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#rb none #ROBOMERGE-OWNER: ryan.vance #ROBOMERGE-AUTHOR: marcus.wassmer #ROBOMERGE-SOURCE: CL 5337699 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 5387476 by marcus wassmer in Dev-VR branch]
212 lines
6.6 KiB
C++
212 lines
6.6 KiB
C++
// Copyright 1998-2019 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 "RHI.h"
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namespace EShaderPrecisionModifier
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{
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enum Type
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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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/** 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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/** 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
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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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/** Globally named shader parameter struct to be stored in uniform buffer. */
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GlobalShaderParameterStruct,
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/** Shader parameter struct generated from assets, such as material parameter collection or Niagara. */
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DataDrivenShaderParameterStruct,
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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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/** A member of a shader parameter structure. */
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class 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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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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, 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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/** 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 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_BOOL || 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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private:
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const TCHAR* Name;
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const TCHAR* ShaderType;
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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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FShaderParametersMetadata(
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EUseCase UseCase,
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const FName& InLayoutName,
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const TCHAR* InStructTypeName,
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const TCHAR* InShaderVariableName,
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uint32 InSize,
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const TArray<FMember>& InMembers);
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virtual ~FShaderParametersMetadata()
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{
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GlobalListLink.Unlink();
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GetNameStructMap().Remove(FName(StructTypeName, FNAME_Find));
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}
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void GetNestedStructs(TArray<const FShaderParametersMetadata*>& OutNestedStructs) const;
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void AddResourceTableEntries(TMap<FString, FResourceTableEntry>& ResourceTableMap, TMap<FString, uint32>& ResourceTableLayoutHashes) 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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uint32 GetSize() const { return Size; }
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EUseCase GetUseCase() const { return UseCase; }
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const FRHIUniformBufferLayout& GetLayout() const
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{
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check(bLayoutInitialized);
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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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static TLinkedList<FShaderParametersMetadata*>*& GetStructList();
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/** Speed up finding the uniform buffer by its name */
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static TMap<FName, FShaderParametersMetadata*>& GetNameStructMap();
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/** Initialize all the global shader parameter structs. */
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static void InitializeAllGlobalStructs();
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private:
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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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/** 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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/** Layout of all the resources in the shader parameter struct. */
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FRHIUniformBufferLayout 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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/** Whether the layout is actually initialized yet or not. */
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uint32 bLayoutInitialized : 1;
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void InitializeLayout();
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void AddResourceTableEntriesRecursive(const TCHAR* UniformBufferName, const TCHAR* Prefix, uint16& ResourceIndex, TMap<FString, FResourceTableEntry>& ResourceTableMap) const;
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}; // class FShaderParametersMetadata
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