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BlueRose 2024-02-06 10:30:09 +08:00
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commit bd415a90d1
4 changed files with 158 additions and 4 deletions

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rating: ⭐
---
# 前言
https://www.cnblogs.com/timlly/p/15092257.html
原文地址:https://www.cnblogs.com/timlly/p/15092257.html
# FShader
```c++
class FShader
{
public:
// 在编译触发之前修改编译环境参数, 可由子类覆盖.
static void ModifyCompilationEnvironment(const FShaderPermutationParameters&, FShaderCompilerEnvironment&) {}
// 是否需要编译指定的排列, 可由子类覆盖.
static bool ShouldCompilePermutation(const FShaderPermutationParameters&) { return true; }
// 检测编译结果是否有效, 可由子类覆盖.
static bool ValidateCompiledResult(EShaderPlatform InPlatform, const FShaderParameterMap& InParameterMap, TArray<FString>& OutError) { return true; }
// 取得RayTracingPayloadType
static ERayTracingPayloadType GetRayTracingPayloadType(const int32 PermutationId) { return static_cast<ERayTracingPayloadType>(0); }
// 获取各类数据的Hash的接口.
RENDERCORE_API const FSHAHash& GetHash() const;
RENDERCORE_API const FSHAHash& GetVertexFactoryHash() const;
RENDERCORE_API const FSHAHash& GetOutputHash() const;
/** Returns an identifier suitable for deterministic sorting of shaders between sessions. */
uint32 GetSortKey() const { return SortKey; }
// 保存并检测shader代码的编译结果.
RENDERCORE_API void Finalize(const FShaderMapResourceCode* Code);
// 数据获取接口.
inline FShaderType* GetType(const FShaderMapPointerTable& InPointerTable) const { return Type.Get(InPointerTable.ShaderTypes); }
inline FShaderType* GetType(const FPointerTableBase* InPointerTable) const { return Type.Get(InPointerTable); }
inline FVertexFactoryType* GetVertexFactoryType(const FShaderMapPointerTable& InPointerTable) const { return VFType.Get(InPointerTable.VFTypes); }
inline FVertexFactoryType* GetVertexFactoryType(const FPointerTableBase* InPointerTable) const { return VFType.Get(InPointerTable); }
inline FShaderType* GetTypeUnfrozen() const { return Type.GetUnfrozen(); }
inline int32 GetResourceIndex() const { checkSlow(ResourceIndex != INDEX_NONE); return ResourceIndex; }
inline EShaderPlatform GetShaderPlatform() const { return Target.GetPlatform(); }
inline EShaderFrequency GetFrequency() const { return Target.GetFrequency(); }
inline const FShaderTarget GetTarget() const { return Target; }
inline bool IsFrozen() const { return Type.IsFrozen(); }
inline uint32 GetNumInstructions() const { return NumInstructions; }
#if WITH_EDITORONLY_DATA
inline uint32 GetNumTextureSamplers() const { return NumTextureSamplers; }
inline uint32 GetCodeSize() const { return CodeSize; }
inline void SetNumInstructions(uint32 Value) { NumInstructions = Value; }
#else
inline uint32 GetNumTextureSamplers() const { return 0u; }
inline uint32 GetCodeSize() const { return 0u; }
#endif
// 尝试返回匹配指定类型的自动绑定的Uniform Buffer, 如果不存在则返回未绑定的.
template<typename UniformBufferStructType>
FORCEINLINE_DEBUGGABLE const TShaderUniformBufferParameter<UniformBufferStructType>& GetUniformBufferParameter() const
{
const FShaderUniformBufferParameter& FoundParameter = GetUniformBufferParameter(UniformBufferStructType::FTypeInfo::GetStructMetadata());
return static_cast<const TShaderUniformBufferParameter<UniformBufferStructType>&>(FoundParameter);
}
FORCEINLINE_DEBUGGABLE const FShaderUniformBufferParameter& GetUniformBufferParameter(const FShaderParametersMetadata* SearchStruct) const
{
const FHashedName SearchName = SearchStruct->GetShaderVariableHashedName();
return GetUniformBufferParameter(SearchName);
}
FORCEINLINE_DEBUGGABLE const FShaderUniformBufferParameter& GetUniformBufferParameter(const FHashedName SearchName) const
{
int32 FoundIndex = INDEX_NONE;
TArrayView<const FHashedName> UniformBufferParameterStructsView(UniformBufferParameterStructs);
for (int32 StructIndex = 0, Count = UniformBufferParameterStructsView.Num(); StructIndex < Count; StructIndex++)
{
if (UniformBufferParameterStructsView[StructIndex] == SearchName)
{
FoundIndex = StructIndex;
break;
}
}
if (FoundIndex != INDEX_NONE)
{
const FShaderUniformBufferParameter& FoundParameter = UniformBufferParameters[FoundIndex];
return FoundParameter;
}
else
{
// This can happen if the uniform buffer was not bound
// There's no good way to distinguish not being bound due to temporary debugging / compiler optimizations or an actual code bug,
// Hence failing silently instead of an error message
static FShaderUniformBufferParameter UnboundParameter;
return UnboundParameter;
}
}
RENDERCORE_API const FShaderParametersMetadata* FindAutomaticallyBoundUniformBufferStruct(int32 BaseIndex) const;
RENDERCORE_API void DumpDebugInfo(const FShaderMapPointerTable& InPtrTable);
#if WITH_EDITOR
RENDERCORE_API void SaveShaderStableKeys(const FShaderMapPointerTable& InPtrTable, EShaderPlatform TargetShaderPlatform, int32 PermutationId, const struct FStableShaderKeyAndValue& SaveKeyVal);
#endif // WITH_EDITOR
/** Returns the meta data for the root shader parameter struct. */
static inline const FShaderParametersMetadata* GetRootParametersMetadata()
{
return nullptr;
}
private:
RENDERCORE_API void BuildParameterMapInfo(const TMap<FString, FParameterAllocation>& ParameterMap);
public:
// 着色器参数绑定.
LAYOUT_FIELD(FShaderParameterBindings, Bindings);
// 着色器参数绑定的映射信息.
LAYOUT_FIELD(FShaderParameterMapInfo, ParameterMapInfo);
protected:
LAYOUT_FIELD(TMemoryImageArray<FHashedName>, UniformBufferParameterStructs);
LAYOUT_FIELD(TMemoryImageArray<FShaderUniformBufferParameter>, UniformBufferParameters);
// 下面3个是编辑器参数.
// 着色器的编译输出和结果参数映射的哈希值, 用于查找匹配的资源.
LAYOUT_FIELD_EDITORONLY(FSHAHash, OutputHash);
// 顶点工厂资源哈希值
LAYOUT_FIELD_EDITORONLY(FSHAHash, VFSourceHash);
// Shader资源哈希值.
LAYOUT_FIELD_EDITORONLY(FSHAHash, SourceHash);
private:
// 着色器类型.
LAYOUT_FIELD(TIndexedPtr<FShaderType>, Type);
// 顶点工厂类型.
LAYOUT_FIELD(TIndexedPtr<FVertexFactoryType>, VFType);
/** Target platform and frequency. */
LAYOUT_FIELD(FShaderTarget, Target);
/** Index of this shader within the FShaderMapResource */
LAYOUT_FIELD(int32, ResourceIndex);
/** The number of instructions the shader takes to execute. */
LAYOUT_FIELD(uint32, NumInstructions);
/** Truncated version of OutputHash, intended for sorting. Not suitable for unique shader identification. */
LAYOUT_FIELD(uint32, SortKey);
/** Number of texture samplers the shader uses. */
LAYOUT_FIELD_EDITORONLY(uint32, NumTextureSamplers);
/** Size of shader's compiled code */
LAYOUT_FIELD_EDITORONLY(uint32, CodeSize);
};
```

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rating: ⭐
---
# 前言
原文地址https://www.cnblogs.com/timlly/p/15156626.html
原文地址:https://www.cnblogs.com/timlly/p/15156626.html
# 概念
- FRenderResource是渲染线程的渲染资源基础父类实际的数据和逻辑由子类实现。可以认为是渲染线程中承载**CPU相关相关渲染的载体**。

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@ -6,7 +6,7 @@ tags:
rating: ⭐
---
# 前言
https://www.cnblogs.com/timlly/p/15217090.html
原文地址:https://www.cnblogs.com/timlly/p/15217090.html
# 概念
- FRDGAllocator简单的C++对象分配器, 用MemStack分配器追踪和销毁物体。

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@ -6,4 +6,4 @@ tags:
rating: ⭐
---
# 前言
https://www.cnblogs.com/timlly/p/16687324.html
原文地址:https://www.cnblogs.com/timlly/p/16687324.html