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

1014 lines
32 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
Shader.cpp: Shader implementation.
=============================================================================*/
#include "Shader.h"
#include "DataDrivenShaderPlatformInfo.h"
#include "HAL/LowLevelMemTracker.h"
#include "Misc/App.h"
#include "Misc/CoreMisc.h"
#include "Misc/ScopeLock.h"
#include "Misc/StringBuilder.h"
#include "ProfilingDebugging/CsvProfiler.h"
#include "ShaderCodeLibrary.h"
#include "ShaderCore.h"
#include "ShaderSerialization.h"
#include "UObject/RenderingObjectVersion.h"
#include "VertexFactory.h"
static EShaderPermutationFlags GetCurrentShaderPermutationFlags()
{
FPlatformTypeLayoutParameters LayoutParams;
LayoutParams.InitializeForCurrent();
return GetShaderPermutationFlags(LayoutParams);
}
#ifndef ALLOW_SHADERMAP_TRACKING
#define ALLOW_SHADERMAP_TRACKING 0
#endif
#if ALLOW_SHADERMAP_TRACKING
static TArray<FShaderMapBase*> GAllShaderMaps;
static FCriticalSection GAllShaderMapsGuard;
TAutoConsoleVariable<bool> CVarEnableShaderMapTracking(
TEXT("r.TrackShaderMaps"),
WITH_EDITOR,
TEXT("Enables the tracking of every shadermap instantiated. Required to run ListShaderMaps command."),
ECVF_ReadOnly);
FAutoConsoleCommandWithArgsAndOutputDevice GListShaderCmd(
TEXT("ListShaders"),
TEXT("Spits out a csv table containing stats of all shaders"),
FConsoleCommandWithArgsAndOutputDeviceDelegate::CreateStatic(
[](const TArray<FString>& Params, FOutputDevice& Out)
{
#if !UE_BUILD_SHIPPING
if (!CVarEnableShaderMapTracking.GetValueOnGameThread())
{
UE_LOG(LogShaders, Warning, TEXT("Enable r.TrackShaderMaps in ini config to enable the functionality"));
return;
}
Out.Logf(TEXT("FriendlyName,OwnerName,VertexFactoryName,ShaderTypeName,ShaderPermutation,UncompressedSizeKb,Hash,UsedForRenderingRHIPtr"));
FScopeLock SMAccess(&GAllShaderMapsGuard);
for (FShaderMapBase* ShaderMap : GAllShaderMaps)
{
FShaderListReport Report;
Report.BindLambda(
[&Out](
const TCHAR* FriendlyName,
const TCHAR* OwnerName,
const TCHAR* VertexFactory,
const TCHAR* ShaderType,
uint32 Permutation,
uint32 Bytes,
const TCHAR* Hash,
void* Ptr)
{
Out.Logf(TEXT("%s,%s,%s,%s,%d,%.2f,%s,%p"), FriendlyName, OwnerName, VertexFactory, ShaderType, Permutation, Bytes / 1024.f, Hash, Ptr);
}
);
ShaderMap->DumpShaderList(Report);
}
#endif // !UE_BUILD_SHIPPING
}));
FAutoConsoleCommandWithArgsAndOutputDevice GListShaderMapsCmd(
TEXT("ListShaderMaps"),
TEXT("Spits out a csv table containing stats of all shadermaps"),
FConsoleCommandWithArgsAndOutputDeviceDelegate::CreateStatic(
[](const TArray<FString>& Params, FOutputDevice& Out)
{
if (!CVarEnableShaderMapTracking.GetValueOnGameThread())
{
UE_LOG(LogShaders, Warning, TEXT("Enable r.TrackShaderMaps in ini config to enable the functionality"));
return;
}
Out.Logf(TEXT("ShaderMapName,OwnerName,NumShaders,NumPipelines,SizeKb,bUsedForRendering"));
FScopeLock SMAccess(&GAllShaderMapsGuard);
for (FShaderMapBase* ShaderMap : GAllShaderMaps)
{
FString FriendlyName = TEXT("Unknown");
FString OwnerName = TEXT("Unknown");
uint32 CodeSize = ShaderMap->GetFrozenContentSize();
bool bUseForRendering = false;
if (const FShaderMapResource* Resource = ShaderMap->GetResource())
{
FriendlyName = Resource->GetFriendlyName();
OwnerName = Resource->GetOwnerName().ToString();
CodeSize += Resource->GetSizeBytes();
bUseForRendering = Resource->ContainsAtLeastOneRHIShaderCreated();
}
TMap<FHashedName, TShaderRef<FShader>> Shaders;
ShaderMap->GetShaderList(Shaders);
TArray<FShaderPipelineRef> Pipelines;
ShaderMap->GetShaderPipelineList(Pipelines);
// Editor doesn't have the size baked, so grab it from shaders themselves.
if (CodeSize == 0)
{
for (auto& [Hash, Shader] : Shaders)
{
CodeSize += Shader->GetCodeSize();
}
}
Out.Logf(TEXT("%s,%s,%d,%d,%.3f,%s"),
*FriendlyName,
*OwnerName,
Shaders.Num(),
Pipelines.Num(),
CodeSize / 1024.f,
bUseForRendering ? TEXT("YES") : TEXT("NO")
);
}
}));
#endif // ALLOW_SHADERMAP_TRACKING
FShaderMapBase::FShaderMapBase()
: PointerTable(nullptr)
, NumFrozenShaders(0u)
{
PermutationFlags = GetCurrentShaderPermutationFlags();
#if ALLOW_SHADERMAP_TRACKING
if (CVarEnableShaderMapTracking.GetValueOnAnyThread())
{
LLM_SCOPE_BYNAME(TEXT("Debug/ShaderMapsTracking"));
FScopeLock SMAccess(&GAllShaderMapsGuard);
GAllShaderMaps.Add(this);
}
#endif // ALLOW_SHADERMAP_TRACKING
}
FShaderMapBase::~FShaderMapBase()
{
DestroyContent();
if (PointerTable)
{
delete PointerTable;
}
#if ALLOW_SHADERMAP_TRACKING
if (CVarEnableShaderMapTracking.GetValueOnAnyThread())
{
FScopeLock SMAccess(&GAllShaderMapsGuard);
GAllShaderMaps.RemoveSingleSwap(this, EAllowShrinking::No);
}
#endif // ALLOW_SHADERMAP_TRACKING
}
FShaderMapResourceCode* FShaderMapBase::GetResourceCode()
{
if (!Code)
{
Code = new FShaderMapResourceCode();
}
return Code;
}
void FShaderMapBase::AssignContent(TMemoryImageObject<FShaderMapContent> InContent)
{
check(!Content.Object);
check(!PointerTable);
const FTypeLayoutDesc& ExpectedTypeDesc = GetContentTypeDesc();
checkf(*InContent.TypeDesc == ExpectedTypeDesc, TEXT("FShaderMapBase expected content of type %s, got %s"), ExpectedTypeDesc.Name, InContent.TypeDesc->Name);
Content = InContent;
PointerTable = CreatePointerTable();
PostFinalizeContent();
}
void FShaderMapBase::AssignCopy(const FShaderMapBase& Source)
{
check(!PointerTable);
check(!Code);
check(Source.Content.Object);
if (Source.Content.FrozenSize == 0u)
{
PointerTable = CreatePointerTable();
Content = TMemoryImageObject<FShaderMapContent>(FreezeMemoryImageObject(Source.Content.Object, *Source.Content.TypeDesc, PointerTable));
}
else
{
PointerTable = Source.PointerTable->Clone();
Content.TypeDesc = Source.Content.TypeDesc;
Content.FrozenSize = Source.Content.FrozenSize;
Content.Object = static_cast<FShaderMapContent*>(FMemory::Malloc(Content.FrozenSize));
FMemory::Memcpy(Content.Object, Source.Content.Object, Content.FrozenSize);
}
NumFrozenShaders = Content.Object->GetNumShaders();
INC_DWORD_STAT_BY(STAT_Shaders_ShaderMemory, Content.FrozenSize);
INC_DWORD_STAT_BY(STAT_Shaders_NumShadersLoaded, NumFrozenShaders);
#if (CSV_PROFILER_STATS && !UE_BUILD_SHIPPING)
TCsvPersistentCustomStat<float>* CsvStatShaderMemoryMB = FCsvProfiler::Get()->GetOrCreatePersistentCustomStatFloat(TEXT("ShaderMemoryMB"), CSV_CATEGORY_INDEX(Shaders));
TCsvPersistentCustomStat<int>* CsvStatNumShadersLoaded = FCsvProfiler::Get()->GetOrCreatePersistentCustomStatInt(TEXT("NumShadersLoaded"), CSV_CATEGORY_INDEX(Shaders));
CsvStatShaderMemoryMB->Add(float(Content.FrozenSize) / (1024.0f * 1024.f));
CsvStatNumShadersLoaded->Add(NumFrozenShaders);
#endif
Code = new FShaderMapResourceCode(*Source.Code);
InitResource();
}
void FShaderMapBase::InitResource()
{
Resource.SafeRelease();
if (Code)
{
Code->Finalize();
Resource = new FShaderMapResource_InlineCode(GetShaderPlatform(), Code);
BeginInitResource(Resource);
}
PostFinalizeContent();
}
void FShaderMapBase::FinalizeContent()
{
if (Content.Freeze(PointerTable))
{
NumFrozenShaders = Content.Object->GetNumShaders();
INC_DWORD_STAT_BY(STAT_Shaders_ShaderMemory, Content.FrozenSize);
INC_DWORD_STAT_BY(STAT_Shaders_NumShadersLoaded, NumFrozenShaders);
#if (CSV_PROFILER_STATS && !UE_BUILD_SHIPPING)
TCsvPersistentCustomStat<float>* CsvStatShaderMemoryMB = FCsvProfiler::Get()->GetOrCreatePersistentCustomStatFloat(TEXT("ShaderMemoryMB"), CSV_CATEGORY_INDEX(Shaders));
TCsvPersistentCustomStat<int>* CsvStatNumShadersLoaded = FCsvProfiler::Get()->GetOrCreatePersistentCustomStatInt(TEXT("NumShadersLoaded"), CSV_CATEGORY_INDEX(Shaders));
CsvStatShaderMemoryMB->Add(float(Content.FrozenSize) / (1024.0f * 1024.f));
CsvStatNumShadersLoaded->Add(NumFrozenShaders);
#endif
}
InitResource();
}
void FShaderMapBase::UnfreezeContent()
{
DEC_DWORD_STAT_BY(STAT_Shaders_ShaderMemory, Content.FrozenSize);
DEC_DWORD_STAT_BY(STAT_Shaders_NumShadersLoaded, NumFrozenShaders);
#if (CSV_PROFILER_STATS && !UE_BUILD_SHIPPING)
TCsvPersistentCustomStat<float>* CsvStatShaderMemoryMB = FCsvProfiler::Get()->GetOrCreatePersistentCustomStatFloat(TEXT("ShaderMemoryMB"), CSV_CATEGORY_INDEX(Shaders));
TCsvPersistentCustomStat<int>* CsvStatNumShadersLoaded = FCsvProfiler::Get()->GetOrCreatePersistentCustomStatInt(TEXT("NumShadersLoaded"), CSV_CATEGORY_INDEX(Shaders));
CsvStatShaderMemoryMB->Sub(float(Content.FrozenSize) / (1024.0f * 1024.f));
CsvStatNumShadersLoaded->Sub(NumFrozenShaders);
#endif
Content.Unfreeze(PointerTable);
NumFrozenShaders = 0u;
}
#define CHECK_SHADERMAP_DEPENDENCIES (WITH_EDITOR || !(UE_BUILD_SHIPPING || UE_BUILD_TEST))
bool FShaderMapBase::Serialize(FShaderSerializeContext& Ctx)
{
FArchive& Ar = Ctx.GetMainArchive();
LLM_SCOPE(ELLMTag::Shaders);
EShaderPlatform ShaderPlatform = EShaderPlatform::SP_NumPlatforms;
if (Ar.IsSaving())
{
check(Content.Object);
Content.Object->Validate(*this);
{
TUniquePtr<FShaderMapPointerTable> SavePointerTable(CreatePointerTable());
FMemoryImage MemoryImage;
MemoryImage.PrevPointerTable = PointerTable;
MemoryImage.PointerTable = SavePointerTable.Get();
MemoryImage.TargetLayoutParameters.InitializeForArchive(Ar);
FMemoryImageWriter Writer(MemoryImage);
Writer.WriteRootObject(Content.Object, *Content.TypeDesc);
FMemoryImageResult MemoryImageResult;
MemoryImage.Flatten(MemoryImageResult, true);
MemoryImageResult.SaveToArchive(Ar);
}
bool bShareCode = false;
#if WITH_EDITOR
bShareCode = FShaderLibraryCooker::IsShaderLibraryEnabled() && Ar.IsCooking();
#endif // WITH_EDITOR
Ar << bShareCode;
#if WITH_EDITOR
// Serialize a copy of ShaderPlatform directly into the archive
// This will allow us to correctly deserialize the stream, even if we're not able to load the frozen content
ShaderPlatform = GetShaderPlatform();
FName ShaderPlatformName = FDataDrivenShaderPlatformInfo::GetName(ShaderPlatform);
Ar << ShaderPlatformName;
if (bShareCode)
{
FSHAHash ResourceHash = Code->ResourceHash;
Ar << ResourceHash;
FShaderLibraryCooker::AddShaderCode(ShaderPlatform, Code, GetAssociatedAssets());
}
else
#endif // WITH_EDITOR
{
Code->Serialize(Ctx);
}
}
else
{
check(!PointerTable);
PointerTable = CreatePointerTable();
FPlatformTypeLayoutParameters LayoutParameters;
FMemoryImageObject LoadedContent = FMemoryImageResult::LoadFromArchive(Ar, GetContentTypeDesc(), PointerTable, LayoutParameters);
PermutationFlags = GetShaderPermutationFlags(LayoutParameters);
bool bShareCode = false;
Ar << bShareCode;
FName ShaderPlatformName;
Ar << ShaderPlatformName;
ShaderPlatform = FDataDrivenShaderPlatformInfo::GetShaderPlatformFromName(ShaderPlatformName);
if (bShareCode)
{
FSHAHash ResourceHash;
Ar << ResourceHash;
Resource = FShaderCodeLibrary::LoadResource(ResourceHash, &Ar);
if (!Resource)
{
// do not warn when running -nullrhi (the resource cannot be created as the shader library will not be uninitialized),
// also do not warn for shader platforms other than current (if the game targets more than one RHI)
if (FApp::CanEverRender() && ShaderPlatform == GMaxRHIShaderPlatform)
{
UE_LOG(LogShaders, Error, TEXT("Missing shader resource for hash '%s' for shader platform '%s' in the shader library while serializing asset %s"), *ResourceHash.ToString(),
*LexToString(ShaderPlatform),
*Ctx.SerializingAsset.ToString());
}
}
}
else
{
Code = new FShaderMapResourceCode();
Code->Serialize(Ctx);
Resource = new FShaderMapResource_InlineCode(ShaderPlatform, Code);
}
if (LoadedContent.Object && Resource)
{
Content = TMemoryImageObject<FShaderMapContent>(LoadedContent);
// Possible we've loaded/converted unfrozen content, make sure it's frozen for the current platform before trying to render anything
if (Content.FrozenSize == 0u)
{
Content.Freeze(PointerTable);
}
PostFinalizeContent();
NumFrozenShaders = Content.Object->GetNumShaders();
INC_DWORD_STAT_BY(STAT_Shaders_ShaderMemory, Content.FrozenSize);
INC_DWORD_STAT_BY(STAT_Shaders_NumShadersLoaded, NumFrozenShaders);
#if (CSV_PROFILER_STATS && !UE_BUILD_SHIPPING)
TCsvPersistentCustomStat<float>* CsvStatShaderMemoryMB = FCsvProfiler::Get()->GetOrCreatePersistentCustomStatFloat(TEXT("ShaderMemoryMB"), CSV_CATEGORY_INDEX(Shaders));
TCsvPersistentCustomStat<int>* CsvStatNumShadersLoaded = FCsvProfiler::Get()->GetOrCreatePersistentCustomStatInt(TEXT("NumShadersLoaded"), CSV_CATEGORY_INDEX(Shaders));
CsvStatShaderMemoryMB->Add(float(Content.FrozenSize) / (1024.0f * 1024.f));
CsvStatNumShadersLoaded->Add(NumFrozenShaders);
#endif
BeginInitResource(Resource);
INC_DWORD_STAT_BY(STAT_Shaders_ShaderResourceMemory, Resource->GetSizeBytes());
}
else
{
// Missing either content and/or resource
// In either case, shader map has failed to load
LoadedContent.Destroy(PointerTable);
Resource.SafeRelease();
}
}
#if WITH_EDITOR
bool bNotify = Ar.IsCooking() || GIsEditor;
if (bNotify)
{
check(ShaderPlatform != SP_NumPlatforms); // ShaderPlatform should have been initialized above in either the saving or loading blocks
const FName ShaderFormat = LegacyShaderPlatformToShaderFormat(ShaderPlatform);
if (ShaderFormat != NAME_None)
{
if (Code)
{
Code->NotifyShadersCompiled(ShaderFormat);
}
}
}
#endif
return (bool)Content.Object;
}
#if WITH_EDITORONLY_DATA
TArray<FGenericShaderStat> FShaderMapBase::GetShaderStatistics(FShaderType* ShaderType) const
{
TArray<FGenericShaderStat> ShaderStatistics;
FShader* Shader = GetContent()->GetShader(ShaderType);
if (Shader)
{
ShaderStatistics = GetShaderStatistics(*Shader);
}
return ShaderStatistics;
}
TArray<FGenericShaderStat> FShaderMapBase::GetShaderStatistics(FShader& Shader) const
{
TArray<FGenericShaderStat> ShaderStatistics;
if (Code)
{
const int32 ShaderIndex = Code->FindShaderIndex(Shader.GetOutputHash());
if (Code->ShaderEditorOnlyDataEntries.IsValidIndex(ShaderIndex))
{
for (const FGenericShaderStat& Stat : Code->ShaderEditorOnlyDataEntries[ShaderIndex].ShaderStatistics)
{
if (!EnumHasAnyFlags(Stat.Flags, FGenericShaderStat::EFlags::Hidden))
{
ShaderStatistics.Add(Stat);
}
}
}
}
return ShaderStatistics;
}
#endif // WITH_EDITORONLY_DATA
FString FShaderMapBase::ToString() const
{
TStringBuilder<32000> String;
{
FMemoryToStringContext Context;
Context.PrevPointerTable = PointerTable;
Context.String = &String;
FPlatformTypeLayoutParameters LayoutParams;
LayoutParams.InitializeForCurrent();
Content.TypeDesc->ToStringFunc(Content.Object, *Content.TypeDesc, LayoutParams, Context);
}
if (Code)
{
Code->ToString(String);
}
return FString(String);
}
void FShaderMapBase::DestroyContent()
{
DEC_DWORD_STAT_BY(STAT_Shaders_ShaderMemory, Content.FrozenSize);
DEC_DWORD_STAT_BY(STAT_Shaders_NumShadersLoaded, NumFrozenShaders);
#if (CSV_PROFILER_STATS && !UE_BUILD_SHIPPING)
TCsvPersistentCustomStat<float>* CsvStatShaderMemoryMB = FCsvProfiler::Get()->GetOrCreatePersistentCustomStatFloat(TEXT("ShaderMemoryMB"), CSV_CATEGORY_INDEX(Shaders));
TCsvPersistentCustomStat<int>* CsvStatNumShadersLoaded = FCsvProfiler::Get()->GetOrCreatePersistentCustomStatInt(TEXT("NumShadersLoaded"), CSV_CATEGORY_INDEX(Shaders));
CsvStatShaderMemoryMB->Sub(float(Content.FrozenSize) / (1024.0f * 1024.f));
CsvStatNumShadersLoaded->Sub(NumFrozenShaders);
#endif
Content.Destroy(PointerTable);
NumFrozenShaders = 0u;
}
static uint16 MakeShaderHash(const FHashedName& TypeName, int32 PermutationId)
{
return (uint16)CityHash128to64({ TypeName.GetHash(), (uint64)PermutationId });
}
FShaderMapContent::FShaderMapContent(EShaderPlatform InPlatform)
: ShaderHash(128u), ShaderPlatformName(FDataDrivenShaderPlatformInfo::GetName(InPlatform))
{}
FShaderMapContent::~FShaderMapContent()
{
Empty();
}
EShaderPlatform FShaderMapContent::GetShaderPlatform() const
{
return FDataDrivenShaderPlatformInfo::GetShaderPlatformFromName(ShaderPlatformName);
}
FShader* FShaderMapContent::GetShader(const FHashedName& TypeName, int32 PermutationId) const
{
// TRACE_CPUPROFILER_EVENT_SCOPE(FShaderMapContent::GetShader); -- this function is called too frequently, so don't add the scope by default
const uint16 Hash = MakeShaderHash(TypeName, PermutationId);
const FHashedName* RESTRICT LocalShaderTypes = ShaderTypes.GetData();
const int32* RESTRICT LocalShaderPermutations = ShaderPermutations.GetData();
const uint32* RESTRICT LocalNextHashIndices = ShaderHash.GetNextIndices();
const uint32 NumShaders = Shaders.Num();
for (uint32 Index = ShaderHash.First(Hash); ShaderHash.IsValid(Index); Index = LocalNextHashIndices[Index])
{
checkSlow(Index < NumShaders);
if (LocalShaderTypes[Index] == TypeName && LocalShaderPermutations[Index] == PermutationId)
{
return Shaders[Index].GetChecked();
}
}
return nullptr;
}
void FShaderMapContent::AddShader(const FHashedName& TypeName, int32 PermutationId, FShader* Shader)
{
check(!Shader->IsFrozen());
checkSlow(!HasShader(TypeName, PermutationId));
const uint16 Hash = MakeShaderHash(TypeName, PermutationId);
const int32 Index = Shaders.Add(Shader);
ShaderTypes.Add(TypeName);
ShaderPermutations.Add(PermutationId);
check(ShaderTypes.Num() == Shaders.Num());
check(ShaderPermutations.Num() == Shaders.Num());
ShaderHash.Add(Hash, Index);
}
FShader* FShaderMapContent::FindOrAddShader(const FHashedName& TypeName, int32 PermutationId, FShader* Shader)
{
check(!Shader->IsFrozen());
const uint16 Hash = MakeShaderHash(TypeName, PermutationId);
for (uint32 Index = ShaderHash.First(Hash); ShaderHash.IsValid(Index); Index = ShaderHash.Next(Index))
{
if (ShaderTypes[Index] == TypeName && ShaderPermutations[Index] == PermutationId)
{
DeleteObjectFromLayout(Shader);
return Shaders[Index].GetChecked();
}
}
const int32 Index = Shaders.Add(Shader);
ShaderHash.Add(Hash, Index);
ShaderTypes.Add(TypeName);
ShaderPermutations.Add(PermutationId);
check(ShaderTypes.Num() == Shaders.Num());
check(ShaderPermutations.Num() == Shaders.Num());
return Shader;
}
void FShaderMapContent::AddShaderPipeline(FShaderPipeline* Pipeline)
{
checkSlow(!HasShaderPipeline(Pipeline->TypeName));
const int32 Index = Algo::LowerBoundBy(ShaderPipelines, Pipeline->TypeName, FProjectShaderPipelineToKey());
ShaderPipelines.Insert(Pipeline, Index);
}
FShaderPipeline* FShaderMapContent::FindOrAddShaderPipeline(FShaderPipeline* Pipeline)
{
const int32 Index = Algo::LowerBoundBy(ShaderPipelines, Pipeline->TypeName, FProjectShaderPipelineToKey());
if (Index < ShaderPipelines.Num())
{
FShaderPipeline* PrevShaderPipeline = ShaderPipelines[Index];
if (PrevShaderPipeline->TypeName == Pipeline->TypeName)
{
delete Pipeline;
return PrevShaderPipeline;
}
}
ShaderPipelines.Insert(Pipeline, Index);
return Pipeline;
}
/**
* Removes the shader of the given type from the shader map
* @param Type Shader type to remove the entry for
*/
void FShaderMapContent::RemoveShaderTypePermutaion(const FHashedName& TypeName, int32 PermutationId)
{
const uint16 Hash = MakeShaderHash(TypeName, PermutationId);
for (uint32 Index = ShaderHash.First(Hash); ShaderHash.IsValid(Index); Index = ShaderHash.Next(Index))
{
FShader* Shader = Shaders[Index].GetChecked();
if (ShaderTypes[Index] == TypeName && ShaderPermutations[Index] == PermutationId)
{
DeleteObjectFromLayout(Shader);
// Replace the shader we're removing with the last shader in the list
Shaders.RemoveAtSwap(Index, 1, EAllowShrinking::No);
ShaderTypes.RemoveAtSwap(Index, 1, EAllowShrinking::No);
ShaderPermutations.RemoveAtSwap(Index, 1, EAllowShrinking::No);
check(ShaderTypes.Num() == Shaders.Num());
check(ShaderPermutations.Num() == Shaders.Num());
ShaderHash.Remove(Hash, Index);
// SwapIndex is the old index of the shader at the end of the list, that's now been moved to replace the current shader
const int32 SwapIndex = Shaders.Num();
if (Index != SwapIndex)
{
// We need to update the hash table to reflect shader previously at SwapIndex being moved to Index
// Here we construct the hash from values at Index, since type/permutation have already been moved
const uint16 SwapHash = MakeShaderHash(ShaderTypes[Index], ShaderPermutations[Index]);
ShaderHash.Remove(SwapHash, SwapIndex);
ShaderHash.Add(SwapHash, Index);
}
break;
}
}
}
void FShaderMapContent::RemoveShaderPipelineType(const FShaderPipelineType* ShaderPipelineType)
{
const int32 Index = Algo::BinarySearchBy(ShaderPipelines, ShaderPipelineType->GetHashedName(), FProjectShaderPipelineToKey());
if (Index != INDEX_NONE)
{
FShaderPipeline* Pipeline = ShaderPipelines[Index];
delete Pipeline;
ShaderPipelines.RemoveAt(Index, EAllowShrinking::No);
}
}
#if !UE_BUILD_SHIPPING
void FShaderMapContent::DumpShaderList(const FShaderMapBase& InShaderMap, FShaderListReport& Out) const
{
FString FriendlyName;
FString OwnerName;
FShaderMapResource* Resource = InShaderMap.GetResource();
if (Resource)
{
FriendlyName = Resource->GetFriendlyName();
OwnerName = Resource->GetOwnerName().ToString();
}
for (int32 ShaderIndex = 0; ShaderIndex < Shaders.Num(); ++ShaderIndex)
{
FShader* Shader = Shaders[ShaderIndex].GetChecked();
uint32 ShaderCodeSizeBytes = 0;
FRHIShader* RHIShader = nullptr;
FString Hash;
if (Resource)
{
if (Resource->HasShader(Shader->GetResourceIndex()))
{
RHIShader = Resource->GetShader(Shader->GetResourceIndex());
}
const uint32 Index = Shader->GetResourceIndex();
ShaderCodeSizeBytes = Resource->GetShaderSizeBytes(Index);
Hash = Resource->GetShaderHash(Index).ToString();
}
Out.ExecuteIfBound(
*FriendlyName,
*OwnerName,
Shader->GetVertexFactoryType(InShaderMap.GetPointerTable()) ? Shader->GetVertexFactoryType(InShaderMap.GetPointerTable())->GetName() : TEXT(""),
Shader->GetType(InShaderMap.GetPointerTable()) ? Shader->GetType(InShaderMap.GetPointerTable())->GetName() : TEXT(""),
ShaderPermutations[ShaderIndex],
ShaderCodeSizeBytes,
*Hash,
RHIShader
);
}
}
#endif // !UE_BUILD_SHIPPING
void FShaderMapContent::GetShaderList(const FShaderMapBase& InShaderMap, const FSHAHash& InMaterialShaderMapHash, TMap<FShaderId, TShaderRef<FShader>>& OutShaders) const
{
for (int32 ShaderIndex = 0; ShaderIndex < Shaders.Num(); ++ShaderIndex)
{
FShader* Shader = Shaders[ShaderIndex].GetChecked();
const FShaderId ShaderId(
Shader->GetType(InShaderMap.GetPointerTable()),
InMaterialShaderMapHash,
FHashedName(),
Shader->GetVertexFactoryType(InShaderMap.GetPointerTable()),
ShaderPermutations[ShaderIndex],
GetShaderPlatform());
OutShaders.Add(ShaderId, TShaderRef<FShader>(Shader, InShaderMap));
}
for (const FShaderPipeline* ShaderPipeline : ShaderPipelines)
{
for (uint32 Frequency = 0u; Frequency < SF_NumGraphicsFrequencies; ++Frequency)
{
FShader* Shader = ShaderPipeline->Shaders[Frequency].Get();
if (Shader)
{
const FShaderId ShaderId(
Shader->GetType(InShaderMap.GetPointerTable()),
InMaterialShaderMapHash,
ShaderPipeline->TypeName,
Shader->GetVertexFactoryType(InShaderMap.GetPointerTable()),
ShaderPipeline->PermutationIds[Frequency],
GetShaderPlatform());
OutShaders.Add(ShaderId, TShaderRef<FShader>(Shader, InShaderMap));
}
}
}
}
void FShaderMapContent::GetShaderList(const FShaderMapBase& InShaderMap, TMap<FHashedName, TShaderRef<FShader>>& OutShaders) const
{
for (int32 ShaderIndex = 0; ShaderIndex < Shaders.Num(); ++ShaderIndex)
{
FShader* Shader = Shaders[ShaderIndex].Get();
if (ensure(Shader))
{
OutShaders.Add(ShaderTypes[ShaderIndex], TShaderRef<FShader>(Shader, InShaderMap));
}
}
for (const FShaderPipeline* ShaderPipeline : ShaderPipelines)
{
for (const TShaderRef<FShader>& Shader : ShaderPipeline->GetShaders(InShaderMap))
{
OutShaders.Add(Shader.GetType()->GetHashedName(), Shader);
}
}
}
void FShaderMapContent::GetShaderPipelineList(const FShaderMapBase& InShaderMap, TArray<FShaderPipelineRef>& OutShaderPipelines, FShaderPipeline::EFilter Filter) const
{
const EShaderPlatform ShaderPlatform = GetShaderPlatform();
for (FShaderPipeline* Pipeline : ShaderPipelines)
{
const FShaderPipelineType* PipelineType = FShaderPipelineType::GetShaderPipelineTypeByName(Pipeline->TypeName);
if (PipelineType->ShouldOptimizeUnusedOutputs(ShaderPlatform) && Filter == FShaderPipeline::EOnlyShared)
{
continue;
}
else if (!PipelineType->ShouldOptimizeUnusedOutputs(ShaderPlatform) && Filter == FShaderPipeline::EOnlyUnique)
{
continue;
}
OutShaderPipelines.Add(FShaderPipelineRef(Pipeline, InShaderMap));
}
}
void FShaderMapContent::Validate(const FShaderMapBase& InShaderMap) const
{
for (const FShader* Shader : Shaders)
{
checkf(Shader->GetResourceIndex() != INDEX_NONE, TEXT("Missing resource for %s"), Shader->GetType(InShaderMap.GetPointerTable())->GetName());
}
/*for(FShaderPipeline* Pipeline : ShaderPipelines)
{
for(const TShaderRef<FShader>& Shader : Pipeline->GetShaders(InPtrTable))
{
checkf(Shader.GetResource(), TEXT("Missing resource for %s"), Shader.GetType()->GetName());
}
}*/
}
#if WITH_EDITOR
static bool CheckOutdatedShaderType(EShaderPlatform Platform, const TShaderRef<FShader>& Shader, TArray<const FShaderType*>& OutdatedShaderTypes, TArray<const FVertexFactoryType*>& OutdatedFactoryTypes)
{
const FShaderType* Type = Shader.GetType();
const bool bOutdatedShader = Type->GetSourceHash(Platform) != Shader->GetHash();
const FVertexFactoryType* VFType = Shader.GetVertexFactoryType();
const bool bOutdatedVertexFactory = VFType && VFType->GetSourceHash(Platform) != Shader->GetVertexFactoryHash();
if (bOutdatedShader)
{
OutdatedShaderTypes.AddUnique(Type);
}
if (bOutdatedVertexFactory)
{
OutdatedFactoryTypes.AddUnique(VFType);
}
return bOutdatedShader || bOutdatedVertexFactory;
}
void FShaderMapContent::GetOutdatedTypes(const FShaderMapBase& InShaderMap, TArray<const FShaderType*>& OutdatedShaderTypes, TArray<const FShaderPipelineType*>& OutdatedShaderPipelineTypes, TArray<const FVertexFactoryType*>& OutdatedFactoryTypes) const
{
for (FShader* Shader : Shaders)
{
CheckOutdatedShaderType(GetShaderPlatform(), TShaderRef<FShader>(Shader, InShaderMap), OutdatedShaderTypes, OutdatedFactoryTypes);
}
for (const FShaderPipeline* Pipeline : ShaderPipelines)
{
for (const TShaderRef<FShader>& Shader : Pipeline->GetShaders(InShaderMap))
{
if (CheckOutdatedShaderType(GetShaderPlatform(), Shader, OutdatedShaderTypes, OutdatedFactoryTypes))
{
const FShaderPipelineType* PipelineType = FShaderPipelineType::GetShaderPipelineTypeByName(Pipeline->TypeName);
check(PipelineType);
OutdatedShaderPipelineTypes.AddUnique(PipelineType);
}
}
}
}
void FShaderMapContent::SaveShaderStableKeys(const FShaderMapBase& InShaderMap, EShaderPlatform TargetShaderPlatform, const struct FStableShaderKeyAndValue& SaveKeyVal)
{
for (int32 ShaderIndex = 0; ShaderIndex < Shaders.Num(); ++ShaderIndex)
{
const int32 PermutationId = ShaderPermutations[ShaderIndex];
Shaders[ShaderIndex]->SaveShaderStableKeys(InShaderMap.GetPointerTable(), TargetShaderPlatform, PermutationId, SaveKeyVal);
}
for (const FShaderPipeline* Pipeline : ShaderPipelines)
{
Pipeline->SaveShaderStableKeys(InShaderMap.GetPointerTable(), TargetShaderPlatform, SaveKeyVal);
}
}
uint32 FShaderMapContent::GetMaxTextureSamplersShaderMap(const FShaderMapBase& InShaderMap) const
{
uint32 MaxTextureSamplers = 0;
for (FShader* Shader : Shaders)
{
if (ensure(Shader))
{
MaxTextureSamplers = FMath::Max(MaxTextureSamplers, Shader->GetNumTextureSamplers());
}
}
for (FShaderPipeline* Pipeline : ShaderPipelines)
{
for (const TShaderRef<FShader>& Shader : Pipeline->GetShaders(InShaderMap))
{
MaxTextureSamplers = FMath::Max(MaxTextureSamplers, Shader->GetNumTextureSamplers());
}
}
return MaxTextureSamplers;
}
#endif // WITH_EDITOR
uint32 FShaderMapContent::GetNumShaders() const
{
uint32 NumShaders = Shaders.Num();
for (FShaderPipeline* Pipeline : ShaderPipelines)
{
NumShaders += Pipeline->GetNumShaders();
}
return NumShaders;
}
uint32 FShaderMapContent::GetMaxNumInstructionsForShader(const FShaderMapBase& InShaderMap, FShaderType* ShaderType) const
{
uint32 MaxNumInstructions = 0;
FShader* Shader = GetShader(ShaderType);
if (Shader)
{
MaxNumInstructions = FMath::Max(MaxNumInstructions, Shader->GetNumInstructions());
}
for (FShaderPipeline* Pipeline : ShaderPipelines)
{
FShader* PipelineShader = Pipeline->GetShader(ShaderType->GetFrequency());
if (PipelineShader)
{
const FShaderType* PipelineShaderType = PipelineShader->GetType(InShaderMap.GetPointerTable());
if (PipelineShaderType &&
(PipelineShaderType == ShaderType))
{
MaxNumInstructions = FMath::Max(MaxNumInstructions, PipelineShader->GetNumInstructions());
}
}
}
return MaxNumInstructions;
}
#if WITH_EDITORONLY_DATA
TArray<FGenericShaderStat> FShaderMapContent::GetShaderStatistics(const FShaderMapBase& InShaderMap, FShaderType* ShaderType) const
{
TArray<FGenericShaderStat> ShaderStatistics;
FShader* Shader = GetShader(ShaderType);
if (Shader)
{
ShaderStatistics = InShaderMap.GetShaderStatistics(*Shader);
}
return ShaderStatistics;
}
#endif // WITH_EDITORONLY_DATA
struct FSortedShaderEntry
{
FHashedName TypeName;
int32 PermutationId;
int32 Index;
friend bool operator<(const FSortedShaderEntry& Lhs, const FSortedShaderEntry& Rhs)
{
if (Lhs.TypeName != Rhs.TypeName)
{
return Lhs.TypeName < Rhs.TypeName;
}
return Lhs.PermutationId < Rhs.PermutationId;
}
};
void FShaderMapContent::Finalize(const FShaderMapResourceCode* Code)
{
check(Code);
for (FShader* Shader : Shaders)
{
Shader->Finalize(Code);
}
for (FShaderPipeline* Pipeline : ShaderPipelines)
{
Pipeline->Finalize(Code);
}
// Sort the shaders by type/permutation, so they are consistently ordered
TArray<FSortedShaderEntry> SortedEntries;
SortedEntries.Empty(Shaders.Num());
for (int32 ShaderIndex = 0; ShaderIndex < Shaders.Num(); ++ShaderIndex)
{
FSortedShaderEntry& Entry = SortedEntries.AddDefaulted_GetRef();
Entry.TypeName = ShaderTypes[ShaderIndex];
Entry.PermutationId = ShaderPermutations[ShaderIndex];
Entry.Index = ShaderIndex;
}
SortedEntries.Sort();
// Choose a good hash size based on the number of shaders we have
const uint32 HashSize = FMath::RoundUpToPowerOfTwo(FMath::Max((Shaders.Num() * 3) / 2, 1));
FMemoryImageHashTable NewShaderHash(HashSize, Shaders.Num());
TMemoryImageArray<TMemoryImagePtr<FShader>> NewShaders;
NewShaders.Empty(Shaders.Num());
ShaderTypes.Empty(Shaders.Num());
ShaderPermutations.Empty(Shaders.Num());
for (int32 SortedIndex = 0; SortedIndex < SortedEntries.Num(); ++SortedIndex)
{
const FSortedShaderEntry& SortedEntry = SortedEntries[SortedIndex];
const uint16 Key = MakeShaderHash(SortedEntry.TypeName, SortedEntry.PermutationId);
NewShaders.Add(Shaders[SortedEntry.Index]);
ShaderTypes.Add(SortedEntry.TypeName);
ShaderPermutations.Add(SortedEntry.PermutationId);
NewShaderHash.Add(Key, SortedIndex);
}
Shaders = MoveTemp(NewShaders);
ShaderHash = MoveTemp(NewShaderHash);
}
void FShaderMapContent::UpdateHash(FSHA1& Hasher) const
{
for (int32 ShaderIndex = 0; ShaderIndex < Shaders.Num(); ++ShaderIndex)
{
const uint64 TypeNameHash = ShaderTypes[ShaderIndex].GetHash();
const int32 PermutationId = ShaderPermutations[ShaderIndex];
Hasher.Update((uint8*)&TypeNameHash, sizeof(TypeNameHash));
Hasher.Update((uint8*)&PermutationId, sizeof(PermutationId));
}
for (const FShaderPipeline* Pipeline : GetShaderPipelines())
{
const uint64 TypeNameHash = Pipeline->TypeName.GetHash();
Hasher.Update((uint8*)&TypeNameHash, sizeof(TypeNameHash));
}
}
void FShaderMapContent::Empty()
{
EmptyShaderPipelines();
for (int32 i = 0; i < Shaders.Num(); ++i)
{
TMemoryImagePtr<FShader>& Shader = Shaders[i];
Shader.SafeDelete();
}
Shaders.Empty();
ShaderTypes.Empty();
ShaderPermutations.Empty();
ShaderHash.Clear();
}
void FShaderMapContent::EmptyShaderPipelines()
{
for (TMemoryImagePtr<FShaderPipeline>& Pipeline : ShaderPipelines)
{
Pipeline.SafeDelete();
}
ShaderPipelines.Empty();
}