Add constant buffers alignment for data structures (16-byte boundaries)

This commit is contained in:
Wojtek Figat
2024-05-23 13:58:46 +02:00
parent 91aa5a0fb9
commit 206ff89587
38 changed files with 54 additions and 49 deletions

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@@ -125,7 +125,7 @@ PACK_STRUCT(struct Vertex {
Color32 Color;
});
PACK_STRUCT(struct Data {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data {
Matrix ViewProjection;
Float2 Padding;
float ClipPosZBias;

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@@ -28,6 +28,9 @@
// Maximum amount of thread groups per dimension for compute dispatch
#define GPU_MAX_CS_DISPATCH_THREAD_GROUPS 65535
// Alignment of the shader data structures (16-byte boundaries) to improve memory copies efficiency.
#define GPU_SHADER_DATA_ALIGNMENT 16
// Enable/disable assertion for graphics layers
#define GPU_ENABLE_ASSERTION 1

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@@ -2,6 +2,7 @@
#pragma once
#include "Config.h"
#include "PixelFormat.h"
#include "RenderView.h"
#include "Engine/Scripting/ScriptingType.h"
@@ -11,7 +12,7 @@ class SkinnedModel;
struct RenderContext;
struct FloatR10G10B10A2;
PACK_STRUCT(struct QuadShaderData
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) QuadShaderData
{
Float4 Color;
});

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@@ -179,7 +179,7 @@ void ExponentialHeightFog::GetExponentialHeightFogData(const RenderView& view, S
result.VolumetricFogMaxDistance = VolumetricFogDistance;
}
PACK_STRUCT(struct Data {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data {
ShaderGBufferData GBuffer;
ShaderExponentialHeightFogData ExponentialHeightFog;
});

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@@ -17,7 +17,7 @@
#include "Engine/Serialization/Serialization.h"
#include "Engine/Level/Scene/SceneRendering.h"
PACK_STRUCT(struct Data {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data {
Matrix WVP;
Float3 ViewOffset;
float Padding;

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@@ -13,7 +13,7 @@
#include "Engine/Graphics/Shaders/GPUShader.h"
#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
PACK_STRUCT(struct GPUParticlesData {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) GPUParticlesData {
Matrix ViewProjectionMatrix;
Matrix InvViewProjectionMatrix;
Matrix InvViewMatrix;

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@@ -569,7 +569,7 @@ void DrawEmitterCPU(RenderContext& renderContext, ParticleBuffer* buffer, DrawCa
#if COMPILE_WITH_GPU_PARTICLES
PACK_STRUCT(struct GPUParticlesSortingData {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) GPUParticlesSortingData {
Float3 ViewPosition;
uint32 ParticleCounterOffset;
uint32 ParticleStride;

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@@ -52,11 +52,11 @@
// True if enable downscaling when rendering blur
const bool DownsampleForBlur = false;
PACK_STRUCT(struct Data {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data {
Matrix ViewProjection;
});
PACK_STRUCT(struct BlurData {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) BlurData {
Float2 InvBufferSize;
uint32 SampleCount;
float Dummy0;

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@@ -19,7 +19,7 @@ class AmbientOcclusionPass : public RendererPass<AmbientOcclusionPass>
private:
// Packed shader constant buffer structure (this MUST match shader code)
PACK_STRUCT(struct ASSAOConstants {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ASSAOConstants {
ShaderGBufferData GBuffer;
Float2 ViewportPixelSize;

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@@ -7,7 +7,7 @@
#include "Engine/Graphics/Graphics.h"
#include "Engine/Graphics/RenderTask.h"
PACK_STRUCT(struct Data
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data
{
Float4 ScreenSize;
});

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@@ -15,7 +15,7 @@ class SMAA : public RendererPass<SMAA>
{
private:
PACK_STRUCT(struct Data
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data
{
Float4 RtSize;
});

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@@ -11,7 +11,7 @@
#include "Engine/Renderer/GBufferPass.h"
#include "Engine/Engine/Engine.h"
PACK_STRUCT(struct Data
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data
{
Float2 ScreenSizeInv;
Float2 JitterInv;

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@@ -61,7 +61,7 @@ protected:
bool Run() override;
};
PACK_STRUCT(struct Data
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data
{
float First;
float AtmosphereR;

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@@ -8,7 +8,7 @@
#include "Engine/Graphics/RenderTargetPool.h"
#include "Engine/Graphics/RenderTask.h"
PACK_STRUCT(struct Data {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data {
Float4 ColorSaturationShadows;
Float4 ColorContrastShadows;
Float4 ColorGammaShadows;

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@@ -6,11 +6,12 @@
#include "Engine/Core/Math/Vector2.h"
#include "Engine/Core/Math/Vector3.h"
#include "Engine/Core/Math/Vector4.h"
#include "Engine/Graphics/Config.h"
/// <summary>
/// Structure that contains information about GBuffer for shaders.
/// </summary>
PACK_STRUCT(struct ShaderGBufferData
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ShaderGBufferData
{
Float4 ViewInfo;
Float4 ScreenSize;
@@ -23,7 +24,7 @@ PACK_STRUCT(struct ShaderGBufferData
/// <summary>
/// Structure that contains information about exponential height fog for shaders.
/// </summary>
PACK_STRUCT(struct ShaderExponentialHeightFogData
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ShaderExponentialHeightFogData
{
Float3 FogInscatteringColor;
float FogMinOpacity;
@@ -48,7 +49,7 @@ PACK_STRUCT(struct ShaderExponentialHeightFogData
/// <summary>
/// Structure that contains information about atmosphere fog for shaders.
/// </summary>
PACK_STRUCT(struct ShaderAtmosphericFogData
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ShaderAtmosphericFogData
{
float AtmosphericFogDensityScale;
float AtmosphericFogSunDiscScale;
@@ -70,7 +71,7 @@ PACK_STRUCT(struct ShaderAtmosphericFogData
/// <summary>
/// Structure that contains information about light for shaders.
/// </summary>
PACK_STRUCT(struct ShaderLightData {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ShaderLightData {
Float2 SpotAngles;
float SourceRadius;
float SourceLength;
@@ -89,7 +90,7 @@ PACK_STRUCT(struct ShaderLightData {
/// <summary>
/// Packed env probe data
/// </summary>
PACK_STRUCT(struct ShaderEnvProbeData {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ShaderEnvProbeData {
Float4 Data0; // x - Position.x, y - Position.y, z - Position.z, w - unused
Float4 Data1; // x - Radius , y - 1 / Radius, z - Brightness, w - unused
});

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@@ -18,7 +18,7 @@
#define DOF_GRID_SIZE 450
#define DOF_DEPTH_BLUR_FORMAT PixelFormat::R16G16_Float
PACK_STRUCT(struct Data {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data {
Float2 ProjectionAB;
float BokehDepthCullThreshold;
float BokehDepthCutoff;

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@@ -19,7 +19,7 @@
#include "Engine/Level/Scene/Scene.h"
#include "Engine/Level/Actors/StaticModel.h"
PACK_STRUCT(struct LightmapUVsDensityMaterialShaderData {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) LightmapUVsDensityMaterialShaderData {
Matrix ViewProjectionMatrix;
Matrix WorldMatrix;
Rectangle LightmapArea;

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@@ -12,7 +12,7 @@
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Renderer/DrawCall.h"
PACK_STRUCT(struct VertexColorsMaterialShaderData {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) VertexColorsMaterialShaderData {
Matrix ViewProjectionMatrix;
Matrix WorldMatrix;
});

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@@ -16,7 +16,7 @@
#include "Engine/Engine/Engine.h"
#include "Engine/Engine/Time.h"
PACK_STRUCT(struct EyeAdaptationData {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) EyeAdaptationData {
float MinBrightness;
float MaxBrightness;
float SpeedUp;

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@@ -21,7 +21,7 @@
#include "Engine/Level/Actors/Decal.h"
#include "Engine/Engine/Engine.h"
PACK_STRUCT(struct GBufferPassData{
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) GBufferPassData{
ShaderGBufferData GBuffer;
Float3 Dummy0;
int32 ViewMode;

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@@ -41,7 +41,7 @@
#define DDGI_PROBE_UPDATE_BORDERS_GROUP_SIZE 8
#define DDGI_PROBE_CLASSIFY_GROUP_SIZE 32
PACK_STRUCT(struct Data0
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data0
{
DynamicDiffuseGlobalIlluminationPass::ConstantsData DDGI;
GlobalSignDistanceFieldPass::ConstantsData GlobalSDF;
@@ -54,7 +54,7 @@ PACK_STRUCT(struct Data0
Int4 ProbeScrollClears[4];
});
PACK_STRUCT(struct Data1
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data1
{
// TODO: use push constants on Vulkan or root signature data on DX12 to reduce overhead of changing single DWORD
Float2 Padding1;

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@@ -13,7 +13,7 @@ class FLAXENGINE_API DynamicDiffuseGlobalIlluminationPass : public RendererPass<
{
public:
// Constant buffer data for DDGI access on a GPU.
PACK_STRUCT(struct ConstantsData
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ConstantsData
{
Float4 ProbesOriginAndSpacing[4];
Int4 ProbesScrollOffsets[4];

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@@ -42,7 +42,7 @@
#include "Engine/Debug/DebugDraw.h"
#endif
PACK_STRUCT(struct Data0
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data0
{
Float3 ViewWorldPos;
float ViewNearPlane;

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@@ -11,7 +11,7 @@ class FLAXENGINE_API GlobalSurfaceAtlasPass : public RendererPass<GlobalSurfaceA
{
public:
// Constant buffer data for Global Surface Atlas access on a GPU.
PACK_STRUCT(struct ConstantsData
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ConstantsData
{
Float3 ViewPos;
float Padding0;

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@@ -38,7 +38,7 @@ static_assert(GLOBAL_SDF_RASTERIZE_MODEL_MAX_COUNT % 4 == 0, "Must be multiple o
#include "Engine/Debug/DebugDraw.h"
#endif
PACK_STRUCT(struct ObjectRasterizeData
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ObjectRasterizeData
{
Matrix3x4 WorldToVolume;
Matrix3x4 VolumeToWorld;
@@ -50,7 +50,7 @@ PACK_STRUCT(struct ObjectRasterizeData
float DecodeAdd;
});
PACK_STRUCT(struct Data
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data
{
Float3 ViewWorldPos;
float ViewNearPlane;
@@ -60,7 +60,7 @@ PACK_STRUCT(struct Data
GlobalSignDistanceFieldPass::ConstantsData GlobalSDF;
});
PACK_STRUCT(struct ModelsRasterizeData
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ModelsRasterizeData
{
Int3 ChunkCoord;
float MaxDistance;

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@@ -12,7 +12,7 @@ class FLAXENGINE_API GlobalSignDistanceFieldPass : public RendererPass<GlobalSig
{
public:
// Constant buffer data for Global SDF access on a GPU.
PACK_STRUCT(struct ConstantsData
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ConstantsData
{
Float4 CascadePosDistance[4];
Float4 CascadeVoxelSize;

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@@ -16,7 +16,7 @@
#define THREADGROUP_SIZE_Y 16
#define HISTOGRAM_SIZE 64
PACK_STRUCT(struct HistogramData {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) HistogramData {
uint32 InputSizeX;
uint32 InputSizeY;
float HistogramMul;

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@@ -13,12 +13,12 @@
#include "Engine/Content/Assets/CubeTexture.h"
#include "Engine/Content/Content.h"
PACK_STRUCT(struct PerLight{
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) PerLight{
ShaderLightData Light;
Matrix WVP;
});
PACK_STRUCT(struct PerFrame{
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) PerFrame{
ShaderGBufferData GBuffer;
});

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@@ -17,7 +17,7 @@
#include "Engine/Graphics/Shaders/GPUShader.h"
#include "Engine/Engine/Time.h"
PACK_STRUCT(struct Data {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data {
ShaderGBufferData GBuffer;
Matrix CurrentVP;
Matrix PreviousVP;

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@@ -15,7 +15,7 @@ class PostProcessingPass : public RendererPass<PostProcessingPass>
{
private:
PACK_STRUCT(struct Data {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data {
float BloomLimit;
float BloomThreshold;
float BloomMagnitude;
@@ -56,7 +56,7 @@ private:
Matrix LensFlareStarMat;
});
PACK_STRUCT(struct GaussianBlurData {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) GaussianBlurData {
Float2 Size;
float Dummy3;
float Dummy4;

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@@ -69,7 +69,7 @@ public:
}
};
PACK_STRUCT(struct Data
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data
{
Float2 Dummy0;
int32 CubeFace;

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@@ -13,7 +13,7 @@
#include "Engine/Graphics/RenderTargetPool.h"
#include "Engine/Level/Actors/EnvironmentProbe.h"
PACK_STRUCT(struct Data {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data {
ShaderEnvProbeData PData;
Matrix WVP;
ShaderGBufferData GBuffer;

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@@ -24,7 +24,7 @@
#define TEXTURE1 5
#define TEXTURE2 6
PACK_STRUCT(struct Data
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data
{
ShaderGBufferData GBuffer;

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@@ -28,7 +28,7 @@
#define NormalOffsetScaleTweak METERS_TO_UNITS(1)
#define LocalLightNearPlane METERS_TO_UNITS(0.1f)
PACK_STRUCT(struct Data{
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data{
ShaderGBufferData GBuffer;
ShaderLightData Light;
Matrix WVP;

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@@ -15,7 +15,7 @@ struct Item
uint32 Value;
};
PACK_STRUCT(struct Data {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data {
Item NullItem;
uint32 CounterOffset;
uint32 MaxIterations;

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@@ -5,7 +5,7 @@
#include "Engine/Content/Content.h"
#include "Engine/Graphics/GPUContext.h"
PACK_STRUCT(struct Data {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data {
Float2 TexelSize;
Float2 Padding;
});

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@@ -28,14 +28,14 @@ public:
private:
PACK_STRUCT(struct SkyLightData {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) SkyLightData {
Float3 MultiplyColor;
float VolumetricScatteringIntensity;
Float3 AdditiveColor;
float Dummy0;
});
PACK_STRUCT(struct Data {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data {
ShaderGBufferData GBuffer;
Float3 GlobalAlbedo;
@@ -67,7 +67,7 @@ private:
DynamicDiffuseGlobalIlluminationPass::ConstantsData DDGI;
});
PACK_STRUCT(struct PerLight {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) PerLight {
Float2 SliceToDepth;
int32 MinZ;
float LocalLightScatteringIntensity;

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@@ -23,7 +23,7 @@
namespace ShadowsOfMordor
{
PACK_STRUCT(struct ShaderData {
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ShaderData {
Rectangle LightmapArea;
Matrix WorldMatrix;
Matrix ToTangentSpace;