Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/ShaderCodeLibrary.h
arciel rekman 2c4fba02af Fix hitching while precompiling PSO cache.
- Add a new API to release preloaded shader to provide a way to manage preloaded data (which was previously statically allocated).

#rb James.Doverspike, Richard.Wallis
[REVIEW] [at]Allan.Bentham, [at]Richard.Wallis
#preflight 625e11c4db15ac92db7ee858

#ROBOMERGE-AUTHOR: arciel.rekman
#ROBOMERGE-SOURCE: CL 19832275 via CL 19833640 via CL 19837454 via CL 19854946 via CL 19855339
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v940-19807014)

[CL 19856713 by arciel rekman in ue5-main branch]
2022-04-21 17:47:12 -04:00

311 lines
11 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
ShaderCodeLibrary.h:
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "Containers/ArrayView.h"
#include "Containers/StringFwd.h"
#include "RHI.h"
DECLARE_LOG_CATEGORY_EXTERN(LogShaderLibrary, Log, All);
class FShaderPipeline;
class FShaderMapResource;
class FShaderMapResourceCode;
using FShaderMapAssetPaths = TSet<FName>;
class FIoChunkId;
class FIoBuffer;
struct RENDERCORE_API FShaderCodeLibraryPipeline
{
FSHAHash Shaders[SF_NumGraphicsFrequencies];
mutable uint32 Hash;
/** Fills the hashes from the pipeline stage shaders */
void Initialize(const FShaderPipeline* Pipeline);
FShaderCodeLibraryPipeline() : Hash(0) {}
friend bool operator ==(const FShaderCodeLibraryPipeline& A,const FShaderCodeLibraryPipeline& B)
{
for (uint32 Frequency = 0u; Frequency < SF_NumGraphicsFrequencies; ++Frequency)
{
if (A.Shaders[Frequency] != B.Shaders[Frequency])
{
return false;
}
}
return true;
}
friend uint32 GetTypeHash(const FShaderCodeLibraryPipeline &Key)
{
if(!Key.Hash)
{
for (uint32 Frequency = 0u; Frequency < SF_NumGraphicsFrequencies; ++Frequency)
{
Key.Hash = FCrc::MemCrc32(Key.Shaders[Frequency].Hash, sizeof(FSHAHash), Key.Hash);
}
}
return Key.Hash;
}
/** Computes a longer hash that uniquely identifies the whole pipeline, used in FStableShaderKeyAndValue */
void GetPipelineHash(FSHAHash& Output);
friend FArchive& operator<<( FArchive& Ar, FShaderCodeLibraryPipeline& Info )
{
for (uint32 Frequency = 0u; Frequency < SF_NumGraphicsFrequencies; ++Frequency)
{
Ar << Info.Shaders[Frequency];
}
return Ar << Info.Hash;
}
};
struct RENDERCORE_API FCompactFullName
{
TArray<FName, TInlineAllocator<16>> ObjectClassAndPath;
bool operator==(const FCompactFullName& Other) const
{
return ObjectClassAndPath == Other.ObjectClassAndPath;
}
FString ToString() const;
FString ToStringPathOnly() const;
void AppendString(FStringBuilderBase& Out) const;
void AppendString(FAnsiStringBuilderBase& Out) const;
void ParseFromString(const FStringView& Src);
friend RENDERCORE_API uint32 GetTypeHash(const FCompactFullName& A);
#if WITH_EDITOR
/** Used to set up some compact FName paths for the FCompactFullName */
void SetCompactFullNameFromObject(UObject* InDepObject);
#endif
};
struct RENDERCORE_API FStableShaderKeyAndValue
{
FCompactFullName ClassNameAndObjectPath;
FName ShaderType;
FName ShaderClass;
FName MaterialDomain;
FName FeatureLevel;
FName QualityLevel;
FName TargetFrequency;
FName TargetPlatform;
FName VFType;
FName PermutationId;
FSHAHash PipelineHash;
uint32 KeyHash;
FSHAHash OutputHash;
FStableShaderKeyAndValue()
: KeyHash(0)
{
}
void ComputeKeyHash();
void ParseFromString(const FStringView& Src);
void ParseFromStringCached(const FStringView& Src, class TMap<uint32, FName>& NameCache);
FString ToString() const;
void ToString(FString& OutResult) const;
void AppendString(FAnsiStringBuilderBase& Out) const;
static FString HeaderLine();
/** Computes pipeline hash from the passed pipeline. Pass nullptr to clear */
void SetPipelineHash(const FShaderPipeline* Pipeline);
friend bool operator ==(const FStableShaderKeyAndValue& A, const FStableShaderKeyAndValue& B)
{
return
A.ClassNameAndObjectPath == B.ClassNameAndObjectPath &&
A.ShaderType == B.ShaderType &&
A.ShaderClass == B.ShaderClass &&
A.MaterialDomain == B.MaterialDomain &&
A.FeatureLevel == B.FeatureLevel &&
A.QualityLevel == B.QualityLevel &&
A.TargetFrequency == B.TargetFrequency &&
A.TargetPlatform == B.TargetPlatform &&
A.VFType == B.VFType &&
A.PermutationId == B.PermutationId &&
A.PipelineHash == B.PipelineHash;
}
friend uint32 GetTypeHash(const FStableShaderKeyAndValue &Key)
{
return Key.KeyHash;
}
};
DECLARE_MULTICAST_DELEGATE_TwoParams(FSharedShaderCodeRequest, const FSHAHash&, FArchive*);
DECLARE_MULTICAST_DELEGATE_OneParam(FSharedShaderCodeRelease, const FSHAHash&);
// Collection of unique shader code
// Populated at cook time
struct RENDERCORE_API FShaderCodeLibrary
{
/** Adds the hooks for OnPakFileMounted, since pak opening normally happens earlier. */
static void PreInit();
/** This is the real initialization function. */
static void InitForRuntime(EShaderPlatform ShaderPlatform);
static void Shutdown();
static bool IsEnabled();
/**
* Makes a number of ChunkIDs known to the library.
*
* Normally the library is tracking chunk IDs runtime itself by listening to the pak mounted notifications.
* However, sometimes shaderbytecode files are moved between the chunks by the packaging code can can end up being
* preloaded.
* Takes C array and not TArray because that makes easier to hardcode the chunk IDs (which is the intended use case for this function).
*/
static void AddKnownChunkIDs(const int32* IDs, const int32 NumChunkIDs);
/**
* Open a named library.
*
* At runtime this will open the shader library with this name.
* @param Name is a high level description of the library (usually a project name or "Global")
* @param Directory location of the .ushadercode file
* @return true if successful
*/
static bool OpenLibrary(FString const& Name, FString const& Directory);
/**
* Close a named library.
*
* At runtime this will release the library data and further requests for shaders from this library will fail.
*/
static void CloseLibrary(FString const& Name);
static bool ContainsShaderCode(const FSHAHash& Hash);
static TRefCountPtr<FShaderMapResource> LoadResource(const FSHAHash& Hash, FArchive* Ar);
static bool PreloadShader(const FSHAHash& Hash, FArchive* Ar);
static bool ReleasePreloadedShader(const FSHAHash& Hash);
static FVertexShaderRHIRef CreateVertexShader(EShaderPlatform Platform, const FSHAHash& Hash);
static FPixelShaderRHIRef CreatePixelShader(EShaderPlatform Platform, const FSHAHash& Hash);
static FGeometryShaderRHIRef CreateGeometryShader(EShaderPlatform Platform, const FSHAHash& Hash);
static FComputeShaderRHIRef CreateComputeShader(EShaderPlatform Platform, const FSHAHash& Hash);
static FMeshShaderRHIRef CreateMeshShader(EShaderPlatform Platform, const FSHAHash& Hash);
static FAmplificationShaderRHIRef CreateAmplificationShader(EShaderPlatform Platform, const FSHAHash& Hash);
static FRayTracingShaderRHIRef CreateRayTracingShader(EShaderPlatform Platform, const FSHAHash& Hash, EShaderFrequency Frequency);
// Total number of shader entries in the library
static uint32 GetShaderCount(void);
// The shader platform that the library manages - at runtime this will only be one
static EShaderPlatform GetRuntimeShaderPlatform(void);
// Safely assign the hash to a shader object
static void SafeAssignHash(FRHIShader* InShader, const FSHAHash& Hash);
// Delegate called whenever shader code is requested.
static FDelegateHandle RegisterSharedShaderCodeRequestDelegate_Handle(const FSharedShaderCodeRequest::FDelegate& Delegate);
static void UnregisterSharedShaderCodeRequestDelegate_Handle(FDelegateHandle Handle);
};
#if WITH_EDITOR
class ITargetPlatform;
struct RENDERCORE_API FShaderLibraryCooker
{
// Initialize the library cooker
static void InitForCooking(bool bNativeFormat);
// Shutdown the library cooker
static void Shutdown();
// Clean the cook directories
static void CleanDirectories(TArray<FName> const& ShaderFormats);
struct FShaderFormatDescriptor
{
FName ShaderFormat;
bool bNeedsStableKeys;
bool bNeedsDeterministicOrder;
};
/**
* Opens a named library for cooking and sets it as the default.
*
* This will place all added shaders & pipelines into the library file with this name.
* @param Name is a high level description of the library (usually a project name or "Global")
* @return true if successful
*/
static bool BeginCookingLibrary(FString const& Name);
/**
* Close a named library.
* For cooking, after this point any AddShaderCode/AddShaderPipeline calls will be invalid until OpenLibrary is called again.
*/
static void EndCookingLibrary(FString const& Name);
/**
* Whether storing shaders in the shader library is enabled
*/
static bool IsShaderLibraryEnabled();
// Specify the shader formats to cook and which ones needs stable keys. Provide an array of FShaderFormatDescriptors
static void CookShaderFormats(TArray<FShaderFormatDescriptor> const& ShaderFormats);
// At cook time, add shader code to collection
static bool AddShaderCode(EShaderPlatform ShaderPlatform, const FShaderMapResourceCode* Code, const FShaderMapAssetPaths& AssociatedAssets);
// We check this early in the callstack to avoid creating a bunch of FName and keys and things we will never save anyway.
// Pass the shader platform to check or EShaderPlatform::SP_NumPlatforms to check if any of the registered types require
// stable keys.
static bool NeedsShaderStableKeys(EShaderPlatform ShaderPlatform);
// At cook time, add the human readable key value information
static void AddShaderStableKeyValue(EShaderPlatform ShaderPlatform, FStableShaderKeyAndValue& StableKeyValue);
/**
* Saves collected shader code to a single file per shader platform
* When chunking is enabled, this call will not write the shader code, only the SCL.CSV file with the stable shader info.
*
* @param TargetPlatform target platform
* @param Name shader library name
* @param SandboxDestinationPath where to put the .ushaderbytecode file(s)
* @param SandboxMetadataPath path for the metadata (not a part of the build itself, but produced together with the build)
* @param PlatformSCLCSVPaths path where to put the information about the shader hashes
* @param OutErrorMessage used to return the details of the failure (if failed)
* @return true if successful
*/
static bool SaveShaderLibraryWithoutChunking(const ITargetPlatform* TargetPlatform, FString const& Name, FString const& SandboxDestinationPath, FString const& SandboxMetadataPath, TArray<FString>& PlatformSCLCSVPaths, FString& OutErrorMessage);
/**
* Saves a single chunk of the collected shader code (per shader platform). Does not save SCL.CSV info.
* This code path is only called if we're chunking.
* FIXME: this function does not write build metadata
*
* @param ChunkId the chunk id
* @param InPackagesInChunk packages that belong to the chunk
* @param TargetPlatform target platform
* @param SandboxDestinationPath where to put the .ushaderbytecode file(s)
* @param OutChunkFilenames array where the function will append the full paths of the written files
* @return true if successful
*/
static bool SaveShaderLibraryChunk(int32 ChunkId, const TSet<FName>& InPackagesInChunk, const ITargetPlatform* TargetPlatform, const FString& SandboxDestinationPath, const FString& SandboxMetadataPath, TArray<FString>& OutChunkFilenames);
// Dump collected stats for each shader platform
static void DumpShaderCodeStats();
// Create a smaller 'patch' library that only contains data from 'NewMetaDataDir' not contained in any of 'OldMetaDataDirs'
static bool CreatePatchLibrary(TArray<FString> const& OldMetaDataDirs, FString const& NewMetaDataDir, FString const& OutDir, bool bNativeFormat, bool bNeedsDeterministicOrder);
};
#endif