceParameters);
}
template<typename TShaderClass>
inline void UnsetShaderUAVs(FRHIBatchedShaderUnbinds& BatchedUnbinds, const TShaderRef<TShaderClass>& Shader)
{
// 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."));
UnsetShaderUAVs(BatchedUnbinds, Bindings);
}
template<typename TShaderClass>
inline void UnsetShaderSRVs(FRHIBatchedShaderUnbinds& BatchedUnbinds, const TShaderRef<TShaderClass>& Shader)
{
// TODO(RDG): Once all shader sets their parameter through this, can refactor RHI so all SRVs 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 UnsetShaderSRVs() for root parameter buffer index."));
UnsetShaderSRVs(BatchedUnbinds, Bindings);
}
/** Unset compute shader UAVs. */
template<typename TRHICmdList, typename TShaderClass>
inline void UnsetShaderUAVs(TRHICmdList& RHICmdList, const TShaderRef<TShaderClass>& Shader, FRHIComputeShader* ShaderRHI)
{
if (RHICmdList.NeedsShaderUnbinds())
{
FRHIBatchedShaderUnbinds& BatchedUnbinds = RHICmdList.GetScratchShaderUnbinds();
UnsetShaderUAVs(BatchedUnbinds, Shader);
RHICmdList.SetBatchedShaderUnbinds(ShaderRHI, BatchedUnbinds);
}
}
/** Unset compute shader SRVs. */
template<typename TRHICmdList, typename TShaderClass>
inline void UnsetShaderSRVs(TRHICmdList& RHICmdList, const TShaderRef<TShaderClass>& Shader, FRHIComputeShader* ShaderRHI)
{
if (RHICmdList.NeedsShaderUnbinds())
{
FRHIBatchedShaderUnbinds& BatchedUnbinds = RHICmdList.GetScratchShaderUnbinds();
UnsetShaderSRVs(BatchedUnbinds, Shader);
RHICmdList.SetBatchedShaderUnbinds(ShaderRHI, BatchedUnbinds);
}
}
/** Unset compute shader SRVs. */
template<typename TRHICmdList, typename TShaderClass>
inline void UnsetShaderSRVs(TRHICmdList& RHICmdList, const TShaderRef<TShaderClass>& Shader, FRHIGraphicsShader* ShaderRHI)
{
if (RHICmdList.NeedsShaderUnbinds())
{
FRHIBatchedShaderUnbinds& BatchedUnbinds = RHICmdList.GetScratchShaderUnbinds();
UnsetShaderSRVs(BatchedUnbinds, Shader);
RHICmdList.SetBatchedShaderUnbinds(ShaderRHI, BatchedUnbinds);
}
}
RENDERCORE_API void SetShaderParameters(
FRHIBatchedShaderParameters& BatchedParameters,
const FShaderParameterBindings& Bindings,
const FShaderParametersMetadata* ParametersMetadata,
const void* ParametersData);
template<typename TShaderClass>
inline void SetShaderParameters(
FRHIBatchedShaderParameters& BatchedParameters,
const TShaderRef<TShaderClass>& Shader,
const FShaderParametersMetadata* ParametersMetadata,
const typename TShaderClass::FParameters& Parameters)
{
ValidateShaderParameters(Shader, ParametersMetadata, &Parameters);
SetShaderParameters(BatchedParameters, Shader->Bindings, ParametersMetadata, &Parameters);
}
template<typename TShaderClass>
inline void SetShaderParameters(FRHIBatchedShaderParameters& BatchedParameters, const TShaderRef<TShaderClass>& Shader, const typename TShaderClass::FParameters& Parameters)
{
const FShaderParametersMetadata* ParametersMetadata = TShaderClass::FParameters::FTypeInfo::GetStructMetadata();
SetShaderParameters(BatchedParameters, Shader, ParametersMetadata, Parameters);
}
RENDERCORE_API void SetShaderParameters(
FRHIComputeCommandList& RHICmdList,
FRHIComputeShader* ShaderRHI,
const FShaderParameterBindings& Bindings,
const FShaderParametersMetadata* ParametersMetadata,
const void* ParametersData);
RENDERCORE_API void SetShaderParameters(
FRHICommandList& RHICmdList,
FRHIGraphicsShader* ShaderRHI,
const FShaderParameterBindings& Bindings,
const FShaderParametersMetadata* ParametersMetadata,
const void* ParametersData);
RENDERCORE_API void SetShaderParameters(
FRHICommandList& RHICmdList,
FRHIComputeShader* ShaderRHI,
const FShaderParameterBindings& Bindings,
const FShaderParametersMetadata* ParametersMetadata,
const void* ParametersData);
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.
SetShaderParameters(RHICmdList, ShaderRHI, Shader->Bindings, ParametersMetadata, &Parameters);
}
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 FShaderParametersMetadata* ParametersMetadata,
const void* ParametersData);
/** Set shader's parameters from its parameters struct. */
template<typename TShaderClass>
void SetShaderParameters(FRayTracingShaderBindingsWriter& RTBindingsWriter, const TShaderRef<TShaderClass>& Shader, const typename TShaderClass::FParameters& Parameters)
{
const FShaderParametersMetadata* ParametersMetadata = TShaderClass::FParameters::FTypeInfo::GetStructMetadata();
ValidateShaderParameters(Shader, ParametersMetadata, &Parameters);
checkf(Shader->Bindings.Parameters.Num() == 0, TEXT("Ray tracing shader should use SHADER_USE_ROOT_PARAMETER_STRUCT() to passdown the cbuffer layout to the shader compiler."));
SetShaderParameters(RTBindingsWriter, Shader->Bindings, ParametersMetadata, &Parameters);
}
#endif // RHI_RAYTRACING