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

524 lines
24 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
ShaderBaseClasses.cpp: Shader base classes
=============================================================================*/
#include "ShaderBaseClasses.h"
#include "Materials/MaterialRenderProxy.h"
#include "PostProcess/SceneRenderTargets.h"
#include "RendererModule.h"
#include "ScenePrivate.h"
#include "ParameterCollection.h"
IMPLEMENT_TYPE_LAYOUT(FMaterialShader);
IMPLEMENT_TYPE_LAYOUT(FMeshMaterialShader);
IMPLEMENT_TYPE_LAYOUT(FDebugUniformExpressionSet);
void FMeshMaterialShaderElementData::InitializeMeshMaterialData()
{
FadeUniformBuffer = GDistanceCullFadedInUniformBuffer.GetUniformBufferRHI();
DitherUniformBuffer = GDitherFadedInUniformBuffer.GetUniformBufferRHI();
}
void FMeshMaterialShaderElementData::InitializeMeshMaterialData(const FSceneView* SceneView, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId, bool bDitheredLODTransition, bool bAllowStencilDither)
{
InitializeMeshMaterialData();
if (SceneView)
{
checkSlow(SceneView->bIsViewInfo);
const FViewInfo* ViewInfo = (FViewInfo*)SceneView;
if (StaticMeshId >= 0 && bDitheredLODTransition && !(bAllowStencilDither && ViewInfo->bAllowStencilDither))
{
if (ViewInfo->StaticMeshFadeOutDitheredLODMap[StaticMeshId])
{
DitherUniformBuffer = ViewInfo->DitherFadeOutUniformBuffer;
}
else if (ViewInfo->StaticMeshFadeInDitheredLODMap[StaticMeshId])
{
DitherUniformBuffer = ViewInfo->DitherFadeInUniformBuffer;
}
}
if (PrimitiveSceneProxy)
{
int32 const PrimitiveIndex = PrimitiveSceneProxy->GetPrimitiveSceneInfo()->GetIndex();
if (ViewInfo->PrimitiveFadeUniformBufferMap.IsValidIndex(PrimitiveIndex) && ViewInfo->PrimitiveFadeUniformBufferMap[PrimitiveIndex])
{
FadeUniformBuffer = ViewInfo->PrimitiveFadeUniformBuffers[PrimitiveIndex];
}
}
}
}
void FMeshMaterialShaderElementData::InitializeMeshMaterialData(const FSceneView* SceneView, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, const FMeshBatch& RESTRICT MeshBatch, int32 StaticMeshId, bool bAllowStencilDither)
{
InitializeMeshMaterialData(SceneView, PrimitiveSceneProxy, StaticMeshId, MeshBatch.bDitheredLODTransition, bAllowStencilDither);
}
FDebugUniformExpressionSet::FDebugUniformExpressionSet()
: NumPreshaders(0)
{
FMemory::Memzero(NumTextureExpressions);
}
FDebugUniformExpressionSet::FDebugUniformExpressionSet(const FUniformExpressionSet& InUniformExpressionSet)
{
InitFromExpressionSet(InUniformExpressionSet);
}
/** Initialize from a uniform expression set. */
void FDebugUniformExpressionSet::InitFromExpressionSet(const FUniformExpressionSet& InUniformExpressionSet)
{
NumPreshaders = InUniformExpressionSet.UniformPreshaders.Num();
for (uint32 TypeIndex = 0u; TypeIndex < NumMaterialTextureParameterTypes; ++TypeIndex)
{
NumTextureExpressions[TypeIndex] = InUniformExpressionSet.UniformTextureParameters[TypeIndex].Num();
}
}
/** Returns true if the number of uniform expressions matches those with which the debug set was initialized. */
bool FDebugUniformExpressionSet::Matches(const FUniformExpressionSet& InUniformExpressionSet) const
{
for (uint32 TypeIndex = 0u; TypeIndex < NumMaterialTextureParameterTypes; ++TypeIndex)
{
if (NumTextureExpressions[TypeIndex] != InUniformExpressionSet.UniformTextureParameters[TypeIndex].Num())
{
return false;
}
}
return NumPreshaders == InUniformExpressionSet.UniformPreshaders.Num();
}
FName FMaterialShader::UniformBufferLayoutName(TEXT("Material"));
FMaterialShader::FMaterialShader() = default;
FMaterialShader::FMaterialShader(const FMaterialShaderType::CompiledShaderInitializerType& Initializer)
: FShader(Initializer)
#if WITH_EDITORONLY_DATA
, DebugUniformExpressionSet(Initializer.UniformExpressionSet)
, DebugDescription(Initializer.DebugDescription)
#endif // WITH_EDITORONLY_DATA
{
#if WITH_EDITORONLY_DATA
check(UE_BUILD_SHIPPING || !DebugDescription.IsEmpty());
DebugUniformExpressionUBLayout.CopyFrom(Initializer.UniformExpressionSet.GetUniformBufferLayoutInitializer());
#endif // WITH_EDITORONLY_DATA
// Bind the material uniform buffer parameter.
MaterialUniformBuffer.Bind(Initializer.ParameterMap,TEXT("Material"));
for (int32 CollectionIndex = 0; CollectionIndex < Initializer.UniformExpressionSet.ParameterCollections.Num(); CollectionIndex++)
{
FShaderUniformBufferParameter CollectionParameter;
CollectionParameter.Bind(Initializer.ParameterMap,*FString::Printf(TEXT("MaterialCollection%u"), CollectionIndex));
ParameterCollectionUniformBuffers.Add(CollectionParameter);
}
}
FRHIUniformBuffer* FMaterialShader::GetParameterCollectionBuffer(const FGuid& Id, const FSceneInterface* SceneInterface) const
{
const FScene* Scene = (const FScene*)SceneInterface;
FRHIUniformBuffer* UniformBuffer = Scene ? Scene->GetParameterCollectionBuffer(Id) : nullptr;
if (!UniformBuffer)
{
FMaterialParameterCollectionInstanceResource** CollectionResource = GDefaultMaterialParameterCollectionInstances.Find(Id);
if (CollectionResource && *CollectionResource)
{
UniformBuffer = (*CollectionResource)->GetUniformBuffer();
}
}
return UniformBuffer;
}
#if !(UE_BUILD_TEST || UE_BUILD_SHIPPING || !WITH_EDITOR)
template<typename TLayout>
static void DumpUB(const TLayout& Layout)
{
UE_LOG(LogShaders, Warning, TEXT("Layout %s, Hash %08x"), *Layout.GetDebugName(), Layout.GetHash());
FString ResourcesString;
for (int32 Index = 0; Index < Layout.Resources.Num(); ++Index)
{
ResourcesString += FString::Printf(TEXT("%d "), (uint8)Layout.Resources[Index].MemberType);
}
UE_LOG(LogShaders, Warning, TEXT("Layout CB Size %d %d Resources: %s"), Layout.ConstantBufferSize, Layout.Resources.Num(), *ResourcesString);
};
void FMaterialShader::VerifyExpressionAndShaderMaps(const FMaterialRenderProxy* MaterialRenderProxy, const FMaterial& Material, const FUniformExpressionCache* UniformExpressionCache) const
{
// Validate that the shader is being used for a material that matches the uniform expression set the shader was compiled for.
FMaterialShaderMap* ShaderMap = Material.GetRenderingThreadShaderMap();
if (ShaderMap->GetShaderMapId().IsCookedId())
{
// If this is a cooked shadermap, the debug uniform expression set won't be properly initialized...so skip the verification
return;
}
const FUniformExpressionSet& MaterialUniformExpressionSet = ShaderMap->GetUniformExpressionSet();
bool bUniformExpressionSetMismatch = !DebugUniformExpressionSet.Matches(MaterialUniformExpressionSet)
|| UniformExpressionCache->CachedUniformExpressionShaderMap != ShaderMap;
if (!bUniformExpressionSetMismatch)
{
if (DebugUniformExpressionUBLayout.GetHash() != UniformExpressionCache->UniformBuffer->GetLayout().GetHash())
{
UE_LOG(LogShaders, Warning, TEXT("Material Expression UB mismatch!"));
DumpUB(DebugUniformExpressionUBLayout);
DumpUB(UniformExpressionCache->UniformBuffer->GetLayout());
bUniformExpressionSetMismatch = true;
}
}
if (bUniformExpressionSetMismatch)
{
const FShaderType* ShaderType = GetType(ShaderMap->GetPointerTable());
const FString ProxyName = *MaterialRenderProxy->GetFriendlyName();
const FString MaterialName = *Material.GetFriendlyName();
const TCHAR* ShaderMapDesc = ShaderMap->GetDebugDescription();
UE_LOG(
LogShaders,
Warning,//Fatal,
TEXT("%s shader uniform expression set mismatch for material %s/%s.\n")
TEXT("Shader compilation info: %s\n")
TEXT("Material render proxy compilation info: %s\n")
TEXT("Shader uniform expression set: %u preshaders, %u 2D textures, %u cube textures, %u array textures, %u 3D textures, %u virtual textures, shader map %p\n")
TEXT("Material uniform expression set: %u preshaders, %u 2D textures, %u cube textures, %u array textures, %u 3D textures, %u virtual textures, shader map %p\n"),
ShaderType->GetName(),
*ProxyName,
*MaterialName,
*DebugDescription,
ShaderMapDesc,
DebugUniformExpressionSet.NumPreshaders,
DebugUniformExpressionSet.NumTextureExpressions[(uint32)EMaterialTextureParameterType::Standard2D],
DebugUniformExpressionSet.NumTextureExpressions[(uint32)EMaterialTextureParameterType::Cube],
DebugUniformExpressionSet.NumTextureExpressions[(uint32)EMaterialTextureParameterType::Array2D],
DebugUniformExpressionSet.NumTextureExpressions[(uint32)EMaterialTextureParameterType::Volume],
DebugUniformExpressionSet.NumTextureExpressions[(uint32)EMaterialTextureParameterType::Virtual],
UniformExpressionCache->CachedUniformExpressionShaderMap,
MaterialUniformExpressionSet.UniformPreshaders.Num(),
MaterialUniformExpressionSet.UniformTextureParameters[(uint32)EMaterialTextureParameterType::Standard2D].Num(),
MaterialUniformExpressionSet.UniformTextureParameters[(uint32)EMaterialTextureParameterType::Cube].Num(),
MaterialUniformExpressionSet.UniformTextureParameters[(uint32)EMaterialTextureParameterType::Array2D].Num(),
MaterialUniformExpressionSet.UniformTextureParameters[(uint32)EMaterialTextureParameterType::Volume].Num(),
MaterialUniformExpressionSet.UniformTextureParameters[(uint32)EMaterialTextureParameterType::Virtual].Num(),
ShaderMap
);
}
}
#endif
void FMaterialShader::SetViewParameters(FRHIBatchedShaderParameters& BatchedParameters, const FSceneView& View, const TUniformBufferRef<FViewUniformShaderParameters>& ViewUniformBuffer)
{
const auto& ViewUniformBufferParameter = GetUniformBufferParameter<FViewUniformShaderParameters>();
SetUniformBufferParameter(BatchedParameters, ViewUniformBufferParameter, ViewUniformBuffer);
if (View.bShouldBindInstancedViewUB)
{
// When drawing an instanced stereo scene, the instanced view UB should be taken from the same view where it will contains a copy of both left and eye values (see FViewInfo::CreateViewUniformBuffers).
const auto& InstancedViewUniformBufferParameter = GetUniformBufferParameter<FInstancedViewUniformShaderParameters>();
SetUniformBufferParameter(BatchedParameters, InstancedViewUniformBufferParameter, View.GetInstancedViewUniformBuffer());
}
}
void FMaterialShader::SetParameters(FRHIBatchedShaderParameters& BatchedParameters, const FMaterialRenderProxy* MaterialRenderProxy, const FMaterial& Material, const FSceneView& View)
{
SetParameters(BatchedParameters, MaterialRenderProxy, Material, View.Family->Scene);
}
static void DumpRegisteredMaterialParameterCollections(const FMaterial& Material, const FGuid& ParameterCollectionGuid)
{
// Dump the currently registered parameter collections and the ID we failed to find.
// In a cooked project these numbers are persistent so we can track back to the original
// parameter collection that was being referenced and no longer exists
FString InstancesString;
TMultiMap<FGuid, FMaterialParameterCollectionInstanceResource*>::TIterator Iter = GDefaultMaterialParameterCollectionInstances.CreateIterator();
while (Iter)
{
FMaterialParameterCollectionInstanceResource* Instance = Iter.Value();
InstancesString += FString::Printf(TEXT("\n0x%p: %s: %s"),
Instance, Instance ? *Instance->GetOwnerName().ToString() : TEXT("None"), *Iter.Key().ToString());
++Iter;
}
UE_LOG(LogRenderer, Fatal, TEXT("Failed to find parameter collection buffer with GUID '%s' for %s.\n")
TEXT("Currently %i listed default instances: %s"),
*ParameterCollectionGuid.ToString(),
*Material.GetFullPath(),
GDefaultMaterialParameterCollectionInstances.Num(), *InstancesString);
}
void FMaterialShader::SetParameters(
FRHIBatchedShaderParameters& BatchedParameters,
const FMaterialRenderProxy* MaterialRenderProxy,
const FMaterial& Material,
const FSceneInterface* Scene)
{
const ERHIFeatureLevel::Type FeatureLevel = Scene ? Scene->GetFeatureLevel() : GMaxRHIFeatureLevel;
FMaterialShaderMap* ShaderMap = Material.GetRenderingThreadShaderMap();
checkf(ShaderMap, TEXT("RenderingThreadShaderMap: %i"), ShaderMap ? 1 : 0);
checkf(ShaderMap->IsValidForRendering(true) && Material.GetFeatureLevel() == FeatureLevel, TEXT("IsValid:%i, MaterialFeatureLevel:%i, FeatureLevel:%i"), ShaderMap->IsValidForRendering() ? 1 : 0, (ERHIFeatureLevel::Type)Material.GetFeatureLevel(), FeatureLevel);
FUniformExpressionCache* UniformExpressionCache = &MaterialRenderProxy->UniformExpressionCache[FeatureLevel];
bool bUniformExpressionCacheNeedsDelete = false;
#if DO_CHECK
if (UniformExpressionCache->CachedUniformExpressionShaderMap != ShaderMap)
{
UMaterialInterface* MtlInterface = Material.GetMaterialInterface();
UMaterialInterface* ProxyInterface = MaterialRenderProxy->GetMaterialInterface();
const FShaderType* ShaderType = GetType(ShaderMap->GetPointerTable());
checkf(false,
TEXT("'%s' shader uniform expression set mismatched shader map for material '%s/%s'.\n")
TEXT("Material: '%s'\n")
TEXT("Proxy: '%s'\n"),
ShaderType->GetName(),
*MaterialRenderProxy->GetFriendlyName(), *Material.GetFriendlyName(),
MtlInterface ? *MtlInterface->GetFullName() : TEXT("nullptr"),
ProxyInterface ? *ProxyInterface->GetFullName() : TEXT("nullptr"));
}
#endif
SetUniformBufferParameter(BatchedParameters, MaterialUniformBuffer, UniformExpressionCache->UniformBuffer);
#if !(UE_BUILD_TEST || UE_BUILD_SHIPPING || !WITH_EDITOR)
VerifyExpressionAndShaderMaps(MaterialRenderProxy, Material, UniformExpressionCache);
#endif
{
const TArray<FGuid>& ParameterCollections = UniformExpressionCache->ParameterCollections;
const int32 ParameterCollectionsNum = ParameterCollections.Num();
// For shipping and test builds the assert above will be compiled out, but we're trying to verify that this condition is never hit.
if (ParameterCollectionUniformBuffers.Num() < ParameterCollectionsNum)
{
UE_LOG(LogRenderer, Warning,
TEXT("ParameterCollectionUniformBuffers.Num() [%u] < ParameterCollectionsNum [%u], this would crash below on SetUniformBufferParameter.\n")
TEXT("RenderProxy=%s Material=%s"),
ParameterCollectionUniformBuffers.Num(),
ParameterCollectionsNum,
*MaterialRenderProxy->GetFriendlyName(),
*Material.GetFriendlyName()
);
}
check(ParameterCollectionUniformBuffers.Num() >= ParameterCollectionsNum);
int32 NumToSet = FMath::Min(ParameterCollectionUniformBuffers.Num(), ParameterCollections.Num());
// Find each referenced parameter collection's uniform buffer in the scene and set the parameter
for (int32 CollectionIndex = 0; CollectionIndex < NumToSet; CollectionIndex++)
{
FRHIUniformBuffer* UniformBuffer = GetParameterCollectionBuffer(ParameterCollections[CollectionIndex], Scene);
if (!UniformBuffer)
{
DumpRegisteredMaterialParameterCollections(Material, ParameterCollections[CollectionIndex]);
}
SetUniformBufferParameter(BatchedParameters, ParameterCollectionUniformBuffers[CollectionIndex], UniformBuffer);
}
}
if (bUniformExpressionCacheNeedsDelete)
{
delete UniformExpressionCache;
}
}
void FMaterialShader::GetShaderBindings(
const FSceneInterface* Scene,
const ERHIFeatureLevel::Type FeatureLevel,
const FMaterialRenderProxy& MaterialRenderProxy,
const FMaterial& Material,
FMeshDrawSingleShaderBindings& ShaderBindings) const
{
check(Material.GetRenderingThreadShaderMap() && Material.GetRenderingThreadShaderMap()->IsValidForRendering() && Material.GetFeatureLevel() == FeatureLevel);
const FUniformExpressionCache& UniformExpressionCache = MaterialRenderProxy.UniformExpressionCache[FeatureLevel];
checkf(UniformExpressionCache.CachedUniformExpressionShaderMap == Material.GetRenderingThreadShaderMap(), TEXT("UniformExpressionCache should be up to date, RenderProxy=%s Material=%s FeatureLevel=%d"), *MaterialRenderProxy.GetFriendlyName(), *Material.GetFriendlyName(), FeatureLevel);
checkf(UniformExpressionCache.UniformBuffer, TEXT("NULL UniformBuffer, RenderProxy=%s Material=%s FeatureLevel=%d"), *MaterialRenderProxy.GetFriendlyName(), *Material.GetFriendlyName(), FeatureLevel);
#if !(UE_BUILD_TEST || UE_BUILD_SHIPPING || !WITH_EDITOR)
VerifyExpressionAndShaderMaps(&MaterialRenderProxy, Material, &UniformExpressionCache);
#endif
ShaderBindings.Add(MaterialUniformBuffer, UniformExpressionCache.UniformBuffer);
{
const TArray<FGuid>& ParameterCollections = UniformExpressionCache.ParameterCollections;
const int32 ParameterCollectionsNum = ParameterCollections.Num();
// For shipping and test builds the assert above will be compiled out, but we're trying to verify that this condition is never hit.
if (ParameterCollectionUniformBuffers.Num() < ParameterCollectionsNum)
{
UE_LOG(LogRenderer, Warning,
TEXT("ParameterCollectionUniformBuffers.Num() [%u] < ParameterCollectionsNum [%u], this would crash below on SetUniformBufferParameter.\n")
TEXT("RenderProxy=%s Material=%s"),
ParameterCollectionUniformBuffers.Num(),
ParameterCollectionsNum,
*MaterialRenderProxy.GetFriendlyName(),
*Material.GetFriendlyName()
);
}
check(ParameterCollectionUniformBuffers.Num() >= ParameterCollectionsNum);
const int32 NumToSet = FMath::Min(ParameterCollectionUniformBuffers.Num(), ParameterCollections.Num());
// Find each referenced parameter collection's uniform buffer in the scene and set the parameter
for (int32 CollectionIndex = 0; CollectionIndex < NumToSet; CollectionIndex++)
{
FRHIUniformBuffer* UniformBuffer = GetParameterCollectionBuffer(ParameterCollections[CollectionIndex], Scene);
if (!UniformBuffer)
{
DumpRegisteredMaterialParameterCollections(Material, ParameterCollections[CollectionIndex]);
}
ShaderBindings.Add(ParameterCollectionUniformBuffers[CollectionIndex], UniformBuffer);
}
}
}
#if 0
bool FMaterialShader::Serialize(FArchive& Ar)
{
const bool bShaderHasOutdatedParameters = FShader::Serialize(Ar);
Ar << MaterialUniformBuffer;
Ar << ParameterCollectionUniformBuffers;
#if !ALLOW_SHADERMAP_DEBUG_DATA
FDebugUniformExpressionSet DebugUniformExpressionSet;
static FName DebugUniformExpressionUB(TEXT("DebugUniformExpressionUB"));
FRHIUniformBufferLayout DebugUniformExpressionUBLayout(DebugUniformExpressionUB);
FString DebugDescription;
#endif
Ar << DebugUniformExpressionSet;
if (Ar.IsLoading())
{
FName LayoutName;
Ar << LayoutName;
DebugUniformExpressionUBLayout = FRHIUniformBufferLayout(LayoutName);
Ar << DebugUniformExpressionUBLayout.ConstantBufferSize;
TArray<uint16> ResourceOffsets;
TArray<uint8> ResourceTypes;
Ar << ResourceOffsets;
Ar << ResourceTypes;
#if ALLOW_SHADERMAP_DEBUG_DATA
DebugUniformExpressionUBLayout.Resources.Reserve(ResourceOffsets.Num());
for (int32 i = 0; i < ResourceOffsets.Num(); i++)
{
DebugUniformExpressionUBLayout.Resources.Emplace(FRHIUniformBufferResource{ ResourceOffsets[i], EUniformBufferBaseType(ResourceTypes[i]) });
}
DebugUniformExpressionUBLayout.ComputeHash();
#endif
}
else
{
FName LayoutName = DebugUniformExpressionUBLayout.GetDebugName();
Ar << LayoutName;
Ar << DebugUniformExpressionUBLayout.ConstantBufferSize;
TArray<uint16> ResourceOffsets;
TArray<uint8> ResourceTypes;
ResourceOffsets.Reserve(DebugUniformExpressionUBLayout.Resources.Num());
ResourceTypes.Reserve(DebugUniformExpressionUBLayout.Resources.Num());
for (int32 i = 0; i < DebugUniformExpressionUBLayout.Resources.Num(); i++)
{
ResourceOffsets.Emplace(DebugUniformExpressionUBLayout.Resources[i].MemberOffset);
ResourceTypes.Emplace(uint8(DebugUniformExpressionUBLayout.Resources[i].MemberType));
}
Ar << ResourceOffsets;
Ar << ResourceTypes;
}
Ar << DebugDescription;
return bShaderHasOutdatedParameters;
}
#endif
FMeshMaterialShader::FMeshMaterialShader(const FMeshMaterialShaderType::CompiledShaderInitializerType& Initializer)
: FMaterialShader(Initializer)
{
VertexFactoryParameters = Initializer.VertexFactoryType->CreateShaderParameters(Initializer.Target.GetFrequency(), Initializer.ParameterMap);
}
void FMeshMaterialShader::GetShaderBindings(
const FScene* Scene,
ERHIFeatureLevel::Type FeatureLevel,
const FPrimitiveSceneProxy* PrimitiveSceneProxy,
const FMaterialRenderProxy& MaterialRenderProxy,
const FMaterial& Material,
const FMeshMaterialShaderElementData& ShaderElementData,
FMeshDrawSingleShaderBindings& ShaderBindings) const
{
FMaterialShader::GetShaderBindings(Scene, FeatureLevel, MaterialRenderProxy, Material, ShaderBindings);
ShaderBindings.Add(GetUniformBufferParameter<FDistanceCullFadeUniformShaderParameters>(), ShaderElementData.FadeUniformBuffer);
ShaderBindings.Add(GetUniformBufferParameter<FDitherUniformShaderParameters>(), ShaderElementData.DitherUniformBuffer);
}
void FMeshMaterialShader::GetElementShaderBindings(
const FShaderMapPointerTable& PointerTable,
const FScene* Scene,
const FSceneView* ViewIfDynamicMeshCommand,
const FVertexFactory* VertexFactory,
const EVertexInputStreamType InputStreamType,
const FStaticFeatureLevel FeatureLevel,
const FPrimitiveSceneProxy* PrimitiveSceneProxy,
const FMeshBatch& MeshBatch,
const FMeshBatchElement& BatchElement,
const FMeshMaterialShaderElementData& ShaderElementData,
FMeshDrawSingleShaderBindings& ShaderBindings,
FVertexInputStreamArray& VertexStreams) const
{
const FVertexFactoryType* VertexFactoryType = GetVertexFactoryType(PointerTable);
if (VertexFactoryType)
{
const FVertexFactoryShaderParameters* VFParameters = VertexFactoryParameters.Get();
if (VFParameters)
{
VertexFactoryType->GetShaderParameterElementShaderBindings(GetFrequency(), VFParameters, Scene, ViewIfDynamicMeshCommand, this, InputStreamType, FeatureLevel, VertexFactory, BatchElement, ShaderBindings, VertexStreams);
}
}
EShaderPlatform ShaderPlatform = Scene ? Scene->GetShaderPlatform() : GMaxRHIShaderPlatform;
bool PlatformUsesPrimitiveUB = (BatchElement.bForceInstanceCulling && PlatformGPUSceneUsesUniformBufferView(ShaderPlatform));
if (UseGPUScene(ShaderPlatform, FeatureLevel) && VertexFactory->GetPrimitiveIdStreamIndex(FeatureLevel, InputStreamType) >= 0 && !PlatformUsesPrimitiveUB)
{
const FShaderType* ShaderType = GetType(PointerTable);
ensureMsgf(!GetUniformBufferParameter<FPrimitiveUniformShaderParameters>().IsBound(), TEXT("Shader %s attempted to bind the Primitive uniform buffer even though Vertex Factory computes a PrimitiveId per-instance. This will break auto-instancing. Shaders should use GetPrimitiveData(PrimitiveId).Member instead of Primitive.Member."), ShaderType->GetName());
// Some primitives may use several VFs with a mixed support for a GPUScene. In this case all mesh batches get Primitive UB assigned regardless of VF type
ensureMsgf(!BatchElement.PrimitiveUniformBuffer || (PrimitiveSceneProxy->DoesVFRequirePrimitiveUniformBuffer()), TEXT("FMeshBatchElement was assigned a PrimitiveUniformBuffer even though Vertex Factory %s fetches primitive shader data through a Scene buffer. The assigned PrimitiveUniformBuffer cannot be respected. Use PrimitiveUniformBufferResource instead for dynamic primitive data."), ShaderType->GetName());
}
else
{
if (BatchElement.PrimitiveUniformBuffer)
{
ShaderBindings.Add(GetUniformBufferParameter<FPrimitiveUniformShaderParameters>(), BatchElement.PrimitiveUniformBuffer);
}
else
{
const FShaderType* ShaderType = GetType(PointerTable);
checkf(BatchElement.PrimitiveUniformBufferResource, TEXT("%s expected a primitive uniform buffer but none was set on BatchElement.PrimitiveUniformBuffer or BatchElement.PrimitiveUniformBufferResource"), ShaderType->GetName());
ShaderBindings.Add(GetUniformBufferParameter<FPrimitiveUniformShaderParameters>(), BatchElement.PrimitiveUniformBufferResource->GetUniformBufferRHI());
}
}
}
void FMeshMaterialShader::WriteFrozenVertexFactoryParameters(FMemoryImageWriter& Writer, const TMemoryImagePtr<FVertexFactoryShaderParameters>& InVertexFactoryParameters) const
{
const FVertexFactoryType* VertexFactoryType = GetVertexFactoryType(Writer.TryGetPrevPointerTable());
InVertexFactoryParameters.WriteMemoryImageWithDerivedType(Writer, VertexFactoryType->GetShaderParameterLayout(GetFrequency()));
}