// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= ShaderParameters.h: Shader parameter inline definitions. =============================================================================*/ #pragma once #include "CoreMinimal.h" #include "RHI.h" #include "RHIUtilities.h" #include "ShaderParameters.h" #include "ShaderCore.h" #include "Misc/App.h" class FShaderMapPointerTable; template class TUniformBuffer; template class TUniformBufferRef; template class TShaderRefBase; template using TShaderRef = TShaderRefBase; template void SetShaderValue( FRHIBatchedShaderParameters& BatchedParameters , const FShaderParameter& Parameter , const ParameterType& Value , uint32 ElementIndex = 0 ) { // This will trigger if the parameter was not serialized checkSlow(Parameter.IsInitialized()); static_assert(!TIsPointer::Value, "Passing by value is not valid."); const uint32 AlignedTypeSize = Align(sizeof(ParameterType), SHADER_PARAMETER_ARRAY_ELEMENT_ALIGNMENT); const uint32 ElementByteOffset = ElementIndex * AlignedTypeSize; const int32 NumBytesToSet = FMath::Min(sizeof(ParameterType), static_cast(Parameter.GetNumBytes()) - ElementByteOffset); if (NumBytesToSet > 0) { BatchedParameters.SetShaderParameter( Parameter.GetBufferIndex(), Parameter.GetBaseIndex() + ElementByteOffset, (uint32)NumBytesToSet, &Value); } } template void SetShaderValueArray( FRHIBatchedShaderParameters& BatchedParameters , const FShaderParameter& Parameter , const ParameterType* Values , uint32 NumElements , uint32 ElementIndex = 0 ) { const uint32 AlignedTypeSize = Align(sizeof(ParameterType), SHADER_PARAMETER_ARRAY_ELEMENT_ALIGNMENT); const uint32 ElementByteOffset = ElementIndex * AlignedTypeSize; const int32 NumBytesToSet = FMath::Min(NumElements * AlignedTypeSize, Parameter.GetNumBytes() - ElementByteOffset); // This will trigger if the parameter was not serialized checkSlow(Parameter.IsInitialized()); if (NumBytesToSet > 0) { BatchedParameters.SetShaderParameter( Parameter.GetBufferIndex(), Parameter.GetBaseIndex() + ElementByteOffset, (uint32)NumBytesToSet, Values ); } } inline void SetTextureParameter(FRHIBatchedShaderParameters& BatchedParameters, const FShaderResourceParameter& Parameter, FRHITexture* TextureRHI) { if (Parameter.IsBound()) { #if PLATFORM_SUPPORTS_BINDLESS_RENDERING if (Parameter.GetType() == EShaderParameterType::BindlessSRV) { BatchedParameters.SetBindlessTexture(Parameter.GetBaseIndex(), TextureRHI); } else #endif { BatchedParameters.SetShaderTexture(Parameter.GetBaseIndex(), TextureRHI); } } } inline void SetSamplerParameter(FRHIBatchedShaderParameters& BatchedParameters, const FShaderResourceParameter& Parameter, FRHISamplerState* SamplerStateRHI) { if (Parameter.IsBound()) { #if PLATFORM_SUPPORTS_BINDLESS_RENDERING if (Parameter.GetType() == EShaderParameterType::BindlessSampler) { BatchedParameters.SetBindlessSampler(Parameter.GetBaseIndex(), SamplerStateRHI); } else #endif { BatchedParameters.SetShaderSampler(Parameter.GetBaseIndex(), SamplerStateRHI); } } } inline void SetTextureParameter( FRHIBatchedShaderParameters& BatchedParameters, const FShaderResourceParameter& TextureParameter, const FShaderResourceParameter& SamplerParameter, FRHISamplerState* SamplerStateRHI, FRHITexture* TextureRHI ) { SetTextureParameter(BatchedParameters, TextureParameter, TextureRHI); SetSamplerParameter(BatchedParameters, SamplerParameter, SamplerStateRHI); } inline void SetTextureParameter( FRHIBatchedShaderParameters& BatchedParameters, const FShaderResourceParameter& TextureParameter, const FShaderResourceParameter& SamplerParameter, const FTexture* Texture ) { if (TextureParameter.IsBound()) { Texture->LastRenderTime = FApp::GetCurrentTime(); } SetTextureParameter(BatchedParameters, TextureParameter, Texture->TextureRHI); SetSamplerParameter(BatchedParameters, SamplerParameter, Texture->SamplerStateRHI); } inline void SetSRVParameter(FRHIBatchedShaderParameters& BatchedParameters, const FShaderResourceParameter& Parameter, FRHIShaderResourceView* SRV) { if (Parameter.IsBound()) { #if PLATFORM_SUPPORTS_BINDLESS_RENDERING if (Parameter.GetType() == EShaderParameterType::BindlessSRV) { BatchedParameters.SetBindlessResourceView(Parameter.GetBaseIndex(), SRV); } else #endif { BatchedParameters.SetShaderResourceViewParameter(Parameter.GetBaseIndex(), SRV); } } } inline void SetUAVParameter(FRHIBatchedShaderParameters& BatchedParameters, const FShaderResourceParameter& Parameter, FRHIUnorderedAccessView* UAV) { if (Parameter.IsBound()) { #if PLATFORM_SUPPORTS_BINDLESS_RENDERING if (Parameter.GetType() == EShaderParameterType::BindlessUAV) { BatchedParameters.SetBindlessUAV(Parameter.GetBaseIndex(), UAV); } else #endif { BatchedParameters.SetUAVParameter(Parameter.GetBaseIndex(), UAV); } } } inline void UnsetSRVParameter(FRHIBatchedShaderUnbinds& BatchedUnbinds, const FShaderResourceParameter& Parameter) { if (Parameter.IsBound()) { #if PLATFORM_SUPPORTS_BINDLESS_RENDERING if (Parameter.GetType() == EShaderParameterType::BindlessSRV) { // We don't need to clear Bindless views } else #endif { BatchedUnbinds.UnsetSRV(Parameter.GetBaseIndex()); } } } inline void UnsetUAVParameter(FRHIBatchedShaderUnbinds& BatchedUnbinds, const FShaderResourceParameter& Parameter) { if (Parameter.IsBound()) { #if PLATFORM_SUPPORTS_BINDLESS_RENDERING if (Parameter.GetType() == EShaderParameterType::BindlessSRV) { // We don't need to clear Bindless views } else #endif { BatchedUnbinds.UnsetUAV(Parameter.GetBaseIndex()); } } } inline void SetUniformBufferParameter(FRHIBatchedShaderParameters& BatchedParameters, 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()) { BatchedParameters.SetShaderUniformBuffer(Parameter.GetBaseIndex(), UniformBufferRHI); } } template inline void SetUniformBufferParameter(FRHIBatchedShaderParameters& BatchedParameters, const TShaderUniformBufferParameter& Parameter, const TUniformBufferRef& 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()) { SetUniformBufferParameter(BatchedParameters, Parameter, UniformBufferRef.GetReference()); } } template inline void SetUniformBufferParameter(FRHIBatchedShaderParameters& BatchedParameters, const TShaderUniformBufferParameter& Parameter, const TUniformBuffer& 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()) { SetUniformBufferParameter(BatchedParameters, Parameter, UniformBuffer.GetUniformBufferRHI()); } } template inline void SetUniformBufferParameterImmediate(FRHIBatchedShaderParameters& BatchedParameters, const TShaderUniformBufferParameter& Parameter, const TBufferStruct& UniformBufferValue) { // This will trigger if the parameter was not serialized checkSlow(Parameter.IsInitialized()); if (Parameter.IsBound()) { FUniformBufferRHIRef UniformBufferRef = RHICreateUniformBuffer(&UniformBufferValue, &TBufferStruct::FTypeInfo::GetStructMetadata()->GetLayout(), UniformBuffer_SingleDraw); SetUniformBufferParameter(BatchedParameters, Parameter, UniformBufferRef.GetReference()); } } // Utility to set a single shader value on a shader. Should only be used if a shader requires only a single value. template void SetSingleShaderValue( TRHICmdList& RHICmdList , TShaderTypeRHI* InShaderRHI , const FShaderParameter& Parameter , const ParameterType& Value ) { FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters(); SetShaderValue(BatchedParameters, Parameter, Value); RHICmdList.SetBatchedShaderParameters(InShaderRHI, BatchedParameters); } // Mixed mode binding utilities /// Utility to set all legacy and non-legacy parameters for a shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) template inline void SetBatchedShaderParametersMixed( FRHIBatchedShaderParameters& BatchedParameters, const TShaderRef& InShader, const typename TShaderType::FParameters& Parameters, TArguments&&... InArguments) { // New Style first SetShaderParameters(BatchedParameters, InShader, Parameters); // Legacy second InShader->SetParameters(BatchedParameters, Forward(InArguments)...); } /// Utility to set all legacy and non-legacy parameters for a shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) template inline void SetShaderParametersMixed( TRHICmdList& RHICmdList, const TShaderRef& InShader, TShaderTypeRHI* InShaderRHI, const typename TShaderType::FParameters& Parameters, TArguments&&... InArguments) { FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters(); SetBatchedShaderParametersMixed(BatchedParameters, InShader, Parameters, Forward(InArguments)...); RHICmdList.SetBatchedShaderParameters(InShaderRHI, BatchedParameters); } /// Utility to set all legacy and non-legacy parameters for a Vertex shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) template inline void SetShaderParametersMixedVS(TRHICmdList& RHICmdList, const TShaderRef& InShader, const typename TShaderType::FParameters& Parameters, TArguments&&... InArguments) { SetShaderParametersMixed(RHICmdList, InShader, InShader.GetVertexShader(), Parameters, Forward(InArguments)...); } /// Utility to set all legacy and non-legacy parameters for a Mesh shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) template inline void SetShaderParametersMixedMS(TRHICmdList& RHICmdList, const TShaderRef& InShader, const typename TShaderType::FParameters& Parameters, TArguments&&... InArguments) { SetShaderParametersMixed(RHICmdList, InShader, InShader.GetMeshShader(), Parameters, Forward(InArguments)...); } /// Utility to set all legacy and non-legacy parameters for an Amplification shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) template inline void SetShaderParametersMixedAS(TRHICmdList& RHICmdList, const TShaderRef& InShader, const typename TShaderType::FParameters& Parameters, TArguments&&... InArguments) { SetShaderParametersMixed(RHICmdList, InShader, InShader.GetAmplificationShader(), Parameters, Forward(InArguments)...); } /// Utility to set all legacy and non-legacy parameters for a Pixel shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) template inline void SetShaderParametersMixedPS(TRHICmdList& RHICmdList, const TShaderRef& InShader, const typename TShaderType::FParameters& Parameters, TArguments&&... InArguments) { SetShaderParametersMixed(RHICmdList, InShader, InShader.GetPixelShader(), Parameters, Forward(InArguments)...); } /// Utility to set all legacy and non-legacy parameters for a Geometry shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) template inline void SetShaderParametersMixedGS(TRHICmdList& RHICmdList, const TShaderRef& InShader, const typename TShaderType::FParameters& Parameters, TArguments&&... InArguments) { SetShaderParametersMixed(RHICmdList, InShader, InShader.GetGeometryShader(), Parameters, Forward(InArguments)...); } /// Utility to set all legacy and non-legacy parameters for a Compute shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) template inline void SetShaderParametersMixedCS(TRHICmdList& RHICmdList, const TShaderRef& InShader, const typename TShaderType::FParameters& Parameters, TArguments&&... InArguments) { SetShaderParametersMixed(RHICmdList, InShader, InShader.GetComputeShader(), Parameters, Forward(InArguments)...); } // Legacy binding utilities /// Utility to set all legacy parameters for a shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) template inline void SetShaderParametersLegacy(TRHICmdList& RHICmdList, const TShaderRef& InShader, TShaderTypeRHI* InShaderRHI, TArguments&&... InArguments) { FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters(); InShader->SetParameters(BatchedParameters, Forward(InArguments)...); RHICmdList.SetBatchedShaderParameters(InShaderRHI, BatchedParameters); } /// Utility to set all legacy parameters for a Vertex shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) template inline void SetShaderParametersLegacyVS(TRHICmdList& RHICmdList, const TShaderRef& InShader, TArguments&&... InArguments) { SetShaderParametersLegacy(RHICmdList, InShader, InShader.GetVertexShader(), Forward(InArguments)...); } /// Utility to set all legacy parameters for a Mesh shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) template inline void SetShaderParametersLegacyMS(TRHICmdList& RHICmdList, const TShaderRef& InShader, TArguments&&... InArguments) { SetShaderParametersLegacy(RHICmdList, InShader, InShader.GetMeshShader(), Forward(InArguments)...); } /// Utility to set all legacy parameters for an Amplification shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) template inline void SetShaderParametersLegacyAS(TRHICmdList& RHICmdList, const TShaderRef& InShader, TArguments&&... InArguments) { SetShaderParametersLegacy(RHICmdList, InShader, InShader.GetAmplificationShader(), Forward(InArguments)...); } /// Utility to set all legacy parameters for a Pixel shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) template inline void SetShaderParametersLegacyPS(TRHICmdList& RHICmdList, const TShaderRef& InShader, TArguments&&... InArguments) { SetShaderParametersLegacy(RHICmdList, InShader, InShader.GetPixelShader(), Forward(InArguments)...); } /// Utility to set all legacy parameters for a Geometry shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) template inline void SetShaderParametersLegacyGS(TRHICmdList& RHICmdList, const TShaderRef& InShader, TArguments&&... InArguments) { SetShaderParametersLegacy(RHICmdList, InShader, InShader.GetGeometryShader(), Forward(InArguments)...); } /// Utility to set all legacy parameters for a Compute shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) template inline void SetShaderParametersLegacyCS(TRHICmdList& RHICmdList, const TShaderRef& InShader, TArguments&&... InArguments) { SetShaderParametersLegacy(RHICmdList, InShader, InShader.GetComputeShader(), Forward(InArguments)...); } /// Utility to unset all legacy parameters for a Pixel shader. Requires the shader type to implement UnsetParameters(FRHIBatchedShaderUnbinds& BatchedUnbinds) template inline void UnsetShaderParametersLegacyPS(TRHICmdList& RHICmdList, const TShaderRef& InShader) { if (RHICmdList.NeedsShaderUnbinds()) { FRHIBatchedShaderUnbinds& BatchedUnbinds = RHICmdList.GetScratchShaderUnbinds(); InShader->UnsetParameters(BatchedUnbinds); RHICmdList.SetBatchedShaderUnbinds(InShader.GetPixelShader(), BatchedUnbinds); } } /// Utility to unset all legacy parameters for a Compute shader. Requires the shader type to implement UnsetParameters(FRHIBatchedShaderUnbinds& BatchedUnbinds) template inline void UnsetShaderParametersLegacyCS(TRHICmdList& RHICmdList, const TShaderRef& InShader) { if (RHICmdList.NeedsShaderUnbinds()) { FRHIBatchedShaderUnbinds& BatchedUnbinds = RHICmdList.GetScratchShaderUnbinds(); InShader->UnsetParameters(BatchedUnbinds); RHICmdList.SetBatchedShaderUnbinds(InShader.GetComputeShader(), BatchedUnbinds); } } // LWC_TODO: Setting guards to catch attempts to pass a type with double components. Could just convert these to the correct type internally, but would prefer to catch potential issues + optimize where possible. #define GUARD_SETSHADERVALUE(_TYPE) \ template \ void SetShaderValue( TRHICmdList& RHICmdList, const ShaderRHIParamRef& Shader, const FShaderParameter& Parameter, \ const _TYPE##d& Value, uint32 ElementIndex = 0) { static_assert(sizeof(ShaderRHIParamRef) == 0, "Passing unsupported "#_TYPE"d. Requires "#_TYPE"f"); } \ template \ void SetShaderValueOnContext(IRHICommandContext& RHICmdListContext, const ShaderRHIParamRef& Shader, const FShaderParameter& Parameter, \ const _TYPE##d& Value, uint32 ElementIndex = 0) { static_assert(sizeof(ShaderRHIParamRef) == 0, "Passing unsupported "#_TYPE"d. Requires "#_TYPE"f"); } \ template \ void SetShaderValueArray(TRHICmdList& RHICmdList, const ShaderRHIParamRef& Shader, const FShaderParameter& Parameter, \ const _TYPE##d* Values, uint32 NumElements, uint32 BaseElementIndex = 0) { static_assert(sizeof(ShaderRHIParamRef) == 0, "Passing unsupported "#_TYPE"d*. Requires "#_TYPE"f*"); } \ // Primary GUARD_SETSHADERVALUE(FMatrix44) GUARD_SETSHADERVALUE(FVector2) GUARD_SETSHADERVALUE(FVector3) GUARD_SETSHADERVALUE(FVector4) GUARD_SETSHADERVALUE(FPlane4) GUARD_SETSHADERVALUE(FQuat4) // Secondary GUARD_SETSHADERVALUE(::FSphere3) GUARD_SETSHADERVALUE(FBox3) /** * Sets the value of a shader texture parameter. Template'd on shader type. */ template FORCEINLINE void SetTextureParameter(TRHICmdList& RHICmdList, TRHIShader* Shader, const FShaderResourceParameter& TextureParameter, const FShaderResourceParameter& SamplerParameter, FRHISamplerState* SamplerStateRHI, FRHITexture* TextureRHI) { FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters(); SetTextureParameter(BatchedParameters, TextureParameter, SamplerParameter, SamplerStateRHI, TextureRHI); RHICmdList.SetBatchedShaderParameters(Shader, BatchedParameters); }