Files
UnrealEngine/Engine/Source/Runtime/RenderCore/Private/RayTracingValidationShaders.cpp
2025-05-18 13:04:45 +08:00

127 lines
6.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "RayTracingValidationShaders.h"
#include "ShaderParameterUtils.h"
#include "PipelineStateCache.h"
#if RHI_RAYTRACING
// FRayTracingValidateGeometryBuildParamsCS
IMPLEMENT_GLOBAL_SHADER(FRayTracingValidateGeometryBuildParamsCS, "/Engine/Private/RayTracing/RayTracingValidation.usf", "RayTracingValidateGeometryBuildParamsCS", SF_Compute);
void FRayTracingValidateGeometryBuildParamsCS::Dispatch(FRHICommandList& RHICmdList, const FRayTracingGeometryBuildParams& Params)
{
const bool bSupportsWaveOps = GRHISupportsWaveOperations && RHISupportsWaveOperations(GMaxRHIShaderPlatform);
if (!ensureMsgf(bSupportsWaveOps, TEXT("Wave operations are required to run ray tracing GPU validation shaders.")))
{
return;
}
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;
}
const uint32 IndexStride = Initializer.IndexBuffer->GetStride();
const FRawBufferShaderResourceViewInitializer IBViewInitializer(Initializer.IndexBuffer);
FShaderResourceViewRHIRef IndexBufferSRV = RHICmdList.CreateShaderResourceView(IBViewInitializer.Buffer, FRHIViewDesc::CreateBufferSRV().SetTypeFromBuffer(IBViewInitializer.Buffer));
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;
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
SetShaderValue(BatchedParameters, ComputeShader->VertexBufferStrideParam, Segment.VertexBufferStride);
SetShaderValue(BatchedParameters, ComputeShader->VertexBufferOffsetInBytesParam, Segment.VertexBufferOffset);
SetShaderValue(BatchedParameters, ComputeShader->IndexBufferOffsetInBytesParam, IndexBufferOffsetInBytes);
SetShaderValue(BatchedParameters, ComputeShader->IndexBufferStrideParam, IndexStride);
SetShaderValue(BatchedParameters, ComputeShader->NumPrimitivesParam, Segment.NumPrimitives);
SetShaderValue(BatchedParameters, ComputeShader->MaxVerticesParam, Segment.MaxVertices);
const FRawBufferShaderResourceViewInitializer VBViewInitializer(Segment.VertexBuffer);
FShaderResourceViewRHIRef VertexBufferSRV = RHICmdList.CreateShaderResourceView(VBViewInitializer.Buffer, FRHIViewDesc::CreateBufferSRV().SetTypeFromBuffer(VBViewInitializer.Buffer));
SetSRVParameter(BatchedParameters, ComputeShader->VertexBufferParam, VertexBufferSRV);
SetSRVParameter(BatchedParameters, ComputeShader->IndexBufferParam, IndexBufferSRV);
RHICmdList.SetBatchedShaderParameters(ShaderRHI, BatchedParameters);
// 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);
}
if (RHICmdList.NeedsShaderUnbinds())
{
FRHIBatchedShaderUnbinds& BatchedUnbinds = RHICmdList.GetScratchShaderUnbinds();
UnsetSRVParameter(BatchedUnbinds, ComputeShader->VertexBufferParam);
UnsetSRVParameter(BatchedUnbinds, ComputeShader->IndexBufferParam);
RHICmdList.SetBatchedShaderUnbinds(ShaderRHI, BatchedUnbinds);
}
}
// FRayTracingValidateSceneBuildParamsCS
IMPLEMENT_GLOBAL_SHADER(FRayTracingValidateSceneBuildParamsCS, "/Engine/Private/RayTracing/RayTracingValidation.usf", "RayTracingValidateSceneBuildParamsCS", SF_Compute);
void FRayTracingValidateSceneBuildParamsCS::Dispatch(FRHICommandList& RHICmdList,
uint32 NumHitGroups, uint32 NumInstances,
FRHIBuffer* InstanceBuffer, uint32 InstanceBufferOffset, uint32 InstanceBufferStride)
{
const bool bSupportsWaveOps = GRHISupportsWaveOperations && RHISupportsWaveOperations(GMaxRHIShaderPlatform);
if (!ensureMsgf(bSupportsWaveOps, TEXT("Wave operations are required to run ray tracing GPU validation shaders.")))
{
return;
}
TShaderMapRef<FRayTracingValidateSceneBuildParamsCS> ComputeShader(GetGlobalShaderMap(GMaxRHIFeatureLevel));
FRHIComputeShader* ShaderRHI = ComputeShader.GetComputeShader();
SetComputePipelineState(RHICmdList, ShaderRHI);
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
const FRawBufferShaderResourceViewInitializer InstanceBufferViewInitializer(InstanceBuffer);
FShaderResourceViewRHIRef InstanceBufferSRV = RHICmdList.CreateShaderResourceView(InstanceBufferViewInitializer.Buffer, FRHIViewDesc::CreateBufferSRV().SetTypeFromBuffer(InstanceBufferViewInitializer.Buffer));
SetShaderValue(BatchedParameters, ComputeShader->NumInstancesParam, NumInstances);
SetShaderValue(BatchedParameters, ComputeShader->NumHitGroupsParam, NumHitGroups);
SetShaderValue(BatchedParameters, ComputeShader->InstanceBufferOffsetInBytesParam, InstanceBufferOffset);
SetShaderValue(BatchedParameters, ComputeShader->InstanceBufferStrideInBytesParam, InstanceBufferStride);
SetSRVParameter(BatchedParameters, ComputeShader->InstanceBufferParam, InstanceBufferSRV);
const uint32 MaxDispatchDimension = 65536; // D3D11_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION
const uint32 NumGroupsX = FMath::Min((NumInstances + NumThreadsX - 1) / NumThreadsX, MaxDispatchDimension);
RHICmdList.SetBatchedShaderParameters(ShaderRHI, BatchedParameters);
RHICmdList.DispatchComputeShader(NumGroupsX, 1, 1);
}
FRHIBatchedShaderUnbinds& BatchedUnbinds = RHICmdList.GetScratchShaderUnbinds();
UnsetSRVParameter(BatchedUnbinds, ComputeShader->InstanceBufferParam);
RHICmdList.SetBatchedShaderUnbinds(ShaderRHI, BatchedUnbinds);
}
#endif // RHI_RAYTRACING