Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Private/BuiltInRayTracingShaders.cpp
Sebastien Hillaire 1491943760 Substrata - ray tracing material shaders uses fully simplified material for smaller payload.
Next would be to have the fully simplified mode disable anisotropy to have an even lower payload size.

#rb charles.derousiers
#preflight https://horde.devtools.epicgames.com/job/6422ad44973e609670e855c8

[CL 24815921 by Sebastien Hillaire in ue5-main branch]
2023-03-28 05:25:01 -04:00

92 lines
4.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BuiltInRayTracingShaders.h"
#include "ShaderParameterUtils.h"
#include "PipelineStateCache.h"
#include "RendererInterface.h"
#if RHI_RAYTRACING
#include "RayTracingPayloadType.h"
uint32 GetRaytracingMaterialPayloadSizeFullySimplified()
{
if (Strata::IsStrataEnabled())
{
// All the data from FPackedMaterialClosestHitPayload except FStrataRaytracingPayload (see RayTracingCommon.ush)
uint32 PayloadSizeBytes = 6 * sizeof(uint32);
// The remaining data from FStrataRaytracingPayload.
const bool bFullySimplifiedMaterial = true; // This is needed because ERayTracingPayloadType::RayTracingMaterial will be fully simplified, see FShaderType::ModifyCompilationEnvironment.
PayloadSizeBytes += Strata::GetRayTracingMaterialPayloadSizeInBytes(bFullySimplifiedMaterial);
return PayloadSizeBytes;
}
return 64u;
}
IMPLEMENT_RT_PAYLOAD_TYPE(ERayTracingPayloadType::Default, 24);
IMPLEMENT_RT_PAYLOAD_TYPE_FUNCTION(ERayTracingPayloadType::RayTracingMaterial, GetRaytracingMaterialPayloadSizeFullySimplified);
IMPLEMENT_GLOBAL_SHADER( FDefaultPayloadMS, "/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf", "DefaultPayloadMS", SF_RayMiss);
IMPLEMENT_GLOBAL_SHADER( FPackedMaterialClosestHitPayloadMS, "/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf", "PackedMaterialClosestHitPayloadMS", SF_RayMiss);
IMPLEMENT_GLOBAL_SHADER(FRayTracingDispatchDescCS, "/Engine/Private/RayTracing/RayTracingDispatchDesc.usf", "RayTracingDispatchDescCS", SF_Compute);
ERayTracingPayloadType FDefaultPayloadMS::GetRayTracingPayloadType(const int32 PermutationId)
{
return ERayTracingPayloadType::Default;
}
ERayTracingPayloadType FPackedMaterialClosestHitPayloadMS::GetRayTracingPayloadType(const int32 PermutationId)
{
return ERayTracingPayloadType::RayTracingMaterial;
}
void FRayTracingDispatchDescCS::Dispatch(FRHICommandList& RHICmdList,
const void* DispatchDescInput, uint32 DispatchDescSize, uint32 DispatchDescDimensionsOffset,
FRHIShaderResourceView* DispatchDimensionsSRV, uint32 DimensionsBufferOffset,
FRHIUnorderedAccessView* DispatchDescOutputUAV)
{
const uint32 DispatchDescSizeDwords = DispatchDescSize / 4;
const uint32 DispatchDescDimensionsOffsetDwords = DispatchDescDimensionsOffset / 4;
checkf(DimensionsBufferOffset % 4 == 0, TEXT("Dispatch dimensions buffer offset must be DWORD-aligned"));
const uint32 DimensionsBufferOffsetDwords = DimensionsBufferOffset / 4;
check(DispatchDescSizeDwords <= DispatchDescMaxSizeDwords);
TShaderMapRef<FRayTracingDispatchDescCS> ComputeShader(GetGlobalShaderMap(GMaxRHIFeatureLevel));
FRHIComputeShader* ShaderRHI = ComputeShader.GetComputeShader();
SetComputePipelineState(RHICmdList, ShaderRHI);
static_assert(DispatchDescMaxSizeDwords % 4 == 0, "DispatchDescMaxSizeDwords must be a multiple of 4");
static constexpr uint32 DispatchDescMaxSizeUint4s = DispatchDescMaxSizeDwords / 4;
FUintVector4 DispatchDescData[DispatchDescMaxSizeUint4s] = {};
FMemory::Memcpy(DispatchDescData, DispatchDescInput, DispatchDescSize);
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
SetShaderValueArray(BatchedParameters, ComputeShader->DispatchDescInputParam, DispatchDescData, DispatchDescMaxSizeUint4s);
SetShaderValue(BatchedParameters, ComputeShader->DispatchDescSizeDwordsParam, DispatchDescSizeDwords);
SetShaderValue(BatchedParameters, ComputeShader->DispatchDescDimensionsOffsetDwordsParam, DispatchDescDimensionsOffsetDwords);
SetShaderValue(BatchedParameters, ComputeShader->DimensionsBufferOffsetDwordsParam, DimensionsBufferOffsetDwords);
SetSRVParameter(BatchedParameters, ComputeShader->DispatchDimensionsParam, DispatchDimensionsSRV);
SetUAVParameter(BatchedParameters, ComputeShader->DispatchDescOutputParam, DispatchDescOutputUAV);
RHICmdList.SetBatchedShaderParameters(ComputeShader.GetComputeShader(), BatchedParameters);
RHICmdList.DispatchComputeShader(1, 1, 1);
BatchedParameters.Reset();
SetSRVParameter(BatchedParameters, ComputeShader->DispatchDimensionsParam, nullptr);
SetUAVParameter(BatchedParameters, ComputeShader->DispatchDescOutputParam, nullptr);
RHICmdList.SetBatchedShaderParameters(ComputeShader.GetComputeShader(), BatchedParameters);
}
#endif // RHI_RAYTRACING