2347 lines
94 KiB
C++
2347 lines
94 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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MeshPassProcessor.cpp:
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=============================================================================*/
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#include "MeshPassProcessor.h"
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#include "SceneUtils.h"
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#include "SceneRendering.h"
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#include "Logging/LogMacros.h"
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#include "RendererModule.h"
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#include "SceneCore.h"
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#include "ScenePrivate.h"
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#include "SceneInterface.h"
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#include "MeshPassProcessor.inl"
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#include "PipelineStateCache.h"
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#include "RayTracing/RayTracingMaterialHitShaders.h"
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#include "Hash/CityHash.h"
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#include "ComponentRecreateRenderStateContext.h"
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#include "RenderCore.h"
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#include "UnrealEngine.h"
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#include "SceneUniformBuffer.h"
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#include "MeshDrawCommandStats.h"
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#include "VariableRateShadingImageManager.h"
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FRWLock FGraphicsMinimalPipelineStateId::PersistentIdTableLock;
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FGraphicsMinimalPipelineStateId::PersistentTableType FGraphicsMinimalPipelineStateId::PersistentIdTable;
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#if MESH_DRAW_COMMAND_DEBUG_DATA
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std::atomic<int32> FGraphicsMinimalPipelineStateId::DebugSaltAllocationIndex;
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std::atomic<int32> FGraphicsMinimalPipelineStateId::LocalPipelineIdTableSize(0);
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std::atomic<int32> FGraphicsMinimalPipelineStateId::CurrentLocalPipelineIdTableSize(0);
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#endif //MESH_DRAW_COMMAND_DEBUG_DATA
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bool FGraphicsMinimalPipelineStateId::NeedsShaderInitialisation = true;
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bool FGraphicsMinimalPipelineStateId::bIsIdTableFrozen = false;
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std::atomic<int32> FGraphicsMinimalPipelineStateId::ReffedItemCount(0);
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const FMeshDrawCommandSortKey FMeshDrawCommandSortKey::Default = { {0} };
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int32 GEmitMeshDrawEvent = 0;
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static FAutoConsoleVariableRef CVarEmitMeshDrawEvent(
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TEXT("r.EmitMeshDrawEvents"),
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GEmitMeshDrawEvent,
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TEXT("Emits a GPU event around each drawing policy draw call. /n")
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TEXT("Useful for seeing stats about each draw call, however it greatly distorts total time and time per draw call."),
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ECVF_RenderThreadSafe
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);
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static TAutoConsoleVariable<int32> CVarSafeStateLookup(
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TEXT("r.SafeStateLookup"),
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1,
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TEXT("Forces new-style safe state lookup for easy runtime perf comparison\n"),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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int32 GSkipDrawOnPSOPrecaching = 0;
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static FAutoConsoleVariableRef CVarSkipDrawOnPSOPrecaching(
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TEXT("r.SkipDrawOnPSOPrecaching"),
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GSkipDrawOnPSOPrecaching,
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TEXT("Skips mesh draw call when the PSO is still compiling (default 0)."),
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ECVF_RenderThreadSafe
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);
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static bool GSkipUnloadedShaders = false;
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static FAutoConsoleVariableRef CVarAllowSkipUnloadedShaders(
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TEXT("r.SkipUnloadedShaders"),
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GSkipUnloadedShaders,
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TEXT("Skip the draw call when the shaders are not fully preloaded. Useful for debugging"),
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ECVF_Default
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);
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#if WITH_EDITORONLY_DATA
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int32 GNaniteIsolateInvalidCoarseMesh = 0;
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static FAutoConsoleVariableRef CVarNaniteIsolateInvalidCoarseMesh(
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TEXT("r.Nanite.IsolateInvalidCoarseMesh"),
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GNaniteIsolateInvalidCoarseMesh,
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TEXT("Debug mode to render only non-Nanite proxies that incorrectly reference coarse static mesh assets."),
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FConsoleVariableDelegate::CreateLambda([](IConsoleVariable* InVariable)
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{
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// Needed to force a recache of all the static mesh draw commands
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FGlobalComponentRecreateRenderStateContext Context;
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})
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);
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#endif
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inline void SetTextureParameter(FRHIBatchedShaderParameters& BatchedParameters, const FShaderResourceParameterInfo& Parameter, FRHITexture* TextureRHI)
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{
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#if PLATFORM_SUPPORTS_BINDLESS_RENDERING
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if (Parameter.Type == EShaderParameterType::BindlessSRV)
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{
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check(Parameter.BufferIndex == 0);
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BatchedParameters.SetBindlessTexture(Parameter.BaseIndex, TextureRHI);
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}
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else
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#endif
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{
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BatchedParameters.SetShaderTexture(Parameter.BaseIndex, TextureRHI);
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}
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}
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inline void SetSrvParameter(FRHIBatchedShaderParameters& BatchedParameters, const FShaderResourceParameterInfo& Parameter, FRHIShaderResourceView* SrvRHI)
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{
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#if PLATFORM_SUPPORTS_BINDLESS_RENDERING
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if (Parameter.Type == EShaderParameterType::BindlessSRV)
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{
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check(Parameter.BufferIndex == 0);
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BatchedParameters.SetBindlessResourceView(Parameter.BaseIndex, SrvRHI);
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}
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else
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#endif
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{
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BatchedParameters.SetShaderResourceViewParameter(Parameter.BaseIndex, SrvRHI);
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}
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}
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inline void SetSamplerParameter(FRHIBatchedShaderParameters& BatchedParameters, const FShaderResourceParameterInfo& Parameter, FRHISamplerState* SamplerStateRHI)
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{
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#if PLATFORM_SUPPORTS_BINDLESS_RENDERING
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if (Parameter.Type == EShaderParameterType::BindlessSampler)
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{
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BatchedParameters.SetBindlessSampler(Parameter.BaseIndex, SamplerStateRHI);
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}
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else
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#endif
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{
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BatchedParameters.SetShaderSampler(Parameter.BaseIndex, SamplerStateRHI);
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}
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}
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inline void SetLooseParameters(FRHIBatchedShaderParameters& BatchedParameters, const FShaderParameterMapInfo& ParameterMapInfo, const uint8* LooseDataStart)
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{
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for (const FShaderLooseParameterBufferInfo& LooseParameterBuffer : ParameterMapInfo.LooseParameterBuffers)
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{
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for (const FShaderLooseParameterInfo& Parameter : LooseParameterBuffer.Parameters)
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{
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BatchedParameters.SetShaderParameter(
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LooseParameterBuffer.BaseIndex,
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Parameter.BaseIndex,
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Parameter.Size,
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LooseDataStart
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);
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LooseDataStart += Parameter.Size;
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}
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}
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}
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void FReadOnlyMeshDrawSingleShaderBindings::SetShaderBindings(
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FRHIBatchedShaderParameters& BatchedParameters,
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const FReadOnlyMeshDrawSingleShaderBindings& RESTRICT SingleShaderBindings,
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FShaderBindingState& RESTRICT ShaderBindingState)
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{
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FRHIUniformBuffer* const* RESTRICT UniformBufferBindings = SingleShaderBindings.GetUniformBufferStart();
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const FShaderUniformBufferParameterInfo* RESTRICT UniformBufferParameters = SingleShaderBindings.ParameterMapInfo.UniformBuffers.GetData();
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const int32 NumUniformBuffers = SingleShaderBindings.ParameterMapInfo.UniformBuffers.Num();
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for (int32 UniformBufferIndex = 0; UniformBufferIndex < NumUniformBuffers; UniformBufferIndex++)
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{
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FShaderUniformBufferParameterInfo Parameter = UniformBufferParameters[UniformBufferIndex];
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checkSlow(Parameter.BaseIndex < UE_ARRAY_COUNT(ShaderBindingState.UniformBuffers));
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FRHIUniformBuffer* UniformBuffer = UniformBufferBindings[UniformBufferIndex];
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if (UniformBuffer != ShaderBindingState.UniformBuffers[Parameter.BaseIndex])
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{
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BatchedParameters.SetShaderUniformBuffer(Parameter.BaseIndex, UniformBuffer);
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ShaderBindingState.UniformBuffers[Parameter.BaseIndex] = UniformBuffer;
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ShaderBindingState.MaxUniformBufferUsed = FMath::Max((int32)Parameter.BaseIndex, ShaderBindingState.MaxUniformBufferUsed);
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}
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}
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FRHISamplerState* const* RESTRICT SamplerBindings = SingleShaderBindings.GetSamplerStart();
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const FShaderResourceParameterInfo* RESTRICT TextureSamplerParameters = SingleShaderBindings.ParameterMapInfo.TextureSamplers.GetData();
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const int32 NumTextureSamplers = SingleShaderBindings.ParameterMapInfo.TextureSamplers.Num();
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for (int32 SamplerIndex = 0; SamplerIndex < NumTextureSamplers; SamplerIndex++)
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{
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FShaderResourceParameterInfo Parameter = TextureSamplerParameters[SamplerIndex];
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FRHISamplerState* Sampler = (FRHISamplerState*)SamplerBindings[SamplerIndex];
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SetSamplerParameter(BatchedParameters, Parameter, Sampler);
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}
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const uint8* RESTRICT SRVType = SingleShaderBindings.GetSRVTypeStart();
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FRHIResource* const* RESTRICT SRVBindings = SingleShaderBindings.GetSRVStart();
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const FShaderResourceParameterInfo* RESTRICT SRVParameters = SingleShaderBindings.ParameterMapInfo.SRVs.GetData();
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const uint32 NumSRVs = SingleShaderBindings.ParameterMapInfo.SRVs.Num();
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for (uint32 SRVIndex = 0; SRVIndex < NumSRVs; SRVIndex++)
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{
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FShaderResourceParameterInfo Parameter = SRVParameters[SRVIndex];
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uint32 TypeByteIndex = SRVIndex / 8;
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uint32 TypeBitIndex = SRVIndex % 8;
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if (SRVType[TypeByteIndex] & (1 << TypeBitIndex))
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{
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FRHIShaderResourceView* SRV = (FRHIShaderResourceView*)SRVBindings[SRVIndex];
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SetSrvParameter(BatchedParameters, Parameter, SRV);
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}
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else
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{
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FRHITexture* Texture = (FRHITexture*)SRVBindings[SRVIndex];
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SetTextureParameter(BatchedParameters, Parameter, Texture);
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}
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}
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SetLooseParameters(BatchedParameters, SingleShaderBindings.ParameterMapInfo, SingleShaderBindings.GetLooseDataStart());
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}
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void FReadOnlyMeshDrawSingleShaderBindings::SetShaderBindings(
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FRHIBatchedShaderParameters& BatchedParameters,
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const FReadOnlyMeshDrawSingleShaderBindings& RESTRICT SingleShaderBindings)
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{
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FRHIUniformBuffer* const* RESTRICT UniformBufferBindings = SingleShaderBindings.GetUniformBufferStart();
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const FShaderUniformBufferParameterInfo* RESTRICT UniformBufferParameters = SingleShaderBindings.ParameterMapInfo.UniformBuffers.GetData();
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const int32 NumUniformBuffers = SingleShaderBindings.ParameterMapInfo.UniformBuffers.Num();
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for (int32 UniformBufferIndex = 0; UniformBufferIndex < NumUniformBuffers; UniformBufferIndex++)
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{
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FShaderUniformBufferParameterInfo Parameter = UniformBufferParameters[UniformBufferIndex];
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FRHIUniformBuffer* UniformBuffer = UniformBufferBindings[UniformBufferIndex];
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if (UniformBuffer)
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{
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BatchedParameters.SetShaderUniformBuffer(Parameter.BaseIndex, UniformBuffer);
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}
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}
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FRHISamplerState* const* RESTRICT SamplerBindings = SingleShaderBindings.GetSamplerStart();
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const FShaderResourceParameterInfo* RESTRICT TextureSamplerParameters = SingleShaderBindings.ParameterMapInfo.TextureSamplers.GetData();
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const int32 NumTextureSamplers = SingleShaderBindings.ParameterMapInfo.TextureSamplers.Num();
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for (int32 SamplerIndex = 0; SamplerIndex < NumTextureSamplers; SamplerIndex++)
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{
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FShaderResourceParameterInfo Parameter = TextureSamplerParameters[SamplerIndex];
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FRHISamplerState* Sampler = (FRHISamplerState*)SamplerBindings[SamplerIndex];
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if (Sampler)
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{
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SetSamplerParameter(BatchedParameters, Parameter, Sampler);
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}
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}
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const uint8* RESTRICT SRVType = SingleShaderBindings.GetSRVTypeStart();
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FRHIResource* const* RESTRICT SRVBindings = SingleShaderBindings.GetSRVStart();
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const FShaderResourceParameterInfo* RESTRICT SRVParameters = SingleShaderBindings.ParameterMapInfo.SRVs.GetData();
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const uint32 NumSRVs = SingleShaderBindings.ParameterMapInfo.SRVs.Num();
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for (uint32 SRVIndex = 0; SRVIndex < NumSRVs; SRVIndex++)
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{
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FShaderResourceParameterInfo Parameter = SRVParameters[SRVIndex];
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uint32 TypeByteIndex = SRVIndex / 8;
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uint32 TypeBitIndex = SRVIndex % 8;
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if (SRVType[TypeByteIndex] & (1 << TypeBitIndex))
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{
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FRHIShaderResourceView* SRV = (FRHIShaderResourceView*)SRVBindings[SRVIndex];
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if (SRV)
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{
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SetSrvParameter(BatchedParameters, Parameter, SRV);
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}
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}
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else
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{
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FRHITexture* Texture = (FRHITexture*)SRVBindings[SRVIndex];
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if (Texture)
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{
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SetTextureParameter(BatchedParameters, Parameter, Texture);
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}
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}
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}
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SetLooseParameters(BatchedParameters, SingleShaderBindings.ParameterMapInfo, SingleShaderBindings.GetLooseDataStart());
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}
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#if RHI_RAYTRACING
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FRayTracingLocalShaderBindings* FMeshDrawShaderBindings::SetRayTracingShaderBindings(
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FRayTracingLocalShaderBindingWriter* BindingWriter,
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uint32 ShaderIndexInPipeline,
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uint32 RecordIndex,
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uint32 UserData,
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ERayTracingLocalShaderBindingType BindingType) const
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{
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check(ShaderLayouts.Num() == 1);
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FReadOnlyMeshDrawSingleShaderBindings SingleShaderBindings(ShaderLayouts[0], GetData());
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FRHIUniformBuffer* const* RESTRICT UniformBufferBindings = SingleShaderBindings.GetUniformBufferStart();
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const FShaderUniformBufferParameterInfo* RESTRICT UniformBufferParameters = SingleShaderBindings.ParameterMapInfo.UniformBuffers.GetData();
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const int32 NumUniformBufferParameters = SingleShaderBindings.ParameterMapInfo.UniformBuffers.Num();
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checkf(SingleShaderBindings.ParameterMapInfo.TextureSamplers.Num() == 0, TEXT("Texture sampler parameters are not supported for ray tracing. UniformBuffers must be used for all resource binding."));
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checkf(SingleShaderBindings.ParameterMapInfo.SRVs.Num() == 0, TEXT("SRV parameters are not supported for ray tracing. UniformBuffers must be used for all resource binding."));
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// Measure parameter memory requirements
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int32 MaxUniformBufferIndex = -1;
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for (int32 UniformBufferIndex = 0; UniformBufferIndex < NumUniformBufferParameters; UniformBufferIndex++)
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{
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FShaderUniformBufferParameterInfo Parameter = UniformBufferParameters[UniformBufferIndex];
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const FRHIUniformBuffer* UniformBuffer = UniformBufferBindings[UniformBufferIndex];
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MaxUniformBufferIndex = FMath::Max((int32)Parameter.BaseIndex, MaxUniformBufferIndex);
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}
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const uint32 NumUniformBuffersToSet = MaxUniformBufferIndex + 1;
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const TMemoryImageArray<FShaderLooseParameterBufferInfo>& LooseParameterBuffers = SingleShaderBindings.ParameterMapInfo.LooseParameterBuffers;
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uint32 LooseParameterDataSize = 0;
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if (LooseParameterBuffers.Num())
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{
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check(LooseParameterBuffers.Num() <= 1);
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const FShaderLooseParameterBufferInfo& LooseParameterBuffer = SingleShaderBindings.ParameterMapInfo.LooseParameterBuffers[0];
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check(LooseParameterBuffer.BaseIndex == 0);
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for (int32 LooseParameterIndex = 0; LooseParameterIndex < LooseParameterBuffer.Parameters.Num(); LooseParameterIndex++)
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{
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FShaderLooseParameterInfo LooseParameter = LooseParameterBuffer.Parameters[LooseParameterIndex];
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LooseParameterDataSize = FMath::Max<uint32>(LooseParameterDataSize, LooseParameter.BaseIndex + LooseParameter.Size);
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}
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}
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// Vulkan places loose parameter data in the shader record which does not add to UB count
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checkf(MaxUniformBufferIndex + 1 == NumUniformBufferParameters + (GRHIGlobals.RayTracing.SupportsLooseParamsInShaderRecord ? 0 : LooseParameterBuffers.Num()),
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TEXT("Highest index of a uniform buffer was %d, but there were %d uniform buffer parameters and %d loose parameters"),
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MaxUniformBufferIndex,
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NumUniformBufferParameters,
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LooseParameterBuffers.Num());
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// Allocate and fill bindings
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FRayTracingLocalShaderBindings& Bindings = BindingWriter->AddWithInlineParameters(NumUniformBuffersToSet, LooseParameterDataSize);
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Bindings.RecordIndex = RecordIndex;
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Bindings.ShaderIndexInPipeline = ShaderIndexInPipeline;
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Bindings.UserData = UserData; // UserData could be used to store material ID or any other kind of per-material constant. This can be retrieved in hit shaders via GetHitGroupUserData().
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Bindings.BindingType = BindingType;
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for (int32 UniformBufferIndex = 0; UniformBufferIndex < NumUniformBufferParameters; UniformBufferIndex++)
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{
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FShaderUniformBufferParameterInfo Parameter = UniformBufferParameters[UniformBufferIndex];
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const FRHIUniformBuffer* UniformBuffer = UniformBufferBindings[UniformBufferIndex];
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Bindings.UniformBuffers[Parameter.BaseIndex] = const_cast<FRHIUniformBuffer*>(UniformBuffer);
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}
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if (LooseParameterBuffers.Num())
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{
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const FShaderLooseParameterBufferInfo& LooseParameterBuffer = SingleShaderBindings.ParameterMapInfo.LooseParameterBuffers[0];
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const uint8* LooseDataOffset = SingleShaderBindings.GetLooseDataStart();
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#if DO_CHECK
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// Memzero the loose parameter data because it's used for validation on persistent SBT entries to make sure binding data is always the same
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FMemory::Memzero(Bindings.LooseParameterData, LooseParameterDataSize);
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#endif // DO_CHECK
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for (int32 LooseParameterIndex = 0; LooseParameterIndex < LooseParameterBuffer.Parameters.Num(); LooseParameterIndex++)
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{
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FShaderLooseParameterInfo LooseParameter = LooseParameterBuffer.Parameters[LooseParameterIndex];
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FMemory::Memcpy(Bindings.LooseParameterData + LooseParameter.BaseIndex, LooseDataOffset, LooseParameter.Size);
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LooseDataOffset += LooseParameter.Size;
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}
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}
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return &Bindings;
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}
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FRayTracingLocalShaderBindings* FMeshDrawShaderBindings::SetRayTracingShaderBindingsForHitGroup(
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FRayTracingLocalShaderBindingWriter* BindingWriter,
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uint32 RecordIndex,
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const FRHIRayTracingGeometry* Geometry,
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uint32 GeometrySegmentIndex,
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uint32 HitGroupIndexInPipeline,
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ERayTracingLocalShaderBindingType BindingType) const
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{
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FRayTracingLocalShaderBindings* Bindings = SetRayTracingShaderBindings(BindingWriter, HitGroupIndexInPipeline, RecordIndex, 0, BindingType);
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Bindings->Geometry = Geometry;
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Bindings->SegmentIndex = GeometrySegmentIndex;
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return Bindings;
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}
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void FMeshDrawShaderBindings::SetRayTracingShaderBindingsForMissShader(
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FRHICommandList& RHICmdList,
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FRHIShaderBindingTable* SBT, uint32 RecordIndex,
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FRayTracingPipelineState* PipelineState, uint32 ShaderIndexInPipeline) const
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{
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check(ShaderLayouts.Num() == 1);
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FReadOnlyMeshDrawSingleShaderBindings SingleShaderBindings(ShaderLayouts[0], GetData());
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FShaderBindingState BindingState;
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const int32 MaxUniformBuffers = UE_ARRAY_COUNT(BindingState.UniformBuffers);
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FRHIUniformBuffer* const* RESTRICT UniformBufferBindings = SingleShaderBindings.GetUniformBufferStart();
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const FShaderUniformBufferParameterInfo* RESTRICT UniformBufferParameters = SingleShaderBindings.ParameterMapInfo.UniformBuffers.GetData();
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const int32 NumUniformBufferParameters = SingleShaderBindings.ParameterMapInfo.UniformBuffers.Num();
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checkf(SingleShaderBindings.ParameterMapInfo.TextureSamplers.Num() == 0, TEXT("Texture sampler parameters are not supported for ray tracing. UniformBuffers must be used for all resource binding."));
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checkf(SingleShaderBindings.ParameterMapInfo.SRVs.Num() == 0, TEXT("SRV parameters are not supported for ray tracing. UniformBuffers must be used for all resource binding."));
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// Measure parameter memory requirements
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int32 MaxUniformBufferUsed = -1;
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for (int32 UniformBufferIndex = 0; UniformBufferIndex < NumUniformBufferParameters; UniformBufferIndex++)
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{
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FShaderUniformBufferParameterInfo Parameter = UniformBufferParameters[UniformBufferIndex];
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checkSlow(Parameter.BaseIndex < MaxUniformBuffers);
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FRHIUniformBuffer* UniformBuffer = UniformBufferBindings[UniformBufferIndex];
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if (Parameter.BaseIndex < MaxUniformBuffers)
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{
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BindingState.UniformBuffers[Parameter.BaseIndex] = UniformBuffer;
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MaxUniformBufferUsed = FMath::Max((int32)Parameter.BaseIndex, MaxUniformBufferUsed);
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}
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}
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checkf(SingleShaderBindings.ParameterMapInfo.TextureSamplers.Num() == 0, TEXT("Texture sampler parameters are not supported for ray tracing. UniformBuffers must be used for all resource binding."));
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checkf(SingleShaderBindings.ParameterMapInfo.SRVs.Num() == 0, TEXT("SRV parameters are not supported for ray tracing. UniformBuffers must be used for all resource binding."));
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checkf(SingleShaderBindings.ParameterMapInfo.LooseParameterBuffers.Num() == 0, TEXT("Ray tracing miss shaders may not have loose parameters"));
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uint32 NumUniformBuffersToSet = MaxUniformBufferUsed + 1;
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const uint32 UserData = 0; // UserData could be used to store material ID or any other kind of per-material constant. This can be retrieved in hit shaders via GetHitGroupUserData().
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RHICmdList.SetRayTracingMissShader(
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SBT, RecordIndex,
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PipelineState, ShaderIndexInPipeline,
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NumUniformBuffersToSet, BindingState.UniformBuffers,
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UserData);
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}
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#endif // RHI_RAYTRACING
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FGraphicsMinimalPipelineStateId FGraphicsMinimalPipelineStateId::GetPersistentId(const FGraphicsMinimalPipelineStateInitializer& InPipelineState)
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|
{
|
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Experimental::FHashElementId TableId;
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#if MESH_DRAW_COMMAND_DEBUG_DATA
|
|
int32 DebugSalt;
|
|
#endif
|
|
auto hash = PersistentIdTable.ComputeHash(InPipelineState);
|
|
{
|
|
FRWScopeLock Lock(PersistentIdTableLock, SLT_ReadOnly);
|
|
|
|
#if UE_BUILD_DEBUG
|
|
FGraphicsMinimalPipelineStateInitializer PipelineStateDebug = FGraphicsMinimalPipelineStateInitializer(InPipelineState);
|
|
check(GetTypeHash(PipelineStateDebug) == GetTypeHash(InPipelineState));
|
|
check(PipelineStateDebug == InPipelineState);
|
|
#endif
|
|
|
|
TableId = PersistentIdTable.FindIdByHash(hash, InPipelineState);
|
|
|
|
|
|
if (!TableId.IsValid())
|
|
{
|
|
Lock.ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION();
|
|
|
|
TableId = PersistentIdTable.FindOrAddIdByHash(hash, InPipelineState, FRefCountedGraphicsMinimalPipelineState());
|
|
}
|
|
|
|
FRefCountedGraphicsMinimalPipelineState& Value = PersistentIdTable.GetByElementId(TableId).Value;
|
|
|
|
// Needs to be atomic, so condition is only true on first increment
|
|
if (Value.RefNum.fetch_add(1) == 0)
|
|
{
|
|
if (!NeedsShaderInitialisation)
|
|
{
|
|
NeedsShaderInitialisation = true;
|
|
}
|
|
ReffedItemCount++;
|
|
}
|
|
|
|
#if MESH_DRAW_COMMAND_DEBUG_DATA
|
|
DebugSalt = Value.DebugSalt;
|
|
#endif
|
|
}
|
|
|
|
checkf(TableId.GetIndex() < (MAX_uint32 >> 2), TEXT("Persistent FGraphicsMinimalPipelineStateId table overflow!"));
|
|
|
|
FGraphicsMinimalPipelineStateId Ret;
|
|
Ret.bValid = 1;
|
|
Ret.bComesFromLocalPipelineStateSet = 0;
|
|
Ret.SetElementIndex = TableId.GetIndex();
|
|
#if MESH_DRAW_COMMAND_DEBUG_DATA
|
|
Ret.DebugSalt = DebugSalt;
|
|
#endif
|
|
return Ret;
|
|
}
|
|
|
|
|
|
void FGraphicsMinimalPipelineStateId::InitializePersistentIds()
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(InitializePersistentMdcIds);
|
|
|
|
FRWScopeLock WriteLock(PersistentIdTableLock, SLT_Write);
|
|
if (NeedsShaderInitialisation)
|
|
{
|
|
for (TPair<const FGraphicsMinimalPipelineStateInitializer, FRefCountedGraphicsMinimalPipelineState>& Element : PersistentIdTable)
|
|
{
|
|
Element.Key.BoundShaderState.LazilyInitShaders();
|
|
}
|
|
NeedsShaderInitialisation = false;
|
|
}
|
|
}
|
|
|
|
void FGraphicsMinimalPipelineStateId::RemovePersistentId(FGraphicsMinimalPipelineStateId Id)
|
|
{
|
|
check(!Id.bComesFromLocalPipelineStateSet && Id.bValid);
|
|
|
|
{
|
|
FRWScopeLock WriteLock(PersistentIdTableLock, SLT_Write);
|
|
FRefCountedGraphicsMinimalPipelineState& RefCountedStateInitializer = PersistentIdTable.GetByElementId(Id.SetElementIndex).Value;
|
|
|
|
check(RefCountedStateInitializer.RefNum > 0);
|
|
--RefCountedStateInitializer.RefNum;
|
|
if (RefCountedStateInitializer.RefNum == 0)
|
|
{
|
|
ReffedItemCount--;
|
|
if (bIsIdTableFrozen == false)
|
|
{
|
|
PersistentIdTable.RemoveByElementId(Id.SetElementIndex);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FGraphicsMinimalPipelineStateId::FreezeIdTable(bool bFreeze)
|
|
{
|
|
if (bFreeze != bIsIdTableFrozen)
|
|
{
|
|
FRWScopeLock WriteLock(PersistentIdTableLock, SLT_Write);
|
|
bIsIdTableFrozen = bFreeze;
|
|
|
|
// When set back to false, do a pass through the table and clean up any zero ref items. Zero ref items usually don't happen
|
|
// in practice given the context of how this function is used during calls to FPrimitiveSceneInfo::UpdateStaticMeshes where
|
|
// multiple scene renderers are running (i.e. nDisplay multi-view). That function removes and re-creates draw commands for a
|
|
// set of render proxies, which we expect to produce the same set of pipeline cache IDs, given that no game logic can run
|
|
// to change any state in the render proxies between renders of the same scene. We could assert, but cleaning up the zero
|
|
// reference items isn't an unreasonable option either (in case someone tries to use this function for other purposes)...
|
|
if (bFreeze == false)
|
|
{
|
|
// We can detect whether we need to scan the table for zero ref items, by checking whether the number of items with
|
|
// non-zero ref count equals the number of items in the table.
|
|
if (PersistentIdTable.Num() != ReffedItemCount)
|
|
{
|
|
// There's a bug in our reference counting if the reffed item count is more than the items actually in the table
|
|
check(PersistentIdTable.Num() > ReffedItemCount);
|
|
|
|
// Remove zero reffed items
|
|
for (auto PersistentIdIterator = PersistentIdTable.begin(); PersistentIdIterator != PersistentIdTable.end(); ++PersistentIdIterator)
|
|
{
|
|
if (PersistentIdTable.GetByElementId(PersistentIdIterator.GetElementId()).Value.RefNum == 0)
|
|
{
|
|
PersistentIdTable.RemoveByElementId(PersistentIdIterator.GetElementId());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
FGraphicsMinimalPipelineStateId FGraphicsMinimalPipelineStateId::GetPipelineStateId(const FGraphicsMinimalPipelineStateInitializer& InPipelineState, FGraphicsMinimalPipelineStateSet& InOutPassSet, bool& InNeedsShaderInitialisation)
|
|
{
|
|
FGraphicsMinimalPipelineStateId Ret;
|
|
Ret.bValid = 1;
|
|
Ret.bComesFromLocalPipelineStateSet = 1;
|
|
#if UE_BUILD_DEBUG
|
|
FGraphicsMinimalPipelineStateInitializer PipelineStateDebug = FGraphicsMinimalPipelineStateInitializer(InPipelineState);
|
|
check(GetTypeHash(PipelineStateDebug) == GetTypeHash(InPipelineState));
|
|
check(PipelineStateDebug == InPipelineState);
|
|
#endif
|
|
Experimental::FHashElementId TableIndex = InOutPassSet.FindOrAddId(InPipelineState);
|
|
#if UE_BUILD_DEBUG
|
|
check(InOutPassSet.GetByElementId(TableIndex) == InPipelineState);
|
|
#endif
|
|
InNeedsShaderInitialisation = InNeedsShaderInitialisation || InPipelineState.BoundShaderState.NeedsShaderInitialisation();
|
|
|
|
checkf(TableIndex.GetIndex() < (MAX_uint32 >> 2), TEXT("One frame FGraphicsMinimalPipelineStateId table overflow!"));
|
|
|
|
Ret.SetElementIndex = TableIndex.GetIndex();
|
|
#if MESH_DRAW_COMMAND_DEBUG_DATA
|
|
Ret.DebugSalt = 0; // Salt is ignored for pipelines from local pipeline state set, just initialize to zero
|
|
#endif
|
|
return Ret;
|
|
}
|
|
|
|
void FGraphicsMinimalPipelineStateId::ResetLocalPipelineIdTableSize()
|
|
{
|
|
#if MESH_DRAW_COMMAND_DEBUG_DATA
|
|
int32 CapturedPipelineIdTableSize;
|
|
do
|
|
{
|
|
CapturedPipelineIdTableSize = CurrentLocalPipelineIdTableSize;
|
|
}while (!CurrentLocalPipelineIdTableSize.compare_exchange_strong(CapturedPipelineIdTableSize, 0));
|
|
|
|
LocalPipelineIdTableSize = CapturedPipelineIdTableSize;
|
|
#endif //MESH_DRAW_COMMAND_DEBUG_DATA
|
|
}
|
|
|
|
void FGraphicsMinimalPipelineStateId::AddSizeToLocalPipelineIdTableSize(SIZE_T Size)
|
|
{
|
|
#if MESH_DRAW_COMMAND_DEBUG_DATA
|
|
CurrentLocalPipelineIdTableSize += int32(Size);
|
|
#endif
|
|
}
|
|
|
|
FMeshDrawShaderBindings::~FMeshDrawShaderBindings()
|
|
{
|
|
Release();
|
|
}
|
|
|
|
void FMeshDrawShaderBindings::Initialize(const FMeshProcessorShaders& Shaders)
|
|
{
|
|
const int32 NumShaderFrequencies =
|
|
(Shaders.VertexShader.IsValid() ? 1 : 0) +
|
|
(Shaders.PixelShader.IsValid() ? 1 : 0) +
|
|
(Shaders.GeometryShader.IsValid() ? 1 : 0) +
|
|
(Shaders.ComputeShader.IsValid() ? 1 : 0) +
|
|
(Shaders.WorkGraphShader.IsValid() ? 1 : 0)
|
|
#if RHI_RAYTRACING
|
|
+ (Shaders.RayTracingShader.IsValid() ? 1 : 0)
|
|
#endif
|
|
;
|
|
|
|
ShaderLayouts.Empty(NumShaderFrequencies);
|
|
int32 ShaderBindingDataSize = 0;
|
|
|
|
if (Shaders.VertexShader.IsValid())
|
|
{
|
|
ShaderLayouts.Add(FMeshDrawShaderBindingsLayout(Shaders.VertexShader));
|
|
ShaderBindingDataSize += ShaderLayouts.Last().GetDataSizeBytes();
|
|
check(ShaderFrequencyBits < (1 << SF_Vertex));
|
|
ShaderFrequencyBits |= (1 << SF_Vertex);
|
|
}
|
|
|
|
if (Shaders.PixelShader.IsValid())
|
|
{
|
|
ShaderLayouts.Add(FMeshDrawShaderBindingsLayout(Shaders.PixelShader));
|
|
ShaderBindingDataSize += ShaderLayouts.Last().GetDataSizeBytes();
|
|
check(ShaderFrequencyBits < (1 << SF_Pixel));
|
|
ShaderFrequencyBits |= (1 << SF_Pixel);
|
|
}
|
|
|
|
if (Shaders.GeometryShader.IsValid())
|
|
{
|
|
ShaderLayouts.Add(FMeshDrawShaderBindingsLayout(Shaders.GeometryShader));
|
|
ShaderBindingDataSize += ShaderLayouts.Last().GetDataSizeBytes();
|
|
check(ShaderFrequencyBits < (1 << SF_Geometry));
|
|
ShaderFrequencyBits |= (1 << SF_Geometry);
|
|
}
|
|
|
|
if (Shaders.ComputeShader.IsValid())
|
|
{
|
|
ShaderLayouts.Add(FMeshDrawShaderBindingsLayout(Shaders.ComputeShader));
|
|
ShaderBindingDataSize += ShaderLayouts.Last().GetDataSizeBytes();
|
|
check(ShaderFrequencyBits < (1 << SF_Compute));
|
|
ShaderFrequencyBits |= (1 << SF_Compute);
|
|
}
|
|
|
|
if (Shaders.WorkGraphShader.IsValid())
|
|
{
|
|
ShaderLayouts.Add(FMeshDrawShaderBindingsLayout(Shaders.WorkGraphShader));
|
|
ShaderBindingDataSize += ShaderLayouts.Last().GetDataSizeBytes();
|
|
check(ShaderFrequencyBits < (1 << SF_WorkGraphComputeNode));
|
|
ShaderFrequencyBits |= (1 << SF_WorkGraphComputeNode);
|
|
}
|
|
|
|
#if RHI_RAYTRACING
|
|
if (Shaders.RayTracingShader.IsValid())
|
|
{
|
|
ShaderLayouts.Add(FMeshDrawShaderBindingsLayout(Shaders.RayTracingShader));
|
|
ShaderBindingDataSize += ShaderLayouts.Last().GetDataSizeBytes();
|
|
|
|
const EShaderFrequency Frequency = Shaders.RayTracingShader->GetFrequency();
|
|
check(ShaderFrequencyBits < (1 << Frequency));
|
|
ShaderFrequencyBits |= (1 << Frequency);
|
|
}
|
|
#endif
|
|
|
|
checkSlow(ShaderLayouts.Num() == NumShaderFrequencies);
|
|
|
|
if (ShaderBindingDataSize > 0)
|
|
{
|
|
AllocateZeroed(ShaderBindingDataSize);
|
|
}
|
|
}
|
|
|
|
void FMeshDrawShaderBindings::Initialize(const TShaderRef<FShader>& Shader)
|
|
{
|
|
const int32 NumShaderFrequencies = (Shader.IsValid() ? 1 : 0);
|
|
|
|
ShaderLayouts.Empty(NumShaderFrequencies);
|
|
int32 ShaderBindingDataSize = 0;
|
|
|
|
if (Shader.IsValid())
|
|
{
|
|
ShaderLayouts.Add(FMeshDrawShaderBindingsLayout(Shader));
|
|
ShaderBindingDataSize += ShaderLayouts.Last().GetDataSizeBytes();
|
|
|
|
const EShaderFrequency Frequency = Shader->GetFrequency();
|
|
check(ShaderFrequencyBits < (1 << Frequency));
|
|
ShaderFrequencyBits |= (1 << Frequency);
|
|
}
|
|
|
|
checkSlow(ShaderLayouts.Num() == NumShaderFrequencies);
|
|
|
|
if (ShaderBindingDataSize > 0)
|
|
{
|
|
AllocateZeroed(ShaderBindingDataSize);
|
|
}
|
|
}
|
|
|
|
void FMeshDrawShaderBindings::Finalize(const FMeshProcessorShaders* ShadersForDebugging)
|
|
{
|
|
#if VALIDATE_MESH_COMMAND_BINDINGS
|
|
if (!ShadersForDebugging)
|
|
{
|
|
return;
|
|
}
|
|
|
|
const uint8* ShaderBindingDataPtr = GetData();
|
|
uint32 ShaderFrequencyBitIndex = ~0;
|
|
for (int32 ShaderBindingsIndex = 0; ShaderBindingsIndex < ShaderLayouts.Num(); ShaderBindingsIndex++)
|
|
{
|
|
EShaderFrequency Frequency = SF_NumFrequencies;
|
|
while (true)
|
|
{
|
|
ShaderFrequencyBitIndex++;
|
|
if ((ShaderFrequencyBits & (1 << ShaderFrequencyBitIndex)) != 0)
|
|
{
|
|
Frequency = EShaderFrequency(ShaderFrequencyBitIndex);
|
|
break;
|
|
}
|
|
}
|
|
check(Frequency < SF_NumFrequencies);
|
|
|
|
const FMeshDrawShaderBindingsLayout& ShaderLayout = ShaderLayouts[ShaderBindingsIndex];
|
|
|
|
TShaderRef<FShader> Shader = ShadersForDebugging->GetShader(Frequency);
|
|
check(Shader.IsValid());
|
|
const FVertexFactoryType* VFType = Shader.GetVertexFactoryType();
|
|
|
|
FReadOnlyMeshDrawSingleShaderBindings SingleShaderBindings(ShaderLayout, ShaderBindingDataPtr);
|
|
|
|
FRHIUniformBuffer* const* UniformBufferBindings = SingleShaderBindings.GetUniformBufferStart();
|
|
|
|
for (int32 BindingIndex = 0; BindingIndex < ShaderLayout.ParameterMapInfo.UniformBuffers.Num(); BindingIndex++)
|
|
{
|
|
FShaderUniformBufferParameterInfo ParameterInfo = ShaderLayout.ParameterMapInfo.UniformBuffers[BindingIndex];
|
|
|
|
FRHIUniformBuffer* UniformBufferValue = UniformBufferBindings[BindingIndex];
|
|
|
|
if (!UniformBufferValue)
|
|
{
|
|
// Search the automatically bound uniform buffers for more context if available
|
|
const FShaderParametersMetadata* AutomaticallyBoundUniformBufferStruct = Shader->FindAutomaticallyBoundUniformBufferStruct(ParameterInfo.BaseIndex);
|
|
|
|
if (AutomaticallyBoundUniformBufferStruct)
|
|
{
|
|
ensureMsgf(
|
|
UniformBufferValue || EnumHasAnyFlags(AutomaticallyBoundUniformBufferStruct->GetBindingFlags(), EUniformBufferBindingFlags::Static) || EnumHasAnyFlags(AutomaticallyBoundUniformBufferStruct->GetUsageFlags(), FShaderParametersMetadata::EUsageFlags::ManuallyBoundByPass),
|
|
TEXT("Shader %s with vertex factory %s never set automatically bound uniform buffer at BaseIndex %i. Expected buffer of type %s. This can cause GPU hangs, depending on how the shader uses it."),
|
|
Shader.GetType()->GetName(),
|
|
VFType ? VFType->GetName() : TEXT("nullptr"),
|
|
ParameterInfo.BaseIndex,
|
|
AutomaticallyBoundUniformBufferStruct->GetStructTypeName());
|
|
}
|
|
else
|
|
{
|
|
ensureMsgf(UniformBufferValue, TEXT("Shader %s with vertex factory %s never set uniform buffer at BaseIndex %i. This can cause GPU hangs, depending on how the shader uses it."),
|
|
VFType ? VFType->GetName() : TEXT("nullptr"),
|
|
Shader.GetType()->GetName(),
|
|
ParameterInfo.BaseIndex);
|
|
}
|
|
}
|
|
}
|
|
|
|
FRHISamplerState* const* SamplerBindings = SingleShaderBindings.GetSamplerStart();
|
|
|
|
for (int32 BindingIndex = 0; BindingIndex < ShaderLayout.ParameterMapInfo.TextureSamplers.Num(); BindingIndex++)
|
|
{
|
|
FShaderResourceParameterInfo ParameterInfo = ShaderLayout.ParameterMapInfo.TextureSamplers[BindingIndex];
|
|
const FRHISamplerState* SamplerValue = SamplerBindings[BindingIndex];
|
|
ensureMsgf(SamplerValue, TEXT("Shader %s with vertex factory %s never set sampler at BaseIndex %u. This can cause GPU hangs, depending on how the shader uses it."),
|
|
Shader.GetType()->GetName(),
|
|
VFType ? VFType->GetName() : TEXT("nullptr"),
|
|
ParameterInfo.BaseIndex);
|
|
}
|
|
|
|
const uint8* RESTRICT SRVType = SingleShaderBindings.GetSRVTypeStart();
|
|
FRHIResource* const* RESTRICT SRVBindings = SingleShaderBindings.GetSRVStart();
|
|
const FShaderResourceParameterInfo* RESTRICT SRVParameters = SingleShaderBindings.ParameterMapInfo.SRVs.GetData();
|
|
const uint32 NumSRVs = SingleShaderBindings.ParameterMapInfo.SRVs.Num();
|
|
|
|
for (uint32 SRVIndex = 0; SRVIndex < NumSRVs; SRVIndex++)
|
|
{
|
|
FShaderResourceParameterInfo Parameter = SRVParameters[SRVIndex];
|
|
|
|
uint32 TypeByteIndex = SRVIndex / 8;
|
|
uint32 TypeBitIndex = SRVIndex % 8;
|
|
|
|
if (SRVType[TypeByteIndex] & (1 << TypeBitIndex))
|
|
{
|
|
FRHIShaderResourceView* SRV = (FRHIShaderResourceView*)SRVBindings[SRVIndex];
|
|
|
|
ensureMsgf(SRV, TEXT("Shader %s with vertex factory %s never set SRV at BaseIndex %u. This can cause GPU hangs, depending on how the shader uses it."),
|
|
Shader.GetType()->GetName(),
|
|
VFType ? VFType->GetName() : TEXT("nullptr"),
|
|
Parameter.BaseIndex);
|
|
}
|
|
else
|
|
{
|
|
FRHITexture* Texture = (FRHITexture*)SRVBindings[SRVIndex];
|
|
|
|
ensureMsgf(Texture, TEXT("Shader %s with vertex factory %s never set texture at BaseIndex %u. This can cause GPU hangs, depending on how the shader uses it."),
|
|
Shader.GetType()->GetName(),
|
|
VFType ? VFType->GetName() : TEXT("nullptr"),
|
|
Parameter.BaseIndex);
|
|
}
|
|
}
|
|
|
|
ShaderBindingDataPtr += ShaderLayout.GetDataSizeBytes();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void FMeshDrawShaderBindings::CopyFrom(const FMeshDrawShaderBindings& Other)
|
|
{
|
|
Release();
|
|
ShaderLayouts = Other.ShaderLayouts;
|
|
ShaderFrequencyBits = Other.ShaderFrequencyBits;
|
|
|
|
Allocate(Other.Size);
|
|
|
|
if (Other.UsesInlineStorage())
|
|
{
|
|
Data = Other.Data;
|
|
}
|
|
else
|
|
{
|
|
FPlatformMemory::Memcpy(GetData(), Other.GetData(), Size);
|
|
}
|
|
|
|
#if VALIDATE_UNIFORM_BUFFER_LIFETIME
|
|
uint8* ShaderBindingDataPtr = GetData();
|
|
|
|
for (int32 ShaderBindingsIndex = 0; ShaderBindingsIndex < ShaderLayouts.Num(); ShaderBindingsIndex++)
|
|
{
|
|
FMeshDrawSingleShaderBindings SingleShaderBindings(ShaderLayouts[ShaderBindingsIndex], ShaderBindingDataPtr);
|
|
const FRHIUniformBuffer** RESTRICT UniformBufferBindings = SingleShaderBindings.GetUniformBufferStart();
|
|
const int32 NumUniformBuffers = SingleShaderBindings.ParameterMapInfo.UniformBuffers.Num();
|
|
|
|
for (int32 UniformBufferIndex = 0; UniformBufferIndex < NumUniformBuffers; UniformBufferIndex++)
|
|
{
|
|
const FRHIUniformBuffer* UniformBuffer = UniformBufferBindings[UniformBufferIndex];
|
|
|
|
if (UniformBuffer)
|
|
{
|
|
UniformBuffer->NumMeshCommandReferencesForDebugging++;
|
|
}
|
|
}
|
|
|
|
ShaderBindingDataPtr += ShaderLayouts[ShaderBindingsIndex].GetDataSizeBytes();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void FMeshDrawShaderBindings::Release()
|
|
{
|
|
#if VALIDATE_UNIFORM_BUFFER_LIFETIME
|
|
uint8* ShaderBindingDataPtr = GetData();
|
|
|
|
for (int32 ShaderBindingsIndex = 0; ShaderBindingsIndex < ShaderLayouts.Num(); ShaderBindingsIndex++)
|
|
{
|
|
FMeshDrawSingleShaderBindings SingleShaderBindings(ShaderLayouts[ShaderBindingsIndex], ShaderBindingDataPtr);
|
|
const FRHIUniformBuffer** RESTRICT UniformBufferBindings = SingleShaderBindings.GetUniformBufferStart();
|
|
const int32 NumUniformBuffers = SingleShaderBindings.ParameterMapInfo.UniformBuffers.Num();
|
|
|
|
for (int32 UniformBufferIndex = 0; UniformBufferIndex < NumUniformBuffers; UniformBufferIndex++)
|
|
{
|
|
if (const FRHIUniformBuffer* UniformBuffer = UniformBufferBindings[UniformBufferIndex])
|
|
{
|
|
const int32 NumMeshCommandReferencesForDebugging = --UniformBuffer->NumMeshCommandReferencesForDebugging;
|
|
check(NumMeshCommandReferencesForDebugging >= 0);
|
|
}
|
|
}
|
|
|
|
ShaderBindingDataPtr += ShaderLayouts[ShaderBindingsIndex].GetDataSizeBytes();
|
|
}
|
|
#endif
|
|
|
|
if (Size > sizeof(FData))
|
|
{
|
|
delete[] Data.GetHeapData();
|
|
}
|
|
Size = 0;
|
|
Data.SetHeapData(nullptr);
|
|
}
|
|
|
|
bool FMinimalBoundShaderStateInput::AllowSkipUnloadedShaders() const
|
|
{
|
|
return GSkipUnloadedShaders;
|
|
}
|
|
|
|
void FGraphicsMinimalPipelineStateInitializer::SetupBoundShaderState(FRHIVertexDeclaration* VertexDeclaration, const FMeshProcessorShaders& Shaders)
|
|
{
|
|
BoundShaderState = FMinimalBoundShaderStateInput();
|
|
BoundShaderState.VertexDeclarationRHI = VertexDeclaration;
|
|
|
|
checkf(Shaders.VertexShader.IsValid(), TEXT("Can't render without a vertex shader"));
|
|
|
|
if(Shaders.VertexShader.IsValid())
|
|
{
|
|
checkSlow(Shaders.VertexShader->GetFrequency() == SF_Vertex);
|
|
BoundShaderState.VertexShaderResource = Shaders.VertexShader.GetResource();
|
|
BoundShaderState.VertexShaderIndex = Shaders.VertexShader->GetResourceIndex();
|
|
check(BoundShaderState.VertexShaderResource->IsValidShaderIndex(BoundShaderState.VertexShaderIndex));
|
|
}
|
|
if (Shaders.PixelShader.IsValid())
|
|
{
|
|
checkSlow(Shaders.PixelShader->GetFrequency() == SF_Pixel);
|
|
BoundShaderState.PixelShaderResource = Shaders.PixelShader.GetResource();
|
|
BoundShaderState.PixelShaderIndex = Shaders.PixelShader->GetResourceIndex();
|
|
check(BoundShaderState.PixelShaderResource->IsValidShaderIndex(BoundShaderState.PixelShaderIndex));
|
|
}
|
|
#if PLATFORM_SUPPORTS_GEOMETRY_SHADERS
|
|
if (Shaders.GeometryShader.IsValid())
|
|
{
|
|
checkSlow(Shaders.GeometryShader->GetFrequency() == SF_Geometry);
|
|
BoundShaderState.GeometryShaderResource = Shaders.GeometryShader.GetResource();
|
|
BoundShaderState.GeometryShaderIndex = Shaders.GeometryShader->GetResourceIndex();
|
|
check(BoundShaderState.GeometryShaderResource->IsValidShaderIndex(BoundShaderState.GeometryShaderIndex));
|
|
}
|
|
#endif // PLATFORM_SUPPORTS_GEOMETRY_SHADERS
|
|
}
|
|
|
|
void FGraphicsMinimalPipelineStateInitializer::ComputeStatePrecachePSOHash()
|
|
{
|
|
if(StatePrecachePSOHash == 0)
|
|
{
|
|
StatePrecachePSOHash = AsGraphicsPipelineStateInitializer().StatePrecachePSOHash;
|
|
check(StatePrecachePSOHash);
|
|
}
|
|
else
|
|
{
|
|
checkSlow(StatePrecachePSOHash == AsGraphicsPipelineStateInitializer().StatePrecachePSOHash);
|
|
}
|
|
}
|
|
|
|
void FMeshDrawCommand::SetDrawParametersAndFinalize(
|
|
const FMeshBatch& MeshBatch,
|
|
int32 BatchElementIndex,
|
|
FGraphicsMinimalPipelineStateId PipelineId,
|
|
const FMeshProcessorShaders* ShadersForDebugging)
|
|
{
|
|
const FMeshBatchElement& BatchElement = MeshBatch.Elements[BatchElementIndex];
|
|
|
|
check(!BatchElement.IndexBuffer || (BatchElement.IndexBuffer && BatchElement.IndexBuffer->IsInitialized() && BatchElement.IndexBuffer->IndexBufferRHI));
|
|
IndexBuffer = BatchElement.IndexBuffer ? BatchElement.IndexBuffer->IndexBufferRHI.GetReference() : nullptr;
|
|
FirstIndex = BatchElement.FirstIndex;
|
|
NumPrimitives = BatchElement.NumPrimitives;
|
|
NumInstances = BatchElement.NumInstances;
|
|
|
|
// If the mesh batch has a valid dynamic index buffer, use it instead
|
|
if (BatchElement.DynamicIndexBuffer.IsValid() && BatchElement.DynamicIndexBuffer.IndexBuffer->IsInitialized())
|
|
{
|
|
check(!BatchElement.DynamicIndexBuffer.IndexBuffer || (BatchElement.DynamicIndexBuffer.IndexBuffer && BatchElement.DynamicIndexBuffer.IndexBuffer->IsInitialized() && BatchElement.DynamicIndexBuffer.IndexBuffer->IndexBufferRHI));
|
|
IndexBuffer = BatchElement.DynamicIndexBuffer.IndexBuffer ? BatchElement.DynamicIndexBuffer.IndexBuffer->IndexBufferRHI.GetReference() : nullptr;
|
|
FirstIndex = BatchElement.DynamicIndexBuffer.FirstIndex;
|
|
PrimitiveType = EPrimitiveType(BatchElement.DynamicIndexBuffer.PrimitiveType);
|
|
}
|
|
|
|
if (NumPrimitives > 0)
|
|
{
|
|
VertexParams.BaseVertexIndex = BatchElement.BaseVertexIndex;
|
|
VertexParams.NumVertices = BatchElement.MaxVertexIndex - BatchElement.MinVertexIndex + 1;
|
|
checkf(!BatchElement.IndirectArgsBuffer, TEXT("FMeshBatchElement::NumPrimitives must be set to 0 when a IndirectArgsBuffer is used"));
|
|
}
|
|
else
|
|
{
|
|
checkf(BatchElement.IndirectArgsBuffer, TEXT("It is only valid to set BatchElement.NumPrimitives == 0 when a IndirectArgsBuffer is used"));
|
|
IndirectArgs.Buffer = BatchElement.IndirectArgsBuffer;
|
|
IndirectArgs.Offset = BatchElement.IndirectArgsOffset;
|
|
}
|
|
|
|
Finalize(PipelineId, ShadersForDebugging);
|
|
}
|
|
|
|
void FMeshDrawShaderBindings::SetOnCommandList(FRHICommandList& RHICmdList, const FBoundShaderStateInput& Shaders, FShaderBindingState* StateCacheShaderBindings) const
|
|
{
|
|
const uint8* ShaderBindingDataPtr = GetData();
|
|
uint32 ShaderFrequencyBitIndex = ~0;
|
|
for (int32 ShaderBindingsIndex = 0; ShaderBindingsIndex < ShaderLayouts.Num(); ShaderBindingsIndex++)
|
|
{
|
|
EShaderFrequency Frequency = SF_NumFrequencies;
|
|
while (true)
|
|
{
|
|
ShaderFrequencyBitIndex++;
|
|
if ((ShaderFrequencyBits & (1 << ShaderFrequencyBitIndex)) != 0)
|
|
{
|
|
Frequency = EShaderFrequency(ShaderFrequencyBitIndex);
|
|
break;
|
|
}
|
|
}
|
|
check(Frequency < SF_NumFrequencies);
|
|
|
|
FReadOnlyMeshDrawSingleShaderBindings SingleShaderBindings(ShaderLayouts[ShaderBindingsIndex], ShaderBindingDataPtr);
|
|
FShaderBindingState& ShaderBindingState = StateCacheShaderBindings[Frequency];
|
|
|
|
if (Frequency == SF_Vertex)
|
|
{
|
|
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
|
|
FReadOnlyMeshDrawSingleShaderBindings::SetShaderBindings(BatchedParameters, SingleShaderBindings, ShaderBindingState);
|
|
RHICmdList.SetBatchedShaderParameters(Shaders.VertexShaderRHI, BatchedParameters);
|
|
}
|
|
else if (Frequency == SF_Pixel)
|
|
{
|
|
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
|
|
FReadOnlyMeshDrawSingleShaderBindings::SetShaderBindings(BatchedParameters, SingleShaderBindings, ShaderBindingState);
|
|
RHICmdList.SetBatchedShaderParameters(Shaders.PixelShaderRHI, BatchedParameters);
|
|
}
|
|
else if (Frequency == SF_Geometry)
|
|
{
|
|
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
|
|
FReadOnlyMeshDrawSingleShaderBindings::SetShaderBindings(BatchedParameters, SingleShaderBindings, ShaderBindingState);
|
|
RHICmdList.SetBatchedShaderParameters(Shaders.GetGeometryShader(), BatchedParameters);
|
|
}
|
|
else
|
|
{
|
|
checkf(0, TEXT("Unknown shader frequency"));
|
|
}
|
|
|
|
ShaderBindingDataPtr += ShaderLayouts[ShaderBindingsIndex].GetDataSizeBytes();
|
|
}
|
|
}
|
|
|
|
void FMeshDrawShaderBindings::SetParameters(FRHIBatchedShaderParameters& BatchedParameters, class FShaderBindingState* StateCacheShaderBindings) const
|
|
{
|
|
check(ShaderLayouts.Num() == 1);
|
|
FReadOnlyMeshDrawSingleShaderBindings SingleShaderBindings(ShaderLayouts[0], GetData());
|
|
|
|
if (StateCacheShaderBindings != nullptr)
|
|
{
|
|
FReadOnlyMeshDrawSingleShaderBindings::SetShaderBindings(BatchedParameters, SingleShaderBindings, *StateCacheShaderBindings);
|
|
}
|
|
else
|
|
{
|
|
FReadOnlyMeshDrawSingleShaderBindings::SetShaderBindings(BatchedParameters, SingleShaderBindings);
|
|
}
|
|
}
|
|
|
|
void FMeshDrawShaderBindings::SetOnCommandList(FRHIComputeCommandList& RHICmdList, FRHIComputeShader* Shader, FShaderBindingState* StateCacheShaderBindings) const
|
|
{
|
|
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
|
|
SetParameters(BatchedParameters, StateCacheShaderBindings);
|
|
RHICmdList.SetBatchedShaderParameters(Shader, BatchedParameters);
|
|
}
|
|
|
|
bool FMeshDrawShaderBindings::MatchesForDynamicInstancing(const FMeshDrawShaderBindings& Rhs) const
|
|
{
|
|
if (ShaderFrequencyBits != Rhs.ShaderFrequencyBits)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (ShaderLayouts.Num() != Rhs.ShaderLayouts.Num())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
for (int Index = 0; Index < ShaderLayouts.Num(); Index++)
|
|
{
|
|
if (!(ShaderLayouts[Index] == Rhs.ShaderLayouts[Index]))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
const uint8* ShaderBindingDataPtr = GetData();
|
|
const uint8* OtherShaderBindingDataPtr = Rhs.GetData();
|
|
|
|
for (int32 ShaderBindingsIndex = 0; ShaderBindingsIndex < ShaderLayouts.Num(); ShaderBindingsIndex++)
|
|
{
|
|
FReadOnlyMeshDrawSingleShaderBindings SingleShaderBindings(ShaderLayouts[ShaderBindingsIndex], ShaderBindingDataPtr);
|
|
FReadOnlyMeshDrawSingleShaderBindings OtherSingleShaderBindings(Rhs.ShaderLayouts[ShaderBindingsIndex], OtherShaderBindingDataPtr);
|
|
|
|
if (SingleShaderBindings.ParameterMapInfo.LooseParameterBuffers.Num())
|
|
{
|
|
const uint8* LooseBindings = SingleShaderBindings.GetLooseDataStart();
|
|
const uint8* OtherLooseBindings = OtherSingleShaderBindings.GetLooseDataStart();
|
|
const uint32 LooseLength = SingleShaderBindings.GetLooseDataSizeBytes();
|
|
const uint32 OtherLength = OtherSingleShaderBindings.GetLooseDataSizeBytes();
|
|
|
|
if (LooseLength != OtherLength)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (memcmp(LooseBindings, OtherLooseBindings, LooseLength) != 0)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
FRHISamplerState* const* SamplerBindings = SingleShaderBindings.GetSamplerStart();
|
|
FRHISamplerState* const* OtherSamplerBindings = OtherSingleShaderBindings.GetSamplerStart();
|
|
for (int32 SamplerIndex = 0; SamplerIndex < SingleShaderBindings.ParameterMapInfo.TextureSamplers.Num(); SamplerIndex++)
|
|
{
|
|
const FRHIResource* Sampler = SamplerBindings[SamplerIndex];
|
|
const FRHIResource* OtherSampler = OtherSamplerBindings[SamplerIndex];
|
|
if (Sampler != OtherSampler)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
FRHIResource* const* SrvBindings = SingleShaderBindings.GetSRVStart();
|
|
FRHIResource* const* OtherSrvBindings = OtherSingleShaderBindings.GetSRVStart();
|
|
for (int32 SrvIndex = 0; SrvIndex < SingleShaderBindings.ParameterMapInfo.SRVs.Num(); SrvIndex++)
|
|
{
|
|
const FRHIResource* Srv = SrvBindings[SrvIndex];
|
|
const FRHIResource* OtherSrv = OtherSrvBindings[SrvIndex];
|
|
if (Srv != OtherSrv)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
FRHIUniformBuffer* const* UniformBufferBindings = SingleShaderBindings.GetUniformBufferStart();
|
|
FRHIUniformBuffer* const* OtherUniformBufferBindings = OtherSingleShaderBindings.GetUniformBufferStart();
|
|
for (int32 UniformBufferIndex = 0; UniformBufferIndex < SingleShaderBindings.ParameterMapInfo.UniformBuffers.Num(); UniformBufferIndex++)
|
|
{
|
|
const FRHIUniformBuffer* UniformBuffer = UniformBufferBindings[UniformBufferIndex];
|
|
const FRHIUniformBuffer* OtherUniformBuffer = OtherUniformBufferBindings[UniformBufferIndex];
|
|
|
|
if (UniformBuffer != OtherUniformBuffer)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
ShaderBindingDataPtr += ShaderLayouts[ShaderBindingsIndex].GetDataSizeBytes();
|
|
OtherShaderBindingDataPtr += Rhs.ShaderLayouts[ShaderBindingsIndex].GetDataSizeBytes();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
uint32 FMeshDrawShaderBindings::GetDynamicInstancingHash() const
|
|
{
|
|
//add and initialize any leftover padding within the struct to avoid unstable keys
|
|
struct FHashKey
|
|
{
|
|
uint32 LooseParametersHash = 0;
|
|
uint32 UniformBufferHash = 0;
|
|
uint16 Size;
|
|
uint16 Frequencies;
|
|
static inline uint32 PointerHash(const void* Key)
|
|
{
|
|
#if PLATFORM_64BITS
|
|
// Ignoring the lower 4 bits since they are likely zero anyway.
|
|
// Higher bits are more significant in 64 bit builds.
|
|
return reinterpret_cast<UPTRINT>(Key) >> 4;
|
|
#else
|
|
return reinterpret_cast<UPTRINT>(Key);
|
|
#endif
|
|
};
|
|
|
|
static inline uint32 HashCombine(uint32 A, uint32 B)
|
|
{
|
|
return A ^ (B + 0x9e3779b9 + (A << 6) + (A >> 2));
|
|
}
|
|
} HashKey;
|
|
|
|
HashKey.Size = Size;
|
|
HashKey.Frequencies = ShaderFrequencyBits;
|
|
|
|
const uint8* ShaderBindingDataPtr = GetData();
|
|
for (int32 ShaderBindingsIndex = 0; ShaderBindingsIndex < ShaderLayouts.Num(); ShaderBindingsIndex++)
|
|
{
|
|
FReadOnlyMeshDrawSingleShaderBindings SingleShaderBindings(ShaderLayouts[ShaderBindingsIndex], ShaderBindingDataPtr);
|
|
|
|
if (SingleShaderBindings.ParameterMapInfo.LooseParameterBuffers.Num())
|
|
{
|
|
const uint8* LooseBindings = SingleShaderBindings.GetLooseDataStart();
|
|
uint32 Length = SingleShaderBindings.GetLooseDataSizeBytes();
|
|
HashKey.LooseParametersHash = uint32(CityHash64((const char*)LooseBindings, Length));
|
|
}
|
|
|
|
FRHISamplerState* const* SamplerBindings = SingleShaderBindings.GetSamplerStart();
|
|
for (int32 SamplerIndex = 0; SamplerIndex < SingleShaderBindings.ParameterMapInfo.TextureSamplers.Num(); SamplerIndex++)
|
|
{
|
|
const FRHIResource* Sampler = SamplerBindings[SamplerIndex];
|
|
HashKey.LooseParametersHash = FHashKey::HashCombine(FHashKey::PointerHash(Sampler), HashKey.LooseParametersHash);
|
|
}
|
|
|
|
FRHIResource* const* SrvBindings = SingleShaderBindings.GetSRVStart();
|
|
for (int32 SrvIndex = 0; SrvIndex < SingleShaderBindings.ParameterMapInfo.SRVs.Num(); SrvIndex++)
|
|
{
|
|
const FRHIResource* Srv = SrvBindings[SrvIndex];
|
|
HashKey.LooseParametersHash = FHashKey::HashCombine(FHashKey::PointerHash(Srv), HashKey.LooseParametersHash);
|
|
}
|
|
|
|
FRHIUniformBuffer* const* UniformBufferBindings = SingleShaderBindings.GetUniformBufferStart();
|
|
for (int32 UniformBufferIndex = 0; UniformBufferIndex < SingleShaderBindings.ParameterMapInfo.UniformBuffers.Num(); UniformBufferIndex++)
|
|
{
|
|
const FRHIUniformBuffer* UniformBuffer = UniformBufferBindings[UniformBufferIndex];
|
|
HashKey.UniformBufferHash = FHashKey::HashCombine(FHashKey::PointerHash(UniformBuffer), HashKey.UniformBufferHash);
|
|
}
|
|
|
|
ShaderBindingDataPtr += ShaderLayouts[ShaderBindingsIndex].GetDataSizeBytes();
|
|
}
|
|
|
|
return uint32(CityHash64((char*)&HashKey, sizeof(FHashKey)));
|
|
}
|
|
|
|
static EPSOPrecacheResult RetrieveAndCachePSOPrecacheResult(
|
|
const FGraphicsMinimalPipelineStateInitializer& MeshPipelineState,
|
|
const FGraphicsPipelineStateInitializer& GraphicsPSOInit,
|
|
bool bAllowSkipDrawCommand)
|
|
{
|
|
if (!PipelineStateCache::IsPSOPrecachingEnabled())
|
|
{
|
|
return EPSOPrecacheResult::Unknown;
|
|
}
|
|
|
|
EPSOPrecacheResult PSOPrecacheResult = MeshPipelineState.PSOPrecacheState;
|
|
bool bShouldCheckPrecacheResult = false;
|
|
|
|
// If PSO precache validation is on, we need to check the state for stats tracking purposes.
|
|
#if PSO_PRECACHING_VALIDATE
|
|
if (PSOCollectorStats::IsPrecachingValidationEnabled() && PSOPrecacheResult == EPSOPrecacheResult::Unknown)
|
|
{
|
|
bShouldCheckPrecacheResult = true;
|
|
}
|
|
#endif
|
|
|
|
// If we are skipping draws when the PSO is being precached but is not ready, we
|
|
// need to keep checking the state until it's not marked active anymore.
|
|
if (bAllowSkipDrawCommand && GSkipDrawOnPSOPrecaching)
|
|
{
|
|
if (PSOPrecacheResult == EPSOPrecacheResult::Unknown ||
|
|
PSOPrecacheResult == EPSOPrecacheResult::Active)
|
|
{
|
|
bShouldCheckPrecacheResult = true;
|
|
}
|
|
}
|
|
|
|
if (bShouldCheckPrecacheResult)
|
|
{
|
|
// Cache the state so that it's only checked again if necessary.
|
|
PSOPrecacheResult = PipelineStateCache::CheckPipelineStateInCache(GraphicsPSOInit);
|
|
MeshPipelineState.PSOPrecacheState = PSOPrecacheResult;
|
|
}
|
|
|
|
return PSOPrecacheResult;
|
|
}
|
|
|
|
bool FMeshDrawCommand::SubmitDrawBegin(
|
|
const FMeshDrawCommand& RESTRICT MeshDrawCommand,
|
|
const FGraphicsMinimalPipelineStateSet& GraphicsMinimalPipelineStateSet,
|
|
const FMeshDrawCommandSceneArgs& SceneArgs,
|
|
uint32 InstanceFactor,
|
|
FRHICommandList& RHICmdList,
|
|
FMeshDrawCommandStateCache& RESTRICT StateCache,
|
|
bool bAllowSkipDrawCommand)
|
|
{
|
|
checkSlow(MeshDrawCommand.CachedPipelineId.IsValid());
|
|
// GPUCULL_TODO: Can't do this check as the VFs are created with GMaxRHIFeatureLevel (so may support PrimitiveIdStreamIndex even for preview platforms)
|
|
// Want to be sure that we supply GPU-scene instance data if required.
|
|
// checkSlow(MeshDrawCommand.PrimitiveIdStreamIndex == -1 || ScenePrimitiveIdsBuffer != nullptr);
|
|
|
|
const FGraphicsMinimalPipelineStateInitializer& MeshPipelineState = MeshDrawCommand.CachedPipelineId.GetPipelineState(GraphicsMinimalPipelineStateSet);
|
|
|
|
if (MeshDrawCommand.CachedPipelineId.GetId() != StateCache.PipelineId)
|
|
{
|
|
FGraphicsPipelineStateInitializer GraphicsPSOInit = MeshPipelineState.AsGraphicsPipelineStateInitializer();
|
|
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
|
|
|
|
EPSOPrecacheResult PSOPrecacheResult = RetrieveAndCachePSOPrecacheResult(MeshPipelineState, GraphicsPSOInit, bAllowSkipDrawCommand);
|
|
|
|
#if MESH_DRAW_COMMAND_DEBUG_DATA && MESH_DRAW_COMMAND_STATS
|
|
// Try and skip draw if the shaders are not completly loaded yet.
|
|
if (!MeshPipelineState.BoundShaderState.IsShaderAllLoaded())
|
|
{
|
|
UE_LOG(LogRenderer, Log, TEXT("Missing Preload shaders. Material Friendly: %s Material Proxy: %s Static: %s"), *MeshDrawCommand.DebugData.Material->GetFriendlyName(), *MeshDrawCommand.DebugData.MaterialRenderProxy->GetMaterialName(), *MeshDrawCommand.StatsData.CategoryName.ToString());
|
|
MeshPipelineState.BoundShaderState.ForceShaderReload();
|
|
GraphicsPSOInit.BoundShaderState = MeshPipelineState.BoundShaderState.AsBoundShaderState();
|
|
}
|
|
#endif // MESH_DRAW_COMMAND_DEBUG_DATA
|
|
|
|
#if PSO_PRECACHING_VALIDATE
|
|
#if MESH_DRAW_COMMAND_DEBUG_DATA
|
|
PSOCollectorStats::CheckFullPipelineStateInCache(GraphicsPSOInit, PSOPrecacheResult, MeshDrawCommand.DebugData.MaterialRenderProxy,
|
|
MeshDrawCommand.DebugData.VertexFactoryType, MeshDrawCommand.DebugData.PrimitiveSceneProxyIfNotUsingStateBuckets, MeshDrawCommand.DebugData.PSOCollectorIndex);
|
|
#else
|
|
PSOCollectorStats::CheckFullPipelineStateInCache(GraphicsPSOInit, PSOPrecacheResult, nullptr, nullptr, nullptr, INDEX_NONE);
|
|
#endif // MESH_DRAW_COMMAND_DEBUG_DATA
|
|
#endif // PSO_PRECACHING_VALIDATE
|
|
|
|
// Try and skip draw if the PSO is not precached yet.
|
|
if (bAllowSkipDrawCommand && GSkipDrawOnPSOPrecaching && PSOPrecacheResult == EPSOPrecacheResult::Active)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// We can set the new StencilRef here to avoid the set below
|
|
SetGraphicsPipelineStateCheckApply(RHICmdList, GraphicsPSOInit, MeshDrawCommand.StencilRef);
|
|
StateCache.SetPipelineState(MeshDrawCommand.CachedPipelineId.GetId());
|
|
StateCache.StencilRef = MeshDrawCommand.StencilRef;
|
|
}
|
|
|
|
if (MeshDrawCommand.StencilRef != StateCache.StencilRef)
|
|
{
|
|
RHICmdList.SetStencilRef(MeshDrawCommand.StencilRef);
|
|
StateCache.StencilRef = MeshDrawCommand.StencilRef;
|
|
}
|
|
|
|
// Platforms that use global UB binding don't need to set PrimitiveIdStream
|
|
const int8 PrimitiveIdStreamIndex = (IsUniformBufferStaticSlotValid(SceneArgs.BatchedPrimitiveSlot) ? -1 : MeshDrawCommand.PrimitiveIdStreamIndex);
|
|
|
|
for (int32 VertexBindingIndex = 0; VertexBindingIndex < MeshDrawCommand.VertexStreams.Num(); VertexBindingIndex++)
|
|
{
|
|
const FVertexInputStream& Stream = MeshDrawCommand.VertexStreams[VertexBindingIndex];
|
|
|
|
if (PrimitiveIdStreamIndex != -1 && Stream.StreamIndex == PrimitiveIdStreamIndex)
|
|
{
|
|
RHICmdList.SetStreamSource(Stream.StreamIndex, SceneArgs.PrimitiveIdsBuffer, SceneArgs.PrimitiveIdOffset);
|
|
StateCache.VertexStreams[Stream.StreamIndex] = Stream;
|
|
}
|
|
else if (StateCache.VertexStreams[Stream.StreamIndex] != Stream)
|
|
{
|
|
Stream.SetOnRHICommandList(RHICmdList);
|
|
StateCache.VertexStreams[Stream.StreamIndex] = Stream;
|
|
}
|
|
}
|
|
|
|
MeshDrawCommand.ShaderBindings.SetOnCommandList(RHICmdList, MeshPipelineState.BoundShaderState.AsBoundShaderState(), StateCache.ShaderBindings);
|
|
|
|
return true;
|
|
}
|
|
|
|
void FMeshDrawCommand::SubmitDrawEnd(const FMeshDrawCommand& MeshDrawCommand, const FMeshDrawCommandSceneArgs& SceneArgs, uint32 InstanceFactor, FRHICommandList& RHICmdList)
|
|
{
|
|
const bool bDoOverrideArgs = SceneArgs.IndirectArgsBuffer != nullptr && MeshDrawCommand.PrimitiveIdStreamIndex >= 0;
|
|
|
|
if (IsUniformBufferStaticSlotValid(SceneArgs.BatchedPrimitiveSlot))
|
|
{
|
|
RHICmdList.SetUniformBufferDynamicOffset(SceneArgs.BatchedPrimitiveSlot, SceneArgs.PrimitiveIdOffset);
|
|
}
|
|
|
|
if (SceneArgs.RootConstants.IsSet())
|
|
{
|
|
RHICmdList.SetShaderRootConstants(SceneArgs.RootConstants.GetValue());
|
|
}
|
|
|
|
if (MeshDrawCommand.IndexBuffer)
|
|
{
|
|
if (MeshDrawCommand.NumPrimitives > 0 && !bDoOverrideArgs)
|
|
{
|
|
RHICmdList.DrawIndexedPrimitive(
|
|
MeshDrawCommand.IndexBuffer,
|
|
MeshDrawCommand.VertexParams.BaseVertexIndex,
|
|
0,
|
|
MeshDrawCommand.VertexParams.NumVertices,
|
|
MeshDrawCommand.FirstIndex,
|
|
MeshDrawCommand.NumPrimitives,
|
|
MeshDrawCommand.NumInstances * InstanceFactor
|
|
);
|
|
}
|
|
else
|
|
{
|
|
RHICmdList.DrawIndexedPrimitiveIndirect(
|
|
MeshDrawCommand.IndexBuffer,
|
|
bDoOverrideArgs ? SceneArgs.IndirectArgsBuffer : MeshDrawCommand.IndirectArgs.Buffer,
|
|
bDoOverrideArgs ? SceneArgs.IndirectArgsByteOffset : MeshDrawCommand.IndirectArgs.Offset
|
|
);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (MeshDrawCommand.NumPrimitives > 0 && !bDoOverrideArgs)
|
|
{
|
|
RHICmdList.DrawPrimitive(
|
|
MeshDrawCommand.VertexParams.BaseVertexIndex + MeshDrawCommand.FirstIndex,
|
|
MeshDrawCommand.NumPrimitives,
|
|
MeshDrawCommand.NumInstances * InstanceFactor);
|
|
}
|
|
else
|
|
{
|
|
RHICmdList.DrawPrimitiveIndirect(
|
|
bDoOverrideArgs ? SceneArgs.IndirectArgsBuffer : MeshDrawCommand.IndirectArgs.Buffer,
|
|
bDoOverrideArgs ? SceneArgs.IndirectArgsByteOffset : MeshDrawCommand.IndirectArgs.Offset
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool FMeshDrawCommand::SubmitDrawIndirectBegin(
|
|
const FMeshDrawCommand& RESTRICT MeshDrawCommand,
|
|
const FGraphicsMinimalPipelineStateSet& GraphicsMinimalPipelineStateSet,
|
|
const FMeshDrawCommandSceneArgs& SceneArgs,
|
|
uint32 InstanceFactor,
|
|
FRHICommandList& RHICmdList,
|
|
FMeshDrawCommandStateCache& RESTRICT StateCache,
|
|
bool bAllowSkipDrawCommand)
|
|
{
|
|
return SubmitDrawBegin(
|
|
MeshDrawCommand,
|
|
GraphicsMinimalPipelineStateSet,
|
|
SceneArgs,
|
|
InstanceFactor,
|
|
RHICmdList,
|
|
StateCache,
|
|
bAllowSkipDrawCommand
|
|
);
|
|
}
|
|
|
|
void FMeshDrawCommand::SubmitDrawIndirectEnd(
|
|
const FMeshDrawCommand& MeshDrawCommand,
|
|
const FMeshDrawCommandSceneArgs& SceneArgs,
|
|
uint32 InstanceFactor,
|
|
FRHICommandList& RHICmdList)
|
|
{
|
|
FRHIBuffer* IndirectArgsBuffer = nullptr;
|
|
uint32 IndirectArgsOffset = 0;
|
|
|
|
if (MeshDrawCommand.NumPrimitives == 0)
|
|
{
|
|
IndirectArgsBuffer = MeshDrawCommand.IndirectArgs.Buffer;
|
|
IndirectArgsOffset = MeshDrawCommand.IndirectArgs.Offset;
|
|
}
|
|
|
|
if (SceneArgs.IndirectArgsBuffer != nullptr)
|
|
{
|
|
IndirectArgsBuffer = SceneArgs.IndirectArgsBuffer;
|
|
IndirectArgsOffset = SceneArgs.IndirectArgsByteOffset;
|
|
}
|
|
|
|
if (IsUniformBufferStaticSlotValid(SceneArgs.BatchedPrimitiveSlot))
|
|
{
|
|
RHICmdList.SetUniformBufferDynamicOffset(SceneArgs.BatchedPrimitiveSlot, SceneArgs.PrimitiveIdOffset);
|
|
}
|
|
|
|
if (IndirectArgsBuffer != nullptr)
|
|
{
|
|
if (MeshDrawCommand.IndexBuffer)
|
|
{
|
|
RHICmdList.DrawIndexedPrimitiveIndirect(
|
|
MeshDrawCommand.IndexBuffer,
|
|
IndirectArgsBuffer,
|
|
IndirectArgsOffset
|
|
);
|
|
}
|
|
else
|
|
{
|
|
RHICmdList.DrawPrimitiveIndirect(
|
|
IndirectArgsBuffer,
|
|
IndirectArgsOffset
|
|
);
|
|
}
|
|
}
|
|
else if (MeshDrawCommand.NumPrimitives > 0)
|
|
{
|
|
if (MeshDrawCommand.IndexBuffer)
|
|
{
|
|
RHICmdList.DrawIndexedPrimitive(
|
|
MeshDrawCommand.IndexBuffer,
|
|
MeshDrawCommand.VertexParams.BaseVertexIndex,
|
|
0,
|
|
MeshDrawCommand.VertexParams.NumVertices,
|
|
MeshDrawCommand.FirstIndex,
|
|
MeshDrawCommand.NumPrimitives,
|
|
MeshDrawCommand.NumInstances * InstanceFactor
|
|
);
|
|
}
|
|
else
|
|
{
|
|
RHICmdList.DrawPrimitive(
|
|
MeshDrawCommand.VertexParams.BaseVertexIndex + MeshDrawCommand.FirstIndex,
|
|
MeshDrawCommand.NumPrimitives,
|
|
MeshDrawCommand.NumInstances * InstanceFactor
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool FMeshDrawCommand::SubmitDraw(
|
|
const FMeshDrawCommand& RESTRICT MeshDrawCommand,
|
|
const FGraphicsMinimalPipelineStateSet& GraphicsMinimalPipelineStateSet,
|
|
const FMeshDrawCommandSceneArgs& SceneArgs,
|
|
uint32 InstanceFactor,
|
|
FRHICommandList& RHICmdList,
|
|
FMeshDrawCommandStateCache& RESTRICT StateCache)
|
|
{
|
|
#if WANTS_DRAW_MESH_EVENTS
|
|
RHI_BREADCRUMB_EVENT_CONDITIONAL_F(RHICmdList, GShowMaterialDrawEvents != 0, "MaterialDrawEvent", "%s %s (%u instances)"
|
|
, MeshDrawCommand.DebugData.MaterialRenderProxy->GetMaterialName()
|
|
, MeshDrawCommand.DebugData.ResourceName
|
|
, MeshDrawCommand.NumInstances * InstanceFactor
|
|
);
|
|
#endif
|
|
|
|
bool bAllowSkipDrawCommand = true;
|
|
if (SubmitDrawBegin(MeshDrawCommand, GraphicsMinimalPipelineStateSet, SceneArgs, InstanceFactor, RHICmdList, StateCache, bAllowSkipDrawCommand))
|
|
{
|
|
SubmitDrawEnd(MeshDrawCommand, SceneArgs, InstanceFactor, RHICmdList);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void ApplyTargetsInfo(FGraphicsPipelineStateInitializer& GraphicsPSOInit, const FGraphicsPipelineRenderTargetsInfo& RenderTargetsInfo)
|
|
{
|
|
GraphicsPSOInit.RenderTargetsEnabled = RenderTargetsInfo.RenderTargetsEnabled;
|
|
GraphicsPSOInit.RenderTargetFormats = RenderTargetsInfo.RenderTargetFormats;
|
|
GraphicsPSOInit.RenderTargetFlags = RenderTargetsInfo.RenderTargetFlags;
|
|
GraphicsPSOInit.NumSamples = RenderTargetsInfo.NumSamples;
|
|
|
|
GraphicsPSOInit.DepthStencilTargetFormat = RenderTargetsInfo.DepthStencilTargetFormat;
|
|
GraphicsPSOInit.DepthStencilTargetFlag = RenderTargetsInfo.DepthStencilTargetFlag;
|
|
|
|
GraphicsPSOInit.DepthTargetLoadAction = RenderTargetsInfo.DepthTargetLoadAction;
|
|
GraphicsPSOInit.DepthTargetStoreAction = RenderTargetsInfo.DepthTargetStoreAction;
|
|
GraphicsPSOInit.StencilTargetLoadAction = RenderTargetsInfo.StencilTargetLoadAction;
|
|
GraphicsPSOInit.StencilTargetStoreAction = RenderTargetsInfo.StencilTargetStoreAction;
|
|
GraphicsPSOInit.DepthStencilAccess = RenderTargetsInfo.DepthStencilAccess;
|
|
|
|
GraphicsPSOInit.MultiViewCount = RenderTargetsInfo.MultiViewCount;
|
|
GraphicsPSOInit.bHasFragmentDensityAttachment = RenderTargetsInfo.bHasFragmentDensityAttachment;
|
|
}
|
|
|
|
ESubpassHint GetSubpassHint(const FStaticShaderPlatform Platform, bool bIsUsingGBuffers, bool bMultiViewRendering, uint32 NumSamples)
|
|
{
|
|
ESubpassHint SubpassHint = ESubpassHint::None;
|
|
|
|
if (IsMobilePlatform(Platform))
|
|
{
|
|
if (bIsUsingGBuffers)
|
|
{
|
|
SubpassHint = ESubpassHint::DeferredShadingSubpass;
|
|
}
|
|
else
|
|
{
|
|
SubpassHint = IsMobileTonemapSubpassEnabledInline(Platform, bMultiViewRendering, NumSamples) ? ESubpassHint::CustomResolveSubpass : ESubpassHint::DepthReadSubpass;
|
|
}
|
|
}
|
|
|
|
return SubpassHint;
|
|
}
|
|
|
|
uint64 FMeshDrawCommand::GetPipelineStateSortingKey(FRHICommandList& RHICmdList, const FGraphicsPipelineRenderTargetsInfo& RenderTargetsInfo) const
|
|
{
|
|
// Default fallback sort key
|
|
uint64 SortKey = CachedPipelineId.GetId();
|
|
|
|
if (GRHISupportsPipelineStateSortKey)
|
|
{
|
|
FGraphicsMinimalPipelineStateSet PipelineStateSet;
|
|
FGraphicsPipelineStateInitializer GraphicsPSOInit = CachedPipelineId.GetPipelineState(PipelineStateSet).AsGraphicsPipelineStateInitializer();
|
|
ApplyTargetsInfo(GraphicsPSOInit, RenderTargetsInfo);
|
|
|
|
// PSO is retrieved here already. This is currently only used by Nanite::DrawLumenMeshCards - can this also used the version without command list?
|
|
const FGraphicsPipelineState* PipelineState = PipelineStateCache::GetAndOrCreateGraphicsPipelineState(RHICmdList, GraphicsPSOInit, EApplyRendertargetOption::DoNothing);
|
|
if (PipelineState)
|
|
{
|
|
const uint64 StateSortKey = PipelineStateCache::RetrieveGraphicsPipelineStateSortKey(PipelineState);
|
|
if (StateSortKey != 0) // 0 on the first occurrence (prior to caching), so these commands will fall back on shader id for sorting.
|
|
{
|
|
SortKey = StateSortKey;
|
|
}
|
|
}
|
|
}
|
|
|
|
return SortKey;
|
|
}
|
|
|
|
uint64 FMeshDrawCommand::GetPipelineStateSortingKey(const FGraphicsPipelineRenderTargetsInfo& RenderTargetsInfo) const
|
|
{
|
|
// Default fallback sort key
|
|
uint64 SortKey = CachedPipelineId.GetId();
|
|
|
|
if (GRHISupportsPipelineStateSortKey)
|
|
{
|
|
FGraphicsMinimalPipelineStateSet PipelineStateSet;
|
|
FGraphicsPipelineStateInitializer GraphicsPSOInit = CachedPipelineId.GetPipelineState(PipelineStateSet).AsGraphicsPipelineStateInitializer();
|
|
ApplyTargetsInfo(GraphicsPSOInit, RenderTargetsInfo);
|
|
|
|
const FGraphicsPipelineState* PipelineState = PipelineStateCache::FindGraphicsPipelineState(GraphicsPSOInit, false /* bVerifyUse */);
|
|
if (PipelineState)
|
|
{
|
|
const uint64 StateSortKey = PipelineStateCache::RetrieveGraphicsPipelineStateSortKey(PipelineState);
|
|
if (StateSortKey != 0) // 0 on the first occurrence (prior to caching), so these commands will fall back on shader id for sorting.
|
|
{
|
|
SortKey = StateSortKey;
|
|
}
|
|
}
|
|
}
|
|
|
|
return SortKey;
|
|
}
|
|
|
|
#if MESH_DRAW_COMMAND_DEBUG_DATA
|
|
void FMeshDrawCommand::SetDebugData(const FPrimitiveSceneProxy* PrimitiveSceneProxy, const FMaterial* Material, const FMaterialRenderProxy* MaterialRenderProxy, const FMeshProcessorShaders& UntypedShaders, const FVertexFactory* VertexFactory, const FMeshBatch& MeshBatch, int32 PSOCollectorIndex)
|
|
{
|
|
DebugData.PrimitiveSceneProxyIfNotUsingStateBuckets = PrimitiveSceneProxy;
|
|
DebugData.Material = Material;
|
|
DebugData.MaterialRenderProxy = MaterialRenderProxy;
|
|
DebugData.VertexShader = UntypedShaders.VertexShader;
|
|
DebugData.PixelShader = UntypedShaders.PixelShader;
|
|
DebugData.LODIndex = MeshBatch.LODIndex;
|
|
DebugData.SegmentIndex = MeshBatch.SegmentIndex;
|
|
DebugData.ResourceName = PrimitiveSceneProxy ? PrimitiveSceneProxy->GetResourceName() : FName();
|
|
#if PSO_PRECACHING_VALIDATE
|
|
DebugData.VertexFactory = VertexFactory;
|
|
DebugData.VertexFactoryType = VertexFactory->GetType();
|
|
DebugData.PSOCollectorIndex = PSOCollectorIndex;
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#if MESH_DRAW_COMMAND_STATS
|
|
void FMeshDrawCommand::SetStatsData(const FPrimitiveSceneProxy* PrimitiveSceneProxy)
|
|
{
|
|
StatsData.CategoryName = PrimitiveSceneProxy ? PrimitiveSceneProxy->GetMeshDrawCommandStatsCategory() : FName();
|
|
}
|
|
|
|
void FMeshDrawCommand::GetStatsData(FVisibleMeshDrawCommandStatsData& OutVisibleStatsData) const
|
|
{
|
|
OutVisibleStatsData.StatsData = StatsData;
|
|
OutVisibleStatsData.PrimitiveCount = NumPrimitives;
|
|
#if MESH_DRAW_COMMAND_DEBUG_DATA
|
|
OutVisibleStatsData.LODIndex = DebugData.LODIndex;
|
|
OutVisibleStatsData.SegmentIndex = DebugData.SegmentIndex;
|
|
OutVisibleStatsData.ResourceName = DebugData.ResourceName;
|
|
OutVisibleStatsData.MaterialName = DebugData.MaterialRenderProxy->GetMaterialName();
|
|
#endif
|
|
}
|
|
#endif // MESH_DRAW_COMMAND_STATS
|
|
|
|
void SubmitMeshDrawCommands(
|
|
const FMeshCommandOneFrameArray& VisibleMeshDrawCommands,
|
|
const FGraphicsMinimalPipelineStateSet& GraphicsMinimalPipelineStateSet,
|
|
const FMeshDrawCommandSceneArgs& SceneArgs,
|
|
uint32 PrimitiveIdBufferStride,
|
|
bool bDynamicInstancing,
|
|
uint32 InstanceFactor,
|
|
FRHICommandList& RHICmdList)
|
|
{
|
|
SubmitMeshDrawCommandsRange(VisibleMeshDrawCommands, GraphicsMinimalPipelineStateSet, SceneArgs, PrimitiveIdBufferStride, bDynamicInstancing, 0, VisibleMeshDrawCommands.Num(), InstanceFactor, RHICmdList);
|
|
}
|
|
|
|
void SubmitMeshDrawCommandsRange(
|
|
const FMeshCommandOneFrameArray& VisibleMeshDrawCommands,
|
|
const FGraphicsMinimalPipelineStateSet& GraphicsMinimalPipelineStateSet,
|
|
const FMeshDrawCommandSceneArgs& InSceneArgs,
|
|
uint32 PrimitiveIdBufferStride,
|
|
bool bDynamicInstancing,
|
|
int32 StartIndex,
|
|
int32 NumMeshDrawCommands,
|
|
uint32 InstanceFactor,
|
|
FRHICommandList& RHICmdList)
|
|
{
|
|
// GPUCULL_TODO: workaround for the fact that DrawDynamicMeshPassPrivate et al. don't work with GPU-Scene instancing
|
|
// we don't support dynamic instancing for this path since we require one primitive per draw command
|
|
// This is because the stride on the instance data buffer is set to 0 so only the first will ever be fetched.
|
|
checkSlow(!bDynamicInstancing);
|
|
bDynamicInstancing = false; //-V763
|
|
|
|
FMeshDrawCommandStateCache StateCache;
|
|
FMeshDrawCommandSceneArgs LocalSceneArgs = InSceneArgs;
|
|
|
|
INC_DWORD_STAT_BY(STAT_MeshDrawCalls, NumMeshDrawCommands);
|
|
|
|
for (int32 DrawCommandIndex = StartIndex; DrawCommandIndex < StartIndex + NumMeshDrawCommands; DrawCommandIndex++)
|
|
{
|
|
SCOPED_CONDITIONAL_DRAW_EVENTF(RHICmdList, MeshEvent, GEmitMeshDrawEvent != 0, TEXT("Mesh Draw"));
|
|
|
|
const FVisibleMeshDrawCommand& VisibleMeshDrawCommand = VisibleMeshDrawCommands[DrawCommandIndex];
|
|
LocalSceneArgs.PrimitiveIdOffset = InSceneArgs.PrimitiveIdOffset + (bDynamicInstancing ? VisibleMeshDrawCommand.PrimitiveIdBufferOffset : DrawCommandIndex) * PrimitiveIdBufferStride;
|
|
checkSlow(!bDynamicInstancing || VisibleMeshDrawCommand.PrimitiveIdBufferOffset >= 0);
|
|
FMeshDrawCommand::SubmitDraw(*VisibleMeshDrawCommand.MeshDrawCommand, GraphicsMinimalPipelineStateSet, LocalSceneArgs, InstanceFactor, RHICmdList, StateCache);
|
|
}
|
|
}
|
|
|
|
void ApplyViewOverridesToMeshDrawCommands(const FSceneView& View, FMeshCommandOneFrameArray& VisibleMeshDrawCommands, FDynamicMeshDrawCommandStorage& DynamicMeshDrawCommandStorage, FGraphicsMinimalPipelineStateSet& GraphicsMinimalPipelineStateSet, bool& InNeedsShaderInitialisation)
|
|
{
|
|
if (View.bReverseCulling || View.bRenderSceneTwoSided)
|
|
{
|
|
const FMeshCommandOneFrameArray& PassVisibleMeshDrawCommands = VisibleMeshDrawCommands;
|
|
|
|
FMeshCommandOneFrameArray ViewOverriddenMeshCommands;
|
|
ViewOverriddenMeshCommands.Empty(PassVisibleMeshDrawCommands.Num());
|
|
|
|
for (int32 MeshCommandIndex = 0; MeshCommandIndex < PassVisibleMeshDrawCommands.Num(); MeshCommandIndex++)
|
|
{
|
|
DynamicMeshDrawCommandStorage.MeshDrawCommands.Add(1);
|
|
FMeshDrawCommand& NewMeshCommand = DynamicMeshDrawCommandStorage.MeshDrawCommands[DynamicMeshDrawCommandStorage.MeshDrawCommands.Num() - 1];
|
|
|
|
const FVisibleMeshDrawCommand& VisibleMeshDrawCommand = PassVisibleMeshDrawCommands[MeshCommandIndex];
|
|
const FMeshDrawCommand& MeshCommand = *VisibleMeshDrawCommand.MeshDrawCommand;
|
|
NewMeshCommand = MeshCommand;
|
|
|
|
const ERasterizerCullMode LocalCullMode = View.bRenderSceneTwoSided ? CM_None : View.bReverseCulling ? FMeshPassProcessor::InverseCullMode(VisibleMeshDrawCommand.MeshCullMode) : VisibleMeshDrawCommand.MeshCullMode;
|
|
|
|
FGraphicsMinimalPipelineStateInitializer PipelineState = MeshCommand.CachedPipelineId.GetPipelineState(GraphicsMinimalPipelineStateSet);
|
|
PipelineState.RasterizerState = GetStaticRasterizerState<true>(VisibleMeshDrawCommand.MeshFillMode, LocalCullMode);
|
|
|
|
const FGraphicsMinimalPipelineStateId PipelineId = FGraphicsMinimalPipelineStateId::GetPipelineStateId(PipelineState, GraphicsMinimalPipelineStateSet, InNeedsShaderInitialisation);
|
|
NewMeshCommand.Finalize(PipelineId, nullptr);
|
|
|
|
FVisibleMeshDrawCommand NewVisibleMeshDrawCommand;
|
|
|
|
NewVisibleMeshDrawCommand.Setup(
|
|
&NewMeshCommand,
|
|
VisibleMeshDrawCommand.PrimitiveIdInfo,
|
|
VisibleMeshDrawCommand.StateBucketId,
|
|
VisibleMeshDrawCommand.MeshFillMode,
|
|
VisibleMeshDrawCommand.MeshCullMode,
|
|
VisibleMeshDrawCommand.Flags,
|
|
VisibleMeshDrawCommand.SortKey,
|
|
VisibleMeshDrawCommand.CullingPayload,
|
|
VisibleMeshDrawCommand.CullingPayloadFlags,
|
|
VisibleMeshDrawCommand.RunArray,
|
|
VisibleMeshDrawCommand.NumRuns);
|
|
|
|
ViewOverriddenMeshCommands.Add(NewVisibleMeshDrawCommand);
|
|
}
|
|
|
|
// Replace VisibleMeshDrawCommands
|
|
Swap(VisibleMeshDrawCommands, ViewOverriddenMeshCommands);
|
|
}
|
|
}
|
|
|
|
class FDynamicBatchedPrimitiveLayout : public FRenderResource
|
|
{
|
|
public:
|
|
void InitRHI(FRHICommandListBase& RHICmdList) override
|
|
{
|
|
// This Layout fully replicates BatchedPrimitive UB
|
|
// we replace RDG_SRV with a regular SRV to be able to update UB inside RDG passes
|
|
const static FName BatchedPrimitiveSlotName = "BatchedPrimitive";
|
|
FRHIUniformBufferLayoutInitializer Initializer(TEXT("FBatchedPrimitiveParameters"), 16u);
|
|
EnumAddFlags(Initializer.Flags, ERHIUniformBufferFlags::UniformView);
|
|
EnumAddFlags(Initializer.Flags, ERHIUniformBufferFlags::NoEmulatedUniformBuffer); // implicit for UniformView
|
|
Initializer.Resources.Add({0, UBMT_RDG_BUFFER_SRV});
|
|
Initializer.StaticSlot = FUniformBufferStaticSlotRegistry::Get().FindSlotByName(BatchedPrimitiveSlotName);
|
|
Initializer.BindingFlags = EUniformBufferBindingFlags::StaticAndShader;
|
|
Initializer.ComputeHash();
|
|
// set view source to a regular SRV after hash computation, to make sure hash matches BatchedPrimitive layout
|
|
Initializer.Resources[0].MemberType = UBMT_SRV;
|
|
|
|
LayoutRHI = RHICreateUniformBufferLayout(Initializer);
|
|
}
|
|
|
|
void ReleaseRHI() override
|
|
{
|
|
LayoutRHI = nullptr;
|
|
}
|
|
|
|
FUniformBufferLayoutRHIRef LayoutRHI;
|
|
};
|
|
|
|
TGlobalResource<FDynamicBatchedPrimitiveLayout> GDynamicBatchedPrimitiveLayout;
|
|
|
|
void DrawDynamicMeshPassPrivate(
|
|
const FSceneView& View,
|
|
FRHICommandList& RHICmdList,
|
|
FMeshCommandOneFrameArray& VisibleMeshDrawCommands,
|
|
FDynamicMeshDrawCommandStorage& DynamicMeshDrawCommandStorage,
|
|
FGraphicsMinimalPipelineStateSet& GraphicsMinimalPipelineStateSet,
|
|
bool& InNeedsShaderInitialisation,
|
|
uint32 InstanceFactor)
|
|
{
|
|
if (VisibleMeshDrawCommands.Num() > 0)
|
|
{
|
|
// GPUCULL_TODO: workaround for the fact that DrawDynamicMeshPassPrivate et al. don't work with GPU-Scene instancing
|
|
// we don't support dynamic instancing for this path since we require one primitive per draw command
|
|
// This is because the stride on the instance data buffer is set to 0 so only the first will ever be fetched.
|
|
const bool bDynamicInstancing = false;
|
|
const ERHIFeatureLevel::Type FeatureLevel = View.GetFeatureLevel();
|
|
const EShaderPlatform ShaderPlatform = View.GetShaderPlatform();
|
|
const bool bUseGPUScene = UseGPUScene(ShaderPlatform, FeatureLevel);
|
|
|
|
ApplyViewOverridesToMeshDrawCommands(View, VisibleMeshDrawCommands, DynamicMeshDrawCommandStorage, GraphicsMinimalPipelineStateSet, InNeedsShaderInitialisation);
|
|
|
|
check(View.bIsViewInfo);
|
|
const FViewInfo* ViewInfo = static_cast<const FViewInfo*>(&View);
|
|
|
|
FMeshDrawCommandSceneArgs SceneArgs;
|
|
SortAndMergeDynamicPassMeshDrawCommands(View, RHICmdList, VisibleMeshDrawCommands, DynamicMeshDrawCommandStorage, SceneArgs.PrimitiveIdsBuffer, InstanceFactor, &ViewInfo->DynamicPrimitiveCollector);
|
|
|
|
if (bUseGPUScene && PlatformGPUSceneUsesUniformBufferView(ShaderPlatform))
|
|
{
|
|
FShaderResourceViewRHIRef BatchedPrimitiveSRV = RHICmdList.CreateShaderResourceView(SceneArgs.PrimitiveIdsBuffer, FRHIViewDesc::CreateBufferSRV().SetTypeFromBuffer(SceneArgs.PrimitiveIdsBuffer));
|
|
SceneArgs.PrimitiveIdsBuffer = nullptr;
|
|
FRHIShaderResourceView* SRV = BatchedPrimitiveSRV.GetReference();
|
|
FUniformBufferRHIRef UBRef = RHICreateUniformBuffer(&SRV, GDynamicBatchedPrimitiveLayout.LayoutRHI, UniformBuffer_SingleFrame, EUniformBufferValidation::None);
|
|
SceneArgs.BatchedPrimitiveSlot = FInstanceCullingContext::GetStaticUniformBufferSlot(ShaderPlatform);
|
|
RHICmdList.SetStaticUniformBuffer(SceneArgs.BatchedPrimitiveSlot, UBRef);
|
|
}
|
|
|
|
const uint32 PrimitiveIdBufferStride = FInstanceCullingContext::GetInstanceIdBufferStride(ShaderPlatform);
|
|
SubmitMeshDrawCommandsRange(VisibleMeshDrawCommands, GraphicsMinimalPipelineStateSet, SceneArgs, PrimitiveIdBufferStride, bDynamicInstancing, 0, VisibleMeshDrawCommands.Num(), InstanceFactor, RHICmdList);
|
|
}
|
|
}
|
|
|
|
|
|
FMeshDrawCommandSortKey CalculateMeshStaticSortKey(const FMeshMaterialShader* VertexShader, const FMeshMaterialShader* PixelShader)
|
|
{
|
|
FMeshDrawCommandSortKey SortKey;
|
|
SortKey.Generic.VertexShaderHash = VertexShader ? VertexShader->GetSortKey() : 0;
|
|
SortKey.Generic.PixelShaderHash = PixelShader ? PixelShader->GetSortKey() : 0;
|
|
|
|
return SortKey;
|
|
}
|
|
|
|
FMeshPassProcessor::FMeshPassProcessor(EMeshPass::Type InMeshPassType, const FScene* InScene, ERHIFeatureLevel::Type InFeatureLevel, const FSceneView* InViewIfDynamicMeshCommand, FMeshPassDrawListContext* InDrawListContext)
|
|
: IPSOCollector(FPassProcessorManager::GetPSOCollectorIndex(GetFeatureLevelShadingPath(InFeatureLevel), InMeshPassType))
|
|
, MeshPassType(InMeshPassType)
|
|
, Scene(InScene)
|
|
, FeatureLevel(InFeatureLevel)
|
|
, ViewIfDynamicMeshCommand(InViewIfDynamicMeshCommand)
|
|
, DrawListContext(InDrawListContext)
|
|
{
|
|
}
|
|
|
|
FMeshPassProcessor::FMeshPassProcessor(const TCHAR* InMeshPassName, const FScene* InScene, ERHIFeatureLevel::Type InFeatureLevel, const FSceneView* InViewIfDynamicMeshCommand, FMeshPassDrawListContext* InDrawListContext)
|
|
: IPSOCollector(FPSOCollectorCreateManager::GetIndex(GetFeatureLevelShadingPath(InFeatureLevel), InMeshPassName))
|
|
, MeshPassType(EMeshPass::Num)
|
|
, Scene(InScene)
|
|
, FeatureLevel(InFeatureLevel)
|
|
, ViewIfDynamicMeshCommand(InViewIfDynamicMeshCommand)
|
|
, DrawListContext(InDrawListContext)
|
|
{
|
|
}
|
|
|
|
FMeshPassProcessor::FMeshDrawingPolicyOverrideSettings FMeshPassProcessor::ComputeMeshOverrideSettings(const FPSOPrecacheParams& PrecachePSOParams)
|
|
{
|
|
FMeshDrawingPolicyOverrideSettings OverrideSettings;
|
|
OverrideSettings.MeshPrimitiveType = PT_TriangleList;
|
|
|
|
OverrideSettings.MeshOverrideFlags |= PrecachePSOParams.bDisableBackFaceCulling ? EDrawingPolicyOverrideFlags::TwoSided : EDrawingPolicyOverrideFlags::None;
|
|
OverrideSettings.MeshOverrideFlags |= PrecachePSOParams.bReverseCulling ? EDrawingPolicyOverrideFlags::ReverseCullMode : EDrawingPolicyOverrideFlags::None;
|
|
return OverrideSettings;
|
|
}
|
|
|
|
FMeshPassProcessor::FMeshDrawingPolicyOverrideSettings FMeshPassProcessor::ComputeMeshOverrideSettings(const FMeshBatch& Mesh)
|
|
{
|
|
FMeshDrawingPolicyOverrideSettings OverrideSettings;
|
|
OverrideSettings.MeshPrimitiveType = (EPrimitiveType)Mesh.Type;
|
|
|
|
OverrideSettings.MeshOverrideFlags |= Mesh.bDisableBackfaceCulling ? EDrawingPolicyOverrideFlags::TwoSided : EDrawingPolicyOverrideFlags::None;
|
|
OverrideSettings.MeshOverrideFlags |= Mesh.bDitheredLODTransition ? EDrawingPolicyOverrideFlags::DitheredLODTransition : EDrawingPolicyOverrideFlags::None;
|
|
OverrideSettings.MeshOverrideFlags |= Mesh.bWireframe ? EDrawingPolicyOverrideFlags::Wireframe : EDrawingPolicyOverrideFlags::None;
|
|
OverrideSettings.MeshOverrideFlags |= Mesh.ReverseCulling ? EDrawingPolicyOverrideFlags::ReverseCullMode : EDrawingPolicyOverrideFlags::None;
|
|
return OverrideSettings;
|
|
}
|
|
|
|
ERasterizerFillMode FMeshPassProcessor::ComputeMeshFillMode(const FMaterial& InMaterialResource, const FMeshDrawingPolicyOverrideSettings& InOverrideSettings)
|
|
{
|
|
const bool bMaterialResourceIsTwoSided = InMaterialResource.IsTwoSided();
|
|
const bool bIsWireframeMaterial = InMaterialResource.IsWireframe() || !!(InOverrideSettings.MeshOverrideFlags & EDrawingPolicyOverrideFlags::Wireframe);
|
|
return bIsWireframeMaterial ? FM_Wireframe : FM_Solid;
|
|
}
|
|
|
|
ERasterizerCullMode FMeshPassProcessor::ComputeMeshCullMode(const FMaterial& InMaterialResource, const FMeshDrawingPolicyOverrideSettings& InOverrideSettings)
|
|
{
|
|
const bool bMaterialResourceIsTwoSided = InMaterialResource.IsTwoSided();
|
|
const bool bInTwoSidedOverride = !!(InOverrideSettings.MeshOverrideFlags & EDrawingPolicyOverrideFlags::TwoSided);
|
|
const bool bInReverseCullModeOverride = !!(InOverrideSettings.MeshOverrideFlags & EDrawingPolicyOverrideFlags::ReverseCullMode);
|
|
const bool bIsTwoSided = (bMaterialResourceIsTwoSided || bInTwoSidedOverride);
|
|
const bool bMeshRenderTwoSided = bIsTwoSided || bInTwoSidedOverride;
|
|
return bMeshRenderTwoSided ? CM_None : (bInReverseCullModeOverride ? CM_CCW : CM_CW);
|
|
}
|
|
|
|
FMeshDrawCommandPrimitiveIdInfo FMeshPassProcessor::GetDrawCommandPrimitiveId(
|
|
const FPrimitiveSceneInfo* RESTRICT PrimitiveSceneInfo,
|
|
const FMeshBatchElement& BatchElement) const
|
|
{
|
|
FMeshDrawCommandPrimitiveIdInfo PrimitiveIdInfo = FMeshDrawCommandPrimitiveIdInfo(0, FPersistentPrimitiveIndex { 0 }, -1);
|
|
|
|
if (UseGPUScene(GMaxRHIShaderPlatform, FeatureLevel))
|
|
{
|
|
if (BatchElement.PrimitiveIdMode == PrimID_FromPrimitiveSceneInfo)
|
|
{
|
|
ensureMsgf(BatchElement.PrimitiveUniformBufferResource == nullptr, TEXT("PrimitiveUniformBufferResource should not be setup when PrimitiveIdMode == PrimID_FromPrimitiveSceneInfo"));
|
|
check(PrimitiveSceneInfo);
|
|
PrimitiveIdInfo.DrawPrimitiveId = PrimitiveSceneInfo->GetPersistentIndex().Index;
|
|
PrimitiveIdInfo.InstanceSceneDataOffset = PrimitiveSceneInfo->GetInstanceSceneDataOffset();
|
|
PrimitiveIdInfo.bIsDynamicPrimitive = 0U;
|
|
}
|
|
else if (BatchElement.PrimitiveIdMode == PrimID_DynamicPrimitiveShaderData && ViewIfDynamicMeshCommand != nullptr)
|
|
{
|
|
// Mark using GPrimIDDynamicFlag (top bit) as we defer this to later.
|
|
PrimitiveIdInfo.DrawPrimitiveId = BatchElement.DynamicPrimitiveIndex | GPrimIDDynamicFlag;
|
|
PrimitiveIdInfo.InstanceSceneDataOffset = BatchElement.DynamicPrimitiveInstanceSceneDataOffset;
|
|
PrimitiveIdInfo.bIsDynamicPrimitive = 1U;
|
|
}
|
|
else
|
|
{
|
|
check(BatchElement.PrimitiveIdMode == PrimID_ForceZero);
|
|
}
|
|
}
|
|
|
|
PrimitiveIdInfo.ScenePrimitiveId = PrimitiveSceneInfo ? PrimitiveSceneInfo->GetIndex() : -1;
|
|
|
|
return PrimitiveIdInfo;
|
|
}
|
|
|
|
bool FMeshPassProcessor::ShouldSkipMeshDrawCommand(const FMeshBatch& RESTRICT MeshBatch, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy) const
|
|
{
|
|
bool bSkipMeshDrawCommand = false;
|
|
|
|
#if WITH_EDITORONLY_DATA
|
|
// Support debug mode to render only non-Nanite proxies that incorrectly reference coarse mesh static mesh assets.
|
|
if (GNaniteIsolateInvalidCoarseMesh != 0)
|
|
{
|
|
// Skip everything by default
|
|
bSkipMeshDrawCommand = true;
|
|
|
|
const bool bNaniteProxy = PrimitiveSceneProxy != nullptr && PrimitiveSceneProxy->IsNaniteMesh();
|
|
if (!bNaniteProxy && MeshBatch.VertexFactory != nullptr)
|
|
{
|
|
// Only skip if the referenced static mesh is not a generated Nanite coarse mesh
|
|
const bool bIsCoarseProxy = MeshBatch.VertexFactory->IsCoarseProxyMesh();
|
|
if (bIsCoarseProxy)
|
|
{
|
|
bSkipMeshDrawCommand = false;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return bSkipMeshDrawCommand;
|
|
}
|
|
|
|
bool FMeshPassProcessor::PipelineVariableRateShadingEnabled() const
|
|
{
|
|
return GVRSImageManager.IsPipelineVRSEnabled();
|
|
}
|
|
|
|
bool FMeshPassProcessor::HardwareVariableRateShadingSupportedByScene() const
|
|
{
|
|
if (Scene)
|
|
{
|
|
return HardwareVariableRateShadingSupportedByPlatform(Scene->GetShaderPlatform());
|
|
}
|
|
else if (ViewIfDynamicMeshCommand)
|
|
{
|
|
// When applying changes to a material in the editor, we take this pathway
|
|
return HardwareVariableRateShadingSupportedByPlatform(ViewIfDynamicMeshCommand->GetShaderPlatform());
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
FCachedPassMeshDrawListContext::FCachedPassMeshDrawListContext(FScene& InScene)
|
|
: Scene(InScene)
|
|
, bUseGPUScene(UseGPUScene(GMaxRHIShaderPlatform, GMaxRHIFeatureLevel))
|
|
{
|
|
}
|
|
|
|
FMeshDrawCommand& FCachedPassMeshDrawListContext::AddCommand(FMeshDrawCommand& Initializer, uint32 NumElements)
|
|
{
|
|
checkf(CurrMeshPass < EMeshPass::Num, TEXT("BeginMeshPass() must be called before adding commands to this context"));
|
|
ensureMsgf(CommandInfo.CommandIndex == -1 && CommandInfo.StateBucketId == -1, TEXT("GetCommandInfoAndReset() wasn't called since the last command was added"));
|
|
|
|
if (NumElements == 1)
|
|
{
|
|
return Initializer;
|
|
}
|
|
else
|
|
{
|
|
MeshDrawCommandForStateBucketing = Initializer;
|
|
return MeshDrawCommandForStateBucketing;
|
|
}
|
|
}
|
|
|
|
void FCachedPassMeshDrawListContext::BeginMeshPass(EMeshPass::Type MeshPass)
|
|
{
|
|
checkf(CurrMeshPass == EMeshPass::Num, TEXT("BeginMeshPass() was called without a matching EndMeshPass()"));
|
|
check(MeshPass < EMeshPass::Num);
|
|
CurrMeshPass = MeshPass;
|
|
}
|
|
|
|
void FCachedPassMeshDrawListContext::EndMeshPass()
|
|
{
|
|
checkf(CurrMeshPass < EMeshPass::Num, TEXT("EndMeshPass() was called without matching BeginMeshPass()"));
|
|
CurrMeshPass = EMeshPass::Num;
|
|
}
|
|
|
|
FCachedMeshDrawCommandInfo FCachedPassMeshDrawListContext::GetCommandInfoAndReset()
|
|
{
|
|
FCachedMeshDrawCommandInfo Ret = CommandInfo;
|
|
CommandInfo.CommandIndex = -1;
|
|
CommandInfo.StateBucketId = -1;
|
|
return Ret;
|
|
}
|
|
|
|
void FCachedPassMeshDrawListContext::FinalizeCommandCommon(
|
|
const FMeshBatch& MeshBatch,
|
|
int32 BatchElementIndex,
|
|
ERasterizerFillMode MeshFillMode,
|
|
ERasterizerCullMode MeshCullMode,
|
|
FMeshDrawCommandSortKey SortKey,
|
|
EFVisibleMeshDrawCommandFlags Flags,
|
|
const FGraphicsMinimalPipelineStateInitializer& PipelineState,
|
|
const FMeshProcessorShaders* ShadersForDebugging,
|
|
FMeshDrawCommand& MeshDrawCommand)
|
|
{
|
|
FGraphicsMinimalPipelineStateId PipelineId = FGraphicsMinimalPipelineStateId::GetPersistentId(PipelineState);
|
|
|
|
MeshDrawCommand.SetDrawParametersAndFinalize(MeshBatch, BatchElementIndex, PipelineId, ShadersForDebugging);
|
|
|
|
CommandInfo = FCachedMeshDrawCommandInfo(CurrMeshPass);
|
|
CommandInfo.SortKey = SortKey;
|
|
CommandInfo.CullingPayload = CreateCullingPayload(MeshBatch, MeshBatch.Elements[BatchElementIndex]);
|
|
CommandInfo.MeshFillMode = MeshFillMode;
|
|
CommandInfo.MeshCullMode = MeshCullMode;
|
|
CommandInfo.Flags = Flags;
|
|
|
|
#if MESH_DRAW_COMMAND_DEBUG_DATA
|
|
if (bUseGPUScene)
|
|
{
|
|
MeshDrawCommand.ClearDebugPrimitiveSceneProxy(); //When using State Buckets multiple PrimitiveSceneProxies use the same MeshDrawCommand, so The PrimitiveSceneProxy pointer can't be stored.
|
|
}
|
|
#endif
|
|
|
|
#if DO_GUARD_SLOW
|
|
if (bUseGPUScene)
|
|
{
|
|
FMeshDrawCommand MeshDrawCommandDebug = FMeshDrawCommand(MeshDrawCommand);
|
|
check(MeshDrawCommandDebug.ShaderBindings.GetDynamicInstancingHash() == MeshDrawCommand.ShaderBindings.GetDynamicInstancingHash());
|
|
check(MeshDrawCommandDebug.GetDynamicInstancingHash() == MeshDrawCommand.GetDynamicInstancingHash());
|
|
}
|
|
if (Scene.GetShadingPath() == EShadingPath::Deferred)
|
|
{
|
|
ensureMsgf(MeshDrawCommand.VertexStreams.GetAllocatedSize() == 0, TEXT("Cached Mesh Draw command overflows VertexStreams. VertexStream inline size should be tweaked."));
|
|
|
|
if ( CurrMeshPass == EMeshPass::BasePass
|
|
|| CurrMeshPass == EMeshPass::DepthPass
|
|
|| CurrMeshPass == EMeshPass::SecondStageDepthPass
|
|
|| CurrMeshPass == EMeshPass::OnePassPointLightShadowDepth
|
|
|| CurrMeshPass == EMeshPass::CSMShadowDepth
|
|
|| CurrMeshPass == EMeshPass::VSMShadowDepth)
|
|
{
|
|
TArray<EShaderFrequency, TInlineAllocator<SF_NumFrequencies>> ShaderFrequencies;
|
|
MeshDrawCommand.ShaderBindings.GetShaderFrequencies(ShaderFrequencies);
|
|
|
|
int32 DataOffset = 0;
|
|
for (int32 i = 0; i < ShaderFrequencies.Num(); i++)
|
|
{
|
|
FMeshDrawSingleShaderBindings SingleShaderBindings = MeshDrawCommand.ShaderBindings.GetSingleShaderBindings(ShaderFrequencies[i], DataOffset);
|
|
if (SingleShaderBindings.GetParameterMapInfo().LooseParameterBuffers.Num() != 0)
|
|
{
|
|
bAnyLooseParameterBuffers = true;
|
|
}
|
|
ensureMsgf(SingleShaderBindings.GetParameterMapInfo().SRVs.Num() == 0, TEXT("Cached Mesh Draw command uses individual SRVs. This will break dynamic instancing in performance critical pass. Use Uniform Buffers instead."));
|
|
ensureMsgf(SingleShaderBindings.GetParameterMapInfo().TextureSamplers.Num() == 0, TEXT("Cached Mesh Draw command uses individual Texture Samplers. This will break dynamic instancing in performance critical pass. Use Uniform Buffers instead."));
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void FCachedPassMeshDrawListContextImmediate::FinalizeCommand(
|
|
const FMeshBatch& MeshBatch,
|
|
int32 BatchElementIndex,
|
|
const FMeshDrawCommandPrimitiveIdInfo& IdInfo,
|
|
ERasterizerFillMode MeshFillMode,
|
|
ERasterizerCullMode MeshCullMode,
|
|
FMeshDrawCommandSortKey SortKey,
|
|
EFVisibleMeshDrawCommandFlags Flags,
|
|
const FGraphicsMinimalPipelineStateInitializer& PipelineState,
|
|
const FMeshProcessorShaders* ShadersForDebugging,
|
|
FMeshDrawCommand& MeshDrawCommand)
|
|
{
|
|
// disabling this by default as it incurs a high cost in perf captures due to sheer volume. Recommendation is to re-enable locally if you need to profile this particular code.
|
|
// QUICK_SCOPE_CYCLE_COUNTER(STAT_FinalizeCachedMeshDrawCommand);
|
|
|
|
FinalizeCommandCommon(
|
|
MeshBatch,
|
|
BatchElementIndex,
|
|
MeshFillMode,
|
|
MeshCullMode,
|
|
SortKey,
|
|
Flags,
|
|
PipelineState,
|
|
ShadersForDebugging,
|
|
MeshDrawCommand
|
|
);
|
|
|
|
if (bUseGPUScene)
|
|
{
|
|
Experimental::FHashElementId SetId;
|
|
FStateBucketMap& BucketMap = Scene.CachedMeshDrawCommandStateBuckets[CurrMeshPass];
|
|
auto hash = BucketMap.ComputeHash(MeshDrawCommand);
|
|
{
|
|
SetId = BucketMap.FindOrAddIdByHash(hash, MeshDrawCommand, FMeshDrawCommandCount());
|
|
FMeshDrawCommandCount& DrawCount = BucketMap.GetByElementId(SetId).Value;
|
|
DrawCount.Num++;
|
|
}
|
|
|
|
CommandInfo.StateBucketId = SetId.GetIndex();
|
|
}
|
|
else
|
|
{
|
|
// Only one FMeshDrawCommand supported per FStaticMesh in a pass
|
|
// Allocate at lowest free index so that 'r.DoLazyStaticMeshUpdate' can shrink the TSparseArray more effectively
|
|
FCachedPassMeshDrawList& CachedDrawLists = Scene.CachedDrawLists[CurrMeshPass];
|
|
CommandInfo.CommandIndex = CachedDrawLists.MeshDrawCommands.EmplaceAtLowestFreeIndex(CachedDrawLists.LowestFreeIndexSearchStart, MeshDrawCommand);
|
|
}
|
|
}
|
|
|
|
void FCachedPassMeshDrawListContextDeferred::FinalizeCommand(
|
|
const FMeshBatch& MeshBatch,
|
|
int32 BatchElementIndex,
|
|
const FMeshDrawCommandPrimitiveIdInfo& IdInfo,
|
|
ERasterizerFillMode MeshFillMode,
|
|
ERasterizerCullMode MeshCullMode,
|
|
FMeshDrawCommandSortKey SortKey,
|
|
EFVisibleMeshDrawCommandFlags Flags,
|
|
const FGraphicsMinimalPipelineStateInitializer& PipelineState,
|
|
const FMeshProcessorShaders* ShadersForDebugging,
|
|
FMeshDrawCommand& MeshDrawCommand)
|
|
{
|
|
// disabling this by default as it incurs a high cost in perf captures due to sheer volume. Recommendation is to re-enable locally if you need to profile this particular code.
|
|
// QUICK_SCOPE_CYCLE_COUNTER(STAT_FinalizeCachedMeshDrawCommand);
|
|
|
|
FinalizeCommandCommon(
|
|
MeshBatch,
|
|
BatchElementIndex,
|
|
MeshFillMode,
|
|
MeshCullMode,
|
|
SortKey,
|
|
Flags,
|
|
PipelineState,
|
|
ShadersForDebugging,
|
|
MeshDrawCommand
|
|
);
|
|
|
|
const int32 Index = DeferredCommands.Add(MeshDrawCommand);
|
|
|
|
if (bUseGPUScene)
|
|
{
|
|
// Cache the hash here to make the deferred finalize less expensive
|
|
DeferredCommandHashes.Add(FStateBucketMap::ComputeHash(MeshDrawCommand));
|
|
|
|
CommandInfo.StateBucketId = Index;
|
|
}
|
|
else
|
|
{
|
|
CommandInfo.CommandIndex = Index;
|
|
}
|
|
}
|
|
|
|
void FCachedPassMeshDrawListContextDeferred::DeferredFinalizeMeshDrawCommands(const TArrayView<FPrimitiveSceneInfo*>& SceneInfos, int32 Start, int32 End)
|
|
{
|
|
if (bUseGPUScene)
|
|
{
|
|
for (int32 SceneInfoIndex = Start; SceneInfoIndex < End; ++SceneInfoIndex)
|
|
{
|
|
FPrimitiveSceneInfo* SceneInfo = SceneInfos[SceneInfoIndex];
|
|
for (auto& CmdInfo : SceneInfo->StaticMeshCommandInfos)
|
|
{
|
|
check(CmdInfo.MeshPass < EMeshPass::Num);
|
|
FStateBucketMap& BucketMap = Scene.CachedMeshDrawCommandStateBuckets[CmdInfo.MeshPass];
|
|
int32 DeferredIndex = CmdInfo.StateBucketId;
|
|
|
|
check(DeferredIndex >= 0 && DeferredIndex < DeferredCommands.Num());
|
|
check(CmdInfo.CommandIndex == -1);
|
|
FMeshDrawCommand& Command = DeferredCommands[DeferredIndex];
|
|
const Experimental::FHashType CommandHash = DeferredCommandHashes[DeferredIndex];
|
|
|
|
Experimental::FHashElementId SetId = BucketMap.FindOrAddIdByHash(CommandHash, MoveTemp(Command), FMeshDrawCommandCount());
|
|
FMeshDrawCommandCount& DrawCount = BucketMap.GetByElementId(SetId).Value;
|
|
DrawCount.Num++;
|
|
|
|
CmdInfo.StateBucketId = SetId.GetIndex();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int32 SceneInfoIndex = Start; SceneInfoIndex < End; ++SceneInfoIndex)
|
|
{
|
|
FPrimitiveSceneInfo* SceneInfo = SceneInfos[SceneInfoIndex];
|
|
for (auto& CmdInfo : SceneInfo->StaticMeshCommandInfos)
|
|
{
|
|
check(CmdInfo.MeshPass < EMeshPass::Num);
|
|
FCachedPassMeshDrawList& CachedDrawLists = Scene.CachedDrawLists[CmdInfo.MeshPass];
|
|
|
|
check(CmdInfo.CommandIndex >= 0 && CmdInfo.CommandIndex < DeferredCommands.Num());
|
|
check(CmdInfo.StateBucketId == -1);
|
|
FMeshDrawCommand& Command = DeferredCommands[CmdInfo.CommandIndex];
|
|
|
|
CmdInfo.CommandIndex = CachedDrawLists.MeshDrawCommands.EmplaceAtLowestFreeIndex(CachedDrawLists.LowestFreeIndexSearchStart, MoveTemp(Command));
|
|
}
|
|
}
|
|
}
|
|
|
|
DeferredCommands.Reset();
|
|
DeferredCommandHashes.Reset();
|
|
}
|
|
|
|
PassProcessorCreateFunction FPassProcessorManager::JumpTable[(int32)EShadingPath::Num][EMeshPass::Num] = {};
|
|
DeprecatedPassProcessorCreateFunction FPassProcessorManager::DeprecatedJumpTable[(int32)EShadingPath::Num][EMeshPass::Num] = {};
|
|
EMeshPassFlags FPassProcessorManager::Flags[(int32)EShadingPath::Num][EMeshPass::Num] = {};
|
|
int32 FPassProcessorManager::PSOCollectorIndex[(int32)EShadingPath::Num][EMeshPass::Num] = {};
|
|
|
|
static_assert(EMeshPass::Num <= FPSOCollectorCreateManager::MaxPSOCollectorCount);
|
|
|
|
void FPassProcessorManager::SetPassFlags(EShadingPath ShadingPath, EMeshPass::Type PassType, EMeshPassFlags NewFlags)
|
|
{
|
|
check(IsInGameThread());
|
|
FGlobalComponentRecreateRenderStateContext Context;
|
|
if (JumpTable[(uint32)ShadingPath][PassType])
|
|
{
|
|
Flags[(uint32)ShadingPath][PassType] = NewFlags;
|
|
}
|
|
}
|
|
|
|
void AddRenderTargetInfo(
|
|
EPixelFormat PixelFormat,
|
|
ETextureCreateFlags CreateFlags,
|
|
FGraphicsPipelineRenderTargetsInfo& RenderTargetsInfo)
|
|
{
|
|
RenderTargetsInfo.RenderTargetFormats[RenderTargetsInfo.RenderTargetsEnabled] = PixelFormat;
|
|
RenderTargetsInfo.RenderTargetFlags[RenderTargetsInfo.RenderTargetsEnabled] = CreateFlags;
|
|
RenderTargetsInfo.RenderTargetsEnabled++;
|
|
}
|
|
|
|
void SetupDepthStencilInfo(
|
|
EPixelFormat DepthStencilFormat,
|
|
ETextureCreateFlags DepthStencilCreateFlags,
|
|
ERenderTargetLoadAction DepthTargetLoadAction,
|
|
ERenderTargetLoadAction StencilTargetLoadAction,
|
|
FExclusiveDepthStencil DepthStencilAccess,
|
|
FGraphicsPipelineRenderTargetsInfo& RenderTargetsInfo)
|
|
{
|
|
// Setup depth stencil state
|
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RenderTargetsInfo.DepthStencilTargetFormat = DepthStencilFormat;
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RenderTargetsInfo.DepthStencilTargetFlag = DepthStencilCreateFlags;
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|
|
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RenderTargetsInfo.DepthTargetLoadAction = DepthTargetLoadAction;
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RenderTargetsInfo.StencilTargetLoadAction = StencilTargetLoadAction;
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RenderTargetsInfo.DepthStencilAccess = DepthStencilAccess;
|
|
|
|
const ERenderTargetStoreAction StoreAction = EnumHasAnyFlags(RenderTargetsInfo.DepthStencilTargetFlag, TexCreate_Memoryless) ? ERenderTargetStoreAction::ENoAction : ERenderTargetStoreAction::EStore;
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|
RenderTargetsInfo.DepthTargetStoreAction = RenderTargetsInfo.DepthStencilAccess.IsUsingDepth() ? StoreAction : ERenderTargetStoreAction::ENoAction;
|
|
RenderTargetsInfo.StencilTargetStoreAction = RenderTargetsInfo.DepthStencilAccess.IsUsingStencil() ? StoreAction : ERenderTargetStoreAction::ENoAction;
|
|
}
|
|
|
|
void SetupGBufferRenderTargetInfo(const FSceneTexturesConfig& SceneTexturesConfig, FGraphicsPipelineRenderTargetsInfo& RenderTargetsInfo, bool bSetupDepthStencil, EGBufferLayout Layout)
|
|
{
|
|
SceneTexturesConfig.GetGBufferRenderTargetsInfo(RenderTargetsInfo, Layout);
|
|
if (bSetupDepthStencil)
|
|
{
|
|
SetupDepthStencilInfo(PF_DepthStencil, SceneTexturesConfig.DepthCreateFlags, ERenderTargetLoadAction::ELoad,
|
|
ERenderTargetLoadAction::ELoad, FExclusiveDepthStencil::DepthRead_StencilWrite, RenderTargetsInfo);
|
|
}
|
|
}
|
|
|
|
|
|
#if PSO_PRECACHING_VALIDATE
|
|
|
|
FGraphicsMinimalPipelineStateInitializer PSOCollectorStats::GetShadersOnlyInitializer(const FGraphicsMinimalPipelineStateInitializer& Initializer)
|
|
{
|
|
FGraphicsMinimalPipelineStateInitializer ShadersOnlyInitializer;
|
|
ShadersOnlyInitializer.BoundShaderState = Initializer.BoundShaderState;
|
|
ShadersOnlyInitializer.BoundShaderState.VertexDeclarationRHI = nullptr;
|
|
ShadersOnlyInitializer.ComputeStatePrecachePSOHash();
|
|
|
|
return ShadersOnlyInitializer;
|
|
}
|
|
|
|
FGraphicsMinimalPipelineStateInitializer PSOCollectorStats::PatchMinimalPipelineStateToCheck(const FGraphicsMinimalPipelineStateInitializer& Initializer)
|
|
{
|
|
FGraphicsMinimalPipelineStateInitializer PatchedInitializer = Initializer;
|
|
//PatchedInitializer.DepthStencilState = nullptr;
|
|
//PatchedInitializer.RasterizerState = nullptr;
|
|
//PatchedInitializer.BlendState = nullptr;
|
|
//PatchedInitializer.PrimitiveType = PT_TriangleList;
|
|
//PatchedInitializer.ImmutableSamplerState = FImmutableSamplerState();
|
|
//PatchedInitializer.BoundShaderState.VertexDeclarationRHI = nullptr;
|
|
//PatchedInitializer.UniqueEntry = false;
|
|
|
|
// Recompute the hash when disabling certain states for checks.
|
|
// PatchedInitializer.StatePrecachePSOHash = 0;
|
|
PatchedInitializer.ComputeStatePrecachePSOHash();
|
|
|
|
return PatchedInitializer;
|
|
}
|
|
|
|
uint64 PSOCollectorStats::GetPSOPrecacheHash(const FGraphicsMinimalPipelineStateInitializer& GraphicsPSOInitializer)
|
|
{
|
|
return GraphicsPSOInitializer.StatePrecachePSOHash;
|
|
}
|
|
|
|
void PSOCollectorStats::CheckShaderOnlyStateInCache(
|
|
const FGraphicsMinimalPipelineStateInitializer& Initializer,
|
|
const FMaterial& Material,
|
|
const FVertexFactoryType* VFType,
|
|
const FPrimitiveSceneProxy* PrimitiveSceneProxy,
|
|
int32 PSOCollectorIndex)
|
|
{
|
|
FGraphicsMinimalPipelineStateInitializer ShadersOnlyInitializer = GetShadersOnlyInitializer(Initializer);
|
|
|
|
EPSOPrecacheResult Result = EPSOPrecacheResult::Unknown;
|
|
bool bStatsUpdated = PSOCollectorStats::GetShadersOnlyPSOPrecacheStatsCollector().CheckStateInCacheByHash(EPSOPrecacheType::MeshPass, ShadersOnlyInitializer.StatePrecachePSOHash, PSOCollectorIndex, VFType, Result);
|
|
if (IsFullPrecachingValidationEnabled() && bStatsUpdated && Result != EPSOPrecacheResult::Unknown && Result != EPSOPrecacheResult::Complete)
|
|
{
|
|
FGraphicsPipelineStateInitializer GraphicsPSOInitializer = ShadersOnlyInitializer.AsGraphicsPipelineStateInitializer();
|
|
LogPSOMissInfo(GraphicsPSOInitializer, EPSOPrecacheMissType::ShadersOnly, Result, &Material, VFType, PrimitiveSceneProxy, EPSOPrecacheType::MeshPass, PSOCollectorIndex, ShadersOnlyInitializer.StatePrecachePSOHash);
|
|
}
|
|
}
|
|
|
|
void PSOCollectorStats::CheckMinimalPipelineStateInCache(
|
|
const FGraphicsMinimalPipelineStateInitializer& Initializer,
|
|
const FMaterial& Material,
|
|
const FVertexFactoryType* VFType,
|
|
const FPrimitiveSceneProxy* PrimitiveSceneProxy,
|
|
int32 PSOCollectorIndex)
|
|
{
|
|
FGraphicsMinimalPipelineStateInitializer PatchedMinimalInitializer = PSOCollectorStats::PatchMinimalPipelineStateToCheck(Initializer);
|
|
|
|
EPSOPrecacheResult Result = EPSOPrecacheResult::Unknown;
|
|
bool bStatsUpdated = PSOCollectorStats::GetMinimalPSOPrecacheStatsCollector().CheckStateInCacheByHash(EPSOPrecacheType::MeshPass, PatchedMinimalInitializer.StatePrecachePSOHash, PSOCollectorIndex, VFType, Result);
|
|
if (IsFullPrecachingValidationEnabled() && bStatsUpdated && Result != EPSOPrecacheResult::Unknown && Result != EPSOPrecacheResult::Complete)
|
|
{
|
|
FGraphicsMinimalPipelineStateInitializer ShadersOnlyInitializer = GetShadersOnlyInitializer(Initializer);
|
|
bool bShaderOnlyPrecached = PSOCollectorStats::GetShadersOnlyPSOPrecacheStatsCollector().IsPrecached(ShadersOnlyInitializer.StatePrecachePSOHash);
|
|
if (bShaderOnlyPrecached)
|
|
{
|
|
check(Result == EPSOPrecacheResult::Missed);
|
|
FGraphicsPipelineStateInitializer GraphicsPSOInitializer = PatchedMinimalInitializer.AsGraphicsPipelineStateInitializer();
|
|
LogPSOMissInfo(GraphicsPSOInitializer, EPSOPrecacheMissType::MinimalPSOState, Result, &Material, VFType, PrimitiveSceneProxy, EPSOPrecacheType::MeshPass, PSOCollectorIndex, ShadersOnlyInitializer.StatePrecachePSOHash);
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif // PSO_PRECACHING_VALIDATE
|