Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/MeshPassProcessor.cpp
christopher waters 4e779095ab Chaning more code to use SetShaderParameters
- MeshPassProcessor converted to use SetShaderParameters instead of setting individual resources. Caching of SRVs and Samplers was also removed.
- UnsetShaderSRVs and UnsetShaderUAVs now set all the null binds in a single SetShaderParameters command.
- Made some FRHIShaderParameterResource utilities more public.

#jira none
#rb jeannoe.morrisette, luke.thatcher
#preflight 637565eebf76990b71eb38d0

[CL 23197327 by christopher waters in ue5-main branch]
2022-11-18 12:10:55 -05:00

2396 lines
94 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
MeshPassProcessor.cpp:
=============================================================================*/
#include "MeshPassProcessor.h"
#include "SceneUtils.h"
#include "SceneRendering.h"
#include "Logging/LogMacros.h"
#include "RendererModule.h"
#include "SceneCore.h"
#include "ScenePrivate.h"
#include "SceneInterface.h"
#include "MeshPassProcessor.inl"
#include "PipelineStateCache.h"
#include "RayTracing/RayTracingMaterialHitShaders.h"
#include "Hash/CityHash.h"
#include "ComponentRecreateRenderStateContext.h"
FRWLock FGraphicsMinimalPipelineStateId::PersistentIdTableLock;
FGraphicsMinimalPipelineStateId::PersistentTableType FGraphicsMinimalPipelineStateId::PersistentIdTable;
#if MESH_DRAW_COMMAND_DEBUG_DATA
std::atomic<int32> FGraphicsMinimalPipelineStateId::LocalPipelineIdTableSize(0);
std::atomic<int32> FGraphicsMinimalPipelineStateId::CurrentLocalPipelineIdTableSize(0);
#endif //MESH_DRAW_COMMAND_DEBUG_DATA
bool FGraphicsMinimalPipelineStateId::NeedsShaderInitialisation = true;
const FMeshDrawCommandSortKey FMeshDrawCommandSortKey::Default = { {0} };
int32 GEmitMeshDrawEvent = 0;
static FAutoConsoleVariableRef CVarEmitMeshDrawEvent(
TEXT("r.EmitMeshDrawEvents"),
GEmitMeshDrawEvent,
TEXT("Emits a GPU event around each drawing policy draw call. /n")
TEXT("Useful for seeing stats about each draw call, however it greatly distorts total time and time per draw call."),
ECVF_RenderThreadSafe
);
static TAutoConsoleVariable<int32> CVarSafeStateLookup(
TEXT("r.SafeStateLookup"),
1,
TEXT("Forces new-style safe state lookup for easy runtime perf comparison\n"),
ECVF_Scalability | ECVF_RenderThreadSafe);
int32 GSkipDrawOnPSOPrecaching = 0;
static FAutoConsoleVariableRef CVarSkipDrawOnPSOPrecaching(
TEXT("r.SkipDrawOnPSOPrecaching"),
GSkipDrawOnPSOPrecaching,
TEXT("Skips mesh draw call when the PSO is still compiling (default 0)."),
ECVF_RenderThreadSafe
);
#if WITH_EDITORONLY_DATA
int32 GNaniteIsolateInvalidCoarseMesh = 0;
static FAutoConsoleVariableRef CVarNaniteIsolateInvalidCoarseMesh(
TEXT("r.Nanite.IsolateInvalidCoarseMesh"),
GNaniteIsolateInvalidCoarseMesh,
TEXT("Debug mode to render only non-Nanite proxies that incorrectly reference coarse static mesh assets."),
FConsoleVariableDelegate::CreateLambda([](IConsoleVariable* InVariable)
{
// Needed to force a recache of all the static mesh draw commands
FGlobalComponentRecreateRenderStateContext Context;
})
);
#endif
class FReadOnlyMeshDrawSingleShaderBindings : public FMeshDrawShaderBindingsLayout
{
public:
FReadOnlyMeshDrawSingleShaderBindings(const FMeshDrawShaderBindingsLayout& InLayout, const uint8* InData) :
FMeshDrawShaderBindingsLayout(InLayout)
{
Data = InData;
}
inline FRHIUniformBuffer*const* GetUniformBufferStart() const
{
return (FRHIUniformBuffer**)(Data + GetUniformBufferOffset());
}
inline FRHISamplerState** GetSamplerStart() const
{
const uint8* SamplerDataStart = Data + GetSamplerOffset();
return (FRHISamplerState**)SamplerDataStart;
}
inline FRHIResource** GetSRVStart() const
{
const uint8* SRVDataStart = Data + GetSRVOffset();
return (FRHIResource**)SRVDataStart;
}
inline const uint8* GetSRVTypeStart() const
{
const uint8* SRVTypeDataStart = Data + GetSRVTypeOffset();
return SRVTypeDataStart;
}
inline const uint8* GetLooseDataStart() const
{
const uint8* LooseDataStart = Data + GetLooseDataOffset();
return LooseDataStart;
}
private:
const uint8* Data;
};
struct FAllShaderParameters
{
TArray<uint8> ParametersData;
TArray<FRHIShaderParameter> Parameters;
TArray<FRHIShaderParameterResource> ResourceParameters;
TArray<FRHIShaderParameterResource> BindlessParameters;
};
inline void SetTextureParameter(FAllShaderParameters& AllParameters, const FShaderResourceParameterInfo& Parameter, FRHITexture* TextureRHI)
{
#if PLATFORM_SUPPORTS_BINDLESS_RENDERING
if (Parameter.Type == EShaderParameterType::BindlessResourceIndex)
{
check(Parameter.BufferIndex == 0);
AllParameters.BindlessParameters.Emplace(TextureRHI, Parameter.BaseIndex);
}
else
#endif
{
AllParameters.ResourceParameters.Emplace(TextureRHI, Parameter.BaseIndex);
}
}
inline void SetSrvParameter(FAllShaderParameters& AllParameters, const FShaderResourceParameterInfo& Parameter, FRHIShaderResourceView* SrvRHI)
{
#if PLATFORM_SUPPORTS_BINDLESS_RENDERING
if (Parameter.Type == EShaderParameterType::BindlessResourceIndex)
{
check(Parameter.BufferIndex == 0);
AllParameters.BindlessParameters.Emplace(SrvRHI, Parameter.BaseIndex);
}
else
#endif
{
AllParameters.ResourceParameters.Emplace(SrvRHI, Parameter.BaseIndex);
}
}
inline void SetSamplerParameter(FAllShaderParameters& AllParameters, const FShaderResourceParameterInfo& Parameter, FRHISamplerState* SamplerStateRHI)
{
#if PLATFORM_SUPPORTS_BINDLESS_RENDERING
if (Parameter.Type == EShaderParameterType::BindlessSamplerIndex)
{
AllParameters.BindlessParameters.Emplace(SamplerStateRHI, Parameter.BaseIndex);
}
else
#endif
{
AllParameters.ResourceParameters.Emplace(SamplerStateRHI, Parameter.BaseIndex);
}
}
inline void SetLooseParameters(FAllShaderParameters& AllParameters, const FShaderParameterMapInfo& ParameterMapInfo, const uint8* LooseDataStart)
{
for (const FShaderLooseParameterBufferInfo& LooseParameterBuffer : ParameterMapInfo.LooseParameterBuffers)
{
for (const FShaderLooseParameterInfo& Parameter : LooseParameterBuffer.Parameters)
{
const int32 DataOffset = AllParameters.ParametersData.Num();
AllParameters.ParametersData.Append((const uint8*)LooseDataStart, Parameter.Size);
AllParameters.Parameters.Emplace(LooseParameterBuffer.BaseIndex, Parameter.BaseIndex, DataOffset, Parameter.Size);
LooseDataStart += Parameter.Size;
}
}
}
template<class RHICmdListType, class RHIShaderType>
void FMeshDrawShaderBindings::SetShaderBindings(
RHICmdListType& RHICmdList,
RHIShaderType Shader,
const FReadOnlyMeshDrawSingleShaderBindings& RESTRICT SingleShaderBindings,
FShaderBindingState& RESTRICT ShaderBindingState)
{
FRHIUniformBuffer* const* RESTRICT UniformBufferBindings = SingleShaderBindings.GetUniformBufferStart();
const FShaderUniformBufferParameterInfo* RESTRICT UniformBufferParameters = SingleShaderBindings.ParameterMapInfo.UniformBuffers.GetData();
const int32 NumUniformBuffers = SingleShaderBindings.ParameterMapInfo.UniformBuffers.Num();
FAllShaderParameters AllParameters;
for (int32 UniformBufferIndex = 0; UniformBufferIndex < NumUniformBuffers; UniformBufferIndex++)
{
FShaderUniformBufferParameterInfo Parameter = UniformBufferParameters[UniformBufferIndex];
checkSlow(Parameter.BaseIndex < UE_ARRAY_COUNT(ShaderBindingState.UniformBuffers));
FRHIUniformBuffer* UniformBuffer = UniformBufferBindings[UniformBufferIndex];
if (UniformBuffer != ShaderBindingState.UniformBuffers[Parameter.BaseIndex])
{
RHICmdList.SetShaderUniformBuffer(Shader, Parameter.BaseIndex, UniformBuffer);
ShaderBindingState.UniformBuffers[Parameter.BaseIndex] = UniformBuffer;
ShaderBindingState.MaxUniformBufferUsed = FMath::Max((int32)Parameter.BaseIndex, ShaderBindingState.MaxUniformBufferUsed);
}
}
FRHISamplerState* const* RESTRICT SamplerBindings = SingleShaderBindings.GetSamplerStart();
const FShaderResourceParameterInfo* RESTRICT TextureSamplerParameters = SingleShaderBindings.ParameterMapInfo.TextureSamplers.GetData();
const int32 NumTextureSamplers = SingleShaderBindings.ParameterMapInfo.TextureSamplers.Num();
for (int32 SamplerIndex = 0; SamplerIndex < NumTextureSamplers; SamplerIndex++)
{
FShaderResourceParameterInfo Parameter = TextureSamplerParameters[SamplerIndex];
FRHISamplerState* Sampler = (FRHISamplerState*)SamplerBindings[SamplerIndex];
SetSamplerParameter(AllParameters, Parameter, Sampler);
}
const uint8* RESTRICT SRVType = SingleShaderBindings.GetSRVTypeStart();
FRHIResource* const* RESTRICT SRVBindings = SingleShaderBindings.GetSRVStart();
const FShaderResourceParameterInfo* RESTRICT SRVParameters = SingleShaderBindings.ParameterMapInfo.SRVs.GetData();
const uint32 NumSRVs = SingleShaderBindings.ParameterMapInfo.SRVs.Num();
for (uint32 SRVIndex = 0; SRVIndex < NumSRVs; SRVIndex++)
{
FShaderResourceParameterInfo Parameter = SRVParameters[SRVIndex];
uint32 TypeByteIndex = SRVIndex / 8;
uint32 TypeBitIndex = SRVIndex % 8;
if (SRVType[TypeByteIndex] & (1 << TypeBitIndex))
{
FRHIShaderResourceView* SRV = (FRHIShaderResourceView*)SRVBindings[SRVIndex];
SetSrvParameter(AllParameters, Parameter, SRV);
}
else
{
FRHITexture* Texture = (FRHITexture*)SRVBindings[SRVIndex];
SetTextureParameter(AllParameters, Parameter, Texture);
}
}
SetLooseParameters(AllParameters, SingleShaderBindings.ParameterMapInfo, SingleShaderBindings.GetLooseDataStart());
RHICmdList.SetShaderParameters(
Shader
, AllParameters.ParametersData
, AllParameters.Parameters
, AllParameters.ResourceParameters
, AllParameters.BindlessParameters
);
}
template<class RHICmdListType, class RHIShaderType>
void FMeshDrawShaderBindings::SetShaderBindings(
RHICmdListType& RHICmdList,
RHIShaderType Shader,
const FReadOnlyMeshDrawSingleShaderBindings& RESTRICT SingleShaderBindings)
{
FRHIUniformBuffer* const* RESTRICT UniformBufferBindings = SingleShaderBindings.GetUniformBufferStart();
const FShaderUniformBufferParameterInfo* RESTRICT UniformBufferParameters = SingleShaderBindings.ParameterMapInfo.UniformBuffers.GetData();
const int32 NumUniformBuffers = SingleShaderBindings.ParameterMapInfo.UniformBuffers.Num();
FAllShaderParameters AllParameters;
for (int32 UniformBufferIndex = 0; UniformBufferIndex < NumUniformBuffers; UniformBufferIndex++)
{
FShaderUniformBufferParameterInfo Parameter = UniformBufferParameters[UniformBufferIndex];
FRHIUniformBuffer* UniformBuffer = UniformBufferBindings[UniformBufferIndex];
if (UniformBuffer)
{
RHICmdList.SetShaderUniformBuffer(Shader, Parameter.BaseIndex, UniformBuffer);
}
}
FRHISamplerState* const* RESTRICT SamplerBindings = SingleShaderBindings.GetSamplerStart();
const FShaderResourceParameterInfo* RESTRICT TextureSamplerParameters = SingleShaderBindings.ParameterMapInfo.TextureSamplers.GetData();
const int32 NumTextureSamplers = SingleShaderBindings.ParameterMapInfo.TextureSamplers.Num();
for (int32 SamplerIndex = 0; SamplerIndex < NumTextureSamplers; SamplerIndex++)
{
FShaderResourceParameterInfo Parameter = TextureSamplerParameters[SamplerIndex];
FRHISamplerState* Sampler = (FRHISamplerState*)SamplerBindings[SamplerIndex];
if (Sampler)
{
SetSamplerParameter(AllParameters, Parameter, Sampler);
}
}
const uint8* RESTRICT SRVType = SingleShaderBindings.GetSRVTypeStart();
FRHIResource* const* RESTRICT SRVBindings = SingleShaderBindings.GetSRVStart();
const FShaderResourceParameterInfo* RESTRICT SRVParameters = SingleShaderBindings.ParameterMapInfo.SRVs.GetData();
const uint32 NumSRVs = SingleShaderBindings.ParameterMapInfo.SRVs.Num();
for (uint32 SRVIndex = 0; SRVIndex < NumSRVs; SRVIndex++)
{
FShaderResourceParameterInfo Parameter = SRVParameters[SRVIndex];
uint32 TypeByteIndex = SRVIndex / 8;
uint32 TypeBitIndex = SRVIndex % 8;
if (SRVType[TypeByteIndex] & (1 << TypeBitIndex))
{
FRHIShaderResourceView* SRV = (FRHIShaderResourceView*)SRVBindings[SRVIndex];
SetSrvParameter(AllParameters, Parameter, SRV);
}
else
{
FRHITexture* Texture = (FRHITexture*)SRVBindings[SRVIndex];
SetTextureParameter(AllParameters, Parameter, Texture);
}
}
SetLooseParameters(AllParameters, SingleShaderBindings.ParameterMapInfo, SingleShaderBindings.GetLooseDataStart());
RHICmdList.SetShaderParameters(
Shader
, AllParameters.ParametersData
, AllParameters.Parameters
, AllParameters.ResourceParameters
, AllParameters.BindlessParameters
);
}
#if RHI_RAYTRACING
FRayTracingLocalShaderBindings* FMeshDrawShaderBindings::SetRayTracingShaderBindingsForHitGroup(
FRayTracingLocalShaderBindingWriter* BindingWriter,
uint32 InstanceIndex,
uint32 SegmentIndex,
uint32 HitGroupIndexInPipeline,
uint32 ShaderSlot) const
{
check(ShaderLayouts.Num() == 1);
FReadOnlyMeshDrawSingleShaderBindings SingleShaderBindings(ShaderLayouts[0], GetData());
FRHIUniformBuffer* const* RESTRICT UniformBufferBindings = SingleShaderBindings.GetUniformBufferStart();
const FShaderUniformBufferParameterInfo* RESTRICT UniformBufferParameters = SingleShaderBindings.ParameterMapInfo.UniformBuffers.GetData();
const int32 NumUniformBufferParameters = SingleShaderBindings.ParameterMapInfo.UniformBuffers.Num();
checkf(SingleShaderBindings.ParameterMapInfo.TextureSamplers.Num() == 0, TEXT("Texture sampler parameters are not supported for ray tracing. UniformBuffers must be used for all resource binding."));
checkf(SingleShaderBindings.ParameterMapInfo.SRVs.Num() == 0, TEXT("SRV parameters are not supported for ray tracing. UniformBuffers must be used for all resource binding."));
// Measure parameter memory requirements
int32 MaxUniformBufferIndex = -1;
for (int32 UniformBufferIndex = 0; UniformBufferIndex < NumUniformBufferParameters; UniformBufferIndex++)
{
FShaderUniformBufferParameterInfo Parameter = UniformBufferParameters[UniformBufferIndex];
const FRHIUniformBuffer* UniformBuffer = UniformBufferBindings[UniformBufferIndex];
MaxUniformBufferIndex = FMath::Max((int32)Parameter.BaseIndex, MaxUniformBufferIndex);
}
const uint32 NumUniformBuffersToSet = MaxUniformBufferIndex + 1;
const TMemoryImageArray<FShaderLooseParameterBufferInfo>& LooseParameterBuffers = SingleShaderBindings.ParameterMapInfo.LooseParameterBuffers;
uint32 LooseParameterDataSize = 0;
if (LooseParameterBuffers.Num())
{
check(LooseParameterBuffers.Num() <= 1);
const FShaderLooseParameterBufferInfo& LooseParameterBuffer = SingleShaderBindings.ParameterMapInfo.LooseParameterBuffers[0];
check(LooseParameterBuffer.BaseIndex == 0);
for (int32 LooseParameterIndex = 0; LooseParameterIndex < LooseParameterBuffer.Parameters.Num(); LooseParameterIndex++)
{
FShaderLooseParameterInfo LooseParameter = LooseParameterBuffer.Parameters[LooseParameterIndex];
LooseParameterDataSize = FMath::Max<uint32>(LooseParameterDataSize, LooseParameter.BaseIndex + LooseParameter.Size);
}
}
checkf(MaxUniformBufferIndex + 1 == NumUniformBufferParameters + LooseParameterBuffers.Num(),
TEXT("Highest index of a uniform buffer was %d, but there were %d uniform buffer parameters and %d loose parameters"),
MaxUniformBufferIndex,
NumUniformBufferParameters,
LooseParameterBuffers.Num());
// Allocate and fill bindings
const uint32 UserData = 0; // UserData could be used to store material ID or any other kind of per-material constant. This can be retrieved in hit shaders via GetHitGroupUserData().
FRayTracingLocalShaderBindings& Bindings = BindingWriter->AddWithInlineParameters(NumUniformBuffersToSet, LooseParameterDataSize);
Bindings.InstanceIndex = InstanceIndex;
Bindings.SegmentIndex = SegmentIndex;
Bindings.ShaderSlot = ShaderSlot;
Bindings.ShaderIndexInPipeline = HitGroupIndexInPipeline;
Bindings.UserData = UserData;
for (int32 UniformBufferIndex = 0; UniformBufferIndex < NumUniformBufferParameters; UniformBufferIndex++)
{
FShaderUniformBufferParameterInfo Parameter = UniformBufferParameters[UniformBufferIndex];
const FRHIUniformBuffer* UniformBuffer = UniformBufferBindings[UniformBufferIndex];
Bindings.UniformBuffers[Parameter.BaseIndex] = const_cast<FRHIUniformBuffer*>(UniformBuffer);
}
if (LooseParameterBuffers.Num())
{
const FShaderLooseParameterBufferInfo& LooseParameterBuffer = SingleShaderBindings.ParameterMapInfo.LooseParameterBuffers[0];
const uint8* LooseDataOffset = SingleShaderBindings.GetLooseDataStart();
for (int32 LooseParameterIndex = 0; LooseParameterIndex < LooseParameterBuffer.Parameters.Num(); LooseParameterIndex++)
{
FShaderLooseParameterInfo LooseParameter = LooseParameterBuffer.Parameters[LooseParameterIndex];
FMemory::Memcpy(Bindings.LooseParameterData + LooseParameter.BaseIndex, LooseDataOffset, LooseParameter.Size);
LooseDataOffset += LooseParameter.Size;
}
}
return &Bindings;
}
FRayTracingLocalShaderBindings* FMeshDrawShaderBindings::SetRayTracingShaderBindings(FRayTracingLocalShaderBindingWriter* BindingWriter, uint32 ShaderIndexInPipeline, uint32 ShaderSlot) const
{
check(ShaderLayouts.Num() == 1);
return SetRayTracingShaderBindingsForHitGroup(BindingWriter, 0, 0, ShaderIndexInPipeline, ShaderSlot);
}
void FMeshDrawShaderBindings::SetRayTracingShaderBindingsForMissShader(
FRHICommandList& RHICmdList,
FRHIRayTracingScene* Scene,
FRayTracingPipelineState* PipelineState,
uint32 ShaderIndexInPipeline,
uint32 ShaderSlot) const
{
check(ShaderLayouts.Num() == 1);
FReadOnlyMeshDrawSingleShaderBindings SingleShaderBindings(ShaderLayouts[0], GetData());
FShaderBindingState BindingState;
const int32 MaxUniformBuffers = UE_ARRAY_COUNT(BindingState.UniformBuffers);
FRHIUniformBuffer* const* RESTRICT UniformBufferBindings = SingleShaderBindings.GetUniformBufferStart();
const FShaderUniformBufferParameterInfo* RESTRICT UniformBufferParameters = SingleShaderBindings.ParameterMapInfo.UniformBuffers.GetData();
const int32 NumUniformBufferParameters = SingleShaderBindings.ParameterMapInfo.UniformBuffers.Num();
checkf(SingleShaderBindings.ParameterMapInfo.TextureSamplers.Num() == 0, TEXT("Texture sampler parameters are not supported for ray tracing. UniformBuffers must be used for all resource binding."));
checkf(SingleShaderBindings.ParameterMapInfo.SRVs.Num() == 0, TEXT("SRV parameters are not supported for ray tracing. UniformBuffers must be used for all resource binding."));
// Measure parameter memory requirements
int32 MaxUniformBufferUsed = -1;
for (int32 UniformBufferIndex = 0; UniformBufferIndex < NumUniformBufferParameters; UniformBufferIndex++)
{
FShaderUniformBufferParameterInfo Parameter = UniformBufferParameters[UniformBufferIndex];
checkSlow(Parameter.BaseIndex < MaxUniformBuffers);
FRHIUniformBuffer* UniformBuffer = UniformBufferBindings[UniformBufferIndex];
if (Parameter.BaseIndex < MaxUniformBuffers)
{
BindingState.UniformBuffers[Parameter.BaseIndex] = UniformBuffer;
MaxUniformBufferUsed = FMath::Max((int32)Parameter.BaseIndex, MaxUniformBufferUsed);
}
}
checkf(SingleShaderBindings.ParameterMapInfo.TextureSamplers.Num() == 0, TEXT("Texture sampler parameters are not supported for ray tracing. UniformBuffers must be used for all resource binding."));
checkf(SingleShaderBindings.ParameterMapInfo.SRVs.Num() == 0, TEXT("SRV parameters are not supported for ray tracing. UniformBuffers must be used for all resource binding."));
checkf(SingleShaderBindings.ParameterMapInfo.LooseParameterBuffers.Num() == 0, TEXT("Ray tracing miss shaders may not have loose parameters"));
uint32 NumUniformBuffersToSet = MaxUniformBufferUsed + 1;
const uint32 UserData = 0; // UserData could be used to store material ID or any other kind of per-material constant. This can be retrieved in hit shaders via GetHitGroupUserData().
RHICmdList.SetRayTracingMissShader(Scene, ShaderSlot, PipelineState, ShaderIndexInPipeline,
NumUniformBuffersToSet, BindingState.UniformBuffers,
UserData);
}
#endif // RHI_RAYTRACING
FGraphicsMinimalPipelineStateId FGraphicsMinimalPipelineStateId::GetPersistentId(const FGraphicsMinimalPipelineStateInitializer& InPipelineState)
{
Experimental::FHashElementId TableId;
auto hash = PersistentIdTable.ComputeHash(InPipelineState);
{
FRWScopeLock Lock(PersistentIdTableLock, SLT_ReadOnly);
#if UE_BUILD_DEBUG
FGraphicsMinimalPipelineStateInitializer PipelineStateDebug = FGraphicsMinimalPipelineStateInitializer(InPipelineState);
check(GetTypeHash(PipelineStateDebug) == GetTypeHash(InPipelineState));
check(PipelineStateDebug == InPipelineState);
#endif
TableId = PersistentIdTable.FindIdByHash(hash, InPipelineState);
if (!TableId.IsValid())
{
Lock.ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION();
TableId = PersistentIdTable.FindOrAddIdByHash(hash, InPipelineState, FRefCountedGraphicsMinimalPipelineState());
}
FRefCountedGraphicsMinimalPipelineState& Value = PersistentIdTable.GetByElementId(TableId).Value;
if (Value.RefNum == 0 && !NeedsShaderInitialisation)
{
NeedsShaderInitialisation = true;
}
Value.RefNum++;
}
checkf(TableId.GetIndex() < (MAX_uint32 >> 2), TEXT("Persistent FGraphicsMinimalPipelineStateId table overflow!"));
FGraphicsMinimalPipelineStateId Ret;
Ret.bValid = 1;
Ret.bComesFromLocalPipelineStateSet = 0;
Ret.SetElementIndex = TableId.GetIndex();
return Ret;
}
void FGraphicsMinimalPipelineStateId::InitializePersistentIds()
{
TRACE_CPUPROFILER_EVENT_SCOPE(InitializePersistentMdcIds);
FRWScopeLock WriteLock(PersistentIdTableLock, SLT_Write);
if (NeedsShaderInitialisation)
{
for (TPair<const FGraphicsMinimalPipelineStateInitializer, FRefCountedGraphicsMinimalPipelineState>& Element : PersistentIdTable)
{
Element.Key.BoundShaderState.LazilyInitShaders();
}
NeedsShaderInitialisation = false;
}
}
void FGraphicsMinimalPipelineStateId::RemovePersistentId(FGraphicsMinimalPipelineStateId Id)
{
check(!Id.bComesFromLocalPipelineStateSet && Id.bValid);
{
FRWScopeLock WriteLock(PersistentIdTableLock, SLT_Write);
FRefCountedGraphicsMinimalPipelineState& RefCountedStateInitializer = PersistentIdTable.GetByElementId(Id.SetElementIndex).Value;
check(RefCountedStateInitializer.RefNum > 0);
--RefCountedStateInitializer.RefNum;
if (RefCountedStateInitializer.RefNum == 0)
{
PersistentIdTable.RemoveByElementId(Id.SetElementIndex);
}
}
}
FGraphicsMinimalPipelineStateId FGraphicsMinimalPipelineStateId::GetPipelineStateId(const FGraphicsMinimalPipelineStateInitializer& InPipelineState, FGraphicsMinimalPipelineStateSet& InOutPassSet, bool& InNeedsShaderInitialisation)
{
FGraphicsMinimalPipelineStateId Ret;
Ret.bValid = 1;
Ret.bComesFromLocalPipelineStateSet = 1;
#if UE_BUILD_DEBUG
FGraphicsMinimalPipelineStateInitializer PipelineStateDebug = FGraphicsMinimalPipelineStateInitializer(InPipelineState);
check(GetTypeHash(PipelineStateDebug) == GetTypeHash(InPipelineState));
check(PipelineStateDebug == InPipelineState);
#endif
Experimental::FHashElementId TableIndex = InOutPassSet.FindOrAddId(InPipelineState);
#if UE_BUILD_DEBUG
check(InOutPassSet.GetByElementId(TableIndex) == InPipelineState);
#endif
InNeedsShaderInitialisation = InNeedsShaderInitialisation || InPipelineState.BoundShaderState.NeedsShaderInitialisation();
checkf(TableIndex.GetIndex() < (MAX_uint32 >> 2), TEXT("One frame FGraphicsMinimalPipelineStateId table overflow!"));
Ret.SetElementIndex = TableIndex.GetIndex();
return Ret;
}
void FGraphicsMinimalPipelineStateId::ResetLocalPipelineIdTableSize()
{
#if MESH_DRAW_COMMAND_DEBUG_DATA
int32 CapturedPipelineIdTableSize;
do
{
CapturedPipelineIdTableSize = CurrentLocalPipelineIdTableSize;
}while (!CurrentLocalPipelineIdTableSize.compare_exchange_strong(CapturedPipelineIdTableSize, 0));
LocalPipelineIdTableSize = CapturedPipelineIdTableSize;
#endif //MESH_DRAW_COMMAND_DEBUG_DATA
}
void FGraphicsMinimalPipelineStateId::AddSizeToLocalPipelineIdTableSize(SIZE_T Size)
{
#if MESH_DRAW_COMMAND_DEBUG_DATA
CurrentLocalPipelineIdTableSize += int32(Size);
#endif
}
FMeshDrawShaderBindings::~FMeshDrawShaderBindings()
{
Release();
}
void FMeshDrawShaderBindings::Initialize(FMeshProcessorShaders Shaders)
{
const int32 NumShaderFrequencies =
(Shaders.VertexShader.IsValid() ? 1 : 0) +
(Shaders.PixelShader.IsValid() ? 1 : 0) +
(Shaders.GeometryShader.IsValid() ? 1 : 0) +
(Shaders.ComputeShader.IsValid() ? 1 : 0)
#if RHI_RAYTRACING
+ (Shaders.RayTracingShader.IsValid() ? 1 : 0)
#endif
;
ShaderLayouts.Empty(NumShaderFrequencies);
int32 ShaderBindingDataSize = 0;
if (Shaders.VertexShader.IsValid())
{
ShaderLayouts.Add(FMeshDrawShaderBindingsLayout(Shaders.VertexShader));
ShaderBindingDataSize += ShaderLayouts.Last().GetDataSizeBytes();
check(ShaderFrequencyBits < (1 << SF_Vertex));
ShaderFrequencyBits |= (1 << SF_Vertex);
}
if (Shaders.PixelShader.IsValid())
{
ShaderLayouts.Add(FMeshDrawShaderBindingsLayout(Shaders.PixelShader));
ShaderBindingDataSize += ShaderLayouts.Last().GetDataSizeBytes();
check(ShaderFrequencyBits < (1 << SF_Pixel));
ShaderFrequencyBits |= (1 << SF_Pixel);
}
if (Shaders.GeometryShader.IsValid())
{
ShaderLayouts.Add(FMeshDrawShaderBindingsLayout(Shaders.GeometryShader));
ShaderBindingDataSize += ShaderLayouts.Last().GetDataSizeBytes();
check(ShaderFrequencyBits < (1 << SF_Geometry));
ShaderFrequencyBits |= (1 << SF_Geometry);
}
if (Shaders.ComputeShader.IsValid())
{
ShaderLayouts.Add(FMeshDrawShaderBindingsLayout(Shaders.ComputeShader));
ShaderBindingDataSize += ShaderLayouts.Last().GetDataSizeBytes();
check(ShaderFrequencyBits < (1 << SF_Compute));
ShaderFrequencyBits |= (1 << SF_Compute);
}
#if RHI_RAYTRACING
if (Shaders.RayTracingShader.IsValid())
{
ShaderLayouts.Add(FMeshDrawShaderBindingsLayout(Shaders.RayTracingShader));
ShaderBindingDataSize += ShaderLayouts.Last().GetDataSizeBytes();
const EShaderFrequency Frequency = Shaders.RayTracingShader->GetFrequency();
check(ShaderFrequencyBits < (1 << Frequency));
ShaderFrequencyBits |= (1 << Frequency);
}
#endif
checkSlow(ShaderLayouts.Num() == NumShaderFrequencies);
if (ShaderBindingDataSize > 0)
{
AllocateZeroed(ShaderBindingDataSize);
}
}
void FMeshDrawShaderBindings::Finalize(const FMeshProcessorShaders* ShadersForDebugging)
{
#if VALIDATE_MESH_COMMAND_BINDINGS
if (!ShadersForDebugging)
{
return;
}
const uint8* ShaderBindingDataPtr = GetData();
uint32 ShaderFrequencyBitIndex = ~0;
for (int32 ShaderBindingsIndex = 0; ShaderBindingsIndex < ShaderLayouts.Num(); ShaderBindingsIndex++)
{
EShaderFrequency Frequency = SF_NumFrequencies;
while (true)
{
ShaderFrequencyBitIndex++;
if ((ShaderFrequencyBits & (1 << ShaderFrequencyBitIndex)) != 0)
{
Frequency = EShaderFrequency(ShaderFrequencyBitIndex);
break;
}
}
check(Frequency < SF_NumFrequencies);
const FMeshDrawShaderBindingsLayout& ShaderLayout = ShaderLayouts[ShaderBindingsIndex];
TShaderRef<FShader> Shader = ShadersForDebugging->GetShader(Frequency);
check(Shader.IsValid());
const FVertexFactoryType* VFType = Shader.GetVertexFactoryType();
FReadOnlyMeshDrawSingleShaderBindings SingleShaderBindings(ShaderLayout, ShaderBindingDataPtr);
FRHIUniformBuffer* const* UniformBufferBindings = SingleShaderBindings.GetUniformBufferStart();
for (int32 BindingIndex = 0; BindingIndex < ShaderLayout.ParameterMapInfo.UniformBuffers.Num(); BindingIndex++)
{
FShaderUniformBufferParameterInfo ParameterInfo = ShaderLayout.ParameterMapInfo.UniformBuffers[BindingIndex];
FRHIUniformBuffer* UniformBufferValue = UniformBufferBindings[BindingIndex];
if (!UniformBufferValue)
{
// Search the automatically bound uniform buffers for more context if available
const FShaderParametersMetadata* AutomaticallyBoundUniformBufferStruct = Shader->FindAutomaticallyBoundUniformBufferStruct(ParameterInfo.BaseIndex);
if (AutomaticallyBoundUniformBufferStruct)
{
ensureMsgf(
UniformBufferValue || EnumHasAnyFlags(AutomaticallyBoundUniformBufferStruct->GetBindingFlags(), EUniformBufferBindingFlags::Static),
TEXT("Shader %s with vertex factory %s never set automatically bound uniform buffer at BaseIndex %i. Expected buffer of type %s. This can cause GPU hangs, depending on how the shader uses it."),
Shader.GetType()->GetName(),
VFType ? VFType->GetName() : TEXT("nullptr"),
ParameterInfo.BaseIndex,
AutomaticallyBoundUniformBufferStruct->GetStructTypeName());
}
else
{
ensureMsgf(UniformBufferValue, TEXT("Shader %s with vertex factory %s never set uniform buffer at BaseIndex %i. This can cause GPU hangs, depending on how the shader uses it."),
VFType ? VFType->GetName() : TEXT("nullptr"),
Shader.GetType()->GetName(),
ParameterInfo.BaseIndex);
}
}
}
FRHISamplerState* const* SamplerBindings = SingleShaderBindings.GetSamplerStart();
for (int32 BindingIndex = 0; BindingIndex < ShaderLayout.ParameterMapInfo.TextureSamplers.Num(); BindingIndex++)
{
FShaderResourceParameterInfo ParameterInfo = ShaderLayout.ParameterMapInfo.TextureSamplers[BindingIndex];
const FRHISamplerState* SamplerValue = SamplerBindings[BindingIndex];
ensureMsgf(SamplerValue, TEXT("Shader %s with vertex factory %s never set sampler at BaseIndex %u. This can cause GPU hangs, depending on how the shader uses it."),
Shader.GetType()->GetName(),
VFType ? VFType->GetName() : TEXT("nullptr"),
ParameterInfo.BaseIndex);
}
const uint8* RESTRICT SRVType = SingleShaderBindings.GetSRVTypeStart();
FRHIResource* const* RESTRICT SRVBindings = SingleShaderBindings.GetSRVStart();
const FShaderResourceParameterInfo* RESTRICT SRVParameters = SingleShaderBindings.ParameterMapInfo.SRVs.GetData();
const uint32 NumSRVs = SingleShaderBindings.ParameterMapInfo.SRVs.Num();
for (uint32 SRVIndex = 0; SRVIndex < NumSRVs; SRVIndex++)
{
FShaderResourceParameterInfo Parameter = SRVParameters[SRVIndex];
uint32 TypeByteIndex = SRVIndex / 8;
uint32 TypeBitIndex = SRVIndex % 8;
if (SRVType[TypeByteIndex] & (1 << TypeBitIndex))
{
FRHIShaderResourceView* SRV = (FRHIShaderResourceView*)SRVBindings[SRVIndex];
ensureMsgf(SRV, TEXT("Shader %s with vertex factory %s never set SRV at BaseIndex %u. This can cause GPU hangs, depending on how the shader uses it."),
Shader.GetType()->GetName(),
VFType ? VFType->GetName() : TEXT("nullptr"),
Parameter.BaseIndex);
}
else
{
FRHITexture* Texture = (FRHITexture*)SRVBindings[SRVIndex];
ensureMsgf(Texture, TEXT("Shader %s with vertex factory %s never set texture at BaseIndex %u. This can cause GPU hangs, depending on how the shader uses it."),
Shader.GetType()->GetName(),
VFType ? VFType->GetName() : TEXT("nullptr"),
Parameter.BaseIndex);
}
}
ShaderBindingDataPtr += ShaderLayout.GetDataSizeBytes();
}
#endif
}
void FMeshDrawShaderBindings::CopyFrom(const FMeshDrawShaderBindings& Other)
{
Release();
ShaderLayouts = Other.ShaderLayouts;
ShaderFrequencyBits = Other.ShaderFrequencyBits;
Allocate(Other.Size);
if (Other.UsesInlineStorage())
{
Data = Other.Data;
}
else
{
FPlatformMemory::Memcpy(GetData(), Other.GetData(), Size);
}
#if VALIDATE_UNIFORM_BUFFER_LIFETIME
uint8* ShaderBindingDataPtr = GetData();
for (int32 ShaderBindingsIndex = 0; ShaderBindingsIndex < ShaderLayouts.Num(); ShaderBindingsIndex++)
{
FMeshDrawSingleShaderBindings SingleShaderBindings(ShaderLayouts[ShaderBindingsIndex], ShaderBindingDataPtr);
FRHIUniformBuffer** RESTRICT UniformBufferBindings = SingleShaderBindings.GetUniformBufferStart();
const int32 NumUniformBuffers = SingleShaderBindings.ParameterMapInfo.UniformBuffers.Num();
for (int32 UniformBufferIndex = 0; UniformBufferIndex < NumUniformBuffers; UniformBufferIndex++)
{
FRHIUniformBuffer* UniformBuffer = UniformBufferBindings[UniformBufferIndex];
if (UniformBuffer)
{
UniformBuffer->NumMeshCommandReferencesForDebugging++;
}
}
ShaderBindingDataPtr += ShaderLayouts[ShaderBindingsIndex].GetDataSizeBytes();
}
#endif
}
void FMeshDrawShaderBindings::Release()
{
#if VALIDATE_UNIFORM_BUFFER_LIFETIME
uint8* ShaderBindingDataPtr = GetData();
for (int32 ShaderBindingsIndex = 0; ShaderBindingsIndex < ShaderLayouts.Num(); ShaderBindingsIndex++)
{
FMeshDrawSingleShaderBindings SingleShaderBindings(ShaderLayouts[ShaderBindingsIndex], ShaderBindingDataPtr);
FRHIUniformBuffer** RESTRICT UniformBufferBindings = SingleShaderBindings.GetUniformBufferStart();
const int32 NumUniformBuffers = SingleShaderBindings.ParameterMapInfo.UniformBuffers.Num();
for (int32 UniformBufferIndex = 0; UniformBufferIndex < NumUniformBuffers; UniformBufferIndex++)
{
FRHIUniformBuffer* UniformBuffer = UniformBufferBindings[UniformBufferIndex];
if (UniformBuffer)
{
UniformBuffer->NumMeshCommandReferencesForDebugging--;
check(UniformBuffer->NumMeshCommandReferencesForDebugging >= 0);
}
}
ShaderBindingDataPtr += ShaderLayouts[ShaderBindingsIndex].GetDataSizeBytes();
}
#endif
if (Size > sizeof(FData))
{
delete[] Data.GetHeapData();
}
Size = 0;
Data.SetHeapData(nullptr);
}
void FGraphicsMinimalPipelineStateInitializer::SetupBoundShaderState(FRHIVertexDeclaration* VertexDeclaration, const FMeshProcessorShaders& Shaders)
{
BoundShaderState = FMinimalBoundShaderStateInput();
BoundShaderState.VertexDeclarationRHI = VertexDeclaration;
checkf(Shaders.VertexShader.IsValid(), TEXT("Can't render without a vertex shader"));
if(Shaders.VertexShader.IsValid())
{
checkSlow(Shaders.VertexShader->GetFrequency() == SF_Vertex);
BoundShaderState.VertexShaderResource = Shaders.VertexShader.GetResource();
BoundShaderState.VertexShaderIndex = Shaders.VertexShader->GetResourceIndex();
check(BoundShaderState.VertexShaderResource->IsValidShaderIndex(BoundShaderState.VertexShaderIndex));
}
if (Shaders.PixelShader.IsValid())
{
checkSlow(Shaders.PixelShader->GetFrequency() == SF_Pixel);
BoundShaderState.PixelShaderResource = Shaders.PixelShader.GetResource();
BoundShaderState.PixelShaderIndex = Shaders.PixelShader->GetResourceIndex();
check(BoundShaderState.PixelShaderResource->IsValidShaderIndex(BoundShaderState.PixelShaderIndex));
}
#if PLATFORM_SUPPORTS_GEOMETRY_SHADERS
if (Shaders.GeometryShader.IsValid())
{
checkSlow(Shaders.GeometryShader->GetFrequency() == SF_Geometry);
BoundShaderState.GeometryShaderResource = Shaders.GeometryShader.GetResource();
BoundShaderState.GeometryShaderIndex = Shaders.GeometryShader->GetResourceIndex();
check(BoundShaderState.GeometryShaderResource->IsValidShaderIndex(BoundShaderState.GeometryShaderIndex));
}
#endif // PLATFORM_SUPPORTS_GEOMETRY_SHADERS
}
void FGraphicsMinimalPipelineStateInitializer::ComputePrecachePSOHash()
{
struct FHashKey
{
uint32 VertexDeclaration;
uint32 VertexShader;
uint32 PixelShader;
#if PLATFORM_SUPPORTS_GEOMETRY_SHADERS
uint32 GeometryShader;
#endif // PLATFORM_SUPPORTS_GEOMETRY_SHADERS
#if PLATFORM_SUPPORTS_MESH_SHADERS
uint32 MeshShader;
#endif // PLATFORM_SUPPORTS_MESH_SHADERS
uint32 BlendState;
uint32 RasterizerState;
uint32 DepthStencilState;
uint32 ImmutableSamplerState;
uint32 MultiViewCount : 8;
uint32 DrawShadingRate : 8;
uint32 PrimitiveType : 8;
uint32 bDepthBounds : 1;
uint32 bHasFragmentDensityAttachment : 1;
uint32 Unused : 6;
} HashKey;
FMemory::Memzero(&HashKey, sizeof(FHashKey));
HashKey.VertexDeclaration = BoundShaderState.VertexDeclarationRHI ? BoundShaderState.VertexDeclarationRHI->GetPrecachePSOHash() : 0;
HashKey.VertexShader = HashCombine(GetTypeHash(BoundShaderState.VertexShaderIndex), GetTypeHash(BoundShaderState.VertexShaderResource));
HashKey.PixelShader = HashCombine(GetTypeHash(BoundShaderState.PixelShaderIndex), GetTypeHash(BoundShaderState.PixelShaderResource));
#if PLATFORM_SUPPORTS_GEOMETRY_SHADERS
HashKey.GeometryShader = HashCombine(GetTypeHash(BoundShaderState.GeometryShaderIndex), GetTypeHash(BoundShaderState.GeometryShaderResource));
#endif
#if PLATFORM_SUPPORTS_MESH_SHADERS
HashKey.MeshShader = HashCombine(GetTypeHash(BoundShaderState.MeshShaderIndex), GetTypeHash(BoundShaderState.MeshShaderResource));
#endif
FBlendStateInitializerRHI BlendStateInitializerRHI;
if (BlendState && BlendState->GetInitializer(BlendStateInitializerRHI))
{
HashKey.BlendState = GetTypeHash(BlendStateInitializerRHI);
}
FRasterizerStateInitializerRHI RasterizerStateInitializerRHI;
if (RasterizerState && RasterizerState->GetInitializer(RasterizerStateInitializerRHI))
{
HashKey.RasterizerState = GetTypeHash(RasterizerStateInitializerRHI);
}
FDepthStencilStateInitializerRHI DepthStencilStateInitializerRHI;
if (DepthStencilState && DepthStencilState->GetInitializer(DepthStencilStateInitializerRHI))
{
HashKey.DepthStencilState = GetTypeHash(DepthStencilStateInitializerRHI);
}
// Ignore immutable samplers for now
//HashKey.ImmutableSamplerState = GetTypeHash(ImmutableSamplerState);
HashKey.MultiViewCount = MultiViewCount;
HashKey.DrawShadingRate = DrawShadingRate;
HashKey.PrimitiveType = PrimitiveType;
HashKey.bDepthBounds = bDepthBounds;
HashKey.bHasFragmentDensityAttachment = bHasFragmentDensityAttachment;
PrecachePSOHash = CityHash64((const char*)&HashKey, sizeof(FHashKey));
}
#if RHI_RAYTRACING
void FRayTracingMeshCommand::SetRayTracingShaderBindingsForHitGroup(
FRayTracingLocalShaderBindingWriter* BindingWriter,
const TUniformBufferRef<FViewUniformShaderParameters>& ViewUniformBuffer,
FRHIUniformBuffer* NaniteUniformBuffer,
uint32 InstanceIndex,
uint32 SegmentIndex,
uint32 HitGroupIndexInPipeline,
uint32 ShaderSlot) const
{
FRayTracingLocalShaderBindings* Bindings = ShaderBindings.SetRayTracingShaderBindingsForHitGroup(BindingWriter, InstanceIndex, SegmentIndex, HitGroupIndexInPipeline, ShaderSlot);
if (ViewUniformBufferParameter.IsBound())
{
check(ViewUniformBuffer);
Bindings->UniformBuffers[ViewUniformBufferParameter.GetBaseIndex()] = ViewUniformBuffer;
}
if (NaniteUniformBufferParameter.IsBound())
{
check(NaniteUniformBuffer);
Bindings->UniformBuffers[NaniteUniformBufferParameter.GetBaseIndex()] = NaniteUniformBuffer;
}
}
void FRayTracingMeshCommand::SetShaders(const FMeshProcessorShaders& Shaders)
{
check(Shaders.RayTracingShader.IsValid())
MaterialShaderIndex = Shaders.RayTracingShader.GetRayTracingHitGroupLibraryIndex();
MaterialShader = Shaders.RayTracingShader.GetRayTracingShader();
ViewUniformBufferParameter = Shaders.RayTracingShader->GetUniformBufferParameter<FViewUniformShaderParameters>();
NaniteUniformBufferParameter = Shaders.RayTracingShader->GetUniformBufferParameter<FNaniteRayTracingUniformParameters>();
ShaderBindings.Initialize(Shaders);
}
void FRayTracingShaderCommand::SetRayTracingShaderBindings(
FRayTracingLocalShaderBindingWriter* BindingWriter,
const TUniformBufferRef<FViewUniformShaderParameters>& ViewUniformBuffer,
FRHIUniformBuffer* NaniteUniformBuffer,
uint32 ShaderIndexInPipeline,
uint32 ShaderSlot) const
{
FRayTracingLocalShaderBindings* Bindings = ShaderBindings.SetRayTracingShaderBindings(BindingWriter, ShaderIndexInPipeline, ShaderSlot);
if (ViewUniformBufferParameter.IsBound())
{
check(ViewUniformBuffer);
Bindings->UniformBuffers[ViewUniformBufferParameter.GetBaseIndex()] = ViewUniformBuffer;
}
if (NaniteUniformBufferParameter.IsBound())
{
check(NaniteUniformBuffer);
Bindings->UniformBuffers[NaniteUniformBufferParameter.GetBaseIndex()] = NaniteUniformBuffer;
}
}
void FRayTracingShaderCommand::SetShader(const TShaderRef<FShader>& InShader)
{
check(InShader->GetFrequency() == SF_RayCallable || InShader->GetFrequency() == SF_RayMiss);
ShaderIndex = InShader.GetRayTracingCallableShaderLibraryIndex();
Shader = InShader.GetRayTracingShader();
ViewUniformBufferParameter = InShader->GetUniformBufferParameter<FViewUniformShaderParameters>();
NaniteUniformBufferParameter = InShader->GetUniformBufferParameter<FNaniteRayTracingUniformParameters>();
FMeshProcessorShaders Shaders;
Shaders.RayTracingShader = InShader;
ShaderBindings.Initialize(Shaders);
}
#endif // RHI_RAYTRACING
void FMeshDrawCommand::SetDrawParametersAndFinalize(
const FMeshBatch& MeshBatch,
int32 BatchElementIndex,
FGraphicsMinimalPipelineStateId PipelineId,
const FMeshProcessorShaders* ShadersForDebugging)
{
const FMeshBatchElement& BatchElement = MeshBatch.Elements[BatchElementIndex];
check(!BatchElement.IndexBuffer || (BatchElement.IndexBuffer && BatchElement.IndexBuffer->IsInitialized() && BatchElement.IndexBuffer->IndexBufferRHI));
IndexBuffer = BatchElement.IndexBuffer ? BatchElement.IndexBuffer->IndexBufferRHI.GetReference() : nullptr;
FirstIndex = BatchElement.FirstIndex;
NumPrimitives = BatchElement.NumPrimitives;
NumInstances = BatchElement.NumInstances;
// If the mesh batch has a valid dynamic index buffer, use it instead
if (BatchElement.DynamicIndexBuffer.IsValid())
{
check(!BatchElement.DynamicIndexBuffer.IndexBuffer || (BatchElement.DynamicIndexBuffer.IndexBuffer && BatchElement.DynamicIndexBuffer.IndexBuffer->IsInitialized() && BatchElement.DynamicIndexBuffer.IndexBuffer->IndexBufferRHI));
IndexBuffer = BatchElement.DynamicIndexBuffer.IndexBuffer ? BatchElement.DynamicIndexBuffer.IndexBuffer->IndexBufferRHI.GetReference() : nullptr;
FirstIndex = BatchElement.DynamicIndexBuffer.FirstIndex;
PrimitiveType = EPrimitiveType(BatchElement.DynamicIndexBuffer.PrimitiveType);
}
if (NumPrimitives > 0)
{
VertexParams.BaseVertexIndex = BatchElement.BaseVertexIndex;
VertexParams.NumVertices = BatchElement.MaxVertexIndex - BatchElement.MinVertexIndex + 1;
checkf(!BatchElement.IndirectArgsBuffer, TEXT("FMeshBatchElement::NumPrimitives must be set to 0 when a IndirectArgsBuffer is used"));
}
else
{
checkf(BatchElement.IndirectArgsBuffer, TEXT("It is only valid to set BatchElement.NumPrimitives == 0 when a IndirectArgsBuffer is used"));
IndirectArgs.Buffer = BatchElement.IndirectArgsBuffer;
IndirectArgs.Offset = BatchElement.IndirectArgsOffset;
}
Finalize(PipelineId, ShadersForDebugging);
}
void FMeshDrawShaderBindings::SetOnCommandList(FRHICommandList& RHICmdList, const FBoundShaderStateInput& Shaders, FShaderBindingState* StateCacheShaderBindings) const
{
const uint8* ShaderBindingDataPtr = GetData();
uint32 ShaderFrequencyBitIndex = ~0;
for (int32 ShaderBindingsIndex = 0; ShaderBindingsIndex < ShaderLayouts.Num(); ShaderBindingsIndex++)
{
EShaderFrequency Frequency = SF_NumFrequencies;
while (true)
{
ShaderFrequencyBitIndex++;
if ((ShaderFrequencyBits & (1 << ShaderFrequencyBitIndex)) != 0)
{
Frequency = EShaderFrequency(ShaderFrequencyBitIndex);
break;
}
}
check(Frequency < SF_NumFrequencies);
FReadOnlyMeshDrawSingleShaderBindings SingleShaderBindings(ShaderLayouts[ShaderBindingsIndex], ShaderBindingDataPtr);
FShaderBindingState& ShaderBindingState = StateCacheShaderBindings[Frequency];
if (Frequency == SF_Vertex)
{
SetShaderBindings(RHICmdList, Shaders.VertexShaderRHI, SingleShaderBindings, ShaderBindingState);
}
else if (Frequency == SF_Pixel)
{
SetShaderBindings(RHICmdList, Shaders.PixelShaderRHI, SingleShaderBindings, ShaderBindingState);
}
else if (Frequency == SF_Geometry)
{
SetShaderBindings(RHICmdList, Shaders.GetGeometryShader(), SingleShaderBindings, ShaderBindingState);
}
else
{
checkf(0, TEXT("Unknown shader frequency"));
}
ShaderBindingDataPtr += ShaderLayouts[ShaderBindingsIndex].GetDataSizeBytes();
}
}
void FMeshDrawShaderBindings::SetOnCommandList(FRHIComputeCommandList& RHICmdList, FRHIComputeShader* Shader, FShaderBindingState* StateCacheShaderBindings) const
{
check(ShaderLayouts.Num() == 1);
FReadOnlyMeshDrawSingleShaderBindings SingleShaderBindings(ShaderLayouts[0], GetData());
check(ShaderFrequencyBits & (1 << SF_Compute));
if (StateCacheShaderBindings != nullptr)
{
SetShaderBindings(RHICmdList, Shader, SingleShaderBindings, *StateCacheShaderBindings);
}
else
{
SetShaderBindings(RHICmdList, Shader, SingleShaderBindings);
}
}
bool FMeshDrawShaderBindings::MatchesForDynamicInstancing(const FMeshDrawShaderBindings& Rhs) const
{
if (ShaderFrequencyBits != Rhs.ShaderFrequencyBits)
{
return false;
}
if (ShaderLayouts.Num() != Rhs.ShaderLayouts.Num())
{
return false;
}
for (int Index = 0; Index < ShaderLayouts.Num(); Index++)
{
if (!(ShaderLayouts[Index] == Rhs.ShaderLayouts[Index]))
{
return false;
}
}
const uint8* ShaderBindingDataPtr = GetData();
const uint8* OtherShaderBindingDataPtr = Rhs.GetData();
for (int32 ShaderBindingsIndex = 0; ShaderBindingsIndex < ShaderLayouts.Num(); ShaderBindingsIndex++)
{
FReadOnlyMeshDrawSingleShaderBindings SingleShaderBindings(ShaderLayouts[ShaderBindingsIndex], ShaderBindingDataPtr);
FReadOnlyMeshDrawSingleShaderBindings OtherSingleShaderBindings(Rhs.ShaderLayouts[ShaderBindingsIndex], OtherShaderBindingDataPtr);
if (SingleShaderBindings.ParameterMapInfo.LooseParameterBuffers.Num())
{
const uint8* LooseBindings = SingleShaderBindings.GetLooseDataStart();
const uint8* OtherLooseBindings = OtherSingleShaderBindings.GetLooseDataStart();
const uint32 LooseLength = SingleShaderBindings.GetLooseDataSizeBytes();
const uint32 OtherLength = OtherSingleShaderBindings.GetLooseDataSizeBytes();
if (LooseLength != OtherLength)
{
return false;
}
if (memcmp(LooseBindings, OtherLooseBindings, LooseLength) != 0)
{
return false;
}
}
FRHISamplerState* const* SamplerBindings = SingleShaderBindings.GetSamplerStart();
FRHISamplerState* const* OtherSamplerBindings = OtherSingleShaderBindings.GetSamplerStart();
for (int32 SamplerIndex = 0; SamplerIndex < SingleShaderBindings.ParameterMapInfo.TextureSamplers.Num(); SamplerIndex++)
{
const FRHIResource* Sampler = SamplerBindings[SamplerIndex];
const FRHIResource* OtherSampler = OtherSamplerBindings[SamplerIndex];
if (Sampler != OtherSampler)
{
return false;
}
}
FRHIResource* const* SrvBindings = SingleShaderBindings.GetSRVStart();
FRHIResource* const* OtherSrvBindings = OtherSingleShaderBindings.GetSRVStart();
for (int32 SrvIndex = 0; SrvIndex < SingleShaderBindings.ParameterMapInfo.SRVs.Num(); SrvIndex++)
{
const FRHIResource* Srv = SrvBindings[SrvIndex];
const FRHIResource* OtherSrv = OtherSrvBindings[SrvIndex];
if (Srv != OtherSrv)
{
return false;
}
}
FRHIUniformBuffer* const* UniformBufferBindings = SingleShaderBindings.GetUniformBufferStart();
FRHIUniformBuffer* const* OtherUniformBufferBindings = OtherSingleShaderBindings.GetUniformBufferStart();
for (int32 UniformBufferIndex = 0; UniformBufferIndex < SingleShaderBindings.ParameterMapInfo.UniformBuffers.Num(); UniformBufferIndex++)
{
const FRHIUniformBuffer* UniformBuffer = UniformBufferBindings[UniformBufferIndex];
const FRHIUniformBuffer* OtherUniformBuffer = OtherUniformBufferBindings[UniformBufferIndex];
if (UniformBuffer != OtherUniformBuffer)
{
return false;
}
}
ShaderBindingDataPtr += ShaderLayouts[ShaderBindingsIndex].GetDataSizeBytes();
OtherShaderBindingDataPtr += Rhs.ShaderLayouts[ShaderBindingsIndex].GetDataSizeBytes();
}
return true;
}
uint32 FMeshDrawShaderBindings::GetDynamicInstancingHash() const
{
//add and initialize any leftover padding within the struct to avoid unstable keys
struct FHashKey
{
uint32 LooseParametersHash = 0;
uint32 UniformBufferHash = 0;
uint16 Size;
uint16 Frequencies;
static inline uint32 PointerHash(const void* Key)
{
#if PLATFORM_64BITS
// Ignoring the lower 4 bits since they are likely zero anyway.
// Higher bits are more significant in 64 bit builds.
return reinterpret_cast<UPTRINT>(Key) >> 4;
#else
return reinterpret_cast<UPTRINT>(Key);
#endif
};
static inline uint32 HashCombine(uint32 A, uint32 B)
{
return A ^ (B + 0x9e3779b9 + (A << 6) + (A >> 2));
}
} HashKey;
HashKey.Size = Size;
HashKey.Frequencies = ShaderFrequencyBits;
const uint8* ShaderBindingDataPtr = GetData();
for (int32 ShaderBindingsIndex = 0; ShaderBindingsIndex < ShaderLayouts.Num(); ShaderBindingsIndex++)
{
FReadOnlyMeshDrawSingleShaderBindings SingleShaderBindings(ShaderLayouts[ShaderBindingsIndex], ShaderBindingDataPtr);
if (SingleShaderBindings.ParameterMapInfo.LooseParameterBuffers.Num())
{
const uint8* LooseBindings = SingleShaderBindings.GetLooseDataStart();
uint32 Length = SingleShaderBindings.GetLooseDataSizeBytes();
HashKey.LooseParametersHash = uint32(CityHash64((const char*)LooseBindings, Length));
}
FRHISamplerState* const* SamplerBindings = SingleShaderBindings.GetSamplerStart();
for (int32 SamplerIndex = 0; SamplerIndex < SingleShaderBindings.ParameterMapInfo.TextureSamplers.Num(); SamplerIndex++)
{
const FRHIResource* Sampler = SamplerBindings[SamplerIndex];
HashKey.LooseParametersHash = FHashKey::HashCombine(FHashKey::PointerHash(Sampler), HashKey.LooseParametersHash);
}
FRHIResource* const* SrvBindings = SingleShaderBindings.GetSRVStart();
for (int32 SrvIndex = 0; SrvIndex < SingleShaderBindings.ParameterMapInfo.SRVs.Num(); SrvIndex++)
{
const FRHIResource* Srv = SrvBindings[SrvIndex];
HashKey.LooseParametersHash = FHashKey::HashCombine(FHashKey::PointerHash(Srv), HashKey.LooseParametersHash);
}
FRHIUniformBuffer* const* UniformBufferBindings = SingleShaderBindings.GetUniformBufferStart();
for (int32 UniformBufferIndex = 0; UniformBufferIndex < SingleShaderBindings.ParameterMapInfo.UniformBuffers.Num(); UniformBufferIndex++)
{
const FRHIUniformBuffer* UniformBuffer = UniformBufferBindings[UniformBufferIndex];
HashKey.UniformBufferHash = FHashKey::HashCombine(FHashKey::PointerHash(UniformBuffer), HashKey.UniformBufferHash);
}
ShaderBindingDataPtr += ShaderLayouts[ShaderBindingsIndex].GetDataSizeBytes();
}
return uint32(CityHash64((char*)&HashKey, sizeof(FHashKey)));
}
bool FMeshDrawCommand::SubmitDrawBegin(
const FMeshDrawCommand& RESTRICT MeshDrawCommand,
const FGraphicsMinimalPipelineStateSet& GraphicsMinimalPipelineStateSet,
FRHIBuffer* ScenePrimitiveIdsBuffer,
int32 PrimitiveIdOffset,
uint32 InstanceFactor,
FRHICommandList& RHICmdList,
FMeshDrawCommandStateCache& RESTRICT StateCache,
bool bAllowSkipDrawCommand)
{
checkSlow(MeshDrawCommand.CachedPipelineId.IsValid());
// GPUCULL_TODO: Can't do this check as the VFs are created with GMaxRHIFeatureLevel (so may support PrimitiveIdStreamIndex even for preview platforms)
// Want to be sure that we supply GPU-scene instance data if required.
// checkSlow(MeshDrawCommand.PrimitiveIdStreamIndex == -1 || ScenePrimitiveIdsBuffer != nullptr);
const FGraphicsMinimalPipelineStateInitializer& MeshPipelineState = MeshDrawCommand.CachedPipelineId.GetPipelineState(GraphicsMinimalPipelineStateSet);
if (MeshDrawCommand.CachedPipelineId.GetId() != StateCache.PipelineId)
{
FGraphicsPipelineStateInitializer GraphicsPSOInit = MeshPipelineState.AsGraphicsPipelineStateInitializer();
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
EPSOPrecacheResult PSOPrecacheResult = EPSOPrecacheResult::Unknown;
#if PSO_PRECACHING_VALIDATE
// Retrieve state from cache - can be be cached on the MeshPipelineState to not retrieve it anymore after the final state is known
#if MESH_DRAW_COMMAND_DEBUG_DATA
PSOPrecacheResult = PSOCollectorStats::CheckPipelineStateInCache(GraphicsPSOInit, MeshDrawCommand.DebugData.MeshPassType, MeshDrawCommand.DebugData.VertexFactoryType);
#else
PSOPrecacheResult = PSOCollectorStats::CheckPipelineStateInCache(GraphicsPSOInit, EMeshPass::Num, nullptr);
#endif // MESH_DRAW_COMMAND_DEBUG_DATA
#endif // PSO_PRECACHING_VALIDATE
// Check if skip draw is needed when the PSO is still precaching
if (bAllowSkipDrawCommand && GSkipDrawOnPSOPrecaching && !MeshPipelineState.bPSOPrecached)
{
MeshPipelineState.bPSOPrecached = !PipelineStateCache::IsPrecaching(GraphicsPSOInit);
// Try and skip draw if not precached yet
if (!MeshPipelineState.bPSOPrecached)
{
return false;
}
}
// We can set the new StencilRef here to avoid the set below
bool bApplyAdditionalState = true;
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit, MeshDrawCommand.StencilRef, EApplyRendertargetOption::CheckApply, bApplyAdditionalState, PSOPrecacheResult);
StateCache.SetPipelineState(MeshDrawCommand.CachedPipelineId.GetId());
StateCache.StencilRef = MeshDrawCommand.StencilRef;
}
if (MeshDrawCommand.StencilRef != StateCache.StencilRef)
{
RHICmdList.SetStencilRef(MeshDrawCommand.StencilRef);
StateCache.StencilRef = MeshDrawCommand.StencilRef;
}
for (int32 VertexBindingIndex = 0; VertexBindingIndex < MeshDrawCommand.VertexStreams.Num(); VertexBindingIndex++)
{
const FVertexInputStream& Stream = MeshDrawCommand.VertexStreams[VertexBindingIndex];
if (MeshDrawCommand.PrimitiveIdStreamIndex != -1 && Stream.StreamIndex == MeshDrawCommand.PrimitiveIdStreamIndex)
{
RHICmdList.SetStreamSource(Stream.StreamIndex, ScenePrimitiveIdsBuffer, PrimitiveIdOffset);
StateCache.VertexStreams[Stream.StreamIndex] = Stream;
}
else if (StateCache.VertexStreams[Stream.StreamIndex] != Stream)
{
RHICmdList.SetStreamSource(Stream.StreamIndex, Stream.VertexBuffer, Stream.Offset);
StateCache.VertexStreams[Stream.StreamIndex] = Stream;
}
}
MeshDrawCommand.ShaderBindings.SetOnCommandList(RHICmdList, MeshPipelineState.BoundShaderState.AsBoundShaderState(), StateCache.ShaderBindings);
return true;
}
void FMeshDrawCommand::SubmitDrawEnd(const FMeshDrawCommand& MeshDrawCommand, uint32 InstanceFactor, FRHICommandList& RHICmdList,
FRHIBuffer* IndirectArgsOverrideBuffer,
uint32 IndirectArgsOverrideByteOffset)
{
const bool bDoOverrideArgs = IndirectArgsOverrideBuffer != nullptr && MeshDrawCommand.PrimitiveIdStreamIndex >= 0;
if (MeshDrawCommand.IndexBuffer)
{
if (MeshDrawCommand.NumPrimitives > 0 && !bDoOverrideArgs)
{
RHICmdList.DrawIndexedPrimitive(
MeshDrawCommand.IndexBuffer,
MeshDrawCommand.VertexParams.BaseVertexIndex,
0,
MeshDrawCommand.VertexParams.NumVertices,
MeshDrawCommand.FirstIndex,
MeshDrawCommand.NumPrimitives,
MeshDrawCommand.NumInstances * InstanceFactor
);
}
else
{
RHICmdList.DrawIndexedPrimitiveIndirect(
MeshDrawCommand.IndexBuffer,
bDoOverrideArgs ? IndirectArgsOverrideBuffer : MeshDrawCommand.IndirectArgs.Buffer,
bDoOverrideArgs ? IndirectArgsOverrideByteOffset : MeshDrawCommand.IndirectArgs.Offset
);
}
}
else
{
if (MeshDrawCommand.NumPrimitives > 0 && !bDoOverrideArgs)
{
RHICmdList.DrawPrimitive(
MeshDrawCommand.VertexParams.BaseVertexIndex + MeshDrawCommand.FirstIndex,
MeshDrawCommand.NumPrimitives,
MeshDrawCommand.NumInstances * InstanceFactor);
}
else
{
RHICmdList.DrawPrimitiveIndirect(
bDoOverrideArgs ? IndirectArgsOverrideBuffer : MeshDrawCommand.IndirectArgs.Buffer,
bDoOverrideArgs ? IndirectArgsOverrideByteOffset : MeshDrawCommand.IndirectArgs.Offset
);
}
}
}
bool FMeshDrawCommand::SubmitDrawIndirectBegin(
const FMeshDrawCommand& RESTRICT MeshDrawCommand,
const FGraphicsMinimalPipelineStateSet& GraphicsMinimalPipelineStateSet,
FRHIBuffer* ScenePrimitiveIdsBuffer,
int32 PrimitiveIdOffset,
uint32 InstanceFactor,
FRHICommandList& RHICmdList,
FMeshDrawCommandStateCache& RESTRICT StateCache,
bool bAllowSkipDrawCommand)
{
return SubmitDrawBegin(
MeshDrawCommand,
GraphicsMinimalPipelineStateSet,
ScenePrimitiveIdsBuffer,
PrimitiveIdOffset,
InstanceFactor,
RHICmdList,
StateCache,
bAllowSkipDrawCommand
);
}
void FMeshDrawCommand::SubmitDrawIndirectEnd(
const FMeshDrawCommand& MeshDrawCommand,
uint32 InstanceFactor,
FRHICommandList& RHICmdList,
FRHIBuffer* IndirectArgsOverrideBuffer,
uint32 IndirectArgsOverrideByteOffset)
{
FRHIBuffer* IndirectArgsBuffer = nullptr;
uint32 IndirectArgsOffset = 0;
if (MeshDrawCommand.NumPrimitives == 0)
{
IndirectArgsBuffer = MeshDrawCommand.IndirectArgs.Buffer;
IndirectArgsOffset = MeshDrawCommand.IndirectArgs.Offset;
}
if (IndirectArgsOverrideBuffer != nullptr)
{
IndirectArgsBuffer = IndirectArgsOverrideBuffer;
IndirectArgsOffset = IndirectArgsOverrideByteOffset;
}
if (IndirectArgsBuffer != nullptr)
{
if (MeshDrawCommand.IndexBuffer)
{
RHICmdList.DrawIndexedPrimitiveIndirect(
MeshDrawCommand.IndexBuffer,
IndirectArgsBuffer,
IndirectArgsOffset
);
}
else
{
RHICmdList.DrawPrimitiveIndirect(
IndirectArgsBuffer,
IndirectArgsOffset
);
}
}
else if (MeshDrawCommand.NumPrimitives > 0)
{
if (MeshDrawCommand.IndexBuffer)
{
RHICmdList.DrawIndexedPrimitive(
MeshDrawCommand.IndexBuffer,
MeshDrawCommand.VertexParams.BaseVertexIndex,
0,
MeshDrawCommand.VertexParams.NumVertices,
MeshDrawCommand.FirstIndex,
MeshDrawCommand.NumPrimitives,
MeshDrawCommand.NumInstances * InstanceFactor
);
}
else
{
RHICmdList.DrawPrimitive(
MeshDrawCommand.VertexParams.BaseVertexIndex + MeshDrawCommand.FirstIndex,
MeshDrawCommand.NumPrimitives,
MeshDrawCommand.NumInstances * InstanceFactor
);
}
}
}
void FMeshDrawCommand::SubmitDraw(
const FMeshDrawCommand& RESTRICT MeshDrawCommand,
const FGraphicsMinimalPipelineStateSet& GraphicsMinimalPipelineStateSet,
FRHIBuffer* ScenePrimitiveIdsBuffer,
int32 PrimitiveIdOffset,
uint32 InstanceFactor,
FRHICommandList& RHICmdList,
FMeshDrawCommandStateCache& RESTRICT StateCache,
FRHIBuffer* IndirectArgsOverrideBuffer,
uint32 IndirectArgsOverrideByteOffset)
{
#if MESH_DRAW_COMMAND_DEBUG_DATA && RHI_WANT_BREADCRUMB_EVENTS
if (MeshDrawCommand.DebugData.ResourceName.IsValid())
{
TCHAR NameBuffer[FName::StringBufferSize];
const uint32 NameLen = MeshDrawCommand.DebugData.ResourceName.ToString(NameBuffer);
BREADCRUMB_EVENTF(RHICmdList, MeshDrawCommand, TEXT("%s %.*s"), *MeshDrawCommand.DebugData.MaterialName, NameLen, NameBuffer);
}
else
{
BREADCRUMB_EVENTF(RHICmdList, MeshDrawCommand, TEXT("%s"), *MeshDrawCommand.DebugData.MaterialName);
}
#endif
#if WANTS_DRAW_MESH_EVENTS
FMeshDrawEvent MeshEvent(MeshDrawCommand, InstanceFactor, RHICmdList);
#endif
bool bAllowSkipDrawCommand = true;
if (SubmitDrawBegin(MeshDrawCommand, GraphicsMinimalPipelineStateSet, ScenePrimitiveIdsBuffer, PrimitiveIdOffset, InstanceFactor, RHICmdList, StateCache, bAllowSkipDrawCommand))
{
SubmitDrawEnd(MeshDrawCommand, InstanceFactor, RHICmdList, IndirectArgsOverrideBuffer, IndirectArgsOverrideByteOffset);
}
}
void ApplyTargetsInfo(FGraphicsPipelineStateInitializer& GraphicsPSOInit, const FGraphicsPipelineRenderTargetsInfo& RenderTargetsInfo)
{
GraphicsPSOInit.RenderTargetsEnabled = RenderTargetsInfo.RenderTargetsEnabled;
GraphicsPSOInit.RenderTargetFormats = RenderTargetsInfo.RenderTargetFormats;
GraphicsPSOInit.RenderTargetFlags = RenderTargetsInfo.RenderTargetFlags;
GraphicsPSOInit.NumSamples = RenderTargetsInfo.NumSamples;
GraphicsPSOInit.DepthStencilTargetFormat = RenderTargetsInfo.DepthStencilTargetFormat;
GraphicsPSOInit.DepthStencilTargetFlag = RenderTargetsInfo.DepthStencilTargetFlag;
GraphicsPSOInit.DepthTargetLoadAction = RenderTargetsInfo.DepthTargetLoadAction;
GraphicsPSOInit.DepthTargetStoreAction = RenderTargetsInfo.DepthTargetStoreAction;
GraphicsPSOInit.StencilTargetLoadAction = RenderTargetsInfo.StencilTargetLoadAction;
GraphicsPSOInit.StencilTargetStoreAction = RenderTargetsInfo.StencilTargetStoreAction;
GraphicsPSOInit.DepthStencilAccess = RenderTargetsInfo.DepthStencilAccess;
GraphicsPSOInit.MultiViewCount = RenderTargetsInfo.MultiViewCount;
GraphicsPSOInit.bHasFragmentDensityAttachment = RenderTargetsInfo.bHasFragmentDensityAttachment;
}
uint64 FMeshDrawCommand::GetPipelineStateSortingKey(FRHICommandList& RHICmdList, const FGraphicsPipelineRenderTargetsInfo& RenderTargetsInfo) const
{
// Default fallback sort key
uint64 SortKey = CachedPipelineId.GetId();
if (GRHISupportsPipelineStateSortKey)
{
FGraphicsMinimalPipelineStateSet PipelineStateSet;
FGraphicsPipelineStateInitializer GraphicsPSOInit = CachedPipelineId.GetPipelineState(PipelineStateSet).AsGraphicsPipelineStateInitializer();
ApplyTargetsInfo(GraphicsPSOInit, RenderTargetsInfo);
// PSO is retrieved here already. This is currently only used by Nanite::DrawLumenMeshCards - can this also used the version without command list?
const FGraphicsPipelineState* PipelineState = PipelineStateCache::GetAndOrCreateGraphicsPipelineState(RHICmdList, GraphicsPSOInit, EApplyRendertargetOption::DoNothing, EPSOPrecacheResult::Unknown);
if (PipelineState)
{
const uint64 StateSortKey = PipelineStateCache::RetrieveGraphicsPipelineStateSortKey(PipelineState);
if (StateSortKey != 0) // 0 on the first occurrence (prior to caching), so these commands will fall back on shader id for sorting.
{
SortKey = StateSortKey;
}
}
}
return SortKey;
}
uint64 FMeshDrawCommand::GetPipelineStateSortingKey(const FGraphicsPipelineRenderTargetsInfo& RenderTargetsInfo) const
{
// Default fallback sort key
uint64 SortKey = CachedPipelineId.GetId();
if (GRHISupportsPipelineStateSortKey)
{
FGraphicsMinimalPipelineStateSet PipelineStateSet;
FGraphicsPipelineStateInitializer GraphicsPSOInit = CachedPipelineId.GetPipelineState(PipelineStateSet).AsGraphicsPipelineStateInitializer();
ApplyTargetsInfo(GraphicsPSOInit, RenderTargetsInfo);
const FGraphicsPipelineState* PipelineState = PipelineStateCache::FindGraphicsPipelineState(GraphicsPSOInit);
if (PipelineState)
{
const uint64 StateSortKey = PipelineStateCache::RetrieveGraphicsPipelineStateSortKey(PipelineState);
if (StateSortKey != 0) // 0 on the first occurrence (prior to caching), so these commands will fall back on shader id for sorting.
{
SortKey = StateSortKey;
}
}
}
return SortKey;
}
#if MESH_DRAW_COMMAND_DEBUG_DATA
void FMeshDrawCommand::SetDebugData(const FPrimitiveSceneProxy* PrimitiveSceneProxy, const FMaterial* Material, const FMaterialRenderProxy* MaterialRenderProxy, const FMeshProcessorShaders& UntypedShaders, const FVertexFactory* VertexFactory, uint32 MeshPassType)
{
DebugData.PrimitiveSceneProxyIfNotUsingStateBuckets = PrimitiveSceneProxy;
DebugData.MaterialRenderProxy = MaterialRenderProxy;
DebugData.VertexShader = UntypedShaders.VertexShader;
DebugData.PixelShader = UntypedShaders.PixelShader;
DebugData.VertexFactory = VertexFactory;
DebugData.VertexFactoryType = VertexFactory->GetType();
DebugData.MeshPassType = MeshPassType;
DebugData.ResourceName = PrimitiveSceneProxy ? PrimitiveSceneProxy->GetResourceName() : FName();
DebugData.MaterialName = Material->GetAssetName();
}
#endif
void SubmitMeshDrawCommands(
const FMeshCommandOneFrameArray& VisibleMeshDrawCommands,
const FGraphicsMinimalPipelineStateSet& GraphicsMinimalPipelineStateSet,
FRHIBuffer* PrimitiveIdsBuffer,
uint32 PrimitiveIdBufferStride,
int32 BasePrimitiveIdsOffset,
bool bDynamicInstancing,
uint32 InstanceFactor,
FRHICommandList& RHICmdList)
{
SubmitMeshDrawCommandsRange(VisibleMeshDrawCommands, GraphicsMinimalPipelineStateSet, PrimitiveIdsBuffer, PrimitiveIdBufferStride, BasePrimitiveIdsOffset, bDynamicInstancing, 0, VisibleMeshDrawCommands.Num(), InstanceFactor, RHICmdList);
}
void SubmitMeshDrawCommandsRange(
const FMeshCommandOneFrameArray& VisibleMeshDrawCommands,
const FGraphicsMinimalPipelineStateSet& GraphicsMinimalPipelineStateSet,
FRHIBuffer* PrimitiveIdsBuffer,
uint32 PrimitiveIdBufferStride,
int32 BasePrimitiveIdsOffset,
bool bDynamicInstancing,
int32 StartIndex,
int32 NumMeshDrawCommands,
uint32 InstanceFactor,
FRHICommandList& RHICmdList)
{
// GPUCULL_TODO: workaround for the fact that DrawDynamicMeshPassPrivate et al. don't work with GPU-Scene instancing
// we don't support dynamic instancing for this path since we require one primitive per draw command
// This is because the stride on the instance data buffer is set to 0 so only the first will ever be fetched.
checkSlow(!bDynamicInstancing);
bDynamicInstancing = false;
FMeshDrawCommandStateCache StateCache;
INC_DWORD_STAT_BY(STAT_MeshDrawCalls, NumMeshDrawCommands);
for (int32 DrawCommandIndex = StartIndex; DrawCommandIndex < StartIndex + NumMeshDrawCommands; DrawCommandIndex++)
{
SCOPED_CONDITIONAL_DRAW_EVENTF(RHICmdList, MeshEvent, GEmitMeshDrawEvent != 0, TEXT("Mesh Draw"));
const FVisibleMeshDrawCommand& VisibleMeshDrawCommand = VisibleMeshDrawCommands[DrawCommandIndex];
const int32 PrimitiveIdBufferOffset = BasePrimitiveIdsOffset + (bDynamicInstancing ? VisibleMeshDrawCommand.PrimitiveIdBufferOffset : DrawCommandIndex) * PrimitiveIdBufferStride;
checkSlow(!bDynamicInstancing || VisibleMeshDrawCommand.PrimitiveIdBufferOffset >= 0);
FMeshDrawCommand::SubmitDraw(*VisibleMeshDrawCommand.MeshDrawCommand, GraphicsMinimalPipelineStateSet, PrimitiveIdsBuffer, PrimitiveIdBufferOffset, InstanceFactor, RHICmdList, StateCache);
}
}
void ApplyViewOverridesToMeshDrawCommands(const FSceneView& View, FMeshCommandOneFrameArray& VisibleMeshDrawCommands, FDynamicMeshDrawCommandStorage& DynamicMeshDrawCommandStorage, FGraphicsMinimalPipelineStateSet& GraphicsMinimalPipelineStateSet, bool& InNeedsShaderInitialisation)
{
if (View.bReverseCulling || View.bRenderSceneTwoSided)
{
const FMeshCommandOneFrameArray& PassVisibleMeshDrawCommands = VisibleMeshDrawCommands;
FMeshCommandOneFrameArray ViewOverriddenMeshCommands;
ViewOverriddenMeshCommands.Empty(PassVisibleMeshDrawCommands.Num());
for (int32 MeshCommandIndex = 0; MeshCommandIndex < PassVisibleMeshDrawCommands.Num(); MeshCommandIndex++)
{
DynamicMeshDrawCommandStorage.MeshDrawCommands.Add(1);
FMeshDrawCommand& NewMeshCommand = DynamicMeshDrawCommandStorage.MeshDrawCommands[DynamicMeshDrawCommandStorage.MeshDrawCommands.Num() - 1];
const FVisibleMeshDrawCommand& VisibleMeshDrawCommand = PassVisibleMeshDrawCommands[MeshCommandIndex];
const FMeshDrawCommand& MeshCommand = *VisibleMeshDrawCommand.MeshDrawCommand;
NewMeshCommand = MeshCommand;
const ERasterizerCullMode LocalCullMode = View.bRenderSceneTwoSided ? CM_None : View.bReverseCulling ? FMeshPassProcessor::InverseCullMode(VisibleMeshDrawCommand.MeshCullMode) : VisibleMeshDrawCommand.MeshCullMode;
FGraphicsMinimalPipelineStateInitializer PipelineState = MeshCommand.CachedPipelineId.GetPipelineState(GraphicsMinimalPipelineStateSet);
PipelineState.RasterizerState = GetStaticRasterizerState<true>(VisibleMeshDrawCommand.MeshFillMode, LocalCullMode);
const FGraphicsMinimalPipelineStateId PipelineId = FGraphicsMinimalPipelineStateId::GetPipelineStateId(PipelineState, GraphicsMinimalPipelineStateSet, InNeedsShaderInitialisation);
NewMeshCommand.Finalize(PipelineId, nullptr);
FVisibleMeshDrawCommand NewVisibleMeshDrawCommand;
NewVisibleMeshDrawCommand.Setup(
&NewMeshCommand,
VisibleMeshDrawCommand.PrimitiveIdInfo,
VisibleMeshDrawCommand.StateBucketId,
VisibleMeshDrawCommand.MeshFillMode,
VisibleMeshDrawCommand.MeshCullMode,
VisibleMeshDrawCommand.Flags,
VisibleMeshDrawCommand.SortKey,
VisibleMeshDrawCommand.RunArray,
VisibleMeshDrawCommand.NumRuns);
ViewOverriddenMeshCommands.Add(NewVisibleMeshDrawCommand);
}
// Replace VisibleMeshDrawCommands
FMemory::Memswap(&VisibleMeshDrawCommands, &ViewOverriddenMeshCommands, sizeof(ViewOverriddenMeshCommands));
}
}
void DrawDynamicMeshPassPrivate(
const FSceneView& View,
FRHICommandList& RHICmdList,
FMeshCommandOneFrameArray& VisibleMeshDrawCommands,
FDynamicMeshDrawCommandStorage& DynamicMeshDrawCommandStorage,
FGraphicsMinimalPipelineStateSet& GraphicsMinimalPipelineStateSet,
bool& InNeedsShaderInitialisation,
uint32 InstanceFactor)
{
if (VisibleMeshDrawCommands.Num() > 0)
{
// GPUCULL_TODO: workaround for the fact that DrawDynamicMeshPassPrivate et al. don't work with GPU-Scene instancing
// we don't support dynamic instancing for this path since we require one primitive per draw command
// This is because the stride on the instance data buffer is set to 0 so only the first will ever be fetched.
const bool bDynamicInstancing = false;
FRHIBuffer* PrimitiveIdVertexBuffer = nullptr;
const uint32 PrimitiveIdBufferStride = FInstanceCullingContext::GetInstanceIdBufferStride(View.GetFeatureLevel());
ApplyViewOverridesToMeshDrawCommands(View, VisibleMeshDrawCommands, DynamicMeshDrawCommandStorage, GraphicsMinimalPipelineStateSet, InNeedsShaderInitialisation);
check(View.bIsViewInfo);
const FViewInfo* ViewInfo = static_cast<const FViewInfo*>(&View);
#if DO_GUARD_SLOW
if (UseGPUScene(View.GetShaderPlatform(), View.GetFeatureLevel()))
{
bool bNeedsGPUSceneData = false;
for (const auto& VisibleMeshDrawCommand : VisibleMeshDrawCommands)
{
bNeedsGPUSceneData = bNeedsGPUSceneData || EnumHasAnyFlags(VisibleMeshDrawCommand.Flags, EFVisibleMeshDrawCommandFlags::HasPrimitiveIdStreamIndex);
}
ensure(!bNeedsGPUSceneData || ViewInfo->CachedViewUniformShaderParameters->PrimitiveSceneData != GIdentityPrimitiveBuffer.PrimitiveSceneDataBufferSRV);
ensure(!bNeedsGPUSceneData || ViewInfo->CachedViewUniformShaderParameters->InstanceSceneData != GIdentityPrimitiveBuffer.InstanceSceneDataBufferSRV);
ensure(!bNeedsGPUSceneData || ViewInfo->CachedViewUniformShaderParameters->InstancePayloadData != GIdentityPrimitiveBuffer.InstancePayloadDataBufferSRV);
}
#endif // DO_GUARD_SLOW
SortAndMergeDynamicPassMeshDrawCommands(View, RHICmdList, VisibleMeshDrawCommands, DynamicMeshDrawCommandStorage, PrimitiveIdVertexBuffer, InstanceFactor, &ViewInfo->DynamicPrimitiveCollector);
SubmitMeshDrawCommandsRange(VisibleMeshDrawCommands, GraphicsMinimalPipelineStateSet, PrimitiveIdVertexBuffer, PrimitiveIdBufferStride, 0, bDynamicInstancing, 0, VisibleMeshDrawCommands.Num(), InstanceFactor, RHICmdList);
}
}
FMeshDrawCommandSortKey CalculateMeshStaticSortKey(const FMeshMaterialShader* VertexShader, const FMeshMaterialShader* PixelShader)
{
FMeshDrawCommandSortKey SortKey;
SortKey.Generic.VertexShaderHash = VertexShader ? VertexShader->GetSortKey() : 0;
SortKey.Generic.PixelShaderHash = PixelShader ? PixelShader->GetSortKey() : 0;
return SortKey;
}
FMeshPassProcessor::FMeshPassProcessor(EMeshPass::Type InMeshPassType, const FScene* InScene, ERHIFeatureLevel::Type InFeatureLevel, const FSceneView* InViewIfDynamicMeshCommand, FMeshPassDrawListContext* InDrawListContext)
: MeshPassType(InMeshPassType)
, Scene(InScene)
, FeatureLevel(InFeatureLevel)
, ViewIfDynamicMeshCommand(InViewIfDynamicMeshCommand)
, DrawListContext(InDrawListContext)
{
}
FMeshPassProcessor::FMeshDrawingPolicyOverrideSettings FMeshPassProcessor::ComputeMeshOverrideSettings(const FPSOPrecacheParams& PrecachePSOParams)
{
FMeshDrawingPolicyOverrideSettings OverrideSettings;
OverrideSettings.MeshPrimitiveType = PT_TriangleList;
OverrideSettings.MeshOverrideFlags |= PrecachePSOParams.bDisableBackFaceCulling ? EDrawingPolicyOverrideFlags::TwoSided : EDrawingPolicyOverrideFlags::None;
OverrideSettings.MeshOverrideFlags |= PrecachePSOParams.bReverseCulling ? EDrawingPolicyOverrideFlags::ReverseCullMode : EDrawingPolicyOverrideFlags::None;
return OverrideSettings;
}
FMeshPassProcessor::FMeshDrawingPolicyOverrideSettings FMeshPassProcessor::ComputeMeshOverrideSettings(const FMeshBatch& Mesh)
{
FMeshDrawingPolicyOverrideSettings OverrideSettings;
OverrideSettings.MeshPrimitiveType = (EPrimitiveType)Mesh.Type;
OverrideSettings.MeshOverrideFlags |= Mesh.bDisableBackfaceCulling ? EDrawingPolicyOverrideFlags::TwoSided : EDrawingPolicyOverrideFlags::None;
OverrideSettings.MeshOverrideFlags |= Mesh.bDitheredLODTransition ? EDrawingPolicyOverrideFlags::DitheredLODTransition : EDrawingPolicyOverrideFlags::None;
OverrideSettings.MeshOverrideFlags |= Mesh.bWireframe ? EDrawingPolicyOverrideFlags::Wireframe : EDrawingPolicyOverrideFlags::None;
OverrideSettings.MeshOverrideFlags |= Mesh.ReverseCulling ? EDrawingPolicyOverrideFlags::ReverseCullMode : EDrawingPolicyOverrideFlags::None;
return OverrideSettings;
}
ERasterizerFillMode FMeshPassProcessor::ComputeMeshFillMode(const FMaterial& InMaterialResource, const FMeshDrawingPolicyOverrideSettings& InOverrideSettings)
{
const bool bMaterialResourceIsTwoSided = InMaterialResource.IsTwoSided();
const bool bIsWireframeMaterial = InMaterialResource.IsWireframe() || !!(InOverrideSettings.MeshOverrideFlags & EDrawingPolicyOverrideFlags::Wireframe);
return bIsWireframeMaterial ? FM_Wireframe : FM_Solid;
}
ERasterizerCullMode FMeshPassProcessor::ComputeMeshCullMode(const FMaterial& InMaterialResource, const FMeshDrawingPolicyOverrideSettings& InOverrideSettings)
{
const bool bMaterialResourceIsTwoSided = InMaterialResource.IsTwoSided();
const bool bInTwoSidedOverride = !!(InOverrideSettings.MeshOverrideFlags & EDrawingPolicyOverrideFlags::TwoSided);
const bool bInReverseCullModeOverride = !!(InOverrideSettings.MeshOverrideFlags & EDrawingPolicyOverrideFlags::ReverseCullMode);
const bool bIsTwoSided = (bMaterialResourceIsTwoSided || bInTwoSidedOverride);
const bool bMeshRenderTwoSided = bIsTwoSided || bInTwoSidedOverride;
return bMeshRenderTwoSided ? CM_None : (bInReverseCullModeOverride ? CM_CCW : CM_CW);
}
FMeshDrawCommandPrimitiveIdInfo FMeshPassProcessor::GetDrawCommandPrimitiveId(
const FPrimitiveSceneInfo* RESTRICT PrimitiveSceneInfo,
const FMeshBatchElement& BatchElement) const
{
FMeshDrawCommandPrimitiveIdInfo PrimitiveIdInfo = FMeshDrawCommandPrimitiveIdInfo(0, -1);
if (UseGPUScene(GMaxRHIShaderPlatform, FeatureLevel))
{
if (BatchElement.PrimitiveIdMode == PrimID_FromPrimitiveSceneInfo)
{
ensureMsgf(BatchElement.PrimitiveUniformBufferResource == nullptr, TEXT("PrimitiveUniformBufferResource should not be setup when PrimitiveIdMode == PrimID_FromPrimitiveSceneInfo"));
check(PrimitiveSceneInfo);
PrimitiveIdInfo.DrawPrimitiveId = PrimitiveSceneInfo->GetIndex();
PrimitiveIdInfo.InstanceSceneDataOffset = PrimitiveSceneInfo->GetInstanceSceneDataOffset();
PrimitiveIdInfo.bIsDynamicPrimitive = 0U;
}
else if (BatchElement.PrimitiveIdMode == PrimID_DynamicPrimitiveShaderData && ViewIfDynamicMeshCommand != nullptr)
{
// Mark using GPrimIDDynamicFlag (top bit) as we defer this to later.
PrimitiveIdInfo.DrawPrimitiveId = BatchElement.DynamicPrimitiveIndex | GPrimIDDynamicFlag;
PrimitiveIdInfo.InstanceSceneDataOffset = BatchElement.DynamicPrimitiveInstanceSceneDataOffset;
PrimitiveIdInfo.bIsDynamicPrimitive = 1U;
}
else
{
check(BatchElement.PrimitiveIdMode == PrimID_ForceZero);
}
}
PrimitiveIdInfo.ScenePrimitiveId = PrimitiveSceneInfo ? PrimitiveSceneInfo->GetIndex() : -1;
return PrimitiveIdInfo;
}
bool FMeshPassProcessor::ShouldSkipMeshDrawCommand(const FMeshBatch& RESTRICT MeshBatch, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy) const
{
bool bSkipMeshDrawCommand = false;
#if WITH_EDITORONLY_DATA
// Support debug mode to render only non-Nanite proxies that incorrectly reference coarse mesh static mesh assets.
if (GNaniteIsolateInvalidCoarseMesh != 0)
{
// Skip everything by default
bSkipMeshDrawCommand = true;
const bool bNaniteProxy = PrimitiveSceneProxy != nullptr && PrimitiveSceneProxy->IsNaniteMesh();
if (!bNaniteProxy && MeshBatch.VertexFactory != nullptr)
{
// Only skip if the referenced static mesh is not a generated Nanite coarse mesh
const bool bIsCoarseProxy = MeshBatch.VertexFactory->IsCoarseProxyMesh();
if (bIsCoarseProxy)
{
bSkipMeshDrawCommand = false;
}
}
}
#endif
return bSkipMeshDrawCommand;
}
FCachedPassMeshDrawListContext::FCachedPassMeshDrawListContext(FScene& InScene)
: Scene(InScene)
, bUseGPUScene(UseGPUScene(GMaxRHIShaderPlatform, GMaxRHIFeatureLevel))
, bUseStateBucketsAuxData(InScene.GetShadingPath() == EShadingPath::Mobile)
{
}
FMeshDrawCommand& FCachedPassMeshDrawListContext::AddCommand(FMeshDrawCommand& Initializer, uint32 NumElements)
{
checkf(CurrMeshPass < EMeshPass::Num, TEXT("BeginMeshPass() must be called before adding commands to this context"));
ensureMsgf(CommandInfo.CommandIndex == -1 && CommandInfo.StateBucketId == -1, TEXT("GetCommandInfoAndReset() wasn't called since the last command was added"));
if (NumElements == 1)
{
return Initializer;
}
else
{
MeshDrawCommandForStateBucketing = Initializer;
return MeshDrawCommandForStateBucketing;
}
}
void FCachedPassMeshDrawListContext::BeginMeshPass(EMeshPass::Type MeshPass)
{
checkf(CurrMeshPass == EMeshPass::Num, TEXT("BeginMeshPass() was called without a matching EndMeshPass()"));
check(MeshPass < EMeshPass::Num);
CurrMeshPass = MeshPass;
}
void FCachedPassMeshDrawListContext::EndMeshPass()
{
checkf(CurrMeshPass < EMeshPass::Num, TEXT("EndMeshPass() was called without matching BeginMeshPass()"));
CurrMeshPass = EMeshPass::Num;
}
FCachedMeshDrawCommandInfo FCachedPassMeshDrawListContext::GetCommandInfoAndReset()
{
FCachedMeshDrawCommandInfo Ret = CommandInfo;
CommandInfo.CommandIndex = -1;
CommandInfo.StateBucketId = -1;
return Ret;
}
void FCachedPassMeshDrawListContext::FinalizeCommandCommon(
const FMeshBatch& MeshBatch,
int32 BatchElementIndex,
ERasterizerFillMode MeshFillMode,
ERasterizerCullMode MeshCullMode,
FMeshDrawCommandSortKey SortKey,
EFVisibleMeshDrawCommandFlags Flags,
const FGraphicsMinimalPipelineStateInitializer& PipelineState,
const FMeshProcessorShaders* ShadersForDebugging,
FMeshDrawCommand& MeshDrawCommand)
{
FGraphicsMinimalPipelineStateId PipelineId = FGraphicsMinimalPipelineStateId::GetPersistentId(PipelineState);
MeshDrawCommand.SetDrawParametersAndFinalize(MeshBatch, BatchElementIndex, PipelineId, ShadersForDebugging);
CommandInfo = FCachedMeshDrawCommandInfo(CurrMeshPass);
CommandInfo.SortKey = SortKey;
CommandInfo.MeshFillMode = MeshFillMode;
CommandInfo.MeshCullMode = MeshCullMode;
CommandInfo.Flags = Flags;
#if MESH_DRAW_COMMAND_DEBUG_DATA
if (bUseGPUScene)
{
MeshDrawCommand.ClearDebugPrimitiveSceneProxy(); //When using State Buckets multiple PrimitiveSceneProxies use the same MeshDrawCommand, so The PrimitiveSceneProxy pointer can't be stored.
}
#endif
#if DO_GUARD_SLOW
if (bUseGPUScene)
{
FMeshDrawCommand MeshDrawCommandDebug = FMeshDrawCommand(MeshDrawCommand);
check(MeshDrawCommandDebug.ShaderBindings.GetDynamicInstancingHash() == MeshDrawCommand.ShaderBindings.GetDynamicInstancingHash());
check(MeshDrawCommandDebug.GetDynamicInstancingHash() == MeshDrawCommand.GetDynamicInstancingHash());
}
if (Scene.GetShadingPath() == EShadingPath::Deferred)
{
ensureMsgf(MeshDrawCommand.VertexStreams.GetAllocatedSize() == 0, TEXT("Cached Mesh Draw command overflows VertexStreams. VertexStream inline size should be tweaked."));
if (CurrMeshPass == EMeshPass::BasePass || CurrMeshPass == EMeshPass::DepthPass || CurrMeshPass == EMeshPass::CSMShadowDepth || CurrMeshPass == EMeshPass::VSMShadowDepth)
{
TArray<EShaderFrequency, TInlineAllocator<SF_NumFrequencies>> ShaderFrequencies;
MeshDrawCommand.ShaderBindings.GetShaderFrequencies(ShaderFrequencies);
int32 DataOffset = 0;
for (int32 i = 0; i < ShaderFrequencies.Num(); i++)
{
FMeshDrawSingleShaderBindings SingleShaderBindings = MeshDrawCommand.ShaderBindings.GetSingleShaderBindings(ShaderFrequencies[i], DataOffset);
if (SingleShaderBindings.GetParameterMapInfo().LooseParameterBuffers.Num() != 0)
{
bAnyLooseParameterBuffers = true;
}
ensureMsgf(SingleShaderBindings.GetParameterMapInfo().SRVs.Num() == 0, TEXT("Cached Mesh Draw command uses individual SRVs. This will break dynamic instancing in performance critical pass. Use Uniform Buffers instead."));
ensureMsgf(SingleShaderBindings.GetParameterMapInfo().TextureSamplers.Num() == 0, TEXT("Cached Mesh Draw command uses individual Texture Samplers. This will break dynamic instancing in performance critical pass. Use Uniform Buffers instead."));
}
}
}
#endif
}
void FCachedPassMeshDrawListContextImmediate::FinalizeCommand(
const FMeshBatch& MeshBatch,
int32 BatchElementIndex,
const FMeshDrawCommandPrimitiveIdInfo& IdInfo,
ERasterizerFillMode MeshFillMode,
ERasterizerCullMode MeshCullMode,
FMeshDrawCommandSortKey SortKey,
EFVisibleMeshDrawCommandFlags Flags,
const FGraphicsMinimalPipelineStateInitializer& PipelineState,
const FMeshProcessorShaders* ShadersForDebugging,
FMeshDrawCommand& MeshDrawCommand)
{
// disabling this by default as it incurs a high cost in perf captures due to sheer volume. Recommendation is to re-enable locally if you need to profile this particular code.
// QUICK_SCOPE_CYCLE_COUNTER(STAT_FinalizeCachedMeshDrawCommand);
FinalizeCommandCommon(
MeshBatch,
BatchElementIndex,
MeshFillMode,
MeshCullMode,
SortKey,
Flags,
PipelineState,
ShadersForDebugging,
MeshDrawCommand
);
if (bUseGPUScene)
{
Experimental::FHashElementId SetId;
FStateBucketMap& BucketMap = Scene.CachedMeshDrawCommandStateBuckets[CurrMeshPass];
auto hash = BucketMap.ComputeHash(MeshDrawCommand);
{
SetId = BucketMap.FindOrAddIdByHash(hash, MeshDrawCommand, FMeshDrawCommandCount());
FMeshDrawCommandCount& DrawCount = BucketMap.GetByElementId(SetId).Value;
DrawCount.Num++;
}
CommandInfo.StateBucketId = SetId.GetIndex();
if (bUseStateBucketsAuxData)
{
// grow MDC AuxData array in sync with MDC StateBuckets
Scene.CachedStateBucketsAuxData[CurrMeshPass].SetNum(BucketMap.GetMaxIndex() + 1, false);
Scene.CachedStateBucketsAuxData[CurrMeshPass][CommandInfo.StateBucketId] = FStateBucketAuxData(MeshBatch);
}
}
else
{
// Only one FMeshDrawCommand supported per FStaticMesh in a pass
// Allocate at lowest free index so that 'r.DoLazyStaticMeshUpdate' can shrink the TSparseArray more effectively
FCachedPassMeshDrawList& CachedDrawLists = Scene.CachedDrawLists[CurrMeshPass];
CommandInfo.CommandIndex = CachedDrawLists.MeshDrawCommands.EmplaceAtLowestFreeIndex(CachedDrawLists.LowestFreeIndexSearchStart, MeshDrawCommand);
}
}
void FCachedPassMeshDrawListContextDeferred::FinalizeCommand(
const FMeshBatch& MeshBatch,
int32 BatchElementIndex,
const FMeshDrawCommandPrimitiveIdInfo& IdInfo,
ERasterizerFillMode MeshFillMode,
ERasterizerCullMode MeshCullMode,
FMeshDrawCommandSortKey SortKey,
EFVisibleMeshDrawCommandFlags Flags,
const FGraphicsMinimalPipelineStateInitializer& PipelineState,
const FMeshProcessorShaders* ShadersForDebugging,
FMeshDrawCommand& MeshDrawCommand)
{
// disabling this by default as it incurs a high cost in perf captures due to sheer volume. Recommendation is to re-enable locally if you need to profile this particular code.
// QUICK_SCOPE_CYCLE_COUNTER(STAT_FinalizeCachedMeshDrawCommand);
FinalizeCommandCommon(
MeshBatch,
BatchElementIndex,
MeshFillMode,
MeshCullMode,
SortKey,
Flags,
PipelineState,
ShadersForDebugging,
MeshDrawCommand
);
const int32 Index = DeferredCommands.Add(MeshDrawCommand);
if (bUseGPUScene)
{
// Cache the hash here to make the deferred finalize less expensive
DeferredCommandHashes.Add(FStateBucketMap::ComputeHash(MeshDrawCommand));
CommandInfo.StateBucketId = Index;
if (bUseStateBucketsAuxData)
{
DeferredStateBucketsAuxData.Add(FStateBucketAuxData(MeshBatch));
}
}
else
{
CommandInfo.CommandIndex = Index;
}
}
void FCachedPassMeshDrawListContextDeferred::DeferredFinalizeMeshDrawCommands(const TArrayView<FPrimitiveSceneInfo*>& SceneInfos, int32 Start, int32 End)
{
if (bUseGPUScene)
{
for (int32 SceneInfoIndex = Start; SceneInfoIndex < End; ++SceneInfoIndex)
{
FPrimitiveSceneInfo* SceneInfo = SceneInfos[SceneInfoIndex];
for (auto& CmdInfo : SceneInfo->StaticMeshCommandInfos)
{
check(CmdInfo.MeshPass < EMeshPass::Num);
FStateBucketMap& BucketMap = Scene.CachedMeshDrawCommandStateBuckets[CmdInfo.MeshPass];
int32 DeferredIndex = CmdInfo.StateBucketId;
check(DeferredIndex >= 0 && DeferredIndex < DeferredCommands.Num());
check(CmdInfo.CommandIndex == -1);
FMeshDrawCommand& Command = DeferredCommands[DeferredIndex];
const Experimental::FHashType CommandHash = DeferredCommandHashes[DeferredIndex];
Experimental::FHashElementId SetId = BucketMap.FindOrAddIdByHash(CommandHash, MoveTemp(Command), FMeshDrawCommandCount());
FMeshDrawCommandCount& DrawCount = BucketMap.GetByElementId(SetId).Value;
DrawCount.Num++;
CmdInfo.StateBucketId = SetId.GetIndex();
if (bUseStateBucketsAuxData)
{
// grow MDC AuxData array in sync with MDC StateBuckets
Scene.CachedStateBucketsAuxData[CmdInfo.MeshPass].SetNum(BucketMap.GetMaxIndex() + 1, false);
Scene.CachedStateBucketsAuxData[CmdInfo.MeshPass][CmdInfo.StateBucketId] = DeferredStateBucketsAuxData[DeferredIndex];
}
}
}
}
else
{
for (int32 SceneInfoIndex = Start; SceneInfoIndex < End; ++SceneInfoIndex)
{
FPrimitiveSceneInfo* SceneInfo = SceneInfos[SceneInfoIndex];
for (auto& CmdInfo : SceneInfo->StaticMeshCommandInfos)
{
check(CmdInfo.MeshPass < EMeshPass::Num);
FCachedPassMeshDrawList& CachedDrawLists = Scene.CachedDrawLists[CmdInfo.MeshPass];
check(CmdInfo.CommandIndex >= 0 && CmdInfo.CommandIndex < DeferredCommands.Num());
check(CmdInfo.StateBucketId == -1);
FMeshDrawCommand& Command = DeferredCommands[CmdInfo.CommandIndex];
CmdInfo.CommandIndex = CachedDrawLists.MeshDrawCommands.EmplaceAtLowestFreeIndex(CachedDrawLists.LowestFreeIndexSearchStart, MoveTemp(Command));
}
}
}
DeferredCommands.Reset();
DeferredCommandHashes.Reset();
DeferredStateBucketsAuxData.Reset();
}
PassProcessorCreateFunction FPassProcessorManager::JumpTable[(int32)EShadingPath::Num][EMeshPass::Num] = {};
DeprecatedPassProcessorCreateFunction FPassProcessorManager::DeprecatedJumpTable[(int32)EShadingPath::Num][EMeshPass::Num] = {};
EMeshPassFlags FPassProcessorManager::Flags[(int32)EShadingPath::Num][EMeshPass::Num] = {};
static_assert(EMeshPass::Num <= FPSOCollectorCreateManager::MaxPSOCollectorCount);
void FPassProcessorManager::SetPassFlags(EShadingPath ShadingPath, EMeshPass::Type PassType, EMeshPassFlags NewFlags)
{
check(IsInGameThread());
FGlobalComponentRecreateRenderStateContext Context;
if (JumpTable[(uint32)ShadingPath][PassType])
{
Flags[(uint32)ShadingPath][PassType] = NewFlags;
}
}
#if WANTS_DRAW_MESH_EVENTS
FMeshDrawCommand::FMeshDrawEvent::FMeshDrawEvent(const FMeshDrawCommand& MeshDrawCommand, const uint32 InstanceFactor, FRHICommandList& RHICmdList)
{
if (GShowMaterialDrawEvents)
{
const FString& MaterialName = MeshDrawCommand.DebugData.MaterialName;
FName ResourceName = MeshDrawCommand.DebugData.ResourceName;
FString DrawEventName = FString::Printf(
TEXT("%s %s"),
// Note: this is the parent's material name, not the material instance
*MaterialName,
ResourceName.IsValid() ? *ResourceName.ToString() : TEXT(""));
const uint32 Instances = MeshDrawCommand.NumInstances * InstanceFactor;
if (Instances > 1)
{
BEGIN_DRAW_EVENTF(
RHICmdList,
MaterialEvent,
*this,
TEXT("%s %u instances"),
*DrawEventName,
Instances);
}
else
{
BEGIN_DRAW_EVENTF(RHICmdList, MaterialEvent, *this, *DrawEventName);
}
}
}
#endif
void AddRenderTargetInfo(
EPixelFormat PixelFormat,
ETextureCreateFlags CreateFlags,
FGraphicsPipelineRenderTargetsInfo& RenderTargetsInfo)
{
RenderTargetsInfo.RenderTargetFormats[RenderTargetsInfo.RenderTargetsEnabled] = PixelFormat;
RenderTargetsInfo.RenderTargetFlags[RenderTargetsInfo.RenderTargetsEnabled] = CreateFlags;
RenderTargetsInfo.RenderTargetsEnabled++;
}
void SetupDepthStencilInfo(
EPixelFormat DepthStencilFormat,
ETextureCreateFlags DepthStencilCreateFlags,
ERenderTargetLoadAction DepthTargetLoadAction,
ERenderTargetLoadAction StencilTargetLoadAction,
FExclusiveDepthStencil DepthStencilAccess,
FGraphicsPipelineRenderTargetsInfo& RenderTargetsInfo)
{
// Setup depth stencil state
RenderTargetsInfo.DepthStencilTargetFormat = DepthStencilFormat;
RenderTargetsInfo.DepthStencilTargetFlag = DepthStencilCreateFlags;
RenderTargetsInfo.DepthTargetLoadAction = DepthTargetLoadAction;
RenderTargetsInfo.StencilTargetLoadAction = StencilTargetLoadAction;
RenderTargetsInfo.DepthStencilAccess = DepthStencilAccess;
const ERenderTargetStoreAction StoreAction = EnumHasAnyFlags(RenderTargetsInfo.DepthStencilTargetFlag, TexCreate_Memoryless) ? ERenderTargetStoreAction::ENoAction : ERenderTargetStoreAction::EStore;
RenderTargetsInfo.DepthTargetStoreAction = RenderTargetsInfo.DepthStencilAccess.IsUsingDepth() ? StoreAction : ERenderTargetStoreAction::ENoAction;
RenderTargetsInfo.StencilTargetStoreAction = RenderTargetsInfo.DepthStencilAccess.IsUsingStencil() ? StoreAction : ERenderTargetStoreAction::ENoAction;
}
void SetupGBufferRenderTargetInfo(const FSceneTexturesConfig& SceneTexturesConfig, FGraphicsPipelineRenderTargetsInfo& RenderTargetsInfo, bool bSetupDepthStencil)
{
SceneTexturesConfig.GetGBufferRenderTargetsInfo(RenderTargetsInfo);
if (bSetupDepthStencil)
{
SetupDepthStencilInfo(PF_DepthStencil, SceneTexturesConfig.DepthCreateFlags, ERenderTargetLoadAction::ELoad,
ERenderTargetLoadAction::ELoad, FExclusiveDepthStencil::DepthWrite_StencilWrite, RenderTargetsInfo);
}
}
#if PSO_PRECACHING_VALIDATE
// Stats for PSO shaders only (no state, only VS/PS/GS usage)
static FCriticalSection PSOShadersPrecacheLock;
static PSOCollectorStats::FPrecacheStats PSOShadersPrecacheStats;
static Experimental::TRobinHoodHashMap<FGraphicsMinimalPipelineStateInitializer, PSOCollectorStats::FShaderStateUsage> PSOShadersPrecacheMap;
// Stats for minimal PSO initializer data during MeshDrawCommand building (doesn't contain render target info)
static FCriticalSection MinimalPSOPrecacheLock;
static PSOCollectorStats::FPrecacheStats MinimalPSOPrecacheStats;
static Experimental::TRobinHoodHashMap<uint64, PSOCollectorStats::FShaderStateUsage> MinimalPSOPrecacheMap;
// Helper function to remove certain members of the PSO initializer to help track down issues with PSO precache misses
// eg Remove BlendState and check if the misses are gone for example
static FGraphicsMinimalPipelineStateInitializer PatchMinimalPipelineStateToCheck(const FGraphicsMinimalPipelineStateInitializer& MinimalPSO)
{
FGraphicsMinimalPipelineStateInitializer PSOInitializeToCheck = MinimalPSO;
//PSOInitializeToCheck.DepthStencilState = nullptr;
//PSOInitializeToCheck.RasterizerState = nullptr;
//PSOInitializeToCheck.BlendState = nullptr;
//PSOInitializeToCheck.PrimitiveType = PT_TriangleList;
//PSOInitializeToCheck.ImmutableSamplerState = FImmutableSamplerState();
//PSOInitializeToCheck.BoundShaderState.VertexDeclarationRHI = nullptr;
//PSOInitializeToCheck.UniqueEntry = false;
// Recompute the hash when disabling certain states for checks
//PSOInitializeToCheck.ComputePrecachePSOHash();
return PSOInitializeToCheck;
}
void PSOCollectorStats::AddMinimalPipelineStateToCache(const FGraphicsMinimalPipelineStateInitializer& PSOInitialize, uint32 MeshPassType, const FVertexFactoryType* VertexFactoryType)
{
if (!IsPrecachingValidationEnabled())
{
return;
}
check(VertexFactoryType == nullptr || VertexFactoryType->SupportsPSOPrecaching());
static bool bFirstTime = true;
if (bFirstTime)
{
PSOShadersPrecacheStats.Empty();
MinimalPSOPrecacheStats.Empty();
bFirstTime = false;
}
// Update the Shader only stats ignoring all state
{
FScopeLock Lock(&PSOShadersPrecacheLock);
FGraphicsMinimalPipelineStateInitializer PSOInitializeToCheck;
PSOInitializeToCheck.BoundShaderState = PSOInitialize.BoundShaderState;
PSOInitializeToCheck.BoundShaderState.VertexDeclarationRHI = nullptr;
PSOInitializeToCheck.ComputePrecachePSOHash();
Experimental::FHashElementId TableId = PSOShadersPrecacheMap.FindId(PSOInitializeToCheck);
if (!TableId.IsValid())
{
TableId = PSOShadersPrecacheMap.FindOrAddId(PSOInitializeToCheck, FShaderStateUsage());
}
FShaderStateUsage& Value = PSOShadersPrecacheMap.GetByElementId(TableId).Value;
if (!Value.bPrecached)
{
check(!Value.bUsed);
PSOShadersPrecacheStats.PrecacheData.UpdateStats(MeshPassType, VertexFactoryType);
Value.bPrecached = true;
}
}
// Update the minimal PSO stats - optionally removing certain fields via PatchMinimalPipelineStateToCheck
{
FScopeLock Lock(&MinimalPSOPrecacheLock);
FGraphicsMinimalPipelineStateInitializer PSOInitializeToCheck = PatchMinimalPipelineStateToCheck(PSOInitialize);
check(PSOInitializeToCheck.PrecachePSOHash != 0);
Experimental::FHashElementId TableId = MinimalPSOPrecacheMap.FindId(PSOInitializeToCheck.PrecachePSOHash);
if (!TableId.IsValid())
{
TableId = MinimalPSOPrecacheMap.FindOrAddId(PSOInitializeToCheck.PrecachePSOHash, FShaderStateUsage());
}
FShaderStateUsage& Value = MinimalPSOPrecacheMap.GetByElementId(TableId).Value;
if (!Value.bPrecached)
{
check(!Value.bUsed);
MinimalPSOPrecacheStats.PrecacheData.UpdateStats(MeshPassType, VertexFactoryType);
Value.bPrecached = true;
}
}
}
void PSOCollectorStats::CheckMinimalPipelineStateInCache(const FGraphicsMinimalPipelineStateInitializer& PSOInitialize, uint32 MeshPassType, const FVertexFactoryType* VertexFactoryType)
{
if (!IsPrecachingValidationEnabled())
{
return;
}
const EShadingPath ShadingPath = FSceneInterface::GetShadingPath(GMaxRHIFeatureLevel);
bool bCollectPSOs = FPSOCollectorCreateManager::GetCreateFunction(ShadingPath, MeshPassType) != nullptr;
bool bTracked = bCollectPSOs && (VertexFactoryType == nullptr || VertexFactoryType->SupportsPSOPrecaching());
// Enable this when we want to check the actual RHI shader resources during this function - slightly slower and don't need to be retrieved here yet
//PSOInitialize.BoundShaderState.AsBoundShaderState();
// Update the Shader only stats ignoring all state
{
FScopeLock Lock(&PSOShadersPrecacheLock);
FGraphicsMinimalPipelineStateInitializer PSOInitializeToCheck;
PSOInitializeToCheck.BoundShaderState = PSOInitialize.BoundShaderState;
PSOInitializeToCheck.BoundShaderState.VertexDeclarationRHI = nullptr;
PSOInitializeToCheck.ComputePrecachePSOHash();
Experimental::FHashElementId TableId = PSOShadersPrecacheMap.FindId(PSOInitializeToCheck);
if (!TableId.IsValid())
{
TableId = PSOShadersPrecacheMap.FindOrAddId(PSOInitializeToCheck, FShaderStateUsage());
}
FShaderStateUsage& Value = PSOShadersPrecacheMap.GetByElementId(TableId).Value;
if (!Value.bUsed)
{
PSOShadersPrecacheStats.UsageData.UpdateStats(MeshPassType, VertexFactoryType);
if (!bTracked)
{
PSOShadersPrecacheStats.UntrackedData.UpdateStats(MeshPassType, VertexFactoryType);
}
else if (!Value.bPrecached)
{
PSOShadersPrecacheStats.MissData.UpdateStats(MeshPassType, VertexFactoryType);
}
else
{
PSOShadersPrecacheStats.HitData.UpdateStats(MeshPassType, VertexFactoryType);
}
Value.bUsed = true;
}
}
// Update the minimal PSO stats - optionally removing certain fields via PatchMinimalPipelineStateToCheck
{
FScopeLock Lock(&MinimalPSOPrecacheLock);
FGraphicsMinimalPipelineStateInitializer PSOInitializeToCheck = PatchMinimalPipelineStateToCheck(PSOInitialize);
check(PSOInitializeToCheck.PrecachePSOHash != 0);
Experimental::FHashElementId TableId = MinimalPSOPrecacheMap.FindId(PSOInitializeToCheck.PrecachePSOHash);
if (!TableId.IsValid())
{
TableId = MinimalPSOPrecacheMap.FindOrAddId(PSOInitializeToCheck.PrecachePSOHash, FShaderStateUsage());
}
FShaderStateUsage& Value = MinimalPSOPrecacheMap.GetByElementId(TableId).Value;
if (!Value.bUsed)
{
MinimalPSOPrecacheStats.UsageData.UpdateStats(MeshPassType, VertexFactoryType);
if (!bTracked)
{
MinimalPSOPrecacheStats.UntrackedData.UpdateStats(MeshPassType, VertexFactoryType);
}
else if (!Value.bPrecached)
{
MinimalPSOPrecacheStats.MissData.UpdateStats(MeshPassType, VertexFactoryType);
}
else
{
MinimalPSOPrecacheStats.HitData.UpdateStats(MeshPassType, VertexFactoryType);
}
Value.bUsed = true;
}
}
}
#endif // PSO_PRECACHING_VALIDATE