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573 lines
22 KiB
C++
573 lines
22 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "UnifiedBuffer.h"
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#include "RHI.h"
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#include "ShaderParameters.h"
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#include "ShaderParameterStruct.h"
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#include "Shader.h"
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#include "ShaderParameterUtils.h"
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#include "GlobalShader.h"
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#include "RenderUtils.h"
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#include "RenderGraphUtils.h"
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class FByteBufferShader : public FGlobalShader
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{
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DECLARE_INLINE_TYPE_LAYOUT( FByteBufferShader, NonVirtual );
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FByteBufferShader() {}
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FByteBufferShader( const ShaderMetaType::CompiledShaderInitializerType& Initializer )
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: FGlobalShader( Initializer )
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{}
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class FFloat4BufferDim : SHADER_PERMUTATION_BOOL("FLOAT4_BUFFER");
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class FUint4AlignedDim : SHADER_PERMUTATION_BOOL("UINT4_ALIGNED");
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using FPermutationDomain = TShaderPermutationDomain<
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FFloat4BufferDim,
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FUint4AlignedDim
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>;
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static bool ShouldCompilePermutation( const FGlobalShaderPermutationParameters& Parameters )
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{
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FPermutationDomain PermutationVector( Parameters.PermutationId );
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if( PermutationVector.Get< FFloat4BufferDim >() )
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{
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return RHISupportsComputeShaders(Parameters.Platform);
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}
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else
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{
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/*
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return RHISupportsComputeShaders(Parameters.Platform)
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&& FDataDrivenShaderPlatformInfo::GetInfo(Parameters.Platform).bSupportsByteBufferComputeShaders;
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*/
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// TODO: Workaround for FDataDrivenShaderPlatformInfo::GetInfo not being properly filled out yet.
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return FDataDrivenShaderPlatformInfo::GetSupportsByteBufferComputeShaders(Parameters.Platform) || Parameters.Platform == SP_PCD3D_SM5;
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}
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}
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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OutEnvironment.SetDefine(TEXT("FLOAT4_TEXTURE"), false);
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}
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BEGIN_SHADER_PARAMETER_STRUCT( FParameters, )
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SHADER_PARAMETER(uint32, Value)
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SHADER_PARAMETER(uint32, Size)
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SHADER_PARAMETER(uint32, SrcOffset)
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SHADER_PARAMETER(uint32, DstOffset)
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SHADER_PARAMETER(uint32, Float4sPerLine)
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SHADER_PARAMETER_UAV(RWStructuredBuffer<float4>, DstStructuredBuffer)
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SHADER_PARAMETER_UAV(RWByteAddressBuffer, DstByteAddressBuffer)
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SHADER_PARAMETER_UAV(RWTexture2D<float4>, DstTexture)
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END_SHADER_PARAMETER_STRUCT()
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};
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class FMemsetBufferCS : public FByteBufferShader
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{
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DECLARE_GLOBAL_SHADER( FMemsetBufferCS );
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SHADER_USE_PARAMETER_STRUCT( FMemsetBufferCS, FByteBufferShader );
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};
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IMPLEMENT_GLOBAL_SHADER( FMemsetBufferCS, "/Engine/Private/ByteBuffer.usf", "MemsetBufferCS", SF_Compute );
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class FMemcpyBufferCS : public FByteBufferShader
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{
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DECLARE_GLOBAL_SHADER( FMemcpyBufferCS );
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SHADER_USE_PARAMETER_STRUCT( FMemcpyBufferCS, FByteBufferShader );
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER_STRUCT_INCLUDE(FByteBufferShader::FParameters, Common)
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SHADER_PARAMETER_SRV(ByteAddressBuffer, SrcByteAddressBuffer)
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SHADER_PARAMETER_SRV(StructuredBuffer<float4>, SrcStructuredBuffer)
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SHADER_PARAMETER_SRV(Texture2D<float4>, SrcTexture)
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END_SHADER_PARAMETER_STRUCT()
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FByteBufferShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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OutEnvironment.SetDefine(TEXT("FLOAT4_TEXTURE"), false);
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}
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};
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IMPLEMENT_GLOBAL_SHADER( FMemcpyBufferCS, "/Engine/Private/ByteBuffer.usf", "MemcpyCS", SF_Compute );
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class FScatterCopyCS : public FByteBufferShader
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{
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DECLARE_GLOBAL_SHADER( FScatterCopyCS );
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SHADER_USE_PARAMETER_STRUCT( FScatterCopyCS, FByteBufferShader );
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER_STRUCT_INCLUDE(FByteBufferShader::FParameters, Common)
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SHADER_PARAMETER(uint32, NumScatters)
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SHADER_PARAMETER_SRV(ByteAddressBuffer, UploadByteAddressBuffer)
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SHADER_PARAMETER_SRV(StructuredBuffer<float4>, UploadStructuredBuffer)
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SHADER_PARAMETER_SRV(ByteAddressBuffer, ScatterByteAddressBuffer)
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SHADER_PARAMETER_SRV(StructuredBuffer<uint>, ScatterStructuredBuffer)
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END_SHADER_PARAMETER_STRUCT()
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FByteBufferShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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OutEnvironment.SetDefine(TEXT("FLOAT4_TEXTURE"), false);
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}
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};
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IMPLEMENT_GLOBAL_SHADER( FScatterCopyCS, "/Engine/Private/ByteBuffer.usf", "ScatterCopyCS", SF_Compute );
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class FMemcpyTextureToTextureCS : public FMemcpyBufferCS
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{
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DECLARE_GLOBAL_SHADER( FMemcpyTextureToTextureCS );
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SHADER_USE_PARAMETER_STRUCT( FMemcpyTextureToTextureCS, FMemcpyBufferCS);
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static bool ShouldCompilePermutation( const FGlobalShaderPermutationParameters& Parameters )
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{
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FPermutationDomain PermutationVector(Parameters.PermutationId);
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return RHISupportsComputeShaders( Parameters.Platform );
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}
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FByteBufferShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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OutEnvironment.SetDefine(TEXT("FLOAT4_BUFFER"), false);
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OutEnvironment.SetDefine(TEXT("UINT4_ALIGNED"), false);
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OutEnvironment.SetDefine(TEXT("FLOAT4_TEXTURE"), true);
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}
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};
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IMPLEMENT_GLOBAL_SHADER( FMemcpyTextureToTextureCS, "/Engine/Private/ByteBuffer.usf", "MemcpyCS", SF_Compute );
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class FScatterCopyTextureCS : public FScatterCopyCS
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{
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DECLARE_GLOBAL_SHADER( FScatterCopyTextureCS );
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SHADER_USE_PARAMETER_STRUCT( FScatterCopyTextureCS, FScatterCopyCS);
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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FPermutationDomain PermutationVector(Parameters.PermutationId);
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return RHISupportsComputeShaders(Parameters.Platform);
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}
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FByteBufferShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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OutEnvironment.SetDefine(TEXT("FLOAT4_BUFFER"), false);
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OutEnvironment.SetDefine(TEXT("UINT4_ALIGNED"), false);
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OutEnvironment.SetDefine(TEXT("FLOAT4_TEXTURE"), true);
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}
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};
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IMPLEMENT_GLOBAL_SHADER( FScatterCopyTextureCS, "/Engine/Private/ByteBuffer.usf", "ScatterCopyCS", SF_Compute );
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enum class EResourceType
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{
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BUFFER,
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BYTEBUFFER,
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TEXTURE
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};
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template<typename ResourceType>
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struct ResourceTypeTraits;
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template<>
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struct ResourceTypeTraits<FRWBufferStructured>
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{
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typedef FScatterCopyCS FScatterCS;
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typedef FMemcpyBufferCS FMemcypCS;
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typedef FMemsetBufferCS FMemsetCS;
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static const EResourceType Type = EResourceType::BUFFER;
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};
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template<>
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struct ResourceTypeTraits<FTextureRWBuffer2D>
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{
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typedef FScatterCopyTextureCS FScatterCS;
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typedef FMemcpyTextureToTextureCS FMemcypCS;
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static const EResourceType Type = EResourceType::TEXTURE;
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};
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template<>
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struct ResourceTypeTraits<FRWByteAddressBuffer>
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{
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typedef FScatterCopyCS FScatterCS;
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typedef FMemcpyBufferCS FMemcypCS;
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typedef FMemsetBufferCS FMemsetCS;
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static const EResourceType Type = EResourceType::BYTEBUFFER;
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};
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template<typename ResourceType>
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void MemsetResource(FRHICommandList& RHICmdList, const ResourceType& DstBuffer, uint32 Value, uint32 NumBytes, uint32 DstOffset)
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{
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if (ResourceTypeTraits<ResourceType>::Type == EResourceType::TEXTURE)
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{
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check(false && TEXT("TEXTURE memset not yet implemented"));
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return;
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}
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uint32 DivisorAlignment = ResourceTypeTraits<ResourceType>::Type == EResourceType::BYTEBUFFER ? 4 : 16;
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if (ResourceTypeTraits<ResourceType>::Type == EResourceType::BYTEBUFFER)
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{
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check((NumBytes & 3) == 0);
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check((DstOffset & 3) == 0);
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}
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else
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{
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check((DstOffset & 15) == 0);
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check((NumBytes & 15) == 0);
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}
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typename ResourceTypeTraits<ResourceType>::FMemsetCS::FParameters Parameters;
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Parameters.Value = Value;
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Parameters.Size = NumBytes / DivisorAlignment;
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Parameters.DstOffset = DstOffset / DivisorAlignment;
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if (ResourceTypeTraits<ResourceType>::Type == EResourceType::BYTEBUFFER)
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{
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Parameters.DstByteAddressBuffer = DstBuffer.UAV;
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}
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else if (ResourceTypeTraits<ResourceType>::Type == EResourceType::BUFFER)
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{
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Parameters.DstStructuredBuffer = DstBuffer.UAV;
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}
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typename ResourceTypeTraits<ResourceType>::FMemsetCS::FPermutationDomain PermutationVector;
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if (ResourceTypeTraits<ResourceType>::Type == EResourceType::BYTEBUFFER)
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{
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PermutationVector.template Set<typename ResourceTypeTraits<ResourceType>::FMemsetCS::FFloat4BufferDim >(false);
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}
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else
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{
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PermutationVector.template Set<typename ResourceTypeTraits<ResourceType>::FMemsetCS::FFloat4BufferDim >(true);
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}
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auto ShaderMap = GetGlobalShaderMap(GMaxRHIFeatureLevel);
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auto ComputeShader = GetGlobalShaderMap(GMaxRHIFeatureLevel)->GetShader<typename ResourceTypeTraits<ResourceType>::FMemsetCS >(PermutationVector);
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FComputeShaderUtils::Dispatch(RHICmdList, ComputeShader, Parameters, FIntVector(FMath::DivideAndRoundUp(NumBytes / 16, 64u), 1, 1));
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}
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template<typename ResourceType>
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void MemcpyResource(FRHICommandList& RHICmdList, const ResourceType& DstBuffer, const ResourceType& SrcBuffer, uint32 NumBytes, uint32 DstOffset, uint32 SrcOffset)
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{
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uint32 DivisorAlignment = ResourceTypeTraits<ResourceType>::Type == EResourceType::BYTEBUFFER ? 4 : 16;
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if(ResourceTypeTraits<ResourceType>::Type == EResourceType::BYTEBUFFER)
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{
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check((NumBytes & 3) == 0);
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check((SrcOffset & 3) == 0);
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check((DstOffset & 3) == 0);
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}
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else
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{
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check((SrcOffset & 15) == 0);
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check((DstOffset & 15) == 0);
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check((NumBytes & 15) == 0);
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}
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uint32 NumBytesProcessed = 0;
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while (NumBytesProcessed < NumBytes)
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{
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const uint32 NumWaves = FMath::Max(FMath::Min<uint32>(GRHIMaxDispatchThreadGroupsPerDimension.X, FMath::DivideAndRoundUp(NumBytes / 16, 64u)), 1u);
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const uint32 NumBytesPerDispatch = FMath::Min(FMath::Max(NumWaves, 1u) * 16 * 64, NumBytes);
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typename ResourceTypeTraits<ResourceType>::FMemcypCS::FParameters Parameters;
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Parameters.Common.Size = NumBytesPerDispatch / DivisorAlignment;
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Parameters.Common.SrcOffset = (SrcOffset + NumBytesProcessed) / DivisorAlignment;
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Parameters.Common.DstOffset = (DstOffset + NumBytesProcessed) / DivisorAlignment;
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if (ResourceTypeTraits<ResourceType>::Type == EResourceType::BYTEBUFFER)
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{
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Parameters.SrcByteAddressBuffer = SrcBuffer.SRV;
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Parameters.Common.DstByteAddressBuffer = DstBuffer.UAV;
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}
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else if (ResourceTypeTraits<ResourceType>::Type == EResourceType::BUFFER)
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{
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Parameters.SrcStructuredBuffer = SrcBuffer.SRV;
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Parameters.Common.DstStructuredBuffer = DstBuffer.UAV;
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}
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else if (ResourceTypeTraits<ResourceType>::Type == EResourceType::TEXTURE)
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{
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Parameters.SrcTexture = SrcBuffer.SRV;
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Parameters.Common.DstTexture = DstBuffer.UAV;
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}
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if (ResourceTypeTraits<ResourceType>::Type == EResourceType::TEXTURE)
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{
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uint16 PrimitivesPerTextureLine = FMath::Min((int32)MAX_uint16, (int32)GMaxTextureDimensions) / (FScatterUploadBuffer::PrimitiveDataStrideInFloat4s);
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Parameters.Common.Float4sPerLine = PrimitivesPerTextureLine * FScatterUploadBuffer::PrimitiveDataStrideInFloat4s;
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}
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typename ResourceTypeTraits<ResourceType>::FMemcypCS::FPermutationDomain PermutationVector;
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if (ResourceTypeTraits<ResourceType>::Type == EResourceType::BYTEBUFFER)
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{
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PermutationVector.template Set<typename ResourceTypeTraits<ResourceType>::FMemcypCS::FFloat4BufferDim >(false);
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}
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else
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{
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PermutationVector.template Set<typename ResourceTypeTraits<ResourceType>::FMemcypCS::FFloat4BufferDim >(true);
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}
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auto ComputeShader = GetGlobalShaderMap(GMaxRHIFeatureLevel)->GetShader<typename ResourceTypeTraits<ResourceType>::FMemcypCS >(PermutationVector);
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FComputeShaderUtils::Dispatch(RHICmdList, ComputeShader, Parameters, FIntVector(NumWaves, 1, 1));
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NumBytesProcessed += NumBytesPerDispatch;
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}
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}
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template<>
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RENDERCORE_API bool ResizeResourceIfNeeded<FTextureRWBuffer2D>(FRHICommandList& RHICmdList, FTextureRWBuffer2D& Texture, uint32 NumBytes, const TCHAR* DebugName)
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{
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check((NumBytes & 15) == 0);
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uint16 PrimitivesPerTextureLine = FMath::Min((int32)MAX_uint16, (int32)GMaxTextureDimensions) / (FScatterUploadBuffer::PrimitiveDataStrideInFloat4s);
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uint32 Float4sPerLine = PrimitivesPerTextureLine * FScatterUploadBuffer::PrimitiveDataStrideInFloat4s;
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uint32 BytesPerLine = Float4sPerLine * 16;
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EPixelFormat BufferFormat = PF_A32B32G32R32F;
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uint32 BytesPerElement = GPixelFormats[BufferFormat].BlockBytes;
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uint32 NumLines = (NumBytes + BytesPerLine - 1) / BytesPerLine;
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if (Texture.NumBytes == 0)
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{
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Texture.Initialize(BytesPerElement, Float4sPerLine, NumLines, PF_A32B32G32R32F, TexCreate_RenderTargetable | TexCreate_UAV);
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return true;
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}
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else if ((NumLines * Float4sPerLine * BytesPerElement) != Texture.NumBytes)
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{
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FTextureRWBuffer2D NewTexture;
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NewTexture.Initialize(BytesPerElement, Float4sPerLine, NumLines, PF_A32B32G32R32F, TexCreate_RenderTargetable | TexCreate_UAV);
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MemcpyResource(RHICmdList, NewTexture, Texture, 0, 0, NumBytes);
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Texture = NewTexture;
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return true;
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}
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return false;
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}
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template<>
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RENDERCORE_API bool ResizeResourceIfNeeded<FRWBufferStructured>(FRHICommandList& RHICmdList, FRWBufferStructured& Buffer, uint32 NumBytes, const TCHAR* DebugName)
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{
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check((NumBytes & 15) == 0);
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if (Buffer.NumBytes == 0)
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{
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Buffer.Initialize(16, NumBytes / 16, 0, DebugName);
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return true;
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}
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else if (NumBytes != Buffer.NumBytes)
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{
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FRWBufferStructured NewBuffer;
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NewBuffer.Initialize(16, NumBytes / 16, 0, DebugName);
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// Copy data to new buffer
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uint32 CopyBytes = FMath::Min(NumBytes, Buffer.NumBytes);
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MemcpyResource(RHICmdList, NewBuffer, Buffer, CopyBytes);
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Buffer = NewBuffer;
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return true;
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}
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return false;
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}
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template<>
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RENDERCORE_API bool ResizeResourceIfNeeded<FRWByteAddressBuffer>(FRHICommandList& RHICmdList, FRWByteAddressBuffer& Buffer, uint32 NumBytes, const TCHAR* DebugName)
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{
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// Needs to be aligned to 16 bytes to MemcpyResource to work correctly (otherwise it skips last unaligned elements of the buffer during resize)
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check((NumBytes & 15) == 0);
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if (Buffer.NumBytes == 0)
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{
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Buffer.Initialize(NumBytes, 0, DebugName);
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return true;
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}
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else if (NumBytes != Buffer.NumBytes)
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{
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FRWByteAddressBuffer NewBuffer;
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NewBuffer.Initialize(NumBytes, 0, DebugName);
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RHICmdList.Transition(FRHITransitionInfo(Buffer.UAV, ERHIAccess::Unknown, ERHIAccess::SRVCompute));
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RHICmdList.Transition(FRHITransitionInfo(NewBuffer.UAV, ERHIAccess::Unknown, ERHIAccess::UAVCompute));
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// Copy data to new buffer
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uint32 CopyBytes = FMath::Min(NumBytes, Buffer.NumBytes);
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MemcpyResource(RHICmdList, NewBuffer, Buffer, CopyBytes);
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Buffer = NewBuffer;
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return true;
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}
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return false;
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}
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template<>
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RENDERCORE_API bool ResizeResourceSOAIfNeeded<FRWBufferStructured>(FRHICommandList& RHICmdList, FRWBufferStructured& Buffer, uint32 NumBytes, uint32 NumArrays, const TCHAR* DebugName)
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{
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check((NumBytes & 15) == 0);
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check(NumBytes % NumArrays == 0);
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check(Buffer.NumBytes % NumArrays == 0);
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if (Buffer.NumBytes == 0)
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{
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Buffer.Initialize(16, NumBytes / 16, 0, DebugName);
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return true;
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}
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else if (NumBytes != Buffer.NumBytes)
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{
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FRWBufferStructured NewBuffer;
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NewBuffer.Initialize(16, NumBytes / 16, 0, DebugName);
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// Copy data to new buffer
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uint32 OldArraySize = Buffer.NumBytes / NumArrays;
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uint32 NewArraySize = NumBytes / NumArrays;
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uint32 CopyBytes = FMath::Min(NewArraySize, OldArraySize);
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for( uint32 i = 0; i < NumArrays; i++ )
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{
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MemcpyResource( RHICmdList, NewBuffer, Buffer, CopyBytes, i * NewArraySize, i * OldArraySize );
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}
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Buffer = NewBuffer;
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return true;
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}
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return false;
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}
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void FScatterUploadBuffer::Init( uint32 NumElements, uint32 InNumBytesPerElement, bool bInFloat4Buffer, const TCHAR* DebugName )
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{
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check( ScatterData == nullptr );
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check( UploadData == nullptr );
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NumScatters = 0;
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MaxScatters = NumElements;
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NumScattersAllocated = FMath::RoundUpToPowerOfTwo( NumElements );
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NumBytesPerElement = InNumBytesPerElement;
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bFloat4Buffer = bInFloat4Buffer;
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const uint32 Usage = bInFloat4Buffer ? 0 : BUF_ByteAddressBuffer;
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const uint32 TypeSize = bInFloat4Buffer ? 16 : 4;
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uint32 ScatterBytes = NumElements * sizeof( uint32 );
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if( ScatterBytes > ScatterBuffer.NumBytes )
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{
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// Resize Scatter Buffer
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ScatterBuffer.Release();
|
|
ScatterBuffer.NumBytes = NumScattersAllocated * sizeof( uint32 );
|
|
|
|
FRHIResourceCreateInfo CreateInfo(DebugName);
|
|
ScatterBuffer.Buffer = RHICreateStructuredBuffer( sizeof( uint32 ), ScatterBuffer.NumBytes, BUF_ShaderResource | BUF_Volatile | Usage, CreateInfo );
|
|
ScatterBuffer.SRV = RHICreateShaderResourceView( ScatterBuffer.Buffer );
|
|
}
|
|
|
|
uint32 UploadBytes = NumElements * NumBytesPerElement;
|
|
if( UploadBytes > UploadBuffer.NumBytes )
|
|
{
|
|
// Resize Upload Buffer
|
|
UploadBuffer.Release();
|
|
UploadBuffer.NumBytes = NumScattersAllocated * NumBytesPerElement;
|
|
|
|
FRHIResourceCreateInfo CreateInfo(DebugName);
|
|
UploadBuffer.Buffer = RHICreateStructuredBuffer( TypeSize, UploadBuffer.NumBytes, BUF_ShaderResource | BUF_Volatile | Usage, CreateInfo );
|
|
UploadBuffer.SRV = RHICreateShaderResourceView( UploadBuffer.Buffer );
|
|
}
|
|
|
|
ScatterData = (uint32*)RHILockBuffer( ScatterBuffer.Buffer, 0, ScatterBytes, RLM_WriteOnly );
|
|
UploadData = (uint8*)RHILockBuffer( UploadBuffer.Buffer, 0, UploadBytes, RLM_WriteOnly );
|
|
}
|
|
|
|
template<typename ResourceType>
|
|
void FScatterUploadBuffer::ResourceUploadTo(FRHICommandList& RHICmdList, ResourceType& DstBuffer, bool bFlush)
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(FScatterUploadBuffer::ResourceUploadTo);
|
|
|
|
RHIUnlockBuffer(ScatterBuffer.Buffer);
|
|
RHIUnlockBuffer(UploadBuffer.Buffer);
|
|
|
|
ScatterData = nullptr;
|
|
UploadData = nullptr;
|
|
|
|
if (NumScatters == 0)
|
|
return;
|
|
|
|
constexpr uint32 ThreadGroupSize = 64u;
|
|
uint32 NumBytesPerThread = (NumBytesPerElement & 15) == 0 ? 16 : 4;
|
|
uint32 NumThreadsPerScatter = NumBytesPerElement / NumBytesPerThread;
|
|
uint32 NumThreads = NumScatters * NumThreadsPerScatter;
|
|
uint32 NumDispatches = FMath::DivideAndRoundUp(NumThreads, ThreadGroupSize);
|
|
uint32 NumLoops = FMath::DivideAndRoundUp(NumDispatches, (uint32)GMaxComputeDispatchDimension);
|
|
|
|
typename ResourceTypeTraits<ResourceType>::FScatterCS::FParameters Parameters;
|
|
|
|
if (ResourceTypeTraits<ResourceType>::Type == EResourceType::TEXTURE)
|
|
{
|
|
uint16 PrimitivesPerTextureLine = FMath::Min((int32)MAX_uint16, (int32)GMaxTextureDimensions) / (FScatterUploadBuffer::PrimitiveDataStrideInFloat4s);
|
|
Parameters.Common.Float4sPerLine = PrimitivesPerTextureLine * FScatterUploadBuffer::PrimitiveDataStrideInFloat4s;;
|
|
}
|
|
|
|
Parameters.Common.Size = NumThreadsPerScatter;
|
|
Parameters.NumScatters = NumScatters;
|
|
|
|
if (ResourceTypeTraits<ResourceType>::Type == EResourceType::BYTEBUFFER)
|
|
{
|
|
Parameters.UploadByteAddressBuffer = UploadBuffer.SRV;
|
|
Parameters.ScatterByteAddressBuffer = ScatterBuffer.SRV;
|
|
Parameters.Common.DstByteAddressBuffer = DstBuffer.UAV;
|
|
}
|
|
else if (ResourceTypeTraits<ResourceType>::Type == EResourceType::BUFFER)
|
|
{
|
|
Parameters.UploadStructuredBuffer = UploadBuffer.SRV;
|
|
Parameters.ScatterStructuredBuffer = ScatterBuffer.SRV;
|
|
Parameters.Common.DstStructuredBuffer = DstBuffer.UAV;
|
|
}
|
|
else if (ResourceTypeTraits<ResourceType>::Type == EResourceType::TEXTURE)
|
|
{
|
|
Parameters.UploadStructuredBuffer = UploadBuffer.SRV;
|
|
Parameters.ScatterStructuredBuffer = ScatterBuffer.SRV;
|
|
Parameters.Common.DstTexture = DstBuffer.UAV;
|
|
}
|
|
|
|
typename ResourceTypeTraits<ResourceType>::FMemcypCS::FPermutationDomain PermutationVector;
|
|
if (ResourceTypeTraits<ResourceType>::Type == EResourceType::TEXTURE)
|
|
{
|
|
PermutationVector.template Set<typename ResourceTypeTraits<ResourceType>::FMemcypCS::FFloat4BufferDim >(false);
|
|
PermutationVector.template Set<typename ResourceTypeTraits<ResourceType>::FMemcypCS::FUint4AlignedDim >(false);
|
|
}
|
|
else
|
|
{
|
|
PermutationVector.template Set< FScatterCopyCS::FFloat4BufferDim >(bFloat4Buffer);
|
|
PermutationVector.template Set< FScatterCopyCS::FUint4AlignedDim >(NumBytesPerThread == 16);
|
|
}
|
|
|
|
auto ComputeShader = GetGlobalShaderMap(GMaxRHIFeatureLevel)->GetShader<typename ResourceTypeTraits<ResourceType>::FScatterCS >(PermutationVector);
|
|
|
|
RHICmdList.BeginUAVOverlap(DstBuffer.UAV);
|
|
|
|
for (uint32 LoopIdx = 0; LoopIdx < NumLoops; ++LoopIdx)
|
|
{
|
|
Parameters.Common.SrcOffset = LoopIdx * (uint32)GMaxComputeDispatchDimension * ThreadGroupSize;
|
|
|
|
uint32 LoopNumDispatch = FMath::Min(NumDispatches - LoopIdx * (uint32)GMaxComputeDispatchDimension, (uint32)GMaxComputeDispatchDimension);
|
|
|
|
FComputeShaderUtils::Dispatch(RHICmdList, ComputeShader, Parameters, FIntVector(LoopNumDispatch, 1, 1));
|
|
}
|
|
|
|
RHICmdList.EndUAVOverlap(DstBuffer.UAV);
|
|
|
|
if (bFlush)
|
|
{
|
|
FRHICommandListExecutor::GetImmediateCommandList().ImmediateFlush(EImmediateFlushType::DispatchToRHIThread);
|
|
}
|
|
}
|
|
|
|
template RENDERCORE_API void MemsetResource< FRWBufferStructured>(FRHICommandList& RHICmdList, const FRWBufferStructured& DstBuffer, uint32 Value, uint32 NumBytes, uint32 DstOffset);
|
|
template RENDERCORE_API void MemsetResource< FRWByteAddressBuffer>(FRHICommandList& RHICmdList, const FRWByteAddressBuffer& DstBuffer, uint32 Value, uint32 NumBytes, uint32 DstOffset);
|
|
template RENDERCORE_API void MemcpyResource< FTextureRWBuffer2D>(FRHICommandList& RHICmdList, const FTextureRWBuffer2D& DstBuffer, const FTextureRWBuffer2D& SrcBuffer, uint32 NumBytes, uint32 DstOffset, uint32 SrcOffset);
|
|
template RENDERCORE_API void MemcpyResource< FRWBufferStructured>(FRHICommandList& RHICmdList, const FRWBufferStructured& DstBuffer, const FRWBufferStructured& SrcBuffer, uint32 NumBytes, uint32 DstOffset, uint32 SrcOffset);
|
|
template RENDERCORE_API void MemcpyResource< FRWByteAddressBuffer>(FRHICommandList& RHICmdList, const FRWByteAddressBuffer& DstBuffer, const FRWByteAddressBuffer& SrcBuffer, uint32 NumBytes, uint32 DstOffset, uint32 SrcOffset);
|
|
template RENDERCORE_API void FScatterUploadBuffer::ResourceUploadTo<FTextureRWBuffer2D>(FRHICommandList& RHICmdList, FTextureRWBuffer2D& DstBuffer, bool bFlush);
|
|
template RENDERCORE_API void FScatterUploadBuffer::ResourceUploadTo<FRWBufferStructured>(FRHICommandList& RHICmdList, FRWBufferStructured& DstBuffer, bool bFlush);
|
|
template RENDERCORE_API void FScatterUploadBuffer::ResourceUploadTo<FRWByteAddressBuffer>(FRHICommandList& RHICmdList, FRWByteAddressBuffer& DstBuffer, bool bFlush); |