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UnrealEngine/Engine/Source/Runtime/RenderCore/Public/ShaderParameterUtils.h
2025-05-18 13:04:45 +08:00

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// 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<typename TBufferStruct> class TUniformBuffer;
template<typename TBufferStruct> class TUniformBufferRef;
template<typename ShaderType, typename PointerTableType> class TShaderRefBase;
template<typename ShaderType> using TShaderRef = TShaderRefBase<ShaderType, FShaderMapPointerTable>;
template<class ParameterType>
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<ParameterType>::Value, "Passing by value is not valid.");
const uint32 AlignedTypeSize = Align<uint32>(sizeof(ParameterType), SHADER_PARAMETER_ARRAY_ELEMENT_ALIGNMENT);
const uint32 ElementByteOffset = ElementIndex * AlignedTypeSize;
const int32 NumBytesToSet = FMath::Min<int32>(sizeof(ParameterType), static_cast<int32>(Parameter.GetNumBytes()) - ElementByteOffset);
if (NumBytesToSet > 0)
{
BatchedParameters.SetShaderParameter(
Parameter.GetBufferIndex(),
Parameter.GetBaseIndex() + ElementByteOffset,
(uint32)NumBytesToSet,
&Value);
}
}
template<class ParameterType>
void SetShaderValueArray(
FRHIBatchedShaderParameters& BatchedParameters
, const FShaderParameter& Parameter
, const ParameterType* Values
, uint32 NumElements
, uint32 ElementIndex = 0
)
{
const uint32 AlignedTypeSize = Align<uint32>(sizeof(ParameterType), SHADER_PARAMETER_ARRAY_ELEMENT_ALIGNMENT);
const uint32 ElementByteOffset = ElementIndex * AlignedTypeSize;
const int32 NumBytesToSet = FMath::Min<int32>(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<typename TBufferStruct>
inline void SetUniformBufferParameter(FRHIBatchedShaderParameters& BatchedParameters, const TShaderUniformBufferParameter<TBufferStruct>& Parameter, const TUniformBufferRef<TBufferStruct>& 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<typename TBufferStruct>
inline void SetUniformBufferParameter(FRHIBatchedShaderParameters& BatchedParameters, const TShaderUniformBufferParameter<TBufferStruct>& Parameter, const TUniformBuffer<TBufferStruct>& 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<typename TBufferStruct>
inline void SetUniformBufferParameterImmediate(FRHIBatchedShaderParameters& BatchedParameters, const TShaderUniformBufferParameter<TBufferStruct>& 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<typename TRHICmdList, typename TShaderTypeRHI, class ParameterType>
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<typename TShaderType, typename... TArguments>
inline void SetBatchedShaderParametersMixed(
FRHIBatchedShaderParameters& BatchedParameters,
const TShaderRef<TShaderType>& InShader,
const typename TShaderType::FParameters& Parameters,
TArguments&&... InArguments)
{
// New Style first
SetShaderParameters(BatchedParameters, InShader, Parameters);
// Legacy second
InShader->SetParameters(BatchedParameters, Forward<TArguments>(InArguments)...);
}
/// Utility to set all legacy and non-legacy parameters for a shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename TShaderTypeRHI, typename... TArguments>
inline void SetShaderParametersMixed(
TRHICmdList& RHICmdList,
const TShaderRef<TShaderType>& InShader,
TShaderTypeRHI* InShaderRHI,
const typename TShaderType::FParameters& Parameters,
TArguments&&... InArguments)
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
SetBatchedShaderParametersMixed(BatchedParameters, InShader, Parameters, Forward<TArguments>(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<typename TRHICmdList, typename TShaderType, typename... TArguments>
inline void SetShaderParametersMixedVS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, const typename TShaderType::FParameters& Parameters, TArguments&&... InArguments)
{
SetShaderParametersMixed(RHICmdList, InShader, InShader.GetVertexShader(), Parameters, Forward<TArguments>(InArguments)...);
}
/// Utility to set all legacy and non-legacy parameters for a Mesh shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename... TArguments>
inline void SetShaderParametersMixedMS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, const typename TShaderType::FParameters& Parameters, TArguments&&... InArguments)
{
SetShaderParametersMixed(RHICmdList, InShader, InShader.GetMeshShader(), Parameters, Forward<TArguments>(InArguments)...);
}
/// Utility to set all legacy and non-legacy parameters for an Amplification shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename... TArguments>
inline void SetShaderParametersMixedAS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, const typename TShaderType::FParameters& Parameters, TArguments&&... InArguments)
{
SetShaderParametersMixed(RHICmdList, InShader, InShader.GetAmplificationShader(), Parameters, Forward<TArguments>(InArguments)...);
}
/// Utility to set all legacy and non-legacy parameters for a Pixel shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename... TArguments>
inline void SetShaderParametersMixedPS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, const typename TShaderType::FParameters& Parameters, TArguments&&... InArguments)
{
SetShaderParametersMixed(RHICmdList, InShader, InShader.GetPixelShader(), Parameters, Forward<TArguments>(InArguments)...);
}
/// Utility to set all legacy and non-legacy parameters for a Geometry shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename... TArguments>
inline void SetShaderParametersMixedGS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, const typename TShaderType::FParameters& Parameters, TArguments&&... InArguments)
{
SetShaderParametersMixed(RHICmdList, InShader, InShader.GetGeometryShader(), Parameters, Forward<TArguments>(InArguments)...);
}
/// Utility to set all legacy and non-legacy parameters for a Compute shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename... TArguments>
inline void SetShaderParametersMixedCS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, const typename TShaderType::FParameters& Parameters, TArguments&&... InArguments)
{
SetShaderParametersMixed(RHICmdList, InShader, InShader.GetComputeShader(), Parameters, Forward<TArguments>(InArguments)...);
}
// Legacy binding utilities
/// Utility to set all legacy parameters for a shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename TShaderTypeRHI, typename... TArguments>
inline void SetShaderParametersLegacy(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, TShaderTypeRHI* InShaderRHI, TArguments&&... InArguments)
{
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
InShader->SetParameters(BatchedParameters, Forward<TArguments>(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<typename TRHICmdList, typename TShaderType, typename... TArguments>
inline void SetShaderParametersLegacyVS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, TArguments&&... InArguments)
{
SetShaderParametersLegacy(RHICmdList, InShader, InShader.GetVertexShader(), Forward<TArguments>(InArguments)...);
}
/// Utility to set all legacy parameters for a Mesh shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename... TArguments>
inline void SetShaderParametersLegacyMS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, TArguments&&... InArguments)
{
SetShaderParametersLegacy(RHICmdList, InShader, InShader.GetMeshShader(), Forward<TArguments>(InArguments)...);
}
/// Utility to set all legacy parameters for an Amplification shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename... TArguments>
inline void SetShaderParametersLegacyAS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, TArguments&&... InArguments)
{
SetShaderParametersLegacy(RHICmdList, InShader, InShader.GetAmplificationShader(), Forward<TArguments>(InArguments)...);
}
/// Utility to set all legacy parameters for a Pixel shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename... TArguments>
inline void SetShaderParametersLegacyPS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, TArguments&&... InArguments)
{
SetShaderParametersLegacy(RHICmdList, InShader, InShader.GetPixelShader(), Forward<TArguments>(InArguments)...);
}
/// Utility to set all legacy parameters for a Geometry shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename... TArguments>
inline void SetShaderParametersLegacyGS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, TArguments&&... InArguments)
{
SetShaderParametersLegacy(RHICmdList, InShader, InShader.GetGeometryShader(), Forward<TArguments>(InArguments)...);
}
/// Utility to set all legacy parameters for a Compute shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...)
template<typename TRHICmdList, typename TShaderType, typename... TArguments>
inline void SetShaderParametersLegacyCS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& InShader, TArguments&&... InArguments)
{
SetShaderParametersLegacy(RHICmdList, InShader, InShader.GetComputeShader(), Forward<TArguments>(InArguments)...);
}
/// Utility to unset all legacy parameters for a Pixel shader. Requires the shader type to implement UnsetParameters(FRHIBatchedShaderUnbinds& BatchedUnbinds)
template<typename TRHICmdList, typename TShaderType>
inline void UnsetShaderParametersLegacyPS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& 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<typename TRHICmdList, typename TShaderType>
inline void UnsetShaderParametersLegacyCS(TRHICmdList& RHICmdList, const TShaderRef<TShaderType>& 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<typename ShaderRHIParamRef, typename TRHICmdList> \
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<typename ShaderRHIParamRef> \
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<typename ShaderRHIParamRef, typename TRHICmdList> \
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<typename TRHIShader, typename TRHICmdList>
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);
}