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

813 lines
29 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
ShaderResource.cpp: ShaderResource implementation.
=============================================================================*/
#include "Shader.h"
#include "Compression/OodleDataCompression.h"
#include "Containers/ArrayView.h"
#include "DataDrivenShaderPlatformInfo.h"
#include "Misc/Compression.h"
#include "Misc/CoreMisc.h"
#include "Misc/StringBuilder.h"
#include "Interfaces/ITargetPlatform.h"
#include "Interfaces/ITargetPlatformManagerModule.h"
#include "Interfaces/IShaderFormat.h"
#include "IO/IoHash.h"
#include "Misc/MemStack.h"
#include "Misc/ScopeLock.h"
#include "RenderingThread.h"
#include "RHI.h"
#include "RHIResources.h" // Access to FRHIRayTracingShader::RayTracingPayloadType requires this
#include "ShaderCompilerCore.h"
#include "ShaderCompilerJobTypes.h"
#include "ShaderCore.h"
#include "ShaderSerialization.h"
#include "UObject/RenderingObjectVersion.h"
#if WITH_EDITORONLY_DATA
#include "Interfaces/IShaderFormat.h"
#endif
DECLARE_LOG_CATEGORY_CLASS(LogShaderWarnings, Log, Log);
#if (CSV_PROFILER_STATS && !UE_BUILD_SHIPPING)
TCsvPersistentCustomStat<int>* CsvStatNumShaderMapsUsedForRendering = nullptr;
#endif
static int32 GShaderCompilerEmitWarningsOnLoad = 0;
static FAutoConsoleVariableRef CVarShaderCompilerEmitWarningsOnLoad(
TEXT("r.ShaderCompiler.EmitWarningsOnLoad"),
GShaderCompilerEmitWarningsOnLoad,
TEXT("When 1, shader compiler warnings are emitted to the log for all shaders as they are loaded."),
ECVF_Default
);
FName GetShaderCompressionFormat()
{
// We always use oodle now. This was instituted because UnrealPak recompresses the shaders and doens't have
// access to the INIs that drive the CVars and would always use default, resulting in mismatches for non
// default encoder selection.
return NAME_Oodle;
}
void GetShaderCompressionOodleSettings(FOodleDataCompression::ECompressor& OutCompressor, FOodleDataCompression::ECompressionLevel& OutLevel, const FName& ShaderFormat)
{
// support an older developer-only CVar for compatibility and make it preempt
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
// Since we always use Oodle, we make SkipCompression tell Oodle to not compress.
static const IConsoleVariable* CVarSkipCompression = IConsoleManager::Get().FindConsoleVariable(TEXT("r.Shaders.SkipCompression"));
static bool bSkipCompression = (CVarSkipCompression && CVarSkipCompression->GetInt() != 0);
if (UNLIKELY(bSkipCompression))
{
OutCompressor = FOodleDataCompression::ECompressor::Selkie;
OutLevel = FOodleDataCompression::ECompressionLevel::None;
return;
}
#endif
// We just use mermaid/normal here since these settings get overwritten in unrealpak, so this is just for non pak'd builds.
OutCompressor = FOodleDataCompression::ECompressor::Mermaid;
OutLevel = FOodleDataCompression::ECompressionLevel::Normal;
}
bool FShaderMapResource::ArePlatformsCompatible(EShaderPlatform CurrentPlatform, EShaderPlatform TargetPlatform)
{
bool bFeatureLevelCompatible = CurrentPlatform == TargetPlatform;
if (!bFeatureLevelCompatible && IsPCPlatform(CurrentPlatform) && IsPCPlatform(TargetPlatform))
{
bFeatureLevelCompatible = GetMaxSupportedFeatureLevel(CurrentPlatform) >= GetMaxSupportedFeatureLevel(TargetPlatform);
bool const bIsTargetD3D = IsD3DPlatform(TargetPlatform);
bool const bIsCurrentPlatformD3D = IsD3DPlatform(CurrentPlatform);
// For Metal in Editor we can switch feature-levels, but not in cooked projects when using Metal shader librariss.
bool const bIsCurrentMetal = IsMetalPlatform(CurrentPlatform);
bool const bIsTargetMetal = IsMetalPlatform(TargetPlatform);
bool const bIsMetalCompatible = (bIsCurrentMetal == bIsTargetMetal)
#if !WITH_EDITOR // Static analysis doesn't like (|| WITH_EDITOR)
&& (!IsMetalPlatform(CurrentPlatform) || (CurrentPlatform == TargetPlatform))
#endif
;
bool const bIsCurrentOpenGL = IsOpenGLPlatform(CurrentPlatform);
bool const bIsTargetOpenGL = IsOpenGLPlatform(TargetPlatform);
bFeatureLevelCompatible = bFeatureLevelCompatible && (bIsCurrentPlatformD3D == bIsTargetD3D && bIsMetalCompatible && bIsCurrentOpenGL == bIsTargetOpenGL);
}
return bFeatureLevelCompatible;
}
#if RHI_RAYTRACING
class FRayTracingShaderLibrary
{
public:
uint32 AddShader(EShaderPlatform ShaderPlatform, FRHIRayTracingShader* Shader)
{
const int32 PayloadIndex = FMath::CountTrailingZeros(Shader->RayTracingPayloadType);
FScopeLock Lock(&CS);
FShaderLibrary& ShaderLibrary = ShadersPerPlatform.FindOrAdd(ShaderPlatform);
if (ShaderLibrary.UnusedIndicies[PayloadIndex].Num() != 0)
{
uint32 Index = ShaderLibrary.UnusedIndicies[PayloadIndex].Pop(EAllowShrinking::No);
checkSlow(ShaderLibrary.Shaders[PayloadIndex][Index] == nullptr);
ShaderLibrary.Shaders[PayloadIndex][Index] = Shader;
return Index;
}
else
{
return ShaderLibrary.Shaders[PayloadIndex].Add(Shader);
}
}
void RemoveShader(EShaderPlatform ShaderPlatform, uint32 Index, FRHIRayTracingShader* Shader)
{
if (Index != ~0u)
{
const int32 PayloadIndex = FMath::CountTrailingZeros(Shader->RayTracingPayloadType);
FScopeLock Lock(&CS);
FShaderLibrary* ShaderLibrary = ShadersPerPlatform.Find(ShaderPlatform);
check(ShaderLibrary);
checkSlow(ShaderLibrary->Shaders[PayloadIndex][Index] == Shader);
ShaderLibrary->UnusedIndicies[PayloadIndex].Push(Index);
ShaderLibrary->Shaders[PayloadIndex][Index] = nullptr;
}
}
void GetShaders(EShaderPlatform ShaderPlatform, TArray<FRHIRayTracingShader*>& OutShaders, FRHIRayTracingShader* DefaultShader)
{
const int32 PayloadIndex = FMath::CountTrailingZeros(DefaultShader->RayTracingPayloadType);
const int32 BaseOutIndex = OutShaders.Num();
FScopeLock Lock(&CS);
FShaderLibrary* ShaderLibrary = ShadersPerPlatform.Find(ShaderPlatform);
if (ShaderLibrary)
{
OutShaders.Append(ShaderLibrary->Shaders[PayloadIndex]);
for (uint32 Index : ShaderLibrary->UnusedIndicies[PayloadIndex])
{
OutShaders[BaseOutIndex + Index] = DefaultShader;
}
}
}
private:
struct FShaderLibrary
{
TArray<uint32> UnusedIndicies[32];
TArray<FRHIRayTracingShader*> Shaders[32];
};
TMap<EShaderPlatform, FShaderLibrary> ShadersPerPlatform;
FCriticalSection CS;
};
static FRayTracingShaderLibrary GlobalRayTracingHitGroupLibrary;
static FRayTracingShaderLibrary GlobalRayTracingCallableShaderLibrary;
static FRayTracingShaderLibrary GlobalRayTracingMissShaderLibrary;
void FShaderMapResource::GetRayTracingHitGroupLibrary(EShaderPlatform ShaderPlatform, TArray<FRHIRayTracingShader*>& RayTracingShaders, FRHIRayTracingShader* DefaultShader)
{
GlobalRayTracingHitGroupLibrary.GetShaders(ShaderPlatform, RayTracingShaders, DefaultShader);
}
void FShaderMapResource::GetRayTracingCallableShaderLibrary(EShaderPlatform ShaderPlatform, TArray<FRHIRayTracingShader*>& RayTracingCallableShaders, FRHIRayTracingShader* DefaultShader)
{
GlobalRayTracingCallableShaderLibrary.GetShaders(ShaderPlatform, RayTracingCallableShaders, DefaultShader);
}
void FShaderMapResource::GetRayTracingMissShaderLibrary(EShaderPlatform ShaderPlatform, TArray<FRHIRayTracingShader*>& RayTracingMissShaders, FRHIRayTracingShader* DefaultShader)
{
GlobalRayTracingMissShaderLibrary.GetShaders(ShaderPlatform, RayTracingMissShaders, DefaultShader);
}
#endif // RHI_RAYTRACING
static void ApplyResourceStats(FShaderMapResourceCode& Resource)
{
#if STATS
INC_DWORD_STAT_BY(STAT_Shaders_ShaderResourceMemory, Resource.GetSizeBytes());
for (const FShaderCodeResource& Shader : Resource.ShaderCodeResources)
{
INC_DWORD_STAT_BY_FName(GetMemoryStatType(Shader.GetFrequency()).GetName(), Shader.GetCodeBuffer().GetSize());
}
#endif // STATS
}
static void RemoveResourceStats(FShaderMapResourceCode& Resource)
{
#if STATS
DEC_DWORD_STAT_BY(STAT_Shaders_ShaderResourceMemory, Resource.GetSizeBytes());
for (const FShaderCodeResource& Shader : Resource.ShaderCodeResources)
{
DEC_DWORD_STAT_BY_FName(GetMemoryStatType(Shader.GetFrequency()).GetName(), Shader.GetCodeBuffer().GetSize());
}
#endif // STATS
}
FShaderMapResourceCode::FShaderMapResourceCode(const FShaderMapResourceCode& Other)
{
ResourceHash = Other.ResourceHash;
ShaderHashes = Other.ShaderHashes;
ShaderCodeResources = Other.ShaderCodeResources;
#if WITH_EDITORONLY_DATA
ShaderEditorOnlyDataEntries = Other.ShaderEditorOnlyDataEntries;
#endif // WITH_EDITORONLY_DATA
}
PRAGMA_DISABLE_DEPRECATION_WARNINGS
FShaderMapResourceCode::~FShaderMapResourceCode()
{
RemoveResourceStats(*this);
}
PRAGMA_ENABLE_DEPRECATION_WARNINGS
void FShaderMapResourceCode::Finalize()
{
FSHA1 Hasher;
Hasher.Update((uint8*)ShaderHashes.GetData(), ShaderHashes.Num() * sizeof(FSHAHash));
Hasher.Final();
Hasher.GetHash(ResourceHash.Hash);
ApplyResourceStats(*this);
#if WITH_EDITORONLY_DATA
LogShaderCompilerWarnings();
#endif
}
uint32 FShaderMapResourceCode::GetSizeBytes() const
{
uint64 Size = sizeof(*this) + ShaderHashes.GetAllocatedSize() + ShaderCodeResources.GetAllocatedSize();
for (const FShaderCodeResource& Entry : ShaderCodeResources)
{
Size += Entry.GetCacheBuffer().GetSize();
}
check(Size <= TNumericLimits<uint32>::Max());
return static_cast<uint32>(Size);
}
int32 FShaderMapResourceCode::FindShaderIndex(const FSHAHash& InHash) const
{
return Algo::BinarySearch(ShaderHashes, InHash);
}
#if WITH_EDITORONLY_DATA
void FShaderMapResourceCode::FShaderEditorOnlyDataEntry::ConditionalSetSymbolBuffer(FCompressedBuffer InSymbols)
{
// Intentional truncation of hash; 20 bytes is overkill for this purpose so we just take the first 8
const uint64 InSymbolHash = reinterpret_cast<uint64*>(InSymbols.GetRawHash().GetBytes())[0];
if (SymbolBuffer.IsNull() || InSymbolHash < SymbolHash)
{
SymbolBuffer = InSymbols;
SymbolHash = InSymbolHash;
}
}
#endif
void FShaderMapResourceCode::AddShaderCompilerOutput(const FShaderCompilerOutput& Output, const FShaderCompileJobKey& Key, FString DebugInfo)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FShaderMapResourceCode::AddShaderCode);
const FSHAHash& InHash = Output.OutputHash;
FString DebugName = Key.ToString();
uint64 ShaderTypeHash = Key.ShaderType->GetHashedName().GetHash();
const int32 Index = Algo::LowerBound(ShaderHashes, InHash);
const FShaderCodeResource& CodeResource = Output.GetFinalizedCodeResource();
#if WITH_EDITORONLY_DATA
TArray<FGenericShaderStat> ShaderStatsSorted(Output.ShaderStatistics);
ShaderStatsSorted.StableSort();
#endif
if (Index >= ShaderHashes.Num() || ShaderHashes[Index] != InHash)
{
ShaderHashes.Insert(InHash, Index);
#if WITH_EDITORONLY_DATA
// Output.Errors contains warnings in the case any exist (no errors since if there were the job would have failed)
AddEditorOnlyData(Index, DebugName, ShaderTypeHash, CodeResource.GetSymbolsBuffer(), Output.Errors, MoveTemp(ShaderStatsSorted), DebugInfo);
#endif
ShaderCodeResources.Insert(CodeResource, Index);
}
#if WITH_EDITORONLY_DATA
else
{
// Output.Errors contains warnings in the case any exist (no errors since if there were the job would have failed)
// We append the warnings and deduplicate other data like DebugInfo for any additional jobs which resulted in the
// same bytecode for the sake of determinism in the results saved to DDC.
UpdateEditorOnlyData(Index, DebugName, ShaderTypeHash, CodeResource.GetSymbolsBuffer(), Output.Errors, DebugInfo);
ValidateShaderStatisticsEditorOnlyData(Index, ShaderStatsSorted);
}
#endif
}
#if WITH_EDITORONLY_DATA
void FShaderMapResourceCode::AddEditorOnlyData(int32 Index, const FString& DebugName, uint64 ShaderTypeHash, FCompressedBuffer InSymbols, TConstArrayView<FShaderCompilerError> InCompilerWarnings, TArray<FGenericShaderStat>&& ShaderStatistics, const FString& DebugInfo)
{
FShaderEditorOnlyDataEntry& Entry = ShaderEditorOnlyDataEntries.InsertDefaulted_GetRef(Index);
// This should be a newly created shader entry.
check(Entry.ShaderStatistics.Num() == 0);
Entry.ShaderStatistics = MoveTemp(ShaderStatistics);
UpdateEditorOnlyData(Index, DebugName, ShaderTypeHash, InSymbols, InCompilerWarnings, DebugInfo);
}
void FShaderMapResourceCode::UpdateEditorOnlyData(int32 Index, const FString& DebugName, uint64 ShaderTypeHash, FCompressedBuffer InSymbols, TConstArrayView<FShaderCompilerError> InCompilerWarnings, const FString& DebugInfo)
{
FShaderEditorOnlyDataEntry& Entry = ShaderEditorOnlyDataEntries[Index];
// Keep a single DebugInfo as it doesn't matter which one we use, but make sure it is the same one for determinism
if (!DebugInfo.IsEmpty() && (Entry.DebugInfo.IsEmpty() || (DebugInfo < Entry.DebugInfo)))
{
Entry.DebugInfo = DebugInfo;
}
Entry.ConditionalSetSymbolBuffer(InSymbols);
for (const FShaderCompilerError& Warning : InCompilerWarnings)
{
FString ModifiedWarning = !DebugName.IsEmpty() ? FString::Printf(TEXT("%s [%s]"), *Warning.GetErrorString(), *DebugName) : Warning.GetErrorString();
// Maintain sorted order in Entry.CompilerWarnings & deduplicate
const int32 WarningIndex = Algo::LowerBound(Entry.CompilerWarnings, ModifiedWarning);
if (WarningIndex >= Entry.CompilerWarnings.Num() || Entry.CompilerWarnings[WarningIndex] != ModifiedWarning)
{
Entry.CompilerWarnings.Insert(ModifiedWarning, WarningIndex);
}
}
const int32 HashIndex = Algo::LowerBound(Entry.ShaderTypeHashes, ShaderTypeHash);
if (HashIndex >= Entry.ShaderTypeHashes.Num() || Entry.ShaderTypeHashes[HashIndex] != ShaderTypeHash)
{
Entry.ShaderTypeHashes.Insert(ShaderTypeHash, HashIndex);
}
}
void FShaderMapResourceCode::ValidateShaderStatisticsEditorOnlyData(int32 Index, const TArray<FGenericShaderStat>& ShaderStatistics)
{
check(ShaderEditorOnlyDataEntries.IsValidIndex(Index));
FShaderEditorOnlyDataEntry& Entry = ShaderEditorOnlyDataEntries[Index];
auto PrintMismatchWarning = [](FShaderEditorOnlyDataEntry& Entry, const TArray<FGenericShaderStat>& ShaderStatistics)
{
TStringBuilder<512> WarningMessage;
WarningMessage << TEXT("Non-determinism detected in shader statistics; existing entry contains:\n");
WarningMessage.Join(Entry.ShaderStatistics, TEXT(", "));
WarningMessage << TEXT("\nNew entry contains:\n");
WarningMessage.Join(ShaderStatistics, TEXT(", "));
WarningMessage << TEXT("\nShader statistics are assumed to be a property of the bytecode and so must match when bytecode matches.");
UE_LOG(LogShaders, Warning, TEXT("%s"), WarningMessage.ToString());
};
if (Entry.ShaderStatistics.Num() != ShaderStatistics.Num())
{
PrintMismatchWarning(Entry, ShaderStatistics);
return;
}
for (int i = 0; i < ShaderStatistics.Num(); ++i)
{
const FGenericShaderStat& StatA = Entry.ShaderStatistics[i];
const FGenericShaderStat& StatB = ShaderStatistics[i];
if (!(StatA == StatB))
{
PrintMismatchWarning(Entry, ShaderStatistics);
return;
}
}
}
void FShaderMapResourceCode::LogShaderCompilerWarnings()
{
if (ShaderEditorOnlyDataEntries.Num() > 0 && GShaderCompilerEmitWarningsOnLoad != 0)
{
// Emit all the compiler warnings seen whilst serializing/loading this shader to the log.
// Since successfully compiled shaders are stored in the DDC, we'll get the compiler warnings
// even if we didn't compile the shader this run.
for (const FShaderEditorOnlyDataEntry& Entry : ShaderEditorOnlyDataEntries)
{
for (const FString& CompilerWarning : Entry.CompilerWarnings)
{
UE_LOG(LogShaderWarnings, Warning, TEXT("%s"), *CompilerWarning);
}
}
}
}
#endif // WITH_EDITORONLY_DATA
void FShaderMapResourceCode::ToString(FStringBuilderBase& OutString) const
{
OutString.Appendf(TEXT("Shaders: Num=%d\n"), ShaderHashes.Num());
for (int32 i = 0; i < ShaderHashes.Num(); ++i)
{
const FShaderCodeResource& Res = ShaderCodeResources[i];
OutString.Appendf(TEXT(" [%d]: { Hash: %s, Freq: %s, Size: %llu, UncompressedSize: %d }\n"),
i, *ShaderHashes[i].ToString(), GetShaderFrequencyString(Res.GetFrequency()), Res.GetCodeBuffer().GetSize(), Res.GetUncompressedSize());
}
}
void FShaderMapResourceCode::Serialize(FShaderSerializeContext& Ctx)
{
FArchive& Ar = Ctx.GetMainArchive();
Ar << ResourceHash;
Ar << ShaderHashes;
if (!Ctx.EnableCustomCodeSerialize())
{
Ar << ShaderCodeResources;
}
else
{
if (Ar.IsLoading())
{
ShaderCodeResources.SetNum(ShaderHashes.Num());
}
Ctx.ReserveCode(ShaderCodeResources.Num());
for (int32 CodeIndex = 0; CodeIndex < ShaderCodeResources.Num(); ++CodeIndex)
{
Ctx.SerializeCode(ShaderCodeResources[CodeIndex], CodeIndex);
}
}
check(ShaderCodeResources.Num() == ShaderHashes.Num());
#if WITH_EDITORONLY_DATA
const bool bSerializeEditorOnlyData = !Ctx.bLoadingCooked && (!Ar.IsCooking() || Ar.CookingTarget()->HasEditorOnlyData());
if (bSerializeEditorOnlyData)
{
Ar << ShaderEditorOnlyDataEntries;
}
if (Ar.IsLoading())
{
// only need to set SymbolBuffer when loading, saving is handled automatically by the serialization of ShaderCodeResources
// (this just sets the FSharedBuffer reference in a second place to avoid needing to fix up a bunch of code which retrieves
// symbols from the editoronly data)
for (int32 CodeIndex = 0; CodeIndex < ShaderCodeResources.Num(); ++CodeIndex)
{
ShaderEditorOnlyDataEntries[CodeIndex].ConditionalSetSymbolBuffer(ShaderCodeResources[CodeIndex].GetSymbolsBuffer());
}
}
#endif // WITH_EDITORONLY_DATA
ApplyResourceStats(*this);
#if WITH_EDITORONLY_DATA
if (Ar.IsLoading())
{
LogShaderCompilerWarnings();
}
#endif
}
#if WITH_EDITORONLY_DATA
void FShaderMapResourceCode::NotifyShadersCompiled(FName FormatName)
{
#if WITH_ENGINE
// Notify the platform shader format that this particular shader is being used in the cook.
// We discard this data in cooked builds unless Ar.CookingTarget()->HasEditorOnlyData() is true.
if (ShaderEditorOnlyDataEntries.Num())
{
if (const IShaderFormat* ShaderFormat = GetTargetPlatformManagerRef().FindShaderFormat(FormatName))
{
for (const FShaderEditorOnlyDataEntry& Entry : ShaderEditorOnlyDataEntries)
{
ShaderFormat->NotifyShaderCompiled(Entry.SymbolBuffer, FormatName, Entry.DebugInfo);
}
}
}
#endif // WITH_ENGINE
}
#endif // WITH_EDITORONLY_DATA
FShaderMapResource::FShaderMapResource(EShaderPlatform InPlatform, int32 NumShaders)
: NumRHIShaders(static_cast<uint32>(NumShaders))
, bAtLeastOneRHIShaderCreated(0)
, Platform(InPlatform)
, NumRefs(0)
{
RHIShaders = MakeUnique<std::atomic<FRHIShader*>[]>(NumRHIShaders); // this MakeUnique() zero-initializes the array
#if RHI_RAYTRACING
if (GRHISupportsRayTracing && GRHISupportsRayTracingShaders)
{
RayTracingLibraryIndices.AddUninitialized(NumShaders);
FMemory::Memset(RayTracingLibraryIndices.GetData(), 0xff, NumShaders * RayTracingLibraryIndices.GetTypeSize());
}
#endif // RHI_RAYTRACING
}
FShaderMapResource::~FShaderMapResource()
{
ReleaseShaders();
check(NumRefs.load(std::memory_order_relaxed) == 0);
}
void FShaderMapResource::AddRef()
{
NumRefs.fetch_add(1, std::memory_order_relaxed);
}
uint32 FShaderMapResource::GetShaderSizeBytes(int32 ShaderIndex) const
{
// default FShaderMapResource does not contain inline shader bytecode
return 0;
}
void FShaderMapResource::Release()
{
check(NumRefs.load(std::memory_order_relaxed) > 0);
if (NumRefs.fetch_sub(1, std::memory_order_release) - 1 == 0 && TryRelease())
{
//check https://www.boost.org/doc/libs/1_55_0/doc/html/atomic/usage_examples.html for explanation
std::atomic_thread_fence(std::memory_order_acquire);
// Send a release message to the rendering thread when the shader loses its last reference.
BeginReleaseResource(this);
BeginCleanup(this);
DEC_DWORD_STAT_BY(STAT_Shaders_ShaderResourceMemory, GetSizeBytes());
}
}
void FShaderMapResource::ReleaseShaders()
{
if (RHIShaders)
{
FScopeLock ScopeLock(&RHIShadersCreationGuard);
int NumReleaseShaders = 0;
for (uint32 Idx = 0; Idx < NumRHIShaders; ++Idx)
{
if (FRHIShader* Shader = RHIShaders[Idx].load(std::memory_order_acquire))
{
Shader->Release();
NumReleaseShaders++;
DEC_DWORD_STAT(STAT_Shaders_NumShadersCreated);
}
}
#if (CSV_PROFILER_STATS && !UE_BUILD_SHIPPING)
TCsvPersistentCustomStat<int>* CsvStatNumShadersCreated = FCsvProfiler::Get()->GetOrCreatePersistentCustomStatInt(TEXT("NumShadersCreated"), CSV_CATEGORY_INDEX(Shaders));
CsvStatNumShadersCreated->Sub(NumReleaseShaders);
#endif
RHIShaders = nullptr;
NumRHIShaders = 0;
if (bAtLeastOneRHIShaderCreated)
{
DEC_DWORD_STAT(STAT_Shaders_NumShaderMapsUsedForRendering);
#if (CSV_PROFILER_STATS && !UE_BUILD_SHIPPING)
if(CsvStatNumShaderMapsUsedForRendering == nullptr)
{
CsvStatNumShaderMapsUsedForRendering = FCsvProfiler::Get()->GetOrCreatePersistentCustomStatInt(TEXT("NumShaderMapsUsedForRendering"), CSV_CATEGORY_INDEX(Shaders));
}
CsvStatNumShaderMapsUsedForRendering->Sub(1);
#endif
}
bAtLeastOneRHIShaderCreated = false;
}
}
void FShaderMapResource::ReleaseRHI()
{
#if RHI_RAYTRACING
if (GRHISupportsRayTracing && GRHISupportsRayTracingShaders)
{
check(NumRHIShaders == static_cast<uint32>(RayTracingLibraryIndices.Num()));
for (uint32 Idx = 0; Idx < NumRHIShaders; ++Idx)
{
if (FRHIShader* Shader = RHIShaders[Idx].load(std::memory_order_acquire))
{
int32 IndexInLibrary = RayTracingLibraryIndices[Idx];
switch (Shader->GetFrequency())
{
case SF_RayHitGroup:
GlobalRayTracingHitGroupLibrary.RemoveShader(Platform, IndexInLibrary, static_cast<FRHIRayTracingShader*>(Shader));
break;
case SF_RayCallable:
GlobalRayTracingCallableShaderLibrary.RemoveShader(Platform, IndexInLibrary, static_cast<FRHIRayTracingShader*>(Shader));
break;
case SF_RayMiss:
GlobalRayTracingMissShaderLibrary.RemoveShader(Platform, IndexInLibrary, static_cast<FRHIRayTracingShader*>(Shader));
break;
default:
break;
}
}
}
}
RayTracingLibraryIndices.Empty();
#endif // RHI_RAYTRACING
ReleaseShaders();
}
void FShaderMapResource::BeginCreateAllShaders()
{
FShaderMapResource* Resource = this;
ENQUEUE_RENDER_COMMAND(InitCommand)(
[Resource](FRHICommandListImmediate& RHICmdList)
{
for (int32 ShaderIndex = 0; ShaderIndex < Resource->GetNumShaders(); ++ShaderIndex)
{
Resource->GetShader(ShaderIndex, true /*bRequired*/);
}
});
}
FRHIShader* FShaderMapResource::CreateShaderOrCrash(int32 ShaderIndex, bool bRequired)
{
FRHIShader* Shader = nullptr;
// create before taking the lock. This may cause multiple creations, but it's better
// than a potential oversubscription deadlock, since CreateShader can spawn async tasks
FRHIShader* CreatedShader = CreateRHIShaderOrCrash(ShaderIndex, bRequired); // guaranteed to return non-null if required is set
if (CreatedShader == nullptr)
{
check(!bRequired);
return nullptr;
}
{
// Most shadermaps have <100 shaders, and less than a half of them can be created.
// However, if this path is often contended, you can slice this lock (but remember to take care of STAT_Shaders_NumShaderMapsUsedForRendering!)
FScopeLock ScopeLock(&RHIShadersCreationGuard);
Shader = RHIShaders[ShaderIndex].load(std::memory_order_relaxed);
if (UNLIKELY(Shader == nullptr))
{
Shader = CreatedShader;
CreatedShader = nullptr;
if (!bAtLeastOneRHIShaderCreated)
{
INC_DWORD_STAT(STAT_Shaders_NumShaderMapsUsedForRendering);
#if (CSV_PROFILER_STATS && !UE_BUILD_SHIPPING)
if (CsvStatNumShaderMapsUsedForRendering == nullptr)
{
CsvStatNumShaderMapsUsedForRendering = FCsvProfiler::Get()->GetOrCreatePersistentCustomStatInt(TEXT("NumShaderMapsUsedForRendering"), CSV_CATEGORY_INDEX(Shaders));
}
CsvStatNumShaderMapsUsedForRendering->Add(1);
#endif
bAtLeastOneRHIShaderCreated = 1;
}
#if RHI_RAYTRACING
// Registers RT shaders in global "libraries" that track all shaders potentially usable in a scene for adding to RTPSO
EShaderFrequency Frequency = Shader->GetFrequency();
if (LIKELY(GRHISupportsRayTracing && GRHISupportsRayTracingShaders))
{
switch (Frequency)
{
case SF_RayHitGroup:
RayTracingLibraryIndices[ShaderIndex] = GlobalRayTracingHitGroupLibrary.AddShader(Platform, static_cast<FRHIRayTracingShader*>(Shader));
break;
case SF_RayCallable:
RayTracingLibraryIndices[ShaderIndex] = GlobalRayTracingCallableShaderLibrary.AddShader(Platform, static_cast<FRHIRayTracingShader*>(Shader));
break;
case SF_RayMiss:
RayTracingLibraryIndices[ShaderIndex] = GlobalRayTracingMissShaderLibrary.AddShader(Platform, static_cast<FRHIRayTracingShader*>(Shader));
break;
case SF_RayGen:
// NOTE: we do not maintain a library for raygen shaders since the list of rayshaders we care about is usually small and consistent
break;
default:
break;
}
}
#endif // RHI_RAYTRACING
RHIShaders[ShaderIndex].store(Shader, std::memory_order_release);
// When using shader library, shader code is usually preloaded during the material load. Release it
// since we won't need it anymore for this shader.
ReleasePreloadedShaderCode(ShaderIndex);
}
}
if (LIKELY(CreatedShader))
{
// free redundantly created shader
checkSlow(Shader != nullptr);
CreatedShader->Release();
}
return Shader;
}
FSHAHash FShaderMapResource_InlineCode::GetShaderHash(int32 ShaderIndex)
{
return Code->ShaderHashes[ShaderIndex];
}
FRHIShader* FShaderMapResource_InlineCode::CreateRHIShaderOrCrash(int32 ShaderIndex, bool bRequired)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FShaderMapResource_InlineCode::CreateRHIShaderOrCrash);
// we can't have this called on the wrong platform's shaders
if (!ArePlatformsCompatible(GMaxRHIShaderPlatform, GetPlatform()))
{
UE_LOG(LogShaders, Fatal, TEXT("FShaderMapResource_InlineCode::InitRHI got platform %s but it is not compatible with %s"),
*LegacyShaderPlatformToShaderFormat(GetPlatform()).ToString(), *LegacyShaderPlatformToShaderFormat(GMaxRHIShaderPlatform).ToString());
// unreachable
return nullptr;
}
FMemStackBase& MemStack = FMemStack::Get();
const FShaderCodeResource& ShaderCodeResource = Code->ShaderCodeResources[ShaderIndex];
FSharedBuffer ShaderCode = ShaderCodeResource.GetCodeBuffer();
TConstArrayView<uint8> ShaderCodeView = ShaderCodeResource.GetCodeView();
FMemMark Mark(MemStack);
int32 UncompressedSize = ShaderCodeResource.GetUncompressedSize();
if (ShaderCode.GetSize() != UncompressedSize)
{
void* UncompressedCode = MemStack.Alloc(UncompressedSize, 16);
bool bSucceed = FCompression::UncompressMemory(GetShaderCompressionFormat(), UncompressedCode, UncompressedSize, ShaderCode.GetData(), ShaderCode.GetSize());
check(bSucceed);
ShaderCodeView = MakeArrayView(reinterpret_cast<const uint8*>(UncompressedCode), UncompressedSize);
}
const FSHAHash& ShaderHash = Code->ShaderHashes[ShaderIndex];
const EShaderFrequency Frequency = ShaderCodeResource.GetFrequency();
TRefCountPtr<FRHIShader> RHIShader;
switch (Frequency)
{
case SF_Vertex: RHIShader = RHICreateVertexShader(ShaderCodeView, ShaderHash); break;
case SF_Mesh: RHIShader = RHICreateMeshShader(ShaderCodeView, ShaderHash); break;
case SF_Amplification: RHIShader = RHICreateAmplificationShader(ShaderCodeView, ShaderHash); break;
case SF_Pixel: RHIShader = RHICreatePixelShader(ShaderCodeView, ShaderHash); break;
case SF_Geometry: RHIShader = RHICreateGeometryShader(ShaderCodeView, ShaderHash); break;
case SF_Compute: RHIShader = RHICreateComputeShader(ShaderCodeView, ShaderHash); break;
case SF_WorkGraphRoot: RHIShader = RHICreateWorkGraphShader(ShaderCodeView, ShaderHash, SF_WorkGraphRoot); break;
case SF_WorkGraphComputeNode: RHIShader = RHICreateWorkGraphShader(ShaderCodeView, ShaderHash, SF_WorkGraphComputeNode); break;
case SF_RayGen: case SF_RayMiss: case SF_RayHitGroup: case SF_RayCallable:
#if RHI_RAYTRACING
if (GRHISupportsRayTracing && GRHISupportsRayTracingShaders)
{
RHIShader = RHICreateRayTracingShader(ShaderCodeView, ShaderHash, Frequency);
}
#endif // RHI_RAYTRACING
break;
default:
checkNoEntry();
break;
}
if (UNLIKELY(RHIShader == nullptr))
{
if (bRequired)
{
UE_LOG(LogShaders, Fatal, TEXT("FShaderMapResource_InlineCode::InitRHI is unable to create a shader: frequency=%d, hash=%s."), static_cast<int32>(Frequency), *ShaderHash.ToString());
}
return nullptr;
}
INC_DWORD_STAT(STAT_Shaders_NumShadersCreated);
#if (CSV_PROFILER_STATS && !UE_BUILD_SHIPPING)
TCsvPersistentCustomStat<int>* CsvStatNumShadersCreated = FCsvProfiler::Get()->GetOrCreatePersistentCustomStatInt(TEXT("NumShadersCreated"), CSV_CATEGORY_INDEX(Shaders));
CsvStatNumShadersCreated->Add(1);
#endif
RHIShader->SetHash(ShaderHash);
// contract of this function is to return a shader with an already held reference
RHIShader->AddRef();
return RHIShader;
}
uint32 FShaderMapResource_InlineCode::GetSizeBytes() const
{
uint32 TotalSize = 0;
if (Code)
{
TotalSize += Code->GetSizeBytes();
}
TotalSize += sizeof(FShaderMapResource_InlineCode);
TotalSize += GetAllocatedSize();
return TotalSize;
}
uint32 FShaderMapResource_InlineCode::GetShaderSizeBytes(int32 ShaderIndex) const
{
if (Code)
{
return Code->ShaderCodeResources[ShaderIndex].GetUncompressedSize();
}
return 0u;
}