Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/ShaderParameterUtils.h
christopher waters c572922683 Bindless Resources prerequisites
- Making SetUAVParameter handle bindless UAVs.
- Changed uses of RHICommandList::SetUAVParameter to use the global SetUAVParameter.
- Changed uses of RHICommandList::SetShaderResourceViewParameter to use the global SetSRVParameter.

#jira UE-170439
#rb Stu.McKenna
#preflight 637565be0c74adb48b1bf7a2

[CL 23176960 by christopher waters in ue5-main branch]
2022-11-17 11:17:40 -05:00

506 lines
18 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
ShaderParameters.h: Shader parameter inline definitions.
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "RHI.h"
#include "ShaderParameters.h"
#include "ShaderCore.h"
#include "Misc/App.h"
template<typename TBufferStruct> class TUniformBuffer;
template<typename TBufferStruct> class TUniformBufferRef;
/**
* 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>
void SetShaderValue(
TRHICmdList& RHICmdList,
const ShaderRHIParamRef& Shader,
const FShaderParameter& Parameter,
const ParameterType& Value,
uint32 ElementIndex = 0
)
{
static_assert(!TIsPointer<ParameterType>::Value, "Passing by value is not valid.");
const uint32 AlignedTypeSize = (uint32)Align(sizeof(ParameterType), SHADER_PARAMETER_ARRAY_ELEMENT_ALIGNMENT);
const int32 NumBytesToSet = FMath::Min<int32>(sizeof(ParameterType),Parameter.GetNumBytes() - ElementIndex * AlignedTypeSize);
// This will trigger if the parameter was not serialized
checkSlow(Parameter.IsInitialized());
if(NumBytesToSet > 0)
{
RHICmdList.SetShaderParameter(
Shader,
Parameter.GetBufferIndex(),
Parameter.GetBaseIndex() + ElementIndex * AlignedTypeSize,
(uint32)NumBytesToSet,
&Value
);
}
}
template<typename ShaderRHIParamRef, class ParameterType>
void SetShaderValueOnContext(
IRHICommandContext& RHICmdListContext,
const ShaderRHIParamRef& Shader,
const FShaderParameter& Parameter,
const ParameterType& Value,
uint32 ElementIndex = 0
)
{
static_assert(!TIsPointer<ParameterType>::Value, "Passing by value is not valid.");
const uint32 AlignedTypeSize = Align(sizeof(ParameterType), SHADER_PARAMETER_ARRAY_ELEMENT_ALIGNMENT);
const int32 NumBytesToSet = FMath::Min<int32>(sizeof(ParameterType), Parameter.GetNumBytes() - ElementIndex * AlignedTypeSize);
// This will trigger if the parameter was not serialized
checkSlow(Parameter.IsInitialized());
if (NumBytesToSet > 0)
{
RHICmdListContext.RHISetShaderParameter(
Shader,
Parameter.GetBufferIndex(),
Parameter.GetBaseIndex() + ElementIndex * AlignedTypeSize,
(uint32)NumBytesToSet,
&Value
);
}
}
/**
* 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>
void SetShaderValueArray(
TRHICmdList& RHICmdList,
const ShaderRHIParamRef& Shader,
const FShaderParameter& Parameter,
const ParameterType* Values,
uint32 NumElements,
uint32 BaseElementIndex = 0
)
{
const uint32 AlignedTypeSize = (uint32)Align(sizeof(ParameterType), SHADER_PARAMETER_ARRAY_ELEMENT_ALIGNMENT);
const int32 NumBytesToSet = FMath::Min<int32>(NumElements * AlignedTypeSize,Parameter.GetNumBytes() - BaseElementIndex * AlignedTypeSize);
// This will trigger if the parameter was not serialized
checkSlow(Parameter.IsInitialized());
if(NumBytesToSet > 0)
{
RHICmdList.SetShaderParameter(
Shader,
Parameter.GetBufferIndex(),
Parameter.GetBaseIndex() + BaseElementIndex * AlignedTypeSize,
(uint32)NumBytesToSet,
Values
);
}
}
/** Specialization of the above for C++ bool type. */
template<typename ShaderRHIParamRef, typename TRHICmdList>
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)
template<typename TRHIShader, typename TRHICmdList>
FORCEINLINE void SetBindlessParameter(TRHICmdList& RHICmdList, TRHIShader* Shader, const FShaderResourceParameter& Parameter, FRHIDescriptorHandle Handle)
{
if (Handle.IsValid())
{
const uint32 BindlessIndex = Handle.GetIndex();
RHICmdList.SetShaderParameter(Shader, 0, Parameter.GetBaseIndex(), sizeof(BindlessIndex), &BindlessIndex);
}
}
/**
* 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>
FORCEINLINE void SetTextureParameter(TRHICmdList& RHICmdList, TRHIShader* Shader, const FShaderResourceParameter& Parameter, FRHITexture* NewTextureRHI, uint32 ElementIndex = 0)
{
if (Parameter.IsBound() && ElementIndex < Parameter.GetNumResources())
{
#if PLATFORM_SUPPORTS_BINDLESS_RENDERING
if (Parameter.GetType() == EShaderParameterType::BindlessResourceIndex)
{
const FRHIDescriptorHandle Handle = NewTextureRHI ? NewTextureRHI->GetDefaultBindlessHandle() : FRHIDescriptorHandle();
SetBindlessParameter(RHICmdList, Shader, Parameter, Handle);
}
else
#endif
{
RHICmdList.SetShaderTexture(Shader, Parameter.GetBaseIndex() + ElementIndex, NewTextureRHI);
}
}
}
/**
* Sets the value of a shader sampler parameter. Template'd on shader type.
*/
template<typename TRHIShader, typename TRHICmdList>
FORCEINLINE void SetSamplerParameter(TRHICmdList& RHICmdList, TRHIShader* Shader, const FShaderResourceParameter& Parameter, FRHISamplerState* SamplerStateRHI, uint32 ElementIndex = 0)
{
if (Parameter.IsBound() && ElementIndex < Parameter.GetNumResources())
{
#if PLATFORM_SUPPORTS_BINDLESS_RENDERING
if (Parameter.GetType() == EShaderParameterType::BindlessSamplerIndex)
{
const FRHIDescriptorHandle Handle = SamplerStateRHI ? SamplerStateRHI->GetBindlessHandle() : FRHIDescriptorHandle();
SetBindlessParameter(RHICmdList, Shader, Parameter, Handle);
}
else
#endif
{
RHICmdList.SetShaderSampler(Shader, Parameter.GetBaseIndex() + ElementIndex, SamplerStateRHI);
}
}
}
/**
* Sets the value of a shader texture parameter. Template'd on shader type.
*/
template<typename TRHIShader, typename TRHICmdList>
FORCEINLINE void SetTextureParameter(
TRHICmdList& RHICmdList,
TRHIShader* Shader,
const FShaderResourceParameter& TextureParameter,
const FShaderResourceParameter& SamplerParameter,
FRHISamplerState* SamplerStateRHI,
FRHITexture* TextureRHI,
uint32 ElementIndex = 0
)
{
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);
}
/**
* Sets the value of a shader texture parameter. Template'd on shader type
*/
template<typename TRHIShader, typename TRHICmdList>
FORCEINLINE void SetTextureParameter(
TRHICmdList& RHICmdList,
TRHIShader* Shader,
const FShaderResourceParameter& TextureParameter,
const FShaderResourceParameter& SamplerParameter,
const FTexture* Texture,
uint32 ElementIndex = 0
)
{
if (TextureParameter.IsBound())
{
Texture->LastRenderTime = FApp::GetCurrentTime();
}
SetTextureParameter(RHICmdList, Shader, TextureParameter, SamplerParameter, Texture->SamplerStateRHI, Texture->TextureRHI, ElementIndex);
}
/**
* 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>
FORCEINLINE void SetSRVParameter(
TRHICmdList& RHICmdList,
TRHIShader* Shader,
const FShaderResourceParameter& Parameter,
FRHIShaderResourceView* NewShaderResourceViewRHI
)
{
if (Parameter.IsBound())
{
#if PLATFORM_SUPPORTS_BINDLESS_RENDERING
if (Parameter.GetType() == EShaderParameterType::BindlessResourceIndex)
{
const FRHIDescriptorHandle Handle = NewShaderResourceViewRHI ? NewShaderResourceViewRHI->GetBindlessHandle() : FRHIDescriptorHandle();
SetBindlessParameter(RHICmdList, Shader, Parameter, Handle);
}
else
#endif
{
RHICmdList.SetShaderResourceViewParameter(Shader, Parameter.GetBaseIndex(), NewShaderResourceViewRHI);
}
}
}
template<typename TRHIShader, typename TRHICmdList>
FORCEINLINE void SetSRVParameter(TRHICmdList& RHICmdList, const TRefCountPtr<TRHIShader>& Shader, const FShaderResourceParameter& Parameter, FRHIShaderResourceView* NewShaderResourceViewRHI)
{
SetSRVParameter(RHICmdList, Shader.GetReference(), Parameter, NewShaderResourceViewRHI);
}
template<typename TRHIShader, typename TRHICmdList>
FORCEINLINE void SetUAVParameterSafeShader(TRHICmdList& RHICmdList, TRHIShader* Shader, const FShaderResourceParameter& Parameter, FRHIUnorderedAccessView* UAV)
{
if (Parameter.IsBound())
{
#if PLATFORM_SUPPORTS_BINDLESS_RENDERING
if (Parameter.GetType() == EShaderParameterType::BindlessResourceIndex)
{
const FRHIDescriptorHandle Handle = UAV ? UAV->GetBindlessHandle() : FRHIDescriptorHandle();
SetBindlessParameter(RHICmdList, Shader, Parameter, Handle);
}
else
#endif
{
RHICmdList.SetUAVParameter(Shader, Parameter.GetBaseIndex(), UAV);
}
}
}
FORCEINLINE void SetUAVParameter(FRHIComputeCommandList& RHICmdList, FRHIComputeShader* Shader, const FShaderResourceParameter& Parameter, FRHIUnorderedAccessView* UAV)
{
SetUAVParameterSafeShader(RHICmdList, Shader, Parameter, UAV);
}
FORCEINLINE void SetUAVParameter(FRHICommandList& RHICmdList, FRHIPixelShader* Shader, const FShaderResourceParameter& Parameter, FRHIUnorderedAccessView* UAV)
{
SetUAVParameterSafeShader(RHICmdList, Shader, Parameter, UAV);
}
template<typename TRHICmdList>
inline bool SetUAVParameterIfCS(TRHICmdList& RHICmdList, FRHIVertexShader* Shader, const FShaderResourceParameter& UAVParameter, FRHIUnorderedAccessView* UAV)
{
return false;
}
template<typename TRHICmdList>
inline bool SetUAVParameterIfCS(TRHICmdList& RHICmdList, FRHIPixelShader* Shader, const FShaderResourceParameter& UAVParameter, FRHIUnorderedAccessView* UAV)
{
SetUAVParameter(RHICmdList, Shader, UAVParameter, UAV);
return UAVParameter.IsBound();
}
template<typename TRHICmdList>
inline bool SetUAVParameterIfCS(TRHICmdList& RHICmdList, FRHIGeometryShader* Shader, const FShaderResourceParameter& UAVParameter, FRHIUnorderedAccessView* UAV)
{
return false;
}
template<typename TRHICmdList>
inline bool SetUAVParameterIfCS(TRHICmdList& RHICmdList, FRHIComputeShader* Shader, const FShaderResourceParameter& UAVParameter, FRHIUnorderedAccessView* UAV)
{
SetUAVParameter(RHICmdList, Shader, UAVParameter, UAV);
return UAVParameter.IsBound();
}
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());
}
/** Sets the value of a shader uniform buffer parameter to a uniform buffer containing the struct. */
template<typename TShaderRHIRef, typename TRHICmdList>
UE_DEPRECATED(5.1, "Local uniform buffers are now deprecated. Use SetUniformBufferParameter instead.")
inline void SetLocalUniformBufferParameter(
TRHICmdList& RHICmdList,
const TShaderRHIRef& Shader,
const FShaderUniformBufferParameter& Parameter,
const FLocalUniformBuffer& LocalUniformBuffer
)
{
// This will trigger if the parameter was not serialized
checkSlow(Parameter.IsInitialized());
if(Parameter.IsBound())
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS
RHICmdList.SetLocalShaderUniformBuffer(Shader, Parameter.GetBaseIndex(), LocalUniformBuffer);
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>
inline void SetUniformBufferParameter(
TRHICmdList& RHICmdList,
const TShaderRHIRef& Shader,
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())
{
RHICmdList.SetShaderUniformBuffer( Shader, Parameter.GetBaseIndex(), UniformBufferRHI);
}
}
/** Sets the value of a shader uniform buffer parameter to a uniform buffer containing the struct. */
template<typename TShaderRHIRef, typename TBufferStruct, typename TRHICmdList>
inline void SetUniformBufferParameter(
TRHICmdList& RHICmdList,
const TShaderRHIRef& Shader,
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())
{
RHICmdList.SetShaderUniformBuffer( Shader, Parameter.GetBaseIndex(), UniformBufferRef);
}
}
/** Sets the value of a shader uniform buffer parameter to a uniform buffer containing the struct. */
template<typename TShaderRHIRef, typename TBufferStruct, typename TRHICmdList>
inline void SetUniformBufferParameter(
TRHICmdList& RHICmdList,
const TShaderRHIRef& Shader,
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())
{
RHICmdList.SetShaderUniformBuffer( Shader, Parameter.GetBaseIndex(), UniformBuffer.GetUniformBufferRHI());
}
}
/** Sets the value of a shader uniform buffer parameter to a value of the struct. */
template<typename TShaderRHIRef,typename TBufferStruct>
inline void SetUniformBufferParameterImmediate(
FRHICommandList& RHICmdList,
const TShaderRHIRef& Shader,
const TShaderUniformBufferParameter<TBufferStruct>& Parameter,
const TBufferStruct& UniformBufferValue
)
{
// This will trigger if the parameter was not serialized
checkSlow(Parameter.IsInitialized());
if(Parameter.IsBound())
{
RHICmdList.SetShaderUniformBuffer(
Shader,
Parameter.GetBaseIndex(),
RHICreateUniformBuffer(&UniformBufferValue, &TBufferStruct::StaticStructMetadata.GetLayout(), UniformBuffer_SingleDraw)
);
}
}
/** Sets the value of a shader uniform buffer parameter to a value of the struct. */
template<typename TShaderRHIRef,typename TBufferStruct, typename TRHICmdList>
inline void SetUniformBufferParameterImmediate(
TRHICmdList& RHICmdList,
const TShaderRHIRef& Shader,
const TShaderUniformBufferParameter<TBufferStruct>& Parameter,
const TBufferStruct& UniformBufferValue
)
{
// This will trigger if the parameter was not serialized
checkSlow(Parameter.IsInitialized());
if(Parameter.IsBound())
{
RHICmdList.SetShaderUniformBuffer(
Shader,
Parameter.GetBaseIndex(),
RHICreateUniformBuffer(&UniformBufferValue, &TBufferStruct::StaticStructMetadata.GetLayout(), UniformBuffer_SingleDraw)
);
}
}