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*** This change will incur a full shader invalidation across all platforms ***
Issues:
- Some platforms require async compute dispatch indirect arguments to not cross specific memory boundaries
- This places restrictions on the valid sizes for a dispatch indirect argument set. We were not conforming to these restrictions which could result in GPU crashes on these async passes
Fixes:
- FRHIDispatchIndirectParameters is padded out to meet per-platform memory boundary restrictions
- This is driven via new per-platform preprocessor define PLATFORM_DISPATCH_INDIRECT_ARGUMENT_BOUNDARY_SIZE
- Some platforms require FRHIDispatchIndirectParameters to align with their internal structure hence we cannot universally size to meet all platform's requirements
- Introduce new FRHIDispatchIndirectParametersNoPadding for uses when we explicitly do not want the padding and otherwise avoid the memory boundary restrictions
- Revise and expand indirect argument validation code to catch further such issues in the future
- Update shaders which write to dispatch indirect argument buffers to account for optional per-platform padding
- New utility function WriteDispatchIndirectArgs introduced to faciliate this
- platforms which require other than the default nonpadded dispatch indirect arguments must define DISPATCH_INDIRECT_UINT_COUNT and their own WriteDispatchIndirectArgs in their CommonPlatform.ush
- move creation of DispatchIndirectGraphicsCommandSignature command signature to be per-platform
- DispatchIndirectGraphicsCommandSignature and DispatchIndirectComputeCommandSignature stride changed to account for additional padding on impacted platforms
Testing:
- ran Lyra with and without async compute Lumen on impacted platforms as well as Win64
- ran FN replay on impacted platforms
#rb Krzysztof.Narkowicz, Ben.Woodhouse, Benjamin.Rouveyrol
#jira UE-167950
#preflight 6359563b2e6690262a11bc06
[CL 22862498 by eric mcdaniel in ue5-main branch]
93 lines
2.4 KiB
Plaintext
93 lines
2.4 KiB
Plaintext
// Copyright Epic Games, Inc. All Rights Reserved.
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/*==================================================================================================
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GenericGenerateMips.usf: Standard code for generating mips via the compute shader in realtime
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===================================================================================================*/
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#pragma once
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#include "Common.ush"
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#include "GammaCorrectionCommon.ush"
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Texture2D MipInSRV;
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SamplerState MipSampler;
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#if GENMIPS_COMPUTE
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float2 TexelSize;
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#if GENMIPS_SRGB
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RWTexture2D<half4> MipOutUAV;
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#else
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RWTexture2D<float4> MipOutUAV;
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#endif
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[numthreads(8, 8, 1)]
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void MainCS(uint3 DT_ID : SV_DispatchThreadID)
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{
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float2 UV = TexelSize * (DT_ID.xy + 0.5f);
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#if GENMIPS_SRGB
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half4 outColor = MipInSRV.SampleLevel(MipSampler, UV, 0);
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outColor = half4(LinearToSrgb(outColor.xyz), outColor.w);
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#else
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float4 outColor = MipInSRV.SampleLevel(MipSampler, UV, 0);
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#endif
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#if GENMIPS_SWIZZLE
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MipOutUAV[DT_ID.xy] = outColor.zyxw;
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#else
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MipOutUAV[DT_ID.xy] = outColor;
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#endif
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}
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uint2 TextureSize;
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uint Offset;
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uint NumMips;
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Buffer<uint> ConditionBuffer;
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RWBuffer<uint> RWIndirectDispatchArgsBuffer;
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[numthreads(8,1,1)]
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void BuildIndirectDispatchArgsCS(uint DT_ID : SV_DispatchThreadID)
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{
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if (DT_ID < NumMips)
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{
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uint Condition = ConditionBuffer[Offset];
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// Generate mipmaps only when Condition > 0
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const bool bShouldDispatchGenerateMips = (Condition > 0);
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if (bShouldDispatchGenerateMips)
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{
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uint2 DestTextureSize = uint2(
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max(TextureSize.x >> (DT_ID + 1u), 1u),
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max(TextureSize.y >> (DT_ID + 1u), 1u));
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DestTextureSize = (DestTextureSize + 8 - 1) / 8;
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WriteDispatchIndirectArgs(RWIndirectDispatchArgsBuffer, DT_ID, DestTextureSize.x, DestTextureSize.y, 1);
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}
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else
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{
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WriteDispatchIndirectArgs(RWIndirectDispatchArgsBuffer, DT_ID, 0, 0, 0);
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}
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}
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}
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#else // !GENMIPS_COMPUTE
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float2 HalfTexelSize;
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float Level;
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void MainVS(in float4 InPosition : ATTRIBUTE0, in float2 InUV : ATTRIBUTE1, out float4 OutPosition : SV_POSITION, out float2 OutUV : TEXCOORD0)
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{
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OutPosition = InPosition;
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OutPosition.xy = -1.0f + 2.0f * InPosition.xy;
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OutPosition.xy *= float2( 1, -1 );
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OutUV = InUV;
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}
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void MainPS(float4 InPosition : SV_POSITION, float2 InUV : TEXCOORD0, out float4 OutColor : SV_Target0)
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{
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OutColor = MipInSRV.SampleLevel(MipSampler, InUV + HalfTexelSize, Level);
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}
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#endif // GENMIPS_COMPUTE |