Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/ShaderParameterUtils.h
christopher waters b23404605a RHI Parameter Batching
- OneColorShader now uses batched parameters.
- Clear replacement shaders now use batched parameters.
- Deprecating the RHICmdList functions in ShaderParameterUtils.h and forcing them to go through the batched parameter code paths.

#rb zach.bethel, luke.thatcher
#preflight 64027074c13b7130d20d7248

[CL 24525024 by christopher waters in ue5-main branch]
2023-03-06 12:43:07 -05:00

806 lines
37 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
ShaderParameters.h: Shader parameter inline definitions.
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "RHI.h"
#include "RHIUtilities.h"
#include "ShaderParameters.h"
#include "ShaderCore.h"
#include "Misc/App.h"
class FShaderMapPointerTable;
template<typename TBufferStruct> class TUniformBuffer;
template<typename TBufferStruct> class TUniformBufferRef;
template<typename ShaderType, typename PointerTableType> class TShaderRefBase;
template<typename ShaderType> using TShaderRef = TShaderRefBase<ShaderType, FShaderMapPointerTable>;
template<class ParameterType>
void SetShaderValue(
FRHIBatchedShaderParameters& BatchedParameters
, const FShaderParameter& Parameter
, const ParameterType& Value
, uint32 ElementIndex = 0
)
{
// This will trigger if the parameter was not serialized
checkSlow(Parameter.IsInitialized());
static_assert(!TIsPointer<ParameterType>::Value, "Passing by value is not valid.");
const uint32 AlignedTypeSize = Align<uint32>(sizeof(ParameterType), SHADER_PARAMETER_ARRAY_ELEMENT_ALIGNMENT);
const uint32 ElementByteOffset = ElementIndex * AlignedTypeSize;
const int32 NumBytesToSet = FMath::Min<int32>(sizeof(ParameterType), static_cast<int32>(Parameter.GetNumBytes()) - ElementByteOffset);
if (NumBytesToSet > 0)
{
BatchedParameters.SetShaderParameter(
Parameter.GetBufferIndex(),
Parameter.GetBaseIndex() + ElementByteOffset,
(uint32)NumBytesToSet,
&Value);
}
}
template<class ParameterType>
void SetShaderValueArray(
FRHIBatchedShaderParameters& BatchedParameters
, const FShaderParameter& Parameter
, const ParameterType* Values
, uint32 NumElements
, uint32 ElementIndex = 0
)
{
const uint32 AlignedTypeSize = Align<uint32>(sizeof(ParameterType), SHADER_PARAMETER_ARRAY_ELEMENT_ALIGNMENT);
const uint32 ElementByteOffset = ElementIndex * AlignedTypeSize;
const int32 NumBytesToSet = FMath::Min<int32>(NumElements * AlignedTypeSize, Parameter.GetNumBytes() - ElementByteOffset);
// This will trigger if the parameter was not serialized
checkSlow(Parameter.IsInitialized());
if (NumBytesToSet > 0)
{
BatchedParameters.SetShaderParameter(
Parameter.GetBufferIndex(),
Parameter.GetBaseIndex() + ElementByteOffset,
(uint32)NumBytesToSet,
Values
);
}
}
inline void SetTextureParameter(FRHIBatchedShaderParameters& BatchedParameters, const FShaderResourceParameter& Parameter, FRHITexture* TextureRHI)
{
if (Parameter.IsBound())
{
#if PLATFORM_SUPPORTS_BINDLESS_RENDERING
if (Parameter.GetType() == EShaderParameterType::BindlessResourceIndex)
{
BatchedParameters.SetBindlessTexture(Parameter.GetBaseIndex(), TextureRHI);
}
else
#endif
{
BatchedParameters.SetShaderTexture(Parameter.GetBaseIndex(), TextureRHI);
}
}
}
inline void SetSamplerParameter(FRHIBatchedShaderParameters& BatchedParameters, const FShaderResourceParameter& Parameter, FRHISamplerState* SamplerStateRHI)
{
if (Parameter.IsBound())
{
#if PLATFORM_SUPPORTS_BINDLESS_RENDERING
if (Parameter.GetType() == EShaderParameterType::BindlessSamplerIndex)
{
BatchedParameters.SetBindlessSampler(Parameter.GetBaseIndex(), SamplerStateRHI);
}
else
#endif
{
BatchedParameters.SetShaderSampler(Parameter.GetBaseIndex(), SamplerStateRHI);
}
}
}
inline void SetTextureParameter(
FRHIBatchedShaderParameters& BatchedParameters,
const FShaderResourceParameter& TextureParameter,
const FShaderResourceParameter& SamplerParameter,
FRHISamplerState* SamplerStateRHI,
FRHITexture* TextureRHI
)
{
SetTextureParameter(BatchedParameters, TextureParameter, TextureRHI);
SetSamplerParameter(BatchedParameters, SamplerParameter, SamplerStateRHI);
}
inline void SetTextureParameter(
FRHIBatchedShaderParameters& BatchedParameters,
const FShaderResourceParameter& TextureParameter,
const FShaderResourceParameter& SamplerParameter,
const FTexture* Texture
)
{
if (TextureParameter.IsBound())
{
Texture->LastRenderTime = FApp::GetCurrentTime();
}
SetTextureParameter(BatchedParameters, TextureParameter, Texture->TextureRHI);
SetSamplerParameter(BatchedParameters, SamplerParameter, Texture->SamplerStateRHI);
}
inline void SetSRVParameter(FRHIBatchedShaderParameters& BatchedParameters, const FShaderResourceParameter& Parameter, FRHIShaderResourceView* SRV)
{
if (Parameter.IsBound())
{
#if PLATFORM_SUPPORTS_BINDLESS_RENDERING
if (Parameter.GetType() == EShaderParameterType::BindlessResourceIndex)
{
BatchedParameters.SetBindlessResourceView(Parameter.GetBaseIndex(), SRV);
}
else
#endif
{
BatchedParameters.SetShaderResourceViewParameter(Parameter.GetBaseIndex(), SRV);
}
}
}
inline void SetUAVParameter(FRHIBatchedShaderParameters& BatchedParameters, const FShaderResourceParameter& Parameter, FRHIUnorderedAccessView* UAV)
{
if (Parameter.IsBound())
{
#if PLATFORM_SUPPORTS_BINDLESS_RENDERING
if (Parameter.GetType() == EShaderParameterType::BindlessResourceIndex)
{
BatchedParameters.SetBindlessUAV(Parameter.GetBaseIndex(), UAV);
}
else
#endif
{
BatchedParameters.SetUAVParameter(Parameter.GetBaseIndex(), UAV);
}
}
}
inline void SetUniformBufferParameter(FRHIBatchedShaderParameters& BatchedParameters, const FShaderUniformBufferParameter& Parameter, FRHIUniformBuffer* UniformBufferRHI)
{
// This will trigger if the parameter was not serialized
checkSlow(Parameter.IsInitialized());
// If it is bound, we must set it so something valid
checkSlow(!Parameter.IsBound() || UniformBufferRHI);
if (Parameter.IsBound())
{
BatchedParameters.SetShaderUniformBuffer(Parameter.GetBaseIndex(), UniformBufferRHI);
}
}
template<typename TBufferStruct>
inline void SetUniformBufferParameter(FRHIBatchedShaderParameters& BatchedParameters, const TShaderUniformBufferParameter<TBufferStruct>& Parameter, const TUniformBufferRef<TBufferStruct>& UniformBufferRef)
{
// This will trigger if the parameter was not serialized
checkSlow(Parameter.IsInitialized());
// If it is bound, we must set it so something valid
checkSlow(!Parameter.IsBound() || IsValidRef(UniformBufferRef));
if (Parameter.IsBound())
{
SetUniformBufferParameter(BatchedParameters, Parameter, UniformBufferRef.GetReference());
}
}
template<typename TBufferStruct>
inline void SetUniformBufferParameter(FRHIBatchedShaderParameters& BatchedParameters, const TShaderUniformBufferParameter<TBufferStruct>& Parameter, const TUniformBuffer<TBufferStruct>& UniformBuffer)
{
// This will trigger if the parameter was not serialized
checkSlow(Parameter.IsInitialized());
// If it is bound, we must set it so something valid
checkSlow(!Parameter.IsBound() || UniformBuffer.GetUniformBufferRHI());
if (Parameter.IsBound())
{
SetUniformBufferParameter(BatchedParameters, Parameter, UniformBuffer.GetUniformBufferRHI());
}
}
template<typename TBufferStruct>
inline void SetUniformBufferParameterImmediate(FRHIBatchedShaderParameters& BatchedParameters, const TShaderUniformBufferParameter<TBufferStruct>& Parameter, const TBufferStruct& UniformBufferValue)
{
// This will trigger if the parameter was not serialized
checkSlow(Parameter.IsInitialized());
if (Parameter.IsBound())
{
FUniformBufferRHIRef UniformBufferRef = RHICreateUniformBuffer(&UniformBufferValue, &TBufferStruct::FTypeInfo::GetStructMetadata()->GetLayout(), UniformBuffer_SingleDraw);
SetUniformBufferParameter(BatchedParameters, Parameter, UniformBufferRef.GetReference());
}
}
// Utility to set a single shader value on a shader. Should only be used if a shader requires only a single value.
template<typename TRHICmdList, typename TShaderTypeRHI, class ParameterType>
void SetSingleShaderValue(
TRHICmdList& RHICmdList
, TShaderTypeRHI* InShaderRHI
, const FShaderParameter& Parameter
, const ParameterType& Value
)
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
SetShaderValue(BatchedParameters, Parameter, Value);
RHICmdList.SetBatchedShaderParameters(InShaderRHI, BatchedParameters);
}
// Mixed mode binding utilities
/// Utility to set all legacy and non-legacy parameters for a shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename TShaderTypeRHI, typename... TArguments>
inline void SetShaderParametersMixed(
TRHICmdList& RHICmdList,
const TShaderRef<TShaderType>& InShader,
TShaderTypeRHI* InShaderRHI,
const typename TShaderType::FParameters& Parameters,
TArguments&&... InArguments)
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
// New Style first
SetShaderParameters(BatchedParameters, InShader, Parameters);
// Legacy second
InShader->SetParameters(BatchedParameters, Forward<TArguments>(InArguments)...);
RHICmdList.SetBatchedShaderParameters(InShaderRHI, BatchedParameters);
}
/// Utility to set all legacy and non-legacy parameters for a Vertex shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename... TArguments>
inline void SetShaderParametersMixedVS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, const typename TShaderType::FParameters& Parameters, TArguments&&... InArguments)
{
SetShaderParametersMixed(RHICmdList, InShader, InShader.GetVertexShader(), Parameters, Forward<TArguments>(InArguments)...);
}
/// Utility to set all legacy and non-legacy parameters for a Mesh shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename... TArguments>
inline void SetShaderParametersMixedMS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, const typename TShaderType::FParameters& Parameters, TArguments&&... InArguments)
{
SetShaderParametersMixed(RHICmdList, InShader, InShader.GetMeshShader(), Parameters, Forward<TArguments>(InArguments)...);
}
/// Utility to set all legacy and non-legacy parameters for an Amplification shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename... TArguments>
inline void SetShaderParametersMixedAS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, const typename TShaderType::FParameters& Parameters, TArguments&&... InArguments)
{
SetShaderParametersMixed(RHICmdList, InShader, InShader.GetAmplificationShader(), Parameters, Forward<TArguments>(InArguments)...);
}
/// Utility to set all legacy and non-legacy parameters for a Pixel shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename... TArguments>
inline void SetShaderParametersMixedPS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, const typename TShaderType::FParameters& Parameters, TArguments&&... InArguments)
{
SetShaderParametersMixed(RHICmdList, InShader, InShader.GetPixelShader(), Parameters, Forward<TArguments>(InArguments)...);
}
/// Utility to set all legacy and non-legacy parameters for a Geometry shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename... TArguments>
inline void SetShaderParametersMixedGS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, const typename TShaderType::FParameters& Parameters, TArguments&&... InArguments)
{
SetShaderParametersMixed(RHICmdList, InShader, InShader.GetGeometryShader(), Parameters, Forward<TArguments>(InArguments)...);
}
/// Utility to set all legacy and non-legacy parameters for a Compute shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename... TArguments>
inline void SetShaderParametersMixedCS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, const typename TShaderType::FParameters& Parameters, TArguments&&... InArguments)
{
SetShaderParametersMixed(RHICmdList, InShader, InShader.GetComputeShader(), Parameters, Forward<TArguments>(InArguments)...);
}
// Legacy binding utilities
/// Utility to set all legacy parameters for a shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename TShaderTypeRHI, typename... TArguments>
inline void SetShaderParametersLegacy(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, TShaderTypeRHI* InShaderRHI, TArguments&&... InArguments)
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
InShader->SetParameters(BatchedParameters, Forward<TArguments>(InArguments)...);
RHICmdList.SetBatchedShaderParameters(InShaderRHI, BatchedParameters);
}
/// Utility to set all legacy parameters for a Vertex shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename... TArguments>
inline void SetShaderParametersLegacyVS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, TArguments&&... InArguments)
{
SetShaderParametersLegacy(RHICmdList, InShader, InShader.GetVertexShader(), Forward<TArguments>(InArguments)...);
}
/// Utility to set all legacy parameters for a Mesh shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename... TArguments>
inline void SetShaderParametersLegacyMS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, TArguments&&... InArguments)
{
SetShaderParametersLegacy(RHICmdList, InShader, InShader.GetMeshShader(), Forward<TArguments>(InArguments)...);
}
/// Utility to set all legacy parameters for an Amplification shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename... TArguments>
inline void SetShaderParametersLegacyAS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, TArguments&&... InArguments)
{
SetShaderParametersLegacy(RHICmdList, InShader, InShader.GetAmplificationShader(), Forward<TArguments>(InArguments)...);
}
/// Utility to set all legacy parameters for a Pixel shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename... TArguments>
inline void SetShaderParametersLegacyPS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, TArguments&&... InArguments)
{
SetShaderParametersLegacy(RHICmdList, InShader, InShader.GetPixelShader(), Forward<TArguments>(InArguments)...);
}
/// Utility to set all legacy parameters for a Geometry shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename... TArguments>
inline void SetShaderParametersLegacyGS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, TArguments&&... InArguments)
{
SetShaderParametersLegacy(RHICmdList, InShader, InShader.GetGeometryShader(), Forward<TArguments>(InArguments)...);
}
/// Utility to set all legacy parameters for a Compute shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename... TArguments>
inline void SetShaderParametersLegacyCS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, TArguments&&... InArguments)
{
SetShaderParametersLegacy(RHICmdList, InShader, InShader.GetComputeShader(), Forward<TArguments>(InArguments)...);
}
/// Utility to unset all legacy parameters for a Pixel shader. Requires the shader type to implement UnsetParameters(FRHIBatchedShaderParameters& BatchedParameters)
template<typename TRHICmdList, typename TShaderType>
inline void UnsetShaderParametersLegacyPS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader)
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
InShader->UnsetParameters(BatchedParameters);
RHICmdList.SetBatchedShaderParameters(InShader.GetPixelShader(), BatchedParameters);
}
/// Utility to unset all legacy parameters for a Compute shader. Requires the shader type to implement UnsetParameters(FRHIBatchedShaderParameters& BatchedParameters)
template<typename TRHICmdList, typename TShaderType>
inline void UnsetShaderParametersLegacyCS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader)
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
InShader->UnsetParameters(BatchedParameters);
RHICmdList.SetBatchedShaderParameters(InShader.GetComputeShader(), BatchedParameters);
}
/**
* Sets the value of a shader parameter. Template'd on shader type
* A template parameter specified the type of the parameter value.
* NOTE: Shader should be the param ref type, NOT the param type, since Shader is passed by value.
* Otherwise AddRef/ReleaseRef will be called many times.
*/
template<typename ShaderRHIParamRef, class ParameterType, typename TRHICmdList>
UE_DEPRECATED(5.3, "SetShaderValue with FRHIBatchedShaderParameters should be used.")
void SetShaderValue(
TRHICmdList& RHICmdList,
const ShaderRHIParamRef& Shader,
const FShaderParameter& Parameter,
const ParameterType& Value,
uint32 ElementIndex = 0
)
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
SetShaderValue(BatchedParameters, Parameter, Value, ElementIndex);
RHICmdList.SetBatchedShaderParameters(Shader, BatchedParameters);
}
template<typename ShaderRHIParamRef, class ParameterType>
UE_DEPRECATED(5.3, "SetShaderValue with FRHIBatchedShaderParameters should be used.")
void SetShaderValueOnContext(
IRHICommandContext& RHICmdListContext,
const ShaderRHIParamRef& Shader,
const FShaderParameter& Parameter,
const ParameterType& Value,
uint32 ElementIndex = 0
)
{
FRHIBatchedShaderParameters BatchedParameters;
SetShaderValue(BatchedParameters, Parameter, Value, ElementIndex);
RHICmdListContext.RHISetBatchedShaderParameters(Shader, BatchedParameters);
}
/**
* Sets the value of a shader parameter array. Template'd on shader type
* A template parameter specified the type of the parameter value.
* NOTE: Shader should be the param ref type, NOT the param type, since Shader is passed by value.
* Otherwise AddRef/ReleaseRef will be called many times.
*/
template<typename ShaderRHIParamRef,class ParameterType, typename TRHICmdList>
UE_DEPRECATED(5.3, "SetShaderValueArray with FRHIBatchedShaderParameters should be used.")
void SetShaderValueArray(
TRHICmdList& RHICmdList,
const ShaderRHIParamRef& Shader,
const FShaderParameter& Parameter,
const ParameterType* Values,
uint32 NumElements,
uint32 BaseElementIndex = 0
)
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
SetShaderValueArray(BatchedParameters, Parameter, Values, NumElements, BaseElementIndex);
RHICmdList.SetBatchedShaderParameters(Shader, BatchedParameters);
}
/** Specialization of the above for C++ bool type. */
template<typename ShaderRHIParamRef, typename TRHICmdList>
UE_DEPRECATED(5.3, "SetShaderValueArray with FRHIBatchedShaderParameters should be used.")
void SetShaderValueArray(
TRHICmdList& RHICmdList,
const ShaderRHIParamRef& Shader,
const FShaderParameter& Parameter,
const bool* Values,
uint32 NumElements,
uint32 BaseElementIndex = 0
)
{
UE_LOG(LogShaders, Fatal, TEXT("SetShaderValueArray does not support bool arrays."));
}
// LWC_TODO: Setting guards to catch attempts to pass a type with double components. Could just convert these to the correct type internally, but would prefer to catch potential issues + optimize where possible.
#define GUARD_SETSHADERVALUE(_TYPE) \
template<typename ShaderRHIParamRef, typename TRHICmdList> \
void SetShaderValue( TRHICmdList& RHICmdList, const ShaderRHIParamRef& Shader, const FShaderParameter& Parameter, \
const _TYPE##d& Value, uint32 ElementIndex = 0) { static_assert(sizeof(ShaderRHIParamRef) == 0, "Passing unsupported "#_TYPE"d. Requires "#_TYPE"f"); } \
template<typename ShaderRHIParamRef> \
void SetShaderValueOnContext(IRHICommandContext& RHICmdListContext, const ShaderRHIParamRef& Shader, const FShaderParameter& Parameter, \
const _TYPE##d& Value, uint32 ElementIndex = 0) { static_assert(sizeof(ShaderRHIParamRef) == 0, "Passing unsupported "#_TYPE"d. Requires "#_TYPE"f"); } \
template<typename ShaderRHIParamRef, typename TRHICmdList> \
void SetShaderValueArray(TRHICmdList& RHICmdList, const ShaderRHIParamRef& Shader, const FShaderParameter& Parameter, \
const _TYPE##d* Values, uint32 NumElements, uint32 BaseElementIndex = 0) { static_assert(sizeof(ShaderRHIParamRef) == 0, "Passing unsupported "#_TYPE"d*. Requires "#_TYPE"f*"); } \
// Primary
GUARD_SETSHADERVALUE(FMatrix44)
GUARD_SETSHADERVALUE(FVector2)
GUARD_SETSHADERVALUE(FVector3)
GUARD_SETSHADERVALUE(FVector4)
GUARD_SETSHADERVALUE(FPlane4)
GUARD_SETSHADERVALUE(FQuat4)
// Secondary
GUARD_SETSHADERVALUE(FSphere3)
GUARD_SETSHADERVALUE(FBox3)
/**
* Sets the value of a shader surface parameter (e.g. to access MSAA samples).
* Template'd on shader type (e.g. pixel shader or compute shader).
*/
template<typename TRHIShader, typename TRHICmdList>
UE_DEPRECATED(5.2, "SetTextureParameter with an index can't be supported anymore. Your code should be changed to use shader parameter structs to utilize resource arrays.")
FORCEINLINE void SetTextureParameter(TRHICmdList& RHICmdList, TRHIShader* Shader, const FShaderResourceParameter& Parameter, FRHITexture* TextureRHI, uint32 ElementIndex)
{
if (Parameter.IsBound() && ElementIndex < Parameter.GetNumResources())
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
#if PLATFORM_SUPPORTS_BINDLESS_RENDERING
if (Parameter.GetType() == EShaderParameterType::BindlessResourceIndex)
{
checkf(ElementIndex == 0, TEXT("Bindless resources don't support element offsets"));
BatchedParameters.SetBindlessTexture(Parameter.GetBaseIndex(), TextureRHI);
}
else
#endif
{
BatchedParameters.SetShaderTexture(Parameter.GetBaseIndex() + ElementIndex, TextureRHI);
}
RHICmdList.SetBatchedShaderParameters(Shader, BatchedParameters);
}
}
template<typename TRHIShader, typename TRHICmdList>
UE_DEPRECATED(5.3, "SetTextureParameter with FRHIBatchedShaderParameters should be used.")
FORCEINLINE void SetTextureParameter(TRHICmdList& RHICmdList, TRHIShader* Shader, const FShaderResourceParameter& Parameter, FRHITexture* TextureRHI)
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
SetTextureParameter(BatchedParameters, Parameter, TextureRHI);
RHICmdList.SetBatchedShaderParameters(Shader, BatchedParameters);
}
/**
* Sets the value of a shader sampler parameter. Template'd on shader type.
*/
template<typename TRHIShader, typename TRHICmdList>
UE_DEPRECATED(5.2, "SetSamplerParameter with an index can't be supported anymore. Your code should be changed to use shader parameter structs to utilize resource arrays.")
FORCEINLINE void SetSamplerParameter(TRHICmdList& RHICmdList, TRHIShader* Shader, const FShaderResourceParameter& Parameter, FRHISamplerState* SamplerStateRHI, uint32 ElementIndex)
{
if (Parameter.IsBound() && ElementIndex < Parameter.GetNumResources())
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
#if PLATFORM_SUPPORTS_BINDLESS_RENDERING
if (Parameter.GetType() == EShaderParameterType::BindlessSamplerIndex)
{
checkf(ElementIndex == 0, TEXT("Bindless resources don't support element offsets"));
BatchedParameters.SetBindlessSampler(Parameter.GetBaseIndex(), SamplerStateRHI);
}
else
#endif
{
BatchedParameters.SetShaderSampler(Parameter.GetBaseIndex() + ElementIndex, SamplerStateRHI);
}
RHICmdList.SetBatchedShaderParameters(Shader, BatchedParameters);
}
}
template<typename TRHIShader, typename TRHICmdList>
UE_DEPRECATED(5.3, "SetSamplerParameter with FRHIBatchedShaderParameters should be used.")
FORCEINLINE void SetSamplerParameter(TRHICmdList& RHICmdList, TRHIShader* Shader, const FShaderResourceParameter& Parameter, FRHISamplerState* SamplerStateRHI)
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
SetSamplerParameter(BatchedParameters, Parameter, SamplerStateRHI);
RHICmdList.SetBatchedShaderParameters(Shader, BatchedParameters);
}
/**
* Sets the value of a shader texture parameter. Template'd on shader type.
*/
template<typename TRHIShader, typename TRHICmdList>
UE_DEPRECATED(5.2, "SetTextureParameter with an index can't be supported anymore. Your code should be changed to use shader parameter structs to utilize resource arrays.")
FORCEINLINE void SetTextureParameter(
TRHICmdList& RHICmdList,
TRHIShader* Shader,
const FShaderResourceParameter& TextureParameter,
const FShaderResourceParameter& SamplerParameter,
FRHISamplerState* SamplerStateRHI,
FRHITexture* TextureRHI,
uint32 ElementIndex
)
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS
SetTextureParameter(RHICmdList, Shader, TextureParameter, TextureRHI, ElementIndex);
// @todo UE samplerstate Should we maybe pass in two separate values? SamplerElement and TextureElement? Or never allow an array of samplers? Unsure best
// if there is a matching sampler for this texture array index (ElementIndex), then set it. This will help with this case:
// Texture2D LightMapTextures[NUM_LIGHTMAP_COEFFICIENTS];
// SamplerState LightMapTexturesSampler;
// In this case, we only set LightMapTexturesSampler when ElementIndex is 0, we don't set the sampler state for all 4 textures
// This assumes that the all textures want to use the same sampler state
SetSamplerParameter(RHICmdList, Shader, SamplerParameter, SamplerStateRHI, ElementIndex);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
}
template<typename TRHIShader, typename TRHICmdList>
FORCEINLINE void SetTextureParameter(TRHICmdList& RHICmdList, TRHIShader* Shader, const FShaderResourceParameter& TextureParameter, const FShaderResourceParameter& SamplerParameter, FRHISamplerState* SamplerStateRHI, FRHITexture* TextureRHI)
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
SetTextureParameter(BatchedParameters, TextureParameter, SamplerParameter, SamplerStateRHI, TextureRHI);
RHICmdList.SetBatchedShaderParameters(Shader, BatchedParameters);
}
/**
* Sets the value of a shader texture parameter. Template'd on shader type
*/
template<typename TRHIShader, typename TRHICmdList>
UE_DEPRECATED(5.2, "SetTextureParameter with an index can't be supported anymore. Your code should be changed to use shader parameter structs to utilize resource arrays.")
FORCEINLINE void SetTextureParameter(
TRHICmdList& RHICmdList,
TRHIShader* Shader,
const FShaderResourceParameter& TextureParameter,
const FShaderResourceParameter& SamplerParameter,
const FTexture* Texture,
uint32 ElementIndex
)
{
if (TextureParameter.IsBound())
{
Texture->LastRenderTime = FApp::GetCurrentTime();
}
PRAGMA_DISABLE_DEPRECATION_WARNINGS
SetTextureParameter(RHICmdList, Shader, TextureParameter, Texture->TextureRHI, ElementIndex);
SetSamplerParameter(RHICmdList, Shader, SamplerParameter, Texture->SamplerStateRHI, ElementIndex);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
}
template<typename TRHIShader, typename TRHICmdList>
UE_DEPRECATED(5.3, "SetTextureParameter with FRHIBatchedShaderParameters should be used.")
FORCEINLINE void SetTextureParameter(TRHICmdList& RHICmdList, TRHIShader* Shader, const FShaderResourceParameter& TextureParameter, const FShaderResourceParameter& SamplerParameter, const FTexture* Texture)
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
SetTextureParameter(BatchedParameters, TextureParameter, SamplerParameter, Texture);
RHICmdList.SetBatchedShaderParameters(Shader, BatchedParameters);
}
/**
* Sets the value of a shader resource view parameter
* Template'd on shader type (e.g. pixel shader or compute shader).
*/
template<typename TRHIShader, typename TRHICmdList>
UE_DEPRECATED(5.3, "SetSRVParameter with FRHIBatchedShaderParameters should be used.")
FORCEINLINE void SetSRVParameter(TRHICmdList& RHICmdList, TRHIShader* Shader, const FShaderResourceParameter& Parameter, FRHIShaderResourceView* SRV)
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
SetSRVParameter(BatchedParameters, Parameter, SRV);
RHICmdList.SetBatchedShaderParameters(Shader, BatchedParameters);
}
template<typename TRHIShader, typename TRHICmdList>
UE_DEPRECATED(5.3, "SetSRVParameter with FRHIBatchedShaderParameters should be used.")
FORCEINLINE void SetSRVParameter(TRHICmdList& RHICmdList, const TRefCountPtr<TRHIShader>& Shader, const FShaderResourceParameter& Parameter, FRHIShaderResourceView* SRV)
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
SetSRVParameter(BatchedParameters, Parameter, SRV);
RHICmdList.SetBatchedShaderParameters(Shader.GetReference(), BatchedParameters);
}
template<typename TRHIShader, typename TRHICmdList>
UE_DEPRECATED(5.3, "SetUAVParameter with FRHIBatchedShaderParameters should be used.")
FORCEINLINE void SetUAVParameterSafeShader(TRHICmdList& RHICmdList, TRHIShader* Shader, const FShaderResourceParameter& Parameter, FRHIUnorderedAccessView* UAV)
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
SetUAVParameter(BatchedParameters, Parameter, UAV);
RHICmdList.SetBatchedShaderParameters(Shader, BatchedParameters);
}
UE_DEPRECATED(5.3, "SetUAVParameter with FRHIBatchedShaderParameters should be used.")
FORCEINLINE void SetUAVParameter(FRHIComputeCommandList& RHICmdList, FRHIComputeShader* Shader, const FShaderResourceParameter& Parameter, FRHIUnorderedAccessView* UAV)
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
SetUAVParameter(BatchedParameters, Parameter, UAV);
RHICmdList.SetBatchedShaderParameters(Shader, BatchedParameters);
}
UE_DEPRECATED(5.3, "SetUAVParameter with FRHIBatchedShaderParameters should be used.")
FORCEINLINE void SetUAVParameter(FRHICommandList& RHICmdList, FRHIPixelShader* Shader, const FShaderResourceParameter& Parameter, FRHIUnorderedAccessView* UAV)
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
SetUAVParameter(BatchedParameters, Parameter, UAV);
RHICmdList.SetBatchedShaderParameters(Shader, BatchedParameters);
}
template<typename TRHICmdList>
UE_DEPRECATED(5.3, "SetUAVParameter with FRHIBatchedShaderParameters should be used.")
inline bool SetUAVParameterIfCS(TRHICmdList& RHICmdList, FRHIVertexShader* Shader, const FShaderResourceParameter& UAVParameter, FRHIUnorderedAccessView* UAV)
{
return false;
}
template<typename TRHICmdList>
UE_DEPRECATED(5.3, "SetUAVParameter with FRHIBatchedShaderParameters should be used.")
inline bool SetUAVParameterIfCS(TRHICmdList& RHICmdList, FRHIPixelShader* Shader, const FShaderResourceParameter& UAVParameter, FRHIUnorderedAccessView* UAV)
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS
SetUAVParameter(RHICmdList, Shader, UAVParameter, UAV);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
return UAVParameter.IsBound();
}
template<typename TRHICmdList>
UE_DEPRECATED(5.3, "SetUAVParameter with FRHIBatchedShaderParameters should be used.")
inline bool SetUAVParameterIfCS(TRHICmdList& RHICmdList, FRHIGeometryShader* Shader, const FShaderResourceParameter& UAVParameter, FRHIUnorderedAccessView* UAV)
{
return false;
}
template<typename TRHICmdList>
UE_DEPRECATED(5.3, "SetUAVParameter with FRHIBatchedShaderParameters should be used.")
inline bool SetUAVParameterIfCS(TRHICmdList& RHICmdList, FRHIComputeShader* Shader, const FShaderResourceParameter& UAVParameter, FRHIUnorderedAccessView* UAV)
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS
SetUAVParameter(RHICmdList, Shader, UAVParameter, UAV);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
return UAVParameter.IsBound();
}
PRAGMA_DISABLE_DEPRECATION_WARNINGS
template<typename TShaderRHIRef, typename TRHICmdList>
inline void FRWShaderParameter::SetBuffer(TRHICmdList& RHICmdList, const TShaderRHIRef& Shader, const FRWBuffer& RWBuffer) const
{
if (!SetUAVParameterIfCS(RHICmdList, Shader, UAVParameter, RWBuffer.UAV))
{
SetSRVParameter(RHICmdList, Shader, SRVParameter, RWBuffer.SRV);
}
}
template<typename TShaderRHIRef, typename TRHICmdList>
inline void FRWShaderParameter::SetBuffer(TRHICmdList& RHICmdList, const TShaderRHIRef& Shader, const FRWBufferStructured& RWBuffer) const
{
if (!SetUAVParameterIfCS(RHICmdList, Shader, UAVParameter, RWBuffer.UAV))
{
SetSRVParameter(RHICmdList, Shader, SRVParameter, RWBuffer.SRV);
}
}
template<typename TShaderRHIRef, typename TRHICmdList>
inline void FRWShaderParameter::SetTexture(TRHICmdList& RHICmdList, const TShaderRHIRef& Shader, FRHITexture* Texture, FRHIUnorderedAccessView* UAV) const
{
if (!SetUAVParameterIfCS(RHICmdList, Shader, UAVParameter, UAV))
{
SetTextureParameter(RHICmdList, Shader, SRVParameter, Texture);
}
}
template<typename TRHICmdList>
inline void FRWShaderParameter::SetUAV(TRHICmdList& RHICmdList, FRHIComputeShader* ComputeShader, FRHIUnorderedAccessView* UAV) const
{
SetUAVParameter(RHICmdList, ComputeShader, UAVParameter, UAV);
}
template<typename TRHICmdList>
inline void FRWShaderParameter::UnsetUAV(TRHICmdList& RHICmdList, FRHIComputeShader* ComputeShader) const
{
SetUAVParameter(RHICmdList, ComputeShader,UAVParameter,FUnorderedAccessViewRHIRef());
}
PRAGMA_ENABLE_DEPRECATION_WARNINGS
/** Sets the value of a shader uniform buffer parameter to a uniform buffer containing the struct. */
template<typename TShaderRHIRef, typename TRHICmdList>
UE_DEPRECATED(5.3, "SetUniformBufferParameter with FRHIBatchedShaderParameters should be used.")
inline void SetUniformBufferParameter(
TRHICmdList& RHICmdList,
const TShaderRHIRef& Shader,
const FShaderUniformBufferParameter& Parameter,
FRHIUniformBuffer* UniformBufferRHI
)
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
SetUniformBufferParameter(BatchedParameters, Parameter, UniformBufferRHI);
RHICmdList.SetBatchedShaderParameters(Shader, BatchedParameters);
}
/** Sets the value of a shader uniform buffer parameter to a uniform buffer containing the struct. */
template<typename TShaderRHIRef, typename TBufferStruct, typename TRHICmdList>
UE_DEPRECATED(5.3, "SetUniformBufferParameter with FRHIBatchedShaderParameters should be used.")
inline void SetUniformBufferParameter(
TRHICmdList& RHICmdList,
const TShaderRHIRef& Shader,
const TShaderUniformBufferParameter<TBufferStruct>& Parameter,
const TUniformBufferRef<TBufferStruct>& UniformBufferRef
)
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
SetUniformBufferParameter(BatchedParameters, Parameter, UniformBufferRef);
RHICmdList.SetBatchedShaderParameters(Shader, BatchedParameters);
}
/** Sets the value of a shader uniform buffer parameter to a uniform buffer containing the struct. */
template<typename TShaderRHIRef, typename TBufferStruct, typename TRHICmdList>
UE_DEPRECATED(5.3, "SetUniformBufferParameter with FRHIBatchedShaderParameters should be used.")
inline void SetUniformBufferParameter(
TRHICmdList& RHICmdList,
const TShaderRHIRef& Shader,
const TShaderUniformBufferParameter<TBufferStruct>& Parameter,
const TUniformBuffer<TBufferStruct>& UniformBuffer
)
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
SetUniformBufferParameter(BatchedParameters, Parameter, UniformBuffer);
RHICmdList.SetBatchedShaderParameters(Shader, BatchedParameters);
}
/** Sets the value of a shader uniform buffer parameter to a value of the struct. */
template<typename TShaderRHIRef,typename TBufferStruct>
UE_DEPRECATED(5.3, "SetUniformBufferParameterImmediate with FRHIBatchedShaderParameters should be used.")
inline void SetUniformBufferParameterImmediate(
FRHICommandList& RHICmdList,
const TShaderRHIRef& Shader,
const TShaderUniformBufferParameter<TBufferStruct>& Parameter,
const TBufferStruct& UniformBufferValue
)
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
SetUniformBufferParameterImmediate(BatchedParameters, Parameter, UniformBufferValue);
RHICmdList.SetBatchedShaderParameters(Shader, BatchedParameters);
}
/** Sets the value of a shader uniform buffer parameter to a value of the struct. */
template<typename TShaderRHIRef,typename TBufferStruct, typename TRHICmdList>
UE_DEPRECATED(5.3, "SetUniformBufferParameterImmediate with FRHIBatchedShaderParameters should be used.")
inline void SetUniformBufferParameterImmediate(
TRHICmdList& RHICmdList,
const TShaderRHIRef& Shader,
const TShaderUniformBufferParameter<TBufferStruct>& Parameter,
const TBufferStruct& UniformBufferValue
)
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
SetUniformBufferParameterImmediate(BatchedParameters, Parameter, UniformBufferValue);
RHICmdList.SetBatchedShaderParameters(Shader, BatchedParameters);
}