Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Private/RayTracingValidationShaders.cpp
Yuriy ODonnell 618e578293 Add validation for ray tracing geometry index buffer values
- Check that index values are within the D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC::VertexCount range.

#rb Tiago.Costa
#preflight 62478f89dc6183e3f526a7be

[CL 19607734 by Yuriy ODonnell in ue5-main branch]
2022-04-04 09:00:12 -04:00

78 lines
3.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "RayTracingValidationShaders.h"
#include "ShaderParameterUtils.h"
#include "PipelineStateCache.h"
#if RHI_RAYTRACING
IMPLEMENT_GLOBAL_SHADER(FRayTracingValidateGeometryBuildParamsCS, "/Engine/Private/RayTracing/RayTracingValidation.usf", "RayTracingValidateGeometryBuildParamsCS", SF_Compute);
void FRayTracingValidateGeometryBuildParamsCS::Dispatch(FRHICommandList& RHICmdList, const FRayTracingGeometryBuildParams& Params)
{
const FRayTracingGeometryInitializer& Initializer = Params.Geometry->GetInitializer();
TShaderMapRef<FRayTracingValidateGeometryBuildParamsCS> ComputeShader(GetGlobalShaderMap(GMaxRHIFeatureLevel));
FRHIComputeShader* ShaderRHI = ComputeShader.GetComputeShader();
SetComputePipelineState(RHICmdList, ShaderRHI);
// TODO: handle non-indexed geometry
if (Initializer.IndexBuffer == nullptr)
{
return;
}
TWideStringBuilder<256> EventName;
EventName.Append(TEXT("RTValidation"));
if (!Initializer.DebugName.IsNone())
{
FString DebugNameString = Initializer.DebugName.ToString();
EventName.Append(TEXT(" - "));
EventName.Append(*DebugNameString);
}
RHICmdList.PushEvent(EventName.GetData(), FColor::Black);
const uint32 IndexStride = Initializer.IndexBuffer->GetStride();
const FRawBufferShaderResourceViewInitializer IBViewInitializer(Initializer.IndexBuffer);
FShaderResourceViewRHIRef IndexBufferSRV = RHICreateShaderResourceView(IBViewInitializer);
for (const FRayTracingGeometrySegment& Segment : Initializer.Segments)
{
if (Segment.VertexBufferElementType != VET_Float3)
{
// Only Float3 vertex positions are currently supported
continue;
}
const uint32 IndexBufferOffsetInBytes = Segment.FirstPrimitive * IndexStride * 3;
SetShaderValue(RHICmdList, ShaderRHI, ComputeShader->VertexBufferStrideParam, Segment.VertexBufferStride);
SetShaderValue(RHICmdList, ShaderRHI, ComputeShader->VertexBufferOffsetInBytesParam, Segment.VertexBufferOffset);
SetShaderValue(RHICmdList, ShaderRHI, ComputeShader->IndexBufferOffsetInBytesParam, IndexBufferOffsetInBytes);
SetShaderValue(RHICmdList, ShaderRHI, ComputeShader->IndexBufferStrideParam, IndexStride);
SetShaderValue(RHICmdList, ShaderRHI, ComputeShader->NumPrimitivesParam, Segment.NumPrimitives);
SetShaderValue(RHICmdList, ShaderRHI, ComputeShader->MaxVerticesParam, Segment.MaxVertices);
const FRawBufferShaderResourceViewInitializer VBViewInitializer(Segment.VertexBuffer);
FShaderResourceViewRHIRef VertexBufferSRV = RHICreateShaderResourceView(VBViewInitializer);
SetSRVParameter(RHICmdList, ShaderRHI, ComputeShader->VertexBufferParam, VertexBufferSRV);
SetSRVParameter(RHICmdList, ShaderRHI, ComputeShader->IndexBufferParam, IndexBufferSRV);
// TODO: handle arbitrary large meshes that may overrun the 1D dispatch limit
const uint32 MaxDispatchDimension = 65536; // D3D11_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION
const uint32 NumGroupsX = FMath::Min((Segment.NumPrimitives + NumThreadsX - 1) / NumThreadsX, MaxDispatchDimension);
RHICmdList.DispatchComputeShader(NumGroupsX, 1, 1);
}
SetSRVParameter(RHICmdList, ShaderRHI, ComputeShader->VertexBufferParam, nullptr);
SetSRVParameter(RHICmdList, ShaderRHI, ComputeShader->IndexBufferParam, nullptr);
RHICmdList.PopEvent();
}
#endif // RHI_RAYTRACING