Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/ShaderParameterStruct.h
rolando caloca 83c57c2a0f UE4.23 - Deprecate FUniformBufferRHIParamRef, FIndexBufferRHIParamRef, FVertexBufferRHIParamRef, FStructuredBufferRHIParamRef, FTextureRHIParamRef, FTexture2DRHIParamRef, FTexture2DArrayRHIParamRef, FTexture3DRHIParamRef, FTextureCubeRHIParamRef
#rb none
#jira UE-76364

#ROBOMERGE-SOURCE: CL 7046967 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v367-6836689)

[CL 7047009 by rolando caloca in Main branch]
2019-06-17 13:39:07 -04:00

431 lines
16 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
ShaderParameterStruct.h: API to submit all shader parameters in single function call.
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "Shader.h"
#include "RHI.h"
#include "RenderGraphResources.h"
/** Instrument a shader class to use strutured shader parameters API.
*
* class FMyShaderClassCS : public FGlobalShader
* {
* DECLARE_GLOBAL_SHADER(FMyShaderClassCS);
* SHADER_USE_PARAMETER_STRUCT(FMyShaderClassCS, FGlobalShader);
*
* BEGIN_SHADER_PARAMETER_STRUCT(FParameters)
* SHADER_PARAMETER(FMatrix, ViewToClip)
* //...
* END_SHADER_PARAMETER_STRUCT()
* };
*
* Notes: Long therm, this macro will be no longer be needed.
*/
// TODO(RDG): would not even need ShaderParentClass anymore. And in fact should not so Bindings.Bind() is not being called twice.
#define SHADER_USE_PARAMETER_STRUCT(ShaderClass, ShaderParentClass) \
ShaderClass(const ShaderMetaType::CompiledShaderInitializerType& Initializer) \
: ShaderParentClass(Initializer) \
{ \
this->Bindings.BindForLegacyShaderParameters( \
this, \
Initializer.ParameterMap, \
*FParameters::FTypeInfo::GetStructMetadata(), \
true); \
} \
\
ShaderClass() \
{ } \
#define SHADER_USE_ROOT_PARAMETER_STRUCT(ShaderClass, ShaderParentClass) \
static inline const FShaderParametersMetadata* GetRootParametersMetadata() { return FParameters::FTypeInfo::GetStructMetadata(); } \
\
ShaderClass(const ShaderMetaType::CompiledShaderInitializerType& Initializer) \
: ShaderParentClass(Initializer) \
{ \
this->Bindings.BindForRootShaderParameters(this, Initializer.ParameterMap); \
} \
\
ShaderClass() \
{ } \
/** Raise fatal error when a required shader parameter has not been set. */
extern RENDERCORE_API void EmitNullShaderParameterFatalError(const FShader* Shader, const FShaderParametersMetadata* ParametersMetadata, uint16 MemberOffset);
/** Validates that all resource parameters of a shader are set. */
#if DO_CHECK
extern RENDERCORE_API void ValidateShaderParameters(const FShader* Shader, const FShaderParametersMetadata* ParametersMetadata, const void* Parameters);
#else // !DO_CHECK
FORCEINLINE void ValidateShaderParameters(const FShader* Shader, const FShaderParametersMetadata* ParametersMetadata, const void* Parameters)
{ }
#endif // !DO_CHECK
template<typename TShaderClass>
FORCEINLINE void ValidateShaderParameters(const TShaderClass* Shader, const typename TShaderClass::FParameters& Parameters)
{
const typename TShaderClass::FParameters* ParameterPtr = &Parameters;
return ValidateShaderParameters(Shader, TShaderClass::FParameters::FTypeInfo::GetStructMetadata(), ParameterPtr);
}
/** Set compute shader UAVs. */
template<typename TRHICmdList, typename TShaderClass, typename TShaderRHI>
inline void SetShaderUAVs(TRHICmdList& RHICmdList, const TShaderClass* Shader, TShaderRHI* ShadeRHI, const typename TShaderClass::FParameters& Parameters)
{
checkf(
Shader->Bindings.UAVs.Num() == 0 && Shader->Bindings.GraphUAVs.Num() == 0,
TEXT("TShaderRHI Can't have compute shader to be set. UAVs are not supported on vertex, tessellation and geometry shaders."));
}
template<typename TRHICmdList, typename TShaderClass>
inline void SetShaderUAVs(TRHICmdList& RHICmdList, const TShaderClass* Shader, FRHIPixelShader* ShadeRHI, const typename TShaderClass::FParameters& Parameters)
{
// Pixelshader UAVs are bound together with rendertargets using BeginRenderPass
}
template<typename TRHICmdList, typename TShaderClass>
inline void SetShaderUAVs(TRHICmdList& RHICmdList, const TShaderClass* Shader, FRHIComputeShader* ShadeRHI, const typename TShaderClass::FParameters& Parameters)
{
const FShaderParameterBindings& Bindings = Shader->Bindings;
const typename TShaderClass::FParameters* ParametersPtr = &Parameters;
const uint8* Base = reinterpret_cast<const uint8*>(ParametersPtr);
// UAVs
for (const FShaderParameterBindings::FResourceParameter& ParameterBinding : Bindings.UAVs)
{
FRHIUnorderedAccessView* ShaderParameterRef = *(FRHIUnorderedAccessView**)(Base + ParameterBinding.ByteOffset);
if (DO_CHECK && !ShaderParameterRef)
{
EmitNullShaderParameterFatalError(Shader, TShaderClass::FParameters::FTypeInfo::GetStructMetadata(), ParameterBinding.ByteOffset);
}
RHICmdList.SetUAVParameter(ShadeRHI, ParameterBinding.BaseIndex, ShaderParameterRef);
}
// Graph UAVs
for (const FShaderParameterBindings::FResourceParameter& ParameterBinding : Bindings.GraphUAVs)
{
auto GraphUAV = *reinterpret_cast<FRDGUnorderedAccessView* const*>(Base + ParameterBinding.ByteOffset);
if (DO_CHECK)
{
if (!GraphUAV)
{
EmitNullShaderParameterFatalError(Shader, TShaderClass::FParameters::FTypeInfo::GetStructMetadata(), ParameterBinding.ByteOffset);
}
else
{
GraphUAV->MarkResourceAsUsed();
}
}
checkSlow(GraphUAV);
RHICmdList.SetUAVParameter(ShadeRHI, ParameterBinding.BaseIndex, GraphUAV->GetRHI());
}
}
/** Unset compute shader UAVs. */
template<typename TRHICmdList, typename TShaderClass>
inline void UnsetShaderUAVs(TRHICmdList& RHICmdList, const TShaderClass* Shader, FRHIComputeShader* ShadeRHI)
{
// TODO(RDG): Once all shader sets their parameter through this, can refactor RHI so all UAVs of a shader get unset through a single RHI function call.
const FShaderParameterBindings& Bindings = Shader->Bindings;
checkf(Bindings.RootParameterBufferIndex == FShaderParameterBindings::kInvalidBufferIndex, TEXT("Can't use UnsetShaderUAVs() for root parameter buffer index."));
for (const FShaderParameterBindings::FResourceParameter& ParameterBinding : Bindings.UAVs)
{
RHICmdList.SetUAVParameter(ShadeRHI, ParameterBinding.BaseIndex, nullptr);
}
for (const FShaderParameterBindings::FResourceParameter& ParameterBinding : Bindings.GraphUAVs)
{
RHICmdList.SetUAVParameter(ShadeRHI, ParameterBinding.BaseIndex, nullptr);
}
}
/** Set shader's parameters from its parameters struct. */
template<typename TRHICmdList, typename TShaderClass, typename TShaderRHI>
inline void SetShaderParameters(TRHICmdList& RHICmdList, const TShaderClass* Shader, TShaderRHI* ShadeRHI, const typename TShaderClass::FParameters& Parameters)
{
// TODO(RDG): Once all shader sets their parameter through this, can refactor RHI so all shader parameters get sets through a single RHI function call.
const FShaderParameterBindings& Bindings = Shader->Bindings;
const typename TShaderClass::FParameters* ParametersPtr = &Parameters;
const uint8* Base = reinterpret_cast<const uint8*>(ParametersPtr);
checkf(Bindings.RootParameterBufferIndex == FShaderParameterBindings::kInvalidBufferIndex, TEXT("Can't use SetShaderParameters() for root parameter buffer index."));
// Parameters
for (const FShaderParameterBindings::FParameter& ParameterBinding : Bindings.Parameters)
{
const void* DataPtr = reinterpret_cast<const char*>(&Parameters) + ParameterBinding.ByteOffset;
RHICmdList.SetShaderParameter(ShadeRHI, ParameterBinding.BufferIndex, ParameterBinding.BaseIndex, ParameterBinding.ByteSize, DataPtr);
}
// Textures
for (const FShaderParameterBindings::FResourceParameter& ParameterBinding : Bindings.Textures)
{
auto ShaderParameterRef = *(FRHITexture**)(Base + ParameterBinding.ByteOffset);
if (DO_CHECK && !ShaderParameterRef)
{
EmitNullShaderParameterFatalError(Shader, TShaderClass::FParameters::FTypeInfo::GetStructMetadata(), ParameterBinding.ByteOffset);
}
RHICmdList.SetShaderTexture(ShadeRHI, ParameterBinding.BaseIndex, ShaderParameterRef);
}
// SRVs
for (const FShaderParameterBindings::FResourceParameter& ParameterBinding : Bindings.SRVs)
{
FRHIShaderResourceView* ShaderParameterRef = *(FRHIShaderResourceView**)(Base + ParameterBinding.ByteOffset);
if (DO_CHECK && !ShaderParameterRef)
{
EmitNullShaderParameterFatalError(Shader, TShaderClass::FParameters::FTypeInfo::GetStructMetadata(), ParameterBinding.ByteOffset);
}
RHICmdList.SetShaderResourceViewParameter(ShadeRHI, ParameterBinding.BaseIndex, ShaderParameterRef);
}
// Samplers
for (const FShaderParameterBindings::FResourceParameter& ParameterBinding : Bindings.Samplers)
{
FRHISamplerState* ShaderParameterRef = *(FRHISamplerState**)(Base + ParameterBinding.ByteOffset);
if (DO_CHECK && !ShaderParameterRef)
{
EmitNullShaderParameterFatalError(Shader, TShaderClass::FParameters::FTypeInfo::GetStructMetadata(), ParameterBinding.ByteOffset);
}
RHICmdList.SetShaderSampler(ShadeRHI, ParameterBinding.BaseIndex, ShaderParameterRef);
}
// Graph Textures
for (const FShaderParameterBindings::FResourceParameter& ParameterBinding : Bindings.GraphTextures)
{
auto GraphTexture = *reinterpret_cast<FRDGTexture* const*>(Base + ParameterBinding.ByteOffset);
if (DO_CHECK)
{
if (!GraphTexture)
{
EmitNullShaderParameterFatalError(Shader, TShaderClass::FParameters::FTypeInfo::GetStructMetadata(), ParameterBinding.ByteOffset);
}
else
{
GraphTexture->MarkResourceAsUsed();
}
}
checkSlow(GraphTexture);
RHICmdList.SetShaderTexture(ShadeRHI, ParameterBinding.BaseIndex, GraphTexture->GetRHI());
}
// UAVs for compute shaders
SetShaderUAVs(RHICmdList, Shader, ShadeRHI, Parameters); //HACKHACK: Bind UAVs before SRVs as a workaround for D3D11 RHI unbinding SRVs when binding a UAV on the same resource even when the views don't overlap.
// Graph SRVs
for (const FShaderParameterBindings::FResourceParameter& ParameterBinding : Bindings.GraphSRVs)
{
auto GraphSRV = *reinterpret_cast<FRDGShaderResourceView* const*>(Base + ParameterBinding.ByteOffset);
if (DO_CHECK)
{
if (!GraphSRV)
{
EmitNullShaderParameterFatalError(Shader, TShaderClass::FParameters::FTypeInfo::GetStructMetadata(), ParameterBinding.ByteOffset);
}
else
{
GraphSRV->MarkResourceAsUsed();
}
}
checkSlow(GraphSRV);
RHICmdList.SetShaderResourceViewParameter(ShadeRHI, ParameterBinding.BaseIndex, GraphSRV->GetRHI());
}
// Reference structures
for (const FShaderParameterBindings::FParameterStructReference& ParameterBinding : Bindings.ParameterReferences)
{
const TRefCountPtr<FRHIUniformBuffer>& ShaderParameterRef = *reinterpret_cast<const TRefCountPtr<FRHIUniformBuffer>*>(Base + ParameterBinding.ByteOffset);
if (DO_CHECK && !ShaderParameterRef.IsValid())
{
EmitNullShaderParameterFatalError(Shader, TShaderClass::FParameters::FTypeInfo::GetStructMetadata(), ParameterBinding.ByteOffset);
}
RHICmdList.SetShaderUniformBuffer(ShadeRHI, ParameterBinding.BufferIndex, ShaderParameterRef);
}
}
#if RHI_RAYTRACING
/** Set shader's parameters from its parameters struct. */
template<typename TShaderClass>
void SetShaderParameters(FRayTracingShaderBindingsWriter& RTBindingsWriter, const TShaderClass* Shader, const typename TShaderClass::FParameters& Parameters)
{
const FShaderParameterBindings& Bindings = Shader->Bindings;
checkf(Bindings.Parameters.Num() == 0, TEXT("Ray tracing shader should use SHADER_USE_ROOT_PARAMETER_STRUCT() to passdown the cbuffer layout to the shader compiler."));
const typename TShaderClass::FParameters* ParametersPtr = &Parameters;
const uint8* Base = reinterpret_cast<const uint8*>(ParametersPtr);
// Textures
for (const FShaderParameterBindings::FResourceParameter& ParameterBinding : Bindings.Textures)
{
auto ShaderParameterRef = *(FRHITexture**)(Base + ParameterBinding.ByteOffset);
if (DO_CHECK && !ShaderParameterRef)
{
EmitNullShaderParameterFatalError(Shader, TShaderClass::FParameters::FTypeInfo::GetStructMetadata(), ParameterBinding.ByteOffset);
}
RTBindingsWriter.SetTexture(ParameterBinding.BaseIndex, ShaderParameterRef);
}
// SRVs
for (const FShaderParameterBindings::FResourceParameter& ParameterBinding : Bindings.SRVs)
{
FRHIShaderResourceView* ShaderParameterRef = *(FRHIShaderResourceView**)(Base + ParameterBinding.ByteOffset);
if (DO_CHECK && !ShaderParameterRef)
{
EmitNullShaderParameterFatalError(Shader, TShaderClass::FParameters::FTypeInfo::GetStructMetadata(), ParameterBinding.ByteOffset);
}
RTBindingsWriter.SetSRV(ParameterBinding.BaseIndex, ShaderParameterRef);
}
// UAVs
for (const FShaderParameterBindings::FResourceParameter& ParameterBinding : Bindings.UAVs)
{
FRHIUnorderedAccessView* ShaderParameterRef = *(FRHIUnorderedAccessView**)(Base + ParameterBinding.ByteOffset);
if (DO_CHECK && !ShaderParameterRef)
{
EmitNullShaderParameterFatalError(Shader, TShaderClass::FParameters::FTypeInfo::GetStructMetadata(), ParameterBinding.ByteOffset);
}
RTBindingsWriter.SetUAV(ParameterBinding.BaseIndex, ShaderParameterRef);
}
// Samplers
for (const FShaderParameterBindings::FResourceParameter& ParameterBinding : Bindings.Samplers)
{
FRHISamplerState* ShaderParameterRef = *(FRHISamplerState**)(Base + ParameterBinding.ByteOffset);
if (DO_CHECK && !ShaderParameterRef)
{
EmitNullShaderParameterFatalError(Shader, TShaderClass::FParameters::FTypeInfo::GetStructMetadata(), ParameterBinding.ByteOffset);
}
RTBindingsWriter.SetSampler(ParameterBinding.BaseIndex, ShaderParameterRef);
}
// Graph Textures
for (const FShaderParameterBindings::FResourceParameter& ParameterBinding : Bindings.GraphTextures)
{
auto GraphTexture = *reinterpret_cast<FRDGTexture* const*>(Base + ParameterBinding.ByteOffset);
if (DO_CHECK)
{
if (!GraphTexture)
{
EmitNullShaderParameterFatalError(Shader, TShaderClass::FParameters::FTypeInfo::GetStructMetadata(), ParameterBinding.ByteOffset);
}
else
{
GraphTexture->MarkResourceAsUsed();
}
}
checkSlow(GraphTexture);
RTBindingsWriter.SetTexture(ParameterBinding.BaseIndex, GraphTexture->GetRHI());
}
// Graph SRVs
for (const FShaderParameterBindings::FResourceParameter& ParameterBinding : Bindings.GraphSRVs)
{
auto GraphSRV = *reinterpret_cast<FRDGShaderResourceView* const*>(Base + ParameterBinding.ByteOffset);
if (DO_CHECK)
{
if (!GraphSRV)
{
EmitNullShaderParameterFatalError(Shader, TShaderClass::FParameters::FTypeInfo::GetStructMetadata(), ParameterBinding.ByteOffset);
}
else
{
GraphSRV->MarkResourceAsUsed();
}
}
checkSlow(GraphSRV);
RTBindingsWriter.SetSRV(ParameterBinding.BaseIndex, GraphSRV->GetRHI());
}
// Render graph UAVs
for (const FShaderParameterBindings::FResourceParameter& ParameterBinding : Bindings.GraphUAVs)
{
auto UAV = *reinterpret_cast<FRDGUnorderedAccessView* const*>(Base + ParameterBinding.ByteOffset);
if (DO_CHECK)
{
if (!UAV)
{
EmitNullShaderParameterFatalError(Shader, TShaderClass::FParameters::FTypeInfo::GetStructMetadata(), ParameterBinding.ByteOffset);
}
else
{
UAV->MarkResourceAsUsed();
}
}
checkSlow(UAV);
RTBindingsWriter.SetUAV(ParameterBinding.BaseIndex, UAV->GetRHI());
}
// Referenced uniform buffers
for (const FShaderParameterBindings::FParameterStructReference& ParameterBinding : Bindings.ParameterReferences)
{
const TRefCountPtr<FRHIUniformBuffer>& ShaderParameterRef = *reinterpret_cast<const TRefCountPtr<FRHIUniformBuffer>*>(Base + ParameterBinding.ByteOffset);
if (DO_CHECK && !ShaderParameterRef.IsValid())
{
EmitNullShaderParameterFatalError(Shader, TShaderClass::FParameters::FTypeInfo::GetStructMetadata(), ParameterBinding.ByteOffset);
}
RTBindingsWriter.SetUniformBuffer(ParameterBinding.BufferIndex, ShaderParameterRef);
}
// Root uniform buffer.
if (Bindings.RootParameterBufferIndex != FShaderParameterBindings::kInvalidBufferIndex)
{
// Do not do any validation at some resources may have been removed from the structure because known to not be used by the shader.
EUniformBufferValidation Validation = EUniformBufferValidation::None;
FRHIUniformBuffer* RootUniformBuffer = CreateUniformBufferImmediate(Parameters, UniformBuffer_SingleDraw, Validation);
RTBindingsWriter.SetUniformBuffer(Bindings.RootParameterBufferIndex, RootUniformBuffer);
}
}
#endif // RHI_RAYTRACING