95 lines
4.3 KiB
C++
95 lines
4.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "BuiltInRayTracingShaders.h"
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#include "ShaderParameterUtils.h"
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#include "PipelineStateCache.h"
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#include "RendererInterface.h"
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#if RHI_RAYTRACING
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#include "RayTracingPayloadType.h"
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uint32 GetRaytracingMaterialPayloadSizeFullySimplified()
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{
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if (Substrate::IsSubstrateEnabled())
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{
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// All the data from FPackedMaterialClosestHitPayload except FSubstrateRaytracingPayload (see RayTracingCommon.ush)
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uint32 PayloadSizeBytes = 7 * sizeof(uint32);
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// The remaining data from FSubstrateRaytracingPayload.
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const bool bFullySimplifiedMaterial = true; // This is needed because ERayTracingPayloadType::RayTracingMaterial will be fully simplified, see FShaderType::ModifyCompilationEnvironment.
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PayloadSizeBytes += Substrate::GetRayTracingMaterialPayloadSizeInBytes(bFullySimplifiedMaterial);
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return PayloadSizeBytes;
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}
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return 64u;
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}
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IMPLEMENT_RT_PAYLOAD_TYPE(ERayTracingPayloadType::Default, 24);
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IMPLEMENT_RT_PAYLOAD_TYPE_FUNCTION(ERayTracingPayloadType::RayTracingMaterial, GetRaytracingMaterialPayloadSizeFullySimplified);
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IMPLEMENT_GLOBAL_SHADER( FDefaultPayloadMS, "/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf", "DefaultPayloadMS", SF_RayMiss);
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IMPLEMENT_GLOBAL_SHADER( FPackedMaterialClosestHitPayloadMS, "/Engine/Private/RayTracing/RayTracingBuiltInShaders.usf", "PackedMaterialClosestHitPayloadMS", SF_RayMiss);
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IMPLEMENT_GLOBAL_SHADER(FRayTracingDispatchDescCS, "/Engine/Private/RayTracing/RayTracingDispatchDesc.usf", "RayTracingDispatchDescCS", SF_Compute);
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ERayTracingPayloadType FDefaultPayloadMS::GetRayTracingPayloadType(const int32 PermutationId)
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{
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return ERayTracingPayloadType::Default;
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}
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ERayTracingPayloadType FPackedMaterialClosestHitPayloadMS::GetRayTracingPayloadType(const int32 PermutationId)
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{
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return ERayTracingPayloadType::RayTracingMaterial;
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}
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void FRayTracingDispatchDescCS::Dispatch(FRHICommandList& RHICmdList,
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const void* DispatchDescInput, uint32 DispatchDescSize, uint32 DispatchDescDimensionsOffset,
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FRHIShaderResourceView* DispatchDimensionsSRV, uint32 DimensionsBufferOffset,
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FRHIUnorderedAccessView* DispatchDescOutputUAV)
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{
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const uint32 DispatchDescSizeDwords = DispatchDescSize / 4;
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const uint32 DispatchDescDimensionsOffsetDwords = DispatchDescDimensionsOffset / 4;
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checkf(DimensionsBufferOffset % 4 == 0, TEXT("Dispatch dimensions buffer offset must be DWORD-aligned"));
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const uint32 DimensionsBufferOffsetDwords = DimensionsBufferOffset / 4;
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check(DispatchDescSizeDwords <= DispatchDescMaxSizeDwords);
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TShaderMapRef<FRayTracingDispatchDescCS> ComputeShader(GetGlobalShaderMap(GMaxRHIFeatureLevel));
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FRHIComputeShader* ShaderRHI = ComputeShader.GetComputeShader();
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SetComputePipelineState(RHICmdList, ShaderRHI);
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static_assert(DispatchDescMaxSizeDwords % 4 == 0, "DispatchDescMaxSizeDwords must be a multiple of 4");
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static constexpr uint32 DispatchDescMaxSizeUint4s = DispatchDescMaxSizeDwords / 4;
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FUintVector4 DispatchDescData[DispatchDescMaxSizeUint4s] = {};
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FMemory::Memcpy(DispatchDescData, DispatchDescInput, DispatchDescSize);
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FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
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SetShaderValueArray(BatchedParameters, ComputeShader->DispatchDescInputParam, DispatchDescData, DispatchDescMaxSizeUint4s);
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SetShaderValue(BatchedParameters, ComputeShader->DispatchDescSizeDwordsParam, DispatchDescSizeDwords);
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SetShaderValue(BatchedParameters, ComputeShader->DispatchDescDimensionsOffsetDwordsParam, DispatchDescDimensionsOffsetDwords);
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SetShaderValue(BatchedParameters, ComputeShader->DimensionsBufferOffsetDwordsParam, DimensionsBufferOffsetDwords);
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SetSRVParameter(BatchedParameters, ComputeShader->DispatchDimensionsParam, DispatchDimensionsSRV);
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SetUAVParameter(BatchedParameters, ComputeShader->DispatchDescOutputParam, DispatchDescOutputUAV);
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RHICmdList.SetBatchedShaderParameters(ComputeShader.GetComputeShader(), BatchedParameters);
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RHICmdList.DispatchComputeShader(1, 1, 1);
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if (RHICmdList.NeedsShaderUnbinds())
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{
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FRHIBatchedShaderUnbinds& BatchedUnbinds = RHICmdList.GetScratchShaderUnbinds();
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UnsetSRVParameter(BatchedUnbinds, ComputeShader->DispatchDimensionsParam);
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UnsetUAVParameter(BatchedUnbinds, ComputeShader->DispatchDescOutputParam);
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RHICmdList.SetBatchedShaderUnbinds(ComputeShader.GetComputeShader(), BatchedUnbinds);
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}
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}
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#endif // RHI_RAYTRACING
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