Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/ShaderParameterMetadataBuilder.h
Bryan sefcik b4a6e947d8 Ran IWYU on Public headers under Engine/Source/Runtime/...
Headers are updated to contain any missing #includes needed to compile and #includes are sorted.  Nothing is removed.

#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira

#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf

[CL 21181076 by Bryan sefcik in ue5-main branch]
2022-07-20 11:31:36 -04:00

182 lines
4.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "CoreMinimal.h"
#include "HAL/Platform.h"
#include "RHI.h"
#include "RHIDefinitions.h"
#include "ShaderParameterMacros.h"
#include "ShaderParameterMetadata.h"
#include "Templates/AlignmentTemplates.h"
class RENDERCORE_API FShaderParametersMetadataBuilder
{
public:
FShaderParametersMetadataBuilder() {}
explicit FShaderParametersMetadataBuilder(const FShaderParametersMetadata* RootParametersMetadata)
{
if (RootParametersMetadata)
{
Members = RootParametersMetadata->GetMembers();
NextMemberOffset = RootParametersMetadata->GetSize();
}
}
template<typename T>
void AddParam(
const TCHAR* Name,
EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
)
{
using TParamTypeInfo = TShaderParameterTypeInfo<T>;
NextMemberOffset = Align(NextMemberOffset, TParamTypeInfo::Alignment);
new(Members) FShaderParametersMetadata::FMember(
Name,
TEXT(""),
__LINE__,
NextMemberOffset,
TParamTypeInfo::BaseType,
Precision,
TParamTypeInfo::NumRows,
TParamTypeInfo::NumColumns,
TParamTypeInfo::NumElements,
TParamTypeInfo::GetStructMetadata()
);
NextMemberOffset += sizeof(typename TParamTypeInfo::TAlignedType);
}
template<typename T>
void AddParamArray(
const TCHAR* Name,
int32 NumElements,
EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
)
{
using TParamTypeInfo = TShaderParameterTypeInfo<T>;
NextMemberOffset = Align(NextMemberOffset, SHADER_PARAMETER_ARRAY_ELEMENT_ALIGNMENT);
new(Members) FShaderParametersMetadata::FMember(
Name,
TEXT(""),
__LINE__,
NextMemberOffset,
TParamTypeInfo::BaseType,
Precision,
TParamTypeInfo::NumRows,
TParamTypeInfo::NumColumns,
NumElements,
TParamTypeInfo::GetStructMetadata()
);
NextMemberOffset += sizeof(typename TParamTypeInfo::TAlignedType) * NumElements;
}
template<typename T>
void AddReferencedStruct(
const TCHAR* Name,
EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
)
{
AddReferencedStruct(Name, TShaderParameterStructTypeInfo<T>::GetStructMetadata(), Precision);
}
void AddReferencedStruct(
const TCHAR* Name,
const FShaderParametersMetadata* StructMetadata,
EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
);
template<typename T>
void AddIncludedStruct(
EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
)
{
AddIncludedStruct(TShaderParameterStructTypeInfo<T>::GetStructMetadata(), Precision);
}
void AddIncludedStruct(
const FShaderParametersMetadata* StructMetadata,
EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
);
template<typename T>
uint32 AddNestedStruct(
const TCHAR* Name,
EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
)
{
using TParamTypeInfo = TShaderParameterStructTypeInfo<T>;
NextMemberOffset = Align(NextMemberOffset, TParamTypeInfo::Alignment);
const uint32 ThisMemberOffset = NextMemberOffset;
new(Members) FShaderParametersMetadata::FMember(
Name,
TEXT(""),
__LINE__,
NextMemberOffset,
UBMT_NESTED_STRUCT,
Precision,
TParamTypeInfo::NumRows,
TParamTypeInfo::NumColumns,
TParamTypeInfo::NumElements,
TParamTypeInfo::GetStructMetadata()
);
NextMemberOffset += sizeof(typename TParamTypeInfo::TAlignedType);
return ThisMemberOffset;
}
uint32 AddNestedStruct(
const TCHAR* Name,
const FShaderParametersMetadata* StructMetadata,
EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
);
void AddBufferSRV(
const TCHAR* Name,
const TCHAR* ShaderType,
EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
);
void AddBufferUAV(
const TCHAR* Name,
const TCHAR* ShaderType,
EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
);
void AddRDGBufferSRV(
const TCHAR* Name,
const TCHAR* ShaderType,
EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
);
void AddRDGBufferUAV(
const TCHAR* Name,
const TCHAR* ShaderType,
EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
);
void AlignNextMemberToStruct()
{
NextMemberOffset = Align(NextMemberOffset, SHADER_PARAMETER_STRUCT_ALIGNMENT);
}
uint32 GetNextMemberOffset() const { return NextMemberOffset; }
FShaderParametersMetadata* Build(
FShaderParametersMetadata::EUseCase UseCase,
const TCHAR* ShaderParameterName
);
private:
TArray<FShaderParametersMetadata::FMember> Members;
uint32 NextMemberOffset = 0;
};