Ejemplo n.º 1
0
void FShaderResource::Serialize(FArchive& Ar)
{
	Ar << SpecificType;
	Ar << Target;
	Ar << Code;
	Ar << OutputHash;
	Ar << NumInstructions;
	Ar << NumTextureSamplers;
	
	if (Ar.IsLoading())
	{
		INC_DWORD_STAT_BY_FName(GetMemoryStatType((EShaderFrequency)Target.Frequency).GetName(), (int64)Code.Num());
		INC_DWORD_STAT_BY(STAT_Shaders_ShaderResourceMemory, GetSizeBytes());
		
		FShaderCache::LogShader((EShaderPlatform)Target.Platform, (EShaderFrequency)Target.Frequency, OutputHash, Code);

		// The shader resource has been serialized in, so this shader resource is now initialized.
		check(Canary != FShader::ShaderMagic_CleaningUp);
		Canary = FShader::ShaderMagic_Initialized;
	}
#if WITH_EDITORONLY_DATA
	else if(Ar.IsCooking())
	{
		FShaderCache::CookShader((EShaderPlatform)Target.Platform, (EShaderFrequency)Target.Frequency, OutputHash, Code);
	}
#endif
}
Ejemplo n.º 2
0
FShaderResource::FShaderResource(const FShaderCompilerOutput& Output, FShaderType* InSpecificType) 
	: SpecificType(InSpecificType)
	, NumInstructions(Output.NumInstructions)
	, NumTextureSamplers(Output.NumTextureSamplers)
	, NumRefs(0)
	, Canary(FShader::ShaderMagic_Initialized)
	
{
	Target = Output.Target;
	// todo: can we avoid the memcpy?
	Code = Output.ShaderCode.GetReadAccess();

	check(Code.Num() > 0);

	OutputHash = Output.OutputHash;
	checkSlow(OutputHash != FSHAHash());

	{
		FScopeLock ShaderResourceIdMapLock(&ShaderResourceIdMapCritical);
		ShaderResourceIdMap.Add(GetId(), this);
	}
	
	INC_DWORD_STAT_BY_FName(GetMemoryStatType((EShaderFrequency)Target.Frequency).GetName(), Code.Num());
	INC_DWORD_STAT_BY(STAT_Shaders_ShaderResourceMemory, GetSizeBytes());
	INC_DWORD_STAT_BY(STAT_Shaders_NumShaderResourcesLoaded, 1);
}
Ejemplo n.º 3
0
FShaderResource::~FShaderResource()
{
	check(Canary == FShader::ShaderMagic_Uninitialized || Canary == FShader::ShaderMagic_CleaningUp || Canary == FShader::ShaderMagic_Initialized);
	check(NumRefs == 0);
	Canary = 0;

	DEC_DWORD_STAT_BY_FName(GetMemoryStatType((EShaderFrequency)Target.Frequency).GetName(), Code.Num());
	DEC_DWORD_STAT_BY(STAT_Shaders_ShaderResourceMemory, GetSizeBytes());
	DEC_DWORD_STAT_BY(STAT_Shaders_NumShaderResourcesLoaded, 1);
}
Ejemplo n.º 4
0
void FShaderResource::InitRHI()
{
	checkf(Code.Num() > 0, TEXT("FShaderResource::InitRHI was called with empty bytecode, which can happen if the resource is initialized multiple times on platforms with no editor data."));

	// we can't have this called on the wrong platform's shaders
	if (!ArePlatformsCompatible(GMaxRHIShaderPlatform, (EShaderPlatform)Target.Platform))
 	{
 		if (FPlatformProperties::RequiresCookedData())
 		{
 			UE_LOG(LogShaders, Fatal, TEXT("FShaderResource::InitRHI got platform %s but it is not compatible with %s"), 
				*LegacyShaderPlatformToShaderFormat((EShaderPlatform)Target.Platform).ToString(), *LegacyShaderPlatformToShaderFormat(GMaxRHIShaderPlatform).ToString());
 		}
 		return;
 	}

	INC_DWORD_STAT_BY(STAT_Shaders_NumShadersUsedForRendering, 1);
	SCOPE_CYCLE_COUNTER(STAT_Shaders_RTShaderLoadTime);

	if(Target.Frequency == SF_Vertex)
	{
		VertexShader = RHICreateVertexShader(Code);
	}
	else if(Target.Frequency == SF_Pixel)
	{
		PixelShader = RHICreatePixelShader(Code);
	}
	else if(Target.Frequency == SF_Hull)
	{
		HullShader = RHICreateHullShader(Code);
	}
	else if(Target.Frequency == SF_Domain)
	{
		DomainShader = RHICreateDomainShader(Code);
	}
	else if(Target.Frequency == SF_Geometry)
	{
		GeometryShader = RHICreateGeometryShader(Code);
	}
	else if(Target.Frequency == SF_Compute)
	{
		ComputeShader = RHICreateComputeShader(Code);
	}

	if (!FPlatformProperties::HasEditorOnlyData())
	{
		DEC_DWORD_STAT_BY_FName(GetMemoryStatType((EShaderFrequency)Target.Frequency).GetName(), Code.Num());
		DEC_DWORD_STAT_BY(STAT_Shaders_ShaderResourceMemory, Code.GetAllocatedSize());
		Code.Empty();
	}
}
Ejemplo n.º 5
0
void FShaderResource::Serialize(FArchive& Ar)
{
	Ar << Target;
	Ar << Code;
	Ar << OutputHash;
	Ar << NumInstructions;
	Ar << NumTextureSamplers;
	
	if (Ar.IsLoading())
	{
		INC_DWORD_STAT_BY_FName(GetMemoryStatType((EShaderFrequency)Target.Frequency).GetName(), (int64)Code.Num());
		INC_DWORD_STAT_BY(STAT_Shaders_ShaderResourceMemory, GetSizeBytes());
	}
}
Ejemplo n.º 6
0
FShaderResource::FShaderResource(const FShaderCompilerOutput& Output) 
	: NumInstructions(Output.NumInstructions)
	, NumTextureSamplers(Output.NumTextureSamplers)
	, NumRefs(0)
	
{
	Target = Output.Target;
	Code = Output.Code;
	check(Code.Num() > 0);

	OutputHash = Output.OutputHash;
	checkSlow(OutputHash != FSHAHash());

	ShaderResourceIdMap.Add(GetId(), this);
	INC_DWORD_STAT_BY_FName(GetMemoryStatType((EShaderFrequency)Target.Frequency).GetName(), Code.Num());
	INC_DWORD_STAT_BY(STAT_Shaders_ShaderResourceMemory, GetSizeBytes());
	INC_DWORD_STAT_BY(STAT_Shaders_NumShaderResourcesLoaded, 1);
}
Ejemplo n.º 7
0
void FShaderResource::InitRHI()
{
	checkf(Code.Num() > 0, TEXT("FShaderResource::InitRHI was called with empty bytecode, which can happen if the resource is initialized multiple times on platforms with no editor data."));

	// we can't have this called on the wrong platform's shaders
	if (!ArePlatformsCompatible(GMaxRHIShaderPlatform, (EShaderPlatform)Target.Platform))
 	{
 		if (FPlatformProperties::RequiresCookedData())
 		{
 			UE_LOG(LogShaders, Fatal, TEXT("FShaderResource::InitRHI got platform %s but it is not compatible with %s"), 
				*LegacyShaderPlatformToShaderFormat((EShaderPlatform)Target.Platform).ToString(), *LegacyShaderPlatformToShaderFormat(GMaxRHIShaderPlatform).ToString());
 		}
 		return;
 	}

	INC_DWORD_STAT_BY(STAT_Shaders_NumShadersUsedForRendering, 1);
	SCOPE_CYCLE_COUNTER(STAT_Shaders_RTShaderLoadTime);

	FShaderCache* ShaderCache = FShaderCache::GetShaderCache();

	if(Target.Frequency == SF_Vertex)
	{
		VertexShader = ShaderCache ? ShaderCache->GetVertexShader((EShaderPlatform)Target.Platform, OutputHash, Code) : RHICreateVertexShader(Code);
	}
	else if(Target.Frequency == SF_Pixel)
	{
		PixelShader = ShaderCache ? ShaderCache->GetPixelShader((EShaderPlatform)Target.Platform, OutputHash, Code) : RHICreatePixelShader(Code);
	}
	else if(Target.Frequency == SF_Hull)
	{
		HullShader = ShaderCache ? ShaderCache->GetHullShader((EShaderPlatform)Target.Platform, OutputHash, Code) : RHICreateHullShader(Code);
	}
	else if(Target.Frequency == SF_Domain)
	{
		DomainShader = ShaderCache ? ShaderCache->GetDomainShader((EShaderPlatform)Target.Platform, OutputHash, Code) : RHICreateDomainShader(Code);
	}
	else if(Target.Frequency == SF_Geometry)
	{
		if (SpecificType)
		{
			FStreamOutElementList ElementList;
			TArray<uint32> StreamStrides;
			int32 RasterizedStream = -1;
			SpecificType->GetStreamOutElements(ElementList, StreamStrides, RasterizedStream);
			checkf(ElementList.Num(), *FString::Printf(TEXT("Shader type %s was given GetStreamOutElements implementation that had no elements!"), SpecificType->GetName()));

			//@todo - not using the cache
			GeometryShader = RHICreateGeometryShaderWithStreamOutput(Code, ElementList, StreamStrides.Num(), StreamStrides.GetData(), RasterizedStream);
		}
		else
		{
			GeometryShader = ShaderCache ? ShaderCache->GetGeometryShader((EShaderPlatform)Target.Platform, OutputHash, Code) : RHICreateGeometryShader(Code);
		}
	}
	else if(Target.Frequency == SF_Compute)
	{
		ComputeShader = ShaderCache ? ShaderCache->GetComputeShader((EShaderPlatform)Target.Platform, Code) : RHICreateComputeShader(Code);
	}

	if (Target.Frequency != SF_Geometry)
	{
		checkf(!SpecificType, *FString::Printf(TEXT("Only geometry shaders can use GetStreamOutElements, shader type %s"), SpecificType->GetName()));
	}

	if (!FPlatformProperties::HasEditorOnlyData())
	{
		DEC_DWORD_STAT_BY_FName(GetMemoryStatType((EShaderFrequency)Target.Frequency).GetName(), Code.Num());
		DEC_DWORD_STAT_BY(STAT_Shaders_ShaderResourceMemory, Code.GetAllocatedSize());
		Code.Empty();
	}
}
Ejemplo n.º 8
0
FShaderResource::~FShaderResource()
{
	DEC_DWORD_STAT_BY_FName(GetMemoryStatType((EShaderFrequency)Target.Frequency).GetName(), Code.Num());
	DEC_DWORD_STAT_BY(STAT_Shaders_ShaderResourceMemory, GetSizeBytes());
	DEC_DWORD_STAT_BY(STAT_Shaders_NumShaderResourcesLoaded, 1);
}