Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -149,6 +149,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Added IES Profile support for Point, Spot and Rectangular-Area lights
- Added support for multiple mapping modes in AxF.
- Add support of lightlayers on indirect lighting controller
- Added compute shader stripping.

### Fixed
- Fix when rescale probe all direction below zero (1219246)
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -19,12 +19,10 @@ public CommonShaderPreprocessor() { }

protected override bool DoShadersStripper(HDRenderPipelineAsset hdrpAsset, Shader shader, ShaderSnippetData snippet, ShaderCompilerData inputData)
{
// TODO: We need to perform compute shader stripping as soon as it is possible. Most egregious case would be the shadow filtering quality for Deferred.compute

// Strip every useless shadow configs
var shadowInitParams = hdrpAsset.currentPlatformRenderPipelineSettings.hdShadowInitParams;

foreach (var shadowVariant in m_ShadowVariants)
foreach (var shadowVariant in m_ShadowKeywords.ShadowVariants)
{
if (shadowVariant.Key != shadowInitParams.shadowFilteringQuality)
if (inputData.shaderKeywordSet.IsEnabled(shadowVariant.Value))
Expand Down Expand Up @@ -136,6 +134,181 @@ protected override bool DoShadersStripper(HDRenderPipelineAsset hdrpAsset, Shade
}
}

class HDRPPreprocessComputeShaders : IPreprocessComputeShaders
{
struct ExportComputeShaderStrip : System.IDisposable
{
bool m_ExportLog;
string m_OutFile;
ComputeShader m_Shader;
string m_KernelName;
IList<ShaderCompilerData> m_InputData;
HDRPPreprocessComputeShaders m_PreProcess;

public ExportComputeShaderStrip(
bool exportLog,
string outFile,
ComputeShader shader,
string kernelName,
IList<ShaderCompilerData> inputData,
HDRPPreprocessComputeShaders preProcess
)
{
m_ExportLog = exportLog;
m_OutFile = outFile;
m_Shader = shader;
m_KernelName = kernelName;
m_InputData = inputData;
m_PreProcess = preProcess;

if (m_ExportLog)
{
System.IO.File.AppendAllText(
m_OutFile,
$"{{ \"Compute shader\": \"{m_Shader.name}\", \"kernel\": \"{m_KernelName}\", \"variantIn\": {m_InputData.Count} }}\r\n"
);
}
}

public void Dispose()
{
if (m_ExportLog)
{
try
{
System.IO.File.AppendAllText(
m_OutFile,
$"{{ \"shader\": \"{m_Shader?.name}\", \"kernel\": \"{m_KernelName}\", \"variantOut\": \"{m_InputData.Count}\", \"totalVariantIn\": \"{m_PreProcess?.m_TotalVariantsInputCount}\", \"totalVariantOut\": \"{m_PreProcess?.m_TotalVariantsOutputCount}\" }}\r\n"
);
}
catch (System.Exception e)
{
Debug.LogException(e);
}
}
}
}

uint m_TotalVariantsInputCount;
uint m_TotalVariantsOutputCount;

protected ShadowKeywords m_ShadowKeywords = new ShadowKeywords();
protected ShaderKeyword m_EnableAlpha = new ShaderKeyword("ENABLE_ALPHA");
protected ShaderKeyword m_MSAA = new ShaderKeyword("ENABLE_MSAA");

public int callbackOrder { get { return 0; } }

void LogShaderVariants(ComputeShader shader, string kernelName, ShaderVariantLogLevel logLevel, uint prevVariantsCount, uint currVariantsCount)
{
// We cannot yet differentiate whether a compute shader is HDRP specific or not.
if (logLevel == ShaderVariantLogLevel.AllShaders || logLevel == ShaderVariantLogLevel.OnlyHDRPShaders)
{
float percentageCurrent = ((float)currVariantsCount / prevVariantsCount) * 100.0f;
float percentageTotal = ((float)m_TotalVariantsOutputCount / m_TotalVariantsInputCount) * 100.0f;

string result = string.Format("STRIPPING: {0} (kernel: {1}) -" +
" Remaining shader variants = {2}/{3} = {4}% - Total = {5}/{6} = {7}%",
shader.name, kernelName, currVariantsCount,
prevVariantsCount, percentageCurrent, m_TotalVariantsOutputCount, m_TotalVariantsInputCount,
percentageTotal);
Debug.Log(result);
}
}

// Modify this function to add more stripping clauses
internal bool StripShader(HDRenderPipelineAsset hdAsset, ComputeShader shader, string kernelName, ShaderCompilerData inputData)
{
// Strip every useless shadow configs
var shadowInitParams = hdAsset.currentPlatformRenderPipelineSettings.hdShadowInitParams;

foreach (var shadowVariant in m_ShadowKeywords.ShadowVariants)
{
if (shadowVariant.Key != shadowInitParams.shadowFilteringQuality)
{
if (inputData.shaderKeywordSet.IsEnabled(shadowVariant.Value))
{
return true;
}
}
}

if(inputData.shaderKeywordSet.IsEnabled(m_MSAA) && !hdAsset.currentPlatformRenderPipelineSettings.supportMSAA)
{
return true;
}

if(inputData.shaderKeywordSet.IsEnabled(m_EnableAlpha) && !hdAsset.currentPlatformRenderPipelineSettings.supportsAlpha)
{
return true;
}

return false;
}

public void OnProcessComputeShader(ComputeShader shader, string kernelName, IList<ShaderCompilerData> inputData)
{
if (HDRenderPipeline.currentAsset == null)
return;

var exportLog = ShaderBuildPreprocessor.hdrpAssets.Count > 0
&& ShaderBuildPreprocessor.hdrpAssets.Any(hdrpAsset => hdrpAsset.shaderVariantLogLevel != ShaderVariantLogLevel.Disabled);

Stopwatch shaderStripingWatch = new Stopwatch();
shaderStripingWatch.Start();

using (new ExportComputeShaderStrip(exportLog, "Temp/compute-shader-strip.json", shader, kernelName, inputData, this))
{
var inputShaderVariantCount = inputData.Count;
var hdPipelineAssets = ShaderBuildPreprocessor.hdrpAssets;

if (hdPipelineAssets.Count == 0)
return;

uint preStrippingCount = (uint)inputData.Count;

for (int i = 0; i < inputShaderVariantCount;)
{
ShaderCompilerData input = inputData[i];

bool removeInput = true;
foreach (var hdAsset in hdPipelineAssets)
{
if (!StripShader(hdAsset, shader, kernelName, input))
{
removeInput = false;
break;
}
}

if (removeInput)
inputData[i] = inputData[--inputShaderVariantCount];
else
++i;
}

if (inputData is List<ShaderCompilerData> inputDataList)
{
inputDataList.RemoveRange(inputShaderVariantCount, inputDataList.Count - inputShaderVariantCount);
}
else
{
for (int i = inputData.Count - 1; i >= inputShaderVariantCount; --i)
inputData.RemoveAt(i);
}

foreach (var hdAsset in hdPipelineAssets)
{
if (hdAsset.shaderVariantLogLevel != ShaderVariantLogLevel.Disabled)
{
m_TotalVariantsInputCount += preStrippingCount;
m_TotalVariantsOutputCount += (uint)inputData.Count;
LogShaderVariants(shader, kernelName, hdAsset.shaderVariantLogLevel, preStrippingCount, (uint)inputData.Count);
}
}
}
}
}

class HDRPreprocessShaders : IPreprocessShaders
{
// Track list of materials asking for specific preprocessor step
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -7,6 +7,29 @@

namespace UnityEditor.Rendering.HighDefinition
{
internal class ShadowKeywords
{
ShaderKeyword ShadowLow;
ShaderKeyword ShadowMedium;
ShaderKeyword ShadowHigh;

public Dictionary<HDShadowFilteringQuality, ShaderKeyword> ShadowVariants;

public ShadowKeywords()
{
ShadowLow = new ShaderKeyword("SHADOW_LOW");
ShadowMedium = new ShaderKeyword("SHADOW_MEDIUM");
ShadowHigh = new ShaderKeyword("SHADOW_HIGH");

ShadowVariants = new Dictionary<HDShadowFilteringQuality, ShaderKeyword>
{
{HDShadowFilteringQuality.Low, ShadowLow},
{HDShadowFilteringQuality.Medium, ShadowMedium},
{HDShadowFilteringQuality.High, ShadowHigh},
};
}
}

abstract class BaseShaderPreprocessor
{
// Common keyword list
Expand All @@ -26,6 +49,7 @@ abstract class BaseShaderPreprocessor
protected ShaderKeyword m_WriteNormalBuffer;
protected ShaderKeyword m_WriteMSAADepth;
protected ShaderKeyword m_SubsurfaceScattering;
protected ShadowKeywords m_ShadowKeywords;

protected Dictionary<HDShadowFilteringQuality, ShaderKeyword> m_ShadowVariants;

Expand All @@ -48,19 +72,10 @@ public BaseShaderPreprocessor()
m_Decals3RT = new ShaderKeyword("DECALS_3RT");
m_Decals4RT = new ShaderKeyword("DECALS_4RT");
m_LightLayers = new ShaderKeyword("LIGHT_LAYERS");
m_ShadowLow = new ShaderKeyword("SHADOW_LOW");
m_ShadowMedium = new ShaderKeyword("SHADOW_MEDIUM");
m_ShadowHigh = new ShaderKeyword("SHADOW_HIGH");
m_WriteNormalBuffer = new ShaderKeyword("WRITE_NORMAL_BUFFER");
m_WriteMSAADepth = new ShaderKeyword("WRITE_MSAA_DEPTH");
m_SubsurfaceScattering = new ShaderKeyword("OUTPUT_SPLIT_LIGHTING");

m_ShadowVariants = new Dictionary<HDShadowFilteringQuality, ShaderKeyword>
{
{HDShadowFilteringQuality.Low, m_ShadowLow},
{HDShadowFilteringQuality.Medium, m_ShadowMedium},
{HDShadowFilteringQuality.High, m_ShadowHigh},
};
m_ShadowKeywords = new ShadowKeywords();
}

public bool ShadersStripper(HDRenderPipelineAsset hdrpAsset, Shader shader, ShaderSnippetData snippet,
Expand Down