Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/ShaderParameterUtils.h
Rolando Caloca bbb9564388 Copying //UE4/Dev-RenderPlat-Staging@11110326 to //UE4/Main
#rb none
#rnx

[CL 11110369 by Rolando Caloca in Main branch]
2020-01-24 18:07:01 -05:00

599 lines
18 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
ShaderParameters.h: Shader parameter inline definitions.
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "RHI.h"
#include "ShaderParameters.h"
#include "ShaderCore.h"
#include "Misc/App.h"
template<typename TBufferStruct> class TUniformBuffer;
template<typename TBufferStruct> class TUniformBufferRef;
/**
* Sets the value of a shader parameter. Template'd on shader type
* A template parameter specified the type of the parameter value.
* NOTE: Shader should be the param ref type, NOT the param type, since Shader is passed by value.
* Otherwise AddRef/ReleaseRef will be called many times.
*/
template<typename ShaderRHIParamRef, class ParameterType, typename TRHICmdList>
void SetShaderValue(
TRHICmdList& RHICmdList,
const ShaderRHIParamRef& Shader,
const FShaderParameter& Parameter,
const ParameterType& Value,
uint32 ElementIndex = 0
)
{
static_assert(!TIsPointer<ParameterType>::Value, "Passing by value is not valid.");
const uint32 AlignedTypeSize = Align(sizeof(ParameterType), SHADER_PARAMETER_ARRAY_ELEMENT_ALIGNMENT);
const int32 NumBytesToSet = FMath::Min<int32>(sizeof(ParameterType),Parameter.GetNumBytes() - ElementIndex * AlignedTypeSize);
// This will trigger if the parameter was not serialized
checkSlow(Parameter.IsInitialized());
if(NumBytesToSet > 0)
{
RHICmdList.SetShaderParameter(
Shader,
Parameter.GetBufferIndex(),
Parameter.GetBaseIndex() + ElementIndex * AlignedTypeSize,
(uint32)NumBytesToSet,
&Value
);
}
}
template<typename ShaderRHIParamRef, class ParameterType>
void SetShaderValueOnContext(
IRHICommandContext& RHICmdListContext,
const ShaderRHIParamRef& Shader,
const FShaderParameter& Parameter,
const ParameterType& Value,
uint32 ElementIndex = 0
)
{
static_assert(!TIsPointer<ParameterType>::Value, "Passing by value is not valid.");
const uint32 AlignedTypeSize = Align(sizeof(ParameterType), SHADER_PARAMETER_ARRAY_ELEMENT_ALIGNMENT);
const int32 NumBytesToSet = FMath::Min<int32>(sizeof(ParameterType), Parameter.GetNumBytes() - ElementIndex * AlignedTypeSize);
// This will trigger if the parameter was not serialized
checkSlow(Parameter.IsInitialized());
if (NumBytesToSet > 0)
{
RHICmdListContext.RHISetShaderParameter(
Shader,
Parameter.GetBufferIndex(),
Parameter.GetBaseIndex() + ElementIndex * AlignedTypeSize,
(uint32)NumBytesToSet,
&Value
);
}
}
/** Specialization of the above for C++ bool type. */
template<typename ShaderRHIParamRef>
UE_DEPRECATED(4.24, "Please use integer values for boolean shader parameters instead.")
void SetShaderValue(
FRHICommandList& RHICmdList,
const ShaderRHIParamRef& Shader,
const FShaderParameter& Parameter,
bool Value,
uint32 ElementIndex = 0
)
{
const uint32 BoolValue = Value;
SetShaderValue(RHICmdList, Shader, Parameter, BoolValue, ElementIndex);
}
/** Specialization of the above for C++ bool type. */
template<typename ShaderRHIParamRef>
UE_DEPRECATED(4.24, "Please use integer values for boolean shader parameters instead.")
void SetShaderValue(
FRHIComputeCommandList& RHICmdList,
const ShaderRHIParamRef& Shader,
const FShaderParameter& Parameter,
bool Value,
uint32 ElementIndex = 0
)
{
const uint32 BoolValue = Value;
SetShaderValue(RHICmdList, Shader, Parameter, BoolValue, ElementIndex);
}
/** Specialization of the above for C++ bool type. */
template<typename ShaderRHIParamRef>
UE_DEPRECATED(4.24, "Please use integer values for boolean shader parameters instead.")
void SetShaderValue(
FRHICommandListImmediate& RHICmdList,
const ShaderRHIParamRef& Shader,
const FShaderParameter& Parameter,
bool Value,
uint32 ElementIndex = 0
)
{
const uint32 BoolValue = Value;
SetShaderValue(RHICmdList, Shader, Parameter, BoolValue, ElementIndex);
}
/**
* Sets the value of a shader parameter array. Template'd on shader type
* A template parameter specified the type of the parameter value.
* NOTE: Shader should be the param ref type, NOT the param type, since Shader is passed by value.
* Otherwise AddRef/ReleaseRef will be called many times.
*/
template<typename ShaderRHIParamRef,class ParameterType, typename TRHICmdList>
void SetShaderValueArray(
TRHICmdList& RHICmdList,
const ShaderRHIParamRef& Shader,
const FShaderParameter& Parameter,
const ParameterType* Values,
uint32 NumElements,
uint32 BaseElementIndex = 0
)
{
const uint32 AlignedTypeSize = Align(sizeof(ParameterType), SHADER_PARAMETER_ARRAY_ELEMENT_ALIGNMENT);
const int32 NumBytesToSet = FMath::Min<int32>(NumElements * AlignedTypeSize,Parameter.GetNumBytes() - BaseElementIndex * AlignedTypeSize);
// This will trigger if the parameter was not serialized
checkSlow(Parameter.IsInitialized());
if(NumBytesToSet > 0)
{
RHICmdList.SetShaderParameter(
Shader,
Parameter.GetBufferIndex(),
Parameter.GetBaseIndex() + BaseElementIndex * AlignedTypeSize,
(uint32)NumBytesToSet,
Values
);
}
}
/** Specialization of the above for C++ bool type. */
template<typename ShaderRHIParamRef, typename TRHICmdList>
void SetShaderValueArray(
TRHICmdList& RHICmdList,
const ShaderRHIParamRef& Shader,
const FShaderParameter& Parameter,
const bool* Values,
uint32 NumElements,
uint32 BaseElementIndex = 0
)
{
UE_LOG(LogShaders, Fatal, TEXT("SetShaderValueArray does not support bool arrays."));
}
/**
* Sets the value of a pixel shader bool parameter.
*/
UE_DEPRECATED(4.24, "Please use integer values for boolean shader parameters instead.")
inline void SetPixelShaderBool(
FRHICommandList& RHICmdList,
FRHIPixelShader* PixelShader,
const FShaderParameter& Parameter,
bool Value
)
{
// This will trigger if the parameter was not serialized
checkSlow(Parameter.IsInitialized());
if (Parameter.GetNumBytes() > 0)
{
// Convert to uint32 before passing to RHI
uint32 BoolValue = Value;
RHICmdList.SetShaderParameter(
PixelShader,
Parameter.GetBufferIndex(),
Parameter.GetBaseIndex(),
sizeof(BoolValue),
&BoolValue
);
}
}
/**
* Sets the value of a shader texture parameter. Template'd on shader type
*/
template<typename TRHIShader, typename TRHICmdList>
FORCEINLINE void SetTextureParameter(
TRHICmdList& RHICmdList,
TRHIShader* Shader,
const FShaderResourceParameter& TextureParameter,
const FShaderResourceParameter& SamplerParameter,
const FTexture* Texture,
uint32 ElementIndex = 0
)
{
// This will trigger if the parameter was not serialized
checkSlow(TextureParameter.IsInitialized());
checkSlow(SamplerParameter.IsInitialized());
if(TextureParameter.IsBound())
{
Texture->LastRenderTime = FApp::GetCurrentTime();
if (ElementIndex < TextureParameter.GetNumResources())
{
RHICmdList.SetShaderTexture( Shader, TextureParameter.GetBaseIndex() + ElementIndex, Texture->TextureRHI);
}
}
// @todo ue4 samplerstate Should we maybe pass in two separate values? SamplerElement and TextureElement? Or never allow an array of samplers? Unsure best
// if there is a matching sampler for this texture array index (ElementIndex), then set it. This will help with this case:
// Texture2D LightMapTextures[NUM_LIGHTMAP_COEFFICIENTS];
// SamplerState LightMapTexturesSampler;
// In this case, we only set LightMapTexturesSampler when ElementIndex is 0, we don't set the sampler state for all 4 textures
// This assumes that the all textures want to use the same sampler state
if(SamplerParameter.IsBound())
{
if (ElementIndex < SamplerParameter.GetNumResources())
{
RHICmdList.SetShaderSampler( Shader, SamplerParameter.GetBaseIndex() + ElementIndex, Texture->SamplerStateRHI);
}
}
}
/**
* Sets the value of a shader texture parameter. Template'd on shader type.
*/
template<typename TRHIShader, typename TRHICmdList>
FORCEINLINE void SetTextureParameter(
TRHICmdList& RHICmdList,
TRHIShader* Shader,
const FShaderResourceParameter& TextureParameter,
const FShaderResourceParameter& SamplerParameter,
FRHISamplerState* SamplerStateRHI,
FRHITexture* TextureRHI,
uint32 ElementIndex = 0
)
{
// This will trigger if the parameter was not serialized
checkSlow(TextureParameter.IsInitialized());
checkSlow(SamplerParameter.IsInitialized());
if(TextureParameter.IsBound())
{
if (ElementIndex < TextureParameter.GetNumResources())
{
RHICmdList.SetShaderTexture( Shader, TextureParameter.GetBaseIndex() + ElementIndex, TextureRHI);
}
}
// @todo ue4 samplerstate Should we maybe pass in two separate values? SamplerElement and TextureElement? Or never allow an array of samplers? Unsure best
// if there is a matching sampler for this texture array index (ElementIndex), then set it. This will help with this case:
// Texture2D LightMapTextures[NUM_LIGHTMAP_COEFFICIENTS];
// SamplerState LightMapTexturesSampler;
// In this case, we only set LightMapTexturesSampler when ElementIndex is 0, we don't set the sampler state for all 4 textures
// This assumes that the all textures want to use the same sampler state
if(SamplerParameter.IsBound())
{
if (ElementIndex < SamplerParameter.GetNumResources())
{
RHICmdList.SetShaderSampler( Shader, SamplerParameter.GetBaseIndex() + ElementIndex, SamplerStateRHI);
}
}
}
/**
* Sets the value of a shader surface parameter (e.g. to access MSAA samples).
* Template'd on shader type (e.g. pixel shader or compute shader).
*/
template<typename TRHIShader, typename TRHICmdList>
FORCEINLINE void SetTextureParameter(
TRHICmdList& RHICmdList,
TRHIShader* Shader,
const FShaderResourceParameter& Parameter,
FRHITexture* NewTextureRHI
)
{
if(Parameter.IsBound())
{
RHICmdList.SetShaderTexture(
Shader,
Parameter.GetBaseIndex(),
NewTextureRHI
);
}
}
/**
* Sets the value of a shader sampler parameter. Template'd on shader type.
*/
template<typename TRHIShader, typename TRHICmdList>
FORCEINLINE void SetSamplerParameter(
TRHICmdList& RHICmdList,
TRHIShader* Shader,
const FShaderResourceParameter& Parameter,
FRHISamplerState* SamplerStateRHI
)
{
if(Parameter.IsBound())
{
RHICmdList.SetShaderSampler(
Shader,
Parameter.GetBaseIndex(),
SamplerStateRHI
);
}
}
/**
* Sets the value of a shader resource view parameter
* Template'd on shader type (e.g. pixel shader or compute shader).
*/
template<typename TRHIShader, typename TRHICmdList>
FORCEINLINE void SetSRVParameter(
TRHICmdList& RHICmdList,
TRHIShader* Shader,
const FShaderResourceParameter& Parameter,
FRHIShaderResourceView* NewShaderResourceViewRHI
)
{
if(Parameter.IsBound())
{
RHICmdList.SetShaderResourceViewParameter(
Shader,
Parameter.GetBaseIndex(),
NewShaderResourceViewRHI
);
}
}
template<typename TRHIShader, typename TRHICmdList>
FORCEINLINE void SetSRVParameter(
TRHICmdList& RHICmdList,
const TRefCountPtr<TRHIShader>& Shader,
const FShaderResourceParameter& Parameter,
FRHIShaderResourceView* NewShaderResourceViewRHI
)
{
if (Parameter.IsBound())
{
RHICmdList.SetShaderResourceViewParameter(
Shader.GetReference(),
Parameter.GetBaseIndex(),
NewShaderResourceViewRHI
);
}
}
/**
* Sets the value of a unordered access view parameter
*/
template<typename TRHICmdList>
FORCEINLINE void SetUAVParameter(
TRHICmdList& RHICmdList,
FRHIComputeShader* ComputeShader,
const FShaderResourceParameter& Parameter,
FRHIUnorderedAccessView* NewUnorderedAccessViewRHI
)
{
if(Parameter.IsBound())
{
RHICmdList.SetUAVParameter(
ComputeShader,
Parameter.GetBaseIndex(),
NewUnorderedAccessViewRHI
);
}
}
/**
* Sets the value of a unordered access view parameter
*/
template<typename TRHICmdList>
FORCEINLINE void SetUAVParameter(
TRHICmdList& RHICmdList,
FRHIPixelShader* PixelShader,
const FShaderResourceParameter& Parameter,
FRHIUnorderedAccessView* NewUnorderedAccessViewRHI
)
{
if (Parameter.IsBound())
{
RHICmdList.SetUAVParameter(
PixelShader,
Parameter.GetBaseIndex(),
NewUnorderedAccessViewRHI
);
}
}
template<typename TRHICmdList>
inline bool SetUAVParameterIfCS(TRHICmdList& RHICmdList, FRHIVertexShader* Shader, const FShaderResourceParameter& UAVParameter, FRHIUnorderedAccessView* UAV)
{
return false;
}
template<typename TRHICmdList>
inline bool SetUAVParameterIfCS(TRHICmdList& RHICmdList, FRHIPixelShader* Shader, const FShaderResourceParameter& UAVParameter, FRHIUnorderedAccessView* UAV)
{
SetUAVParameter(RHICmdList, Shader, UAVParameter, UAV);
return UAVParameter.IsBound();
}
template<typename TRHICmdList>
inline bool SetUAVParameterIfCS(TRHICmdList& RHICmdList, FRHIHullShader* Shader, const FShaderResourceParameter& UAVParameter, FRHIUnorderedAccessView* UAV)
{
return false;
}
template<typename TRHICmdList>
inline bool SetUAVParameterIfCS(TRHICmdList& RHICmdList, FRHIDomainShader* Shader, const FShaderResourceParameter& UAVParameter, FRHIUnorderedAccessView* UAV)
{
return false;
}
template<typename TRHICmdList>
inline bool SetUAVParameterIfCS(TRHICmdList& RHICmdList, FRHIGeometryShader* Shader, const FShaderResourceParameter& UAVParameter, FRHIUnorderedAccessView* UAV)
{
return false;
}
template<typename TRHICmdList>
inline bool SetUAVParameterIfCS(TRHICmdList& RHICmdList, FRHIComputeShader* Shader, const FShaderResourceParameter& UAVParameter, FRHIUnorderedAccessView* UAV)
{
SetUAVParameter(RHICmdList, Shader, UAVParameter, UAV);
return UAVParameter.IsBound();
}
template<typename TShaderRHIRef, typename TRHICmdList>
inline void FRWShaderParameter::SetBuffer(TRHICmdList& RHICmdList, const TShaderRHIRef& Shader, const FRWBuffer& RWBuffer) const
{
if (!SetUAVParameterIfCS(RHICmdList, Shader, UAVParameter, RWBuffer.UAV))
{
SetSRVParameter(RHICmdList, Shader, SRVParameter, RWBuffer.SRV);
}
}
template<typename TShaderRHIRef, typename TRHICmdList>
inline void FRWShaderParameter::SetBuffer(TRHICmdList& RHICmdList, const TShaderRHIRef& Shader, const FRWBufferStructured& RWBuffer) const
{
if (!SetUAVParameterIfCS(RHICmdList, Shader, UAVParameter, RWBuffer.UAV))
{
SetSRVParameter(RHICmdList, Shader, SRVParameter, RWBuffer.SRV);
}
}
template<typename TShaderRHIRef, typename TRHICmdList>
inline void FRWShaderParameter::SetTexture(TRHICmdList& RHICmdList, const TShaderRHIRef& Shader, FRHITexture* Texture, FRHIUnorderedAccessView* UAV) const
{
if (!SetUAVParameterIfCS(RHICmdList, Shader, UAVParameter, UAV))
{
SetTextureParameter(RHICmdList, Shader, SRVParameter, Texture);
}
}
template<typename TRHICmdList>
inline void FRWShaderParameter::UnsetUAV(TRHICmdList& RHICmdList, FRHIComputeShader* ComputeShader) const
{
SetUAVParameter(RHICmdList, ComputeShader,UAVParameter,FUnorderedAccessViewRHIRef());
}
/** Sets the value of a shader uniform buffer parameter to a uniform buffer containing the struct. */
template<typename TShaderRHIRef>
inline void SetLocalUniformBufferParameter(
FRHICommandList& RHICmdList,
const TShaderRHIRef& Shader,
const FShaderUniformBufferParameter& Parameter,
const FLocalUniformBuffer& LocalUniformBuffer
)
{
// This will trigger if the parameter was not serialized
checkSlow(Parameter.IsInitialized());
if(Parameter.IsBound())
{
RHICmdList.SetLocalShaderUniformBuffer(Shader, Parameter.GetBaseIndex(), LocalUniformBuffer);
}
}
/** Sets the value of a shader uniform buffer parameter to a uniform buffer containing the struct. */
template<typename TShaderRHIRef, typename TRHICmdList>
inline void SetUniformBufferParameter(
TRHICmdList& RHICmdList,
const TShaderRHIRef& Shader,
const FShaderUniformBufferParameter& Parameter,
FRHIUniformBuffer* UniformBufferRHI
)
{
// This will trigger if the parameter was not serialized
checkSlow(Parameter.IsInitialized());
// If it is bound, we must set it so something valid
checkSlow(!Parameter.IsBound() || UniformBufferRHI);
if(Parameter.IsBound())
{
RHICmdList.SetShaderUniformBuffer( Shader, Parameter.GetBaseIndex(), UniformBufferRHI);
}
}
/** Sets the value of a shader uniform buffer parameter to a uniform buffer containing the struct. */
template<typename TShaderRHIRef, typename TBufferStruct, typename TRHICmdList>
inline void SetUniformBufferParameter(
TRHICmdList& RHICmdList,
const TShaderRHIRef& Shader,
const TShaderUniformBufferParameter<TBufferStruct>& Parameter,
const TUniformBufferRef<TBufferStruct>& UniformBufferRef
)
{
// This will trigger if the parameter was not serialized
checkSlow(Parameter.IsInitialized());
// If it is bound, we must set it so something valid
checkSlow(!Parameter.IsBound() || IsValidRef(UniformBufferRef));
if(Parameter.IsBound())
{
RHICmdList.SetShaderUniformBuffer( Shader, Parameter.GetBaseIndex(), UniformBufferRef);
}
}
/** Sets the value of a shader uniform buffer parameter to a uniform buffer containing the struct. */
template<typename TShaderRHIRef, typename TBufferStruct, typename TRHICmdList>
inline void SetUniformBufferParameter(
TRHICmdList& RHICmdList,
const TShaderRHIRef& Shader,
const TShaderUniformBufferParameter<TBufferStruct>& Parameter,
const TUniformBuffer<TBufferStruct>& UniformBuffer
)
{
// This will trigger if the parameter was not serialized
checkSlow(Parameter.IsInitialized());
// If it is bound, we must set it so something valid
checkSlow(!Parameter.IsBound() || UniformBuffer.GetUniformBufferRHI());
if (Parameter.IsBound())
{
RHICmdList.SetShaderUniformBuffer( Shader, Parameter.GetBaseIndex(), UniformBuffer.GetUniformBufferRHI());
}
}
/** Sets the value of a shader uniform buffer parameter to a value of the struct. */
template<typename TShaderRHIRef,typename TBufferStruct>
inline void SetUniformBufferParameterImmediate(
FRHICommandList& RHICmdList,
const TShaderRHIRef& Shader,
const TShaderUniformBufferParameter<TBufferStruct>& Parameter,
const TBufferStruct& UniformBufferValue
)
{
// This will trigger if the parameter was not serialized
checkSlow(Parameter.IsInitialized());
if(Parameter.IsBound())
{
RHICmdList.SetShaderUniformBuffer(
Shader,
Parameter.GetBaseIndex(),
RHICreateUniformBuffer(&UniformBufferValue,TBufferStruct::StaticStructMetadata.GetLayout(),UniformBuffer_SingleDraw)
);
}
}
/** Sets the value of a shader uniform buffer parameter to a value of the struct. */
template<typename TShaderRHIRef,typename TBufferStruct, typename TRHICmdList>
inline void SetUniformBufferParameterImmediate(
TRHICmdList& RHICmdList,
const TShaderRHIRef& Shader,
const TShaderUniformBufferParameter<TBufferStruct>& Parameter,
const TBufferStruct& UniformBufferValue
)
{
// This will trigger if the parameter was not serialized
checkSlow(Parameter.IsInitialized());
if(Parameter.IsBound())
{
RHICmdList.SetShaderUniformBuffer(
Shader,
Parameter.GetBaseIndex(),
RHICreateUniformBuffer(&UniformBufferValue,TBufferStruct::StaticStructMetadata.GetLayout(),UniformBuffer_SingleDraw)
);
}
}