Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Private/ShaderCodeArchive.cpp
Michal Valient 95d19f95b1 [REVERB] Merging //UE4/Private-Reverb-Development@13832732
#rb graham.wihlidal, rune.stubbe, brian.karis, andrew.lauritzen, jeff.farris

[CL 13834854 by Michal Valient in ue5-main branch]
2020-07-06 18:58:26 -04:00

503 lines
17 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ShaderCodeArchive.h"
#include "ShaderCodeLibrary.h"
#include "Shader.h"
#include "Stats/Stats.h"
#include "ProfilingDebugging/LoadTimeTracker.h"
#include "Misc/ScopeRWLock.h"
#include "Misc/MemStack.h"
int32 GShaderCodeLibraryAsyncLoadingPriority = int32(AIOP_Normal);
static FAutoConsoleVariableRef CVarShaderCodeLibraryAsyncLoadingPriority(
TEXT("r.ShaderCodeLibrary.DefaultAsyncIOPriority"),
GShaderCodeLibraryAsyncLoadingPriority,
TEXT(""),
ECVF_Default
);
int32 GShaderCodeLibraryAsyncLoadingAllowDontCache = 0;
static FAutoConsoleVariableRef CVarShaderCodeLibraryAsyncLoadingAllowDontCache(
TEXT("r.ShaderCodeLibrary.AsyncIOAllowDontCache"),
GShaderCodeLibraryAsyncLoadingAllowDontCache,
TEXT(""),
ECVF_Default
);
static const FName ShaderLibraryCompressionFormat = NAME_LZ4;
int32 FSerializedShaderArchive::FindShaderMapWithKey(const FSHAHash& Hash, uint32 Key) const
{
for (uint32 Index = ShaderMapHashTable.First(Key); ShaderMapHashTable.IsValid(Index); Index = ShaderMapHashTable.Next(Index))
{
if (ShaderMapHashes[Index] == Hash)
{
return Index;
}
}
return INDEX_NONE;
}
int32 FSerializedShaderArchive::FindShaderMap(const FSHAHash& Hash) const
{
const uint32 Key = GetTypeHash(Hash);
return FindShaderMapWithKey(Hash, Key);
}
bool FSerializedShaderArchive::FindOrAddShaderMap(const FSHAHash& Hash, int32& OutIndex)
{
const uint32 Key = GetTypeHash(Hash);
int32 Index = FindShaderMapWithKey(Hash, Key);
bool bAdded = false;
if (Index == INDEX_NONE)
{
Index = ShaderMapHashes.Add(Hash);
ShaderMapEntries.AddDefaulted();
check(ShaderMapEntries.Num() == ShaderMapHashes.Num());
ShaderMapHashTable.Add(Key, Index);
bAdded = true;
}
OutIndex = Index;
return bAdded;
}
int32 FSerializedShaderArchive::FindShaderWithKey(const FSHAHash& Hash, uint32 Key) const
{
for (uint32 Index = ShaderHashTable.First(Key); ShaderHashTable.IsValid(Index); Index = ShaderHashTable.Next(Index))
{
if (ShaderHashes[Index] == Hash)
{
return Index;
}
}
return INDEX_NONE;
}
int32 FSerializedShaderArchive::FindShader(const FSHAHash& Hash) const
{
const uint32 Key = GetTypeHash(Hash);
return FindShaderWithKey(Hash, Key);
}
bool FSerializedShaderArchive::FindOrAddShader(const FSHAHash& Hash, int32& OutIndex)
{
const uint32 Key = GetTypeHash(Hash);
int32 Index = FindShaderWithKey(Hash, Key);
bool bAdded = false;
if (Index == INDEX_NONE)
{
Index = ShaderHashes.Add(Hash);
ShaderEntries.AddDefaulted();
check(ShaderEntries.Num() == ShaderHashes.Num());
ShaderHashTable.Add(Key, Index);
bAdded = true;
}
OutIndex = Index;
return bAdded;
}
void FSerializedShaderArchive::DecompressShader(int32 Index, const TArray<TArray<uint8>>& ShaderCode, TArray<uint8>& OutDecompressedShader) const
{
const FShaderCodeEntry& Entry = ShaderEntries[Index];
OutDecompressedShader.SetNum(Entry.UncompressedSize, false);
if (Entry.Size == Entry.UncompressedSize)
{
FMemory::Memcpy(OutDecompressedShader.GetData(), ShaderCode[Index].GetData(), Entry.UncompressedSize);
}
else
{
bool bSucceed = FCompression::UncompressMemory(ShaderLibraryCompressionFormat, OutDecompressedShader.GetData(), Entry.UncompressedSize, ShaderCode[Index].GetData(), Entry.Size);
check(bSucceed);
}
}
void FSerializedShaderArchive::Finalize()
{
// Set the correct offsets
{
uint64 Offset = 0u;
for (FShaderCodeEntry& Entry : ShaderEntries)
{
Entry.Offset = Offset;
Offset += Entry.Size;
}
}
PreloadEntries.Empty();
for (FShaderMapEntry& ShaderMapEntry : ShaderMapEntries)
{
check(ShaderMapEntry.NumShaders > 0u);
TArray<FFileCachePreloadEntry> SortedPreloadEntries;
SortedPreloadEntries.Empty(ShaderMapEntry.NumShaders + 1);
for (uint32 i = 0; i < ShaderMapEntry.NumShaders; ++i)
{
const int32 ShaderIndex = ShaderIndices[ShaderMapEntry.ShaderIndicesOffset + i];
const FShaderCodeEntry& ShaderEntry = ShaderEntries[ShaderIndex];
SortedPreloadEntries.Add(FFileCachePreloadEntry(ShaderEntry.Offset, ShaderEntry.Size));
}
SortedPreloadEntries.Sort([](const FFileCachePreloadEntry& Lhs, const FFileCachePreloadEntry& Rhs) { return Lhs.Offset < Rhs.Offset; });
SortedPreloadEntries.Add(FFileCachePreloadEntry(INT64_MAX, 0));
ShaderMapEntry.FirstPreloadIndex = PreloadEntries.Num();
FFileCachePreloadEntry CurrentPreloadEntry = SortedPreloadEntries[0];
for (uint32 PreloadIndex = 1; PreloadIndex <= ShaderMapEntry.NumShaders; ++PreloadIndex)
{
const FFileCachePreloadEntry& PreloadEntry = SortedPreloadEntries[PreloadIndex];
const int64 Gap = PreloadEntry.Offset - CurrentPreloadEntry.Offset - CurrentPreloadEntry.Size;
checkf(Gap >= 0, TEXT("Overlapping preload entries, [%lld-%lld), [%lld-%lld)"),
CurrentPreloadEntry.Offset, CurrentPreloadEntry.Offset + CurrentPreloadEntry.Size, PreloadEntry.Offset, PreloadEntry.Offset + PreloadEntry.Size);
if (Gap > 1024)
{
++ShaderMapEntry.NumPreloadEntries;
PreloadEntries.Add(CurrentPreloadEntry);
CurrentPreloadEntry = PreloadEntry;
}
else
{
CurrentPreloadEntry.Size = PreloadEntry.Offset + PreloadEntry.Size - CurrentPreloadEntry.Offset;
}
}
check(ShaderMapEntry.NumPreloadEntries > 0u);
check(CurrentPreloadEntry.Size == 0);
}
}
void FSerializedShaderArchive::Serialize(FArchive& Ar)
{
Ar << ShaderMapHashes;
Ar << ShaderHashes;
Ar << ShaderMapEntries;
Ar << ShaderEntries;
Ar << PreloadEntries;
Ar << ShaderIndices;
check(ShaderHashes.Num() == ShaderEntries.Num());
check(ShaderMapHashes.Num() == ShaderMapEntries.Num());
if (Ar.IsLoading())
{
{
const uint32 HashSize = FMath::Min<uint32>(0x10000, 1u << FMath::CeilLogTwo(ShaderMapHashes.Num()));
ShaderMapHashTable.Clear(HashSize, ShaderMapHashes.Num());
for (int32 Index = 0; Index < ShaderMapHashes.Num(); ++Index)
{
const uint32 Key = GetTypeHash(ShaderMapHashes[Index]);
ShaderMapHashTable.Add(Key, Index);
}
}
{
const uint32 HashSize = FMath::Min<uint32>(0x10000, 1u << FMath::CeilLogTwo(ShaderHashes.Num()));
ShaderHashTable.Clear(HashSize, ShaderHashes.Num());
for (int32 Index = 0; Index < ShaderHashes.Num(); ++Index)
{
const uint32 Key = GetTypeHash(ShaderHashes[Index]);
ShaderHashTable.Add(Key, Index);
}
}
}
}
FShaderCodeArchive* FShaderCodeArchive::Create(EShaderPlatform InPlatform, FArchive& Ar, const FString& InDestFilePath, const FString& InLibraryDir, const FString& InLibraryName)
{
FShaderCodeArchive* Library = new FShaderCodeArchive(InPlatform, InLibraryDir, InLibraryName);
Ar << Library->SerializedShaders;
Library->ShaderPreloads.SetNum(Library->SerializedShaders.GetNumShaders());
Library->LibraryCodeOffset = Ar.Tell();
// Open library for async reads
Library->FileCacheHandle = IFileCacheHandle::CreateFileCacheHandle(*InDestFilePath);
UE_LOG(LogShaderLibrary, Display, TEXT("Using %s for material shader code. Total %d unique shaders."), *InDestFilePath, Library->SerializedShaders.ShaderEntries.Num());
INC_DWORD_STAT_BY(STAT_Shaders_ShaderResourceMemory, Library->GetSizeBytes());
return Library;
}
FShaderCodeArchive::FShaderCodeArchive(EShaderPlatform InPlatform, const FString& InLibraryDir, const FString& InLibraryName)
: FRHIShaderLibrary(InPlatform, InLibraryName)
, LibraryDir(InLibraryDir)
, LibraryCodeOffset(0)
, FileCacheHandle(nullptr)
{
}
FShaderCodeArchive::~FShaderCodeArchive()
{
DEC_DWORD_STAT_BY(STAT_Shaders_ShaderResourceMemory, GetSizeBytes());
Teardown();
}
void FShaderCodeArchive::Teardown()
{
if (FileCacheHandle)
{
delete FileCacheHandle;
FileCacheHandle = nullptr;
}
for (int32 ShaderIndex = 0; ShaderIndex < SerializedShaders.GetNumShaders(); ++ShaderIndex)
{
FShaderPreloadEntry& ShaderPreloadEntry = ShaderPreloads[ShaderIndex];
if (ShaderPreloadEntry.Code)
{
const FShaderCodeEntry& ShaderEntry = SerializedShaders.ShaderEntries[ShaderIndex];
FMemory::Free(ShaderPreloadEntry.Code);
ShaderPreloadEntry.Code = nullptr;
DEC_DWORD_STAT_BY(STAT_Shaders_ShaderPreloadMemory, ShaderEntry.Size);
}
}
}
void FShaderCodeArchive::OnShaderPreloadFinished(int32 ShaderIndex, const IMemoryReadStreamRef& PreloadData)
{
FWriteScopeLock Lock(ShaderPreloadLock);
const FShaderCodeEntry& ShaderEntry = SerializedShaders.ShaderEntries[ShaderIndex];
FShaderPreloadEntry& ShaderPreloadEntry = ShaderPreloads[ShaderIndex];
PreloadData->CopyTo(ShaderPreloadEntry.Code, 0, ShaderEntry.Size);
ShaderPreloadEntry.PreloadEvent.SafeRelease();
}
struct FPreloadShaderTask
{
explicit FPreloadShaderTask(FShaderCodeArchive* InArchive, int32 InShaderIndex, const IMemoryReadStreamRef& InData)
: Archive(InArchive), Data(InData), ShaderIndex(InShaderIndex)
{}
FShaderCodeArchive* Archive;
IMemoryReadStreamRef Data;
int32 ShaderIndex;
void DoTask(ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent)
{
Archive->OnShaderPreloadFinished(ShaderIndex, Data);
Data.SafeRelease();
}
FORCEINLINE static ESubsequentsMode::Type GetSubsequentsMode() { return ESubsequentsMode::TrackSubsequents; }
FORCEINLINE ENamedThreads::Type GetDesiredThread() { return ENamedThreads::AnyNormalThreadNormalTask; }
FORCEINLINE TStatId GetStatId() const { return TStatId(); }
};
bool FShaderCodeArchive::PreloadShader(int32 ShaderIndex, FGraphEventArray& OutCompletionEvents)
{
LLM_SCOPE(ELLMTag::Shaders);
FWriteScopeLock Lock(ShaderPreloadLock);
FShaderPreloadEntry& ShaderPreloadEntry = ShaderPreloads[ShaderIndex];
const uint32 ShaderNumRefs = ShaderPreloadEntry.NumRefs++;
if (ShaderNumRefs == 0u)
{
check(!ShaderPreloadEntry.PreloadEvent);
const FShaderCodeEntry& ShaderEntry = SerializedShaders.ShaderEntries[ShaderIndex];
ShaderPreloadEntry.Code = FMemory::Malloc(ShaderEntry.Size);
ShaderPreloadEntry.FramePreloadStarted = GFrameNumber;
const EAsyncIOPriorityAndFlags IOPriority = (EAsyncIOPriorityAndFlags)GShaderCodeLibraryAsyncLoadingPriority;
FGraphEventArray ReadCompletionEvents;
EAsyncIOPriorityAndFlags DontCache = GShaderCodeLibraryAsyncLoadingAllowDontCache ? AIOP_FLAG_DONTCACHE : AIOP_MIN;
IMemoryReadStreamRef PreloadData = FileCacheHandle->ReadData(ReadCompletionEvents, LibraryCodeOffset + ShaderEntry.Offset, ShaderEntry.Size, IOPriority | DontCache);
auto Task = TGraphTask<FPreloadShaderTask>::CreateTask(&ReadCompletionEvents).ConstructAndHold(this, ShaderIndex, MoveTemp(PreloadData));
ShaderPreloadEntry.PreloadEvent = Task->GetCompletionEvent();
Task->Unlock();
INC_DWORD_STAT_BY(STAT_Shaders_ShaderPreloadMemory, ShaderEntry.Size);
}
if (ShaderPreloadEntry.PreloadEvent)
{
OutCompletionEvents.Add(ShaderPreloadEntry.PreloadEvent);
}
return true;
}
bool FShaderCodeArchive::PreloadShaderMap(int32 ShaderMapIndex, FGraphEventArray& OutCompletionEvents)
{
LLM_SCOPE(ELLMTag::Shaders);
const FShaderMapEntry& ShaderMapEntry = SerializedShaders.ShaderMapEntries[ShaderMapIndex];
const EAsyncIOPriorityAndFlags IOPriority = (EAsyncIOPriorityAndFlags)GShaderCodeLibraryAsyncLoadingPriority;
const uint32 FrameNumber = GFrameNumber;
uint32 PreloadMemory = 0u;
FWriteScopeLock Lock(ShaderPreloadLock);
for (uint32 i = 0u; i < ShaderMapEntry.NumShaders; ++i)
{
const int32 ShaderIndex = SerializedShaders.ShaderIndices[ShaderMapEntry.ShaderIndicesOffset + i];
FShaderPreloadEntry& ShaderPreloadEntry = ShaderPreloads[ShaderIndex];
const uint32 ShaderNumRefs = ShaderPreloadEntry.NumRefs++;
if (ShaderNumRefs == 0u)
{
check(!ShaderPreloadEntry.PreloadEvent);
const FShaderCodeEntry& ShaderEntry = SerializedShaders.ShaderEntries[ShaderIndex];
ShaderPreloadEntry.Code = FMemory::Malloc(ShaderEntry.Size);
ShaderPreloadEntry.FramePreloadStarted = FrameNumber;
PreloadMemory += ShaderEntry.Size;
FGraphEventArray ReadCompletionEvents;
EAsyncIOPriorityAndFlags DontCache = GShaderCodeLibraryAsyncLoadingAllowDontCache ? AIOP_FLAG_DONTCACHE : AIOP_MIN;
IMemoryReadStreamRef PreloadData = FileCacheHandle->ReadData(ReadCompletionEvents, LibraryCodeOffset + ShaderEntry.Offset, ShaderEntry.Size, IOPriority | DontCache);
auto Task = TGraphTask<FPreloadShaderTask>::CreateTask(&ReadCompletionEvents).ConstructAndHold(this, ShaderIndex, MoveTemp(PreloadData));
ShaderPreloadEntry.PreloadEvent = Task->GetCompletionEvent();
Task->Unlock();
OutCompletionEvents.Add(ShaderPreloadEntry.PreloadEvent);
}
else if (ShaderPreloadEntry.PreloadEvent)
{
OutCompletionEvents.Add(ShaderPreloadEntry.PreloadEvent);
}
}
INC_DWORD_STAT_BY(STAT_Shaders_ShaderPreloadMemory, PreloadMemory);
return true;
}
bool FShaderCodeArchive::WaitForPreload(FShaderPreloadEntry& ShaderPreloadEntry)
{
FGraphEventRef Event;
{
FReadScopeLock Lock(ShaderPreloadLock);
if(ShaderPreloadEntry.NumRefs > 0u)
{
Event = ShaderPreloadEntry.PreloadEvent;
}
else
{
check(!ShaderPreloadEntry.PreloadEvent);
}
}
const bool bNeedToWait = Event && !Event->IsComplete();
if (bNeedToWait)
{
FTaskGraphInterface::Get().WaitUntilTaskCompletes(Event);
}
return bNeedToWait;
}
void FShaderCodeArchive::ReleasePreloadedShader(int32 ShaderIndex)
{
FShaderPreloadEntry& ShaderPreloadEntry = ShaderPreloads[ShaderIndex];
WaitForPreload(ShaderPreloadEntry);
FWriteScopeLock Lock(ShaderPreloadLock);
ShaderPreloadEntry.PreloadEvent.SafeRelease();
const uint32 ShaderNumRefs = ShaderPreloadEntry.NumRefs--;
check(ShaderPreloadEntry.Code);
check(ShaderNumRefs > 0u);
if (ShaderNumRefs == 1u)
{
FMemory::Free(ShaderPreloadEntry.Code);
ShaderPreloadEntry.Code = nullptr;
const FShaderCodeEntry& ShaderEntry = SerializedShaders.ShaderEntries[ShaderIndex];
DEC_DWORD_STAT_BY(STAT_Shaders_ShaderPreloadMemory, ShaderEntry.Size);
}
}
TRefCountPtr<FRHIShader> FShaderCodeArchive::CreateShader(int32 Index)
{
LLM_SCOPE(ELLMTag::Shaders);
TRefCountPtr<FRHIShader> Shader;
FMemStackBase& MemStack = FMemStack::Get();
FMemMark Mark(MemStack);
const FShaderCodeEntry& ShaderEntry = SerializedShaders.ShaderEntries[Index];
FShaderPreloadEntry& ShaderPreloadEntry = ShaderPreloads[Index];
void* PreloadedShaderCode = nullptr;
{
const bool bNeededToWait = WaitForPreload(ShaderPreloadEntry);
if (bNeededToWait)
{
UE_LOG(LogShaderLibrary, Warning, TEXT("Blocking wait for shader preload, NumRefs: %d, FramePreloadStarted: %d"), ShaderPreloadEntry.NumRefs, ShaderPreloadEntry.FramePreloadStarted);
}
FWriteScopeLock Lock(ShaderPreloadLock);
if (ShaderPreloadEntry.NumRefs > 0u)
{
check(!ShaderPreloadEntry.PreloadEvent || ShaderPreloadEntry.PreloadEvent->IsComplete());
ShaderPreloadEntry.PreloadEvent.SafeRelease();
ShaderPreloadEntry.NumRefs++; // Hold a reference to code while we're using it to create shader
PreloadedShaderCode = ShaderPreloadEntry.Code;
check(PreloadedShaderCode);
}
}
const uint8* ShaderCode = (uint8*)PreloadedShaderCode;
if (!ShaderCode)
{
UE_LOG(LogShaderLibrary, Warning, TEXT("Blocking shader load, NumRefs: %d, FramePreloadStarted: %d"), ShaderPreloadEntry.NumRefs, ShaderPreloadEntry.FramePreloadStarted);
FGraphEventArray ReadCompleteEvents;
EAsyncIOPriorityAndFlags DontCache = GShaderCodeLibraryAsyncLoadingAllowDontCache ? AIOP_FLAG_DONTCACHE : AIOP_MIN;
IMemoryReadStreamRef LoadedCode = FileCacheHandle->ReadData(ReadCompleteEvents, LibraryCodeOffset + ShaderEntry.Offset, ShaderEntry.Size, AIOP_CriticalPath | DontCache);
if (ReadCompleteEvents.Num() > 0)
{
FTaskGraphInterface::Get().WaitUntilTasksComplete(ReadCompleteEvents);
}
void* LoadedShaderCode = MemStack.Alloc(ShaderEntry.Size, 16);
LoadedCode->CopyTo(LoadedShaderCode, 0, ShaderEntry.Size);
ShaderCode = (uint8*)LoadedShaderCode;
}
if (ShaderEntry.UncompressedSize != ShaderEntry.Size)
{
void* UncompressedCode = MemStack.Alloc(ShaderEntry.UncompressedSize, 16);
const bool bDecompressResult = FCompression::UncompressMemory(ShaderLibraryCompressionFormat, UncompressedCode, ShaderEntry.UncompressedSize, ShaderCode, ShaderEntry.Size);
check(bDecompressResult);
ShaderCode = (uint8*)UncompressedCode;
}
const auto ShaderCodeView = MakeArrayView(ShaderCode, ShaderEntry.UncompressedSize);
const FSHAHash& ShaderHash = SerializedShaders.ShaderHashes[Index];
switch (ShaderEntry.Frequency)
{
case SF_Vertex: Shader = RHICreateVertexShader(ShaderCodeView, ShaderHash); CheckShaderCreation(Shader, Index); break;
case SF_Pixel: Shader = RHICreatePixelShader(ShaderCodeView, ShaderHash); CheckShaderCreation(Shader, Index); break;
case SF_Geometry: Shader = RHICreateGeometryShader(ShaderCodeView, ShaderHash); CheckShaderCreation(Shader, Index); break;
case SF_Hull: Shader = RHICreateHullShader(ShaderCodeView, ShaderHash); CheckShaderCreation(Shader, Index); break;
case SF_Domain: Shader = RHICreateDomainShader(ShaderCodeView, ShaderHash); CheckShaderCreation(Shader, Index); break;
case SF_Compute: Shader = RHICreateComputeShader(ShaderCodeView, ShaderHash); CheckShaderCreation(Shader, Index); break;
case SF_RayGen: case SF_RayMiss: case SF_RayHitGroup: case SF_RayCallable:
#if RHI_RAYTRACING
if (GRHISupportsRayTracing)
{
Shader = RHICreateRayTracingShader(ShaderCodeView, ShaderHash, ShaderEntry.GetFrequency());
CheckShaderCreation(Shader, Index);
}
#endif // RHI_RAYTRACING
break;
default: checkNoEntry(); break;
}
// Release the refernece we were holding
if (PreloadedShaderCode)
{
FWriteScopeLock Lock(ShaderPreloadLock);
check(ShaderPreloadEntry.NumRefs > 1u); // we shouldn't be holding the last ref here
--ShaderPreloadEntry.NumRefs;
PreloadedShaderCode = nullptr;
}
if (Shader)
{
Shader->SetHash(ShaderHash);
}
return Shader;
}