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UnrealEngineUWP/Engine/Source/Developer/ShaderCompilerCommon/Private/ShaderCompilerCommon.cpp

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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
// .
#include "ShaderCompilerCommon.h"
#include "ModuleManager.h"
#include "CrossCompilerCommon.h"
#include "TypeHash.h"
IMPLEMENT_MODULE(FDefaultModuleImpl, ShaderCompilerCommon);
/**
* The shader frequency.
*/
enum EHlslShaderFrequency
{
HSF_VertexShader,
HSF_PixelShader,
HSF_GeometryShader,
HSF_HullShader,
HSF_DomainShader,
HSF_ComputeShader,
HSF_FrequencyCount,
HSF_InvalidFrequency = -1
};
/**
* Compilation flags. See PackUniformBuffers.h for details on Grouping/Packing uniforms.
*/
enum EHlslCompileFlag
{
/** Disables validation of the IR. */
HLSLCC_NoValidation = 0x1,
/** Disabled preprocessing. */
HLSLCC_NoPreprocess = 0x2,
/** Pack uniforms into typed arrays. */
HLSLCC_PackUniforms = 0x4,
/** Assume that input shaders output into DX11 clip space,
* and adjust them for OpenGL clip space. */
HLSLCC_DX11ClipSpace = 0x8,
/** Print AST for debug purposes. */
HLSLCC_PrintAST = 0x10,
// Removed any structures embedded on uniform buffers flattens them into elements of the uniform buffer (Mostly for ES 2: this implies PackUniforms).
HLSLCC_FlattenUniformBufferStructures = 0x20 | HLSLCC_PackUniforms,
// Removes uniform buffers and flattens them into globals (Mostly for ES 2: this implies PackUniforms & Flatten Structures).
HLSLCC_FlattenUniformBuffers = 0x40 | HLSLCC_PackUniforms | HLSLCC_FlattenUniformBufferStructures,
// Groups flattened uniform buffers per uniform buffer source/precision (Implies Flatten UBs)
HLSLCC_GroupFlattenedUniformBuffers = 0x80 | HLSLCC_FlattenUniformBuffers,
// Remove redundant subexpressions [including texture fetches] (to workaround certain drivers who can't optimize redundant texture fetches)
HLSLCC_ApplyCommonSubexpressionElimination = 0x100,
// Expand subexpressions/obfuscate (to workaround certain drivers who can't deal with long nested expressions)
HLSLCC_ExpandSubexpressions = 0x200,
// Generate shaders compatible with the separate_shader_objects extension
HLSLCC_SeparateShaderObjects = 0x400,
// Finds variables being used as atomics and changes all references to use atomic reads/writes
HLSLCC_FixAtomicReferences = 0x800,
// Packs global uniforms & flattens structures, and makes each packed array its own uniform buffer
HLSLCC_PackUniformsIntoUniformBuffers = 0x1000 | HLSLCC_PackUniforms,
};
int16 GetNumUniformBuffersUsed(const FShaderCompilerResourceTable& InSRT)
{
auto CountLambda = [&](const TArray<uint32>& In)
{
int16 LastIndex = -1;
for (int32 i = 0; i < In.Num(); ++i)
{
auto BufferIndex = FRHIResourceTableEntry::GetUniformBufferIndex(In[i]);
if (BufferIndex != static_cast<uint16>(FRHIResourceTableEntry::GetEndOfStreamToken()) )
{
LastIndex = FMath::Max(LastIndex, (int16)BufferIndex);
}
}
return LastIndex + 1;
};
int16 Num = CountLambda(InSRT.SamplerMap);
Num = FMath::Max(Num, (int16)CountLambda(InSRT.ShaderResourceViewMap));
Num = FMath::Max(Num, (int16)CountLambda(InSRT.TextureMap));
Num = FMath::Max(Num, (int16)CountLambda(InSRT.UnorderedAccessViewMap));
return Num;
}
void BuildResourceTableTokenStream(const TArray<uint32>& InResourceMap, int32 MaxBoundResourceTable, TArray<uint32>& OutTokenStream)
{
// First we sort the resource map.
TArray<uint32> SortedResourceMap = InResourceMap;
SortedResourceMap.Sort();
// The token stream begins with a table that contains offsets per bound uniform buffer.
// This offset provides the start of the token stream.
OutTokenStream.AddZeroed(MaxBoundResourceTable+1);
auto LastBufferIndex = FRHIResourceTableEntry::GetEndOfStreamToken();
for (int32 i = 0; i < SortedResourceMap.Num(); ++i)
{
auto BufferIndex = FRHIResourceTableEntry::GetUniformBufferIndex(SortedResourceMap[i]);
if (BufferIndex != LastBufferIndex)
{
// Store the offset for resources from this buffer.
OutTokenStream[BufferIndex] = OutTokenStream.Num();
LastBufferIndex = BufferIndex;
}
OutTokenStream.Add(SortedResourceMap[i]);
}
// Add a token to mark the end of the stream. Not needed if there are no bound resources.
if (OutTokenStream.Num())
{
OutTokenStream.Add(FRHIResourceTableEntry::GetEndOfStreamToken());
}
}
void BuildResourceTableMapping(
const TMap<FString,FResourceTableEntry>& ResourceTableMap,
const TMap<FString,uint32>& ResourceTableLayoutHashes,
TBitArray<>& UsedUniformBufferSlots,
FShaderParameterMap& ParameterMap,
FShaderCompilerResourceTable& OutSRT)
{
check(OutSRT.ResourceTableBits == 0);
check(OutSRT.ResourceTableLayoutHashes.Num() == 0);
// Build resource table mapping
int32 MaxBoundResourceTable = -1;
TArray<uint32> ResourceTableSRVs;
TArray<uint32> ResourceTableSamplerStates;
TArray<uint32> ResourceTableUAVs;
for( auto MapIt = ResourceTableMap.CreateConstIterator(); MapIt; ++MapIt )
{
const FString& Name = MapIt->Key;
const FResourceTableEntry& Entry = MapIt->Value;
uint16 BufferIndex, BaseIndex, Size;
if (ParameterMap.FindParameterAllocation( *Name, BufferIndex, BaseIndex, Size ) )
{
ParameterMap.RemoveParameterAllocation(*Name);
uint16 UniformBufferIndex = INDEX_NONE, UBBaseIndex, UBSize;
if (ParameterMap.FindParameterAllocation(*Entry.UniformBufferName, UniformBufferIndex, UBBaseIndex, UBSize) == false)
{
UniformBufferIndex = UsedUniformBufferSlots.FindAndSetFirstZeroBit();
ParameterMap.AddParameterAllocation(*Entry.UniformBufferName,UniformBufferIndex,0,0);
}
OutSRT.ResourceTableBits |= (1 << UniformBufferIndex);
MaxBoundResourceTable = FMath::Max<int32>(MaxBoundResourceTable, (int32)UniformBufferIndex);
while (OutSRT.ResourceTableLayoutHashes.Num() <= MaxBoundResourceTable)
{
OutSRT.ResourceTableLayoutHashes.Add(0);
}
OutSRT.ResourceTableLayoutHashes[UniformBufferIndex] = ResourceTableLayoutHashes.FindChecked(Entry.UniformBufferName);
auto ResourceMap = FRHIResourceTableEntry::Create(UniformBufferIndex, Entry.ResourceIndex, BaseIndex);
switch( Entry.Type )
{
case UBMT_TEXTURE:
OutSRT.TextureMap.Add(ResourceMap);
break;
case UBMT_SAMPLER:
OutSRT.SamplerMap.Add(ResourceMap);
break;
case UBMT_SRV:
OutSRT.ShaderResourceViewMap.Add(ResourceMap);
break;
case UBMT_UAV:
OutSRT.UnorderedAccessViewMap.Add(ResourceMap);
break;
default:
check(0);
}
}
}
OutSRT.MaxBoundResourceTable = MaxBoundResourceTable;
}
// Specialized version of FString::ReplaceInline that checks that the search word is not inside a #line directive
static void WholeWordReplaceInline(FString& String, TCHAR* StartPtr, const TCHAR* SearchText, const TCHAR* ReplacementText)
{
if (String.Len() > 0
&& SearchText != nullptr && *SearchText != 0
&& ReplacementText != nullptr && FCString::Strcmp(SearchText, ReplacementText) != 0)
{
const int32 NumCharsToReplace = FCString::Strlen(SearchText);
const int32 NumCharsToInsert = FCString::Strlen(ReplacementText);
check(NumCharsToInsert == NumCharsToReplace);
check(*StartPtr);
TCHAR* Pos = FCString::Strstr(StartPtr, SearchText);
while (Pos != nullptr)
{
// Find a " character, indicating we might be inside a #line directive
TCHAR* FoundQuote = nullptr;
auto* ValidatePos = Pos;
do
{
--ValidatePos;
if (*ValidatePos == '\"')
{
FoundQuote = ValidatePos;
break;
}
}
while (ValidatePos >= StartPtr && *ValidatePos != '\n');
bool bReplace = true;
if (FoundQuote)
{
// Validate that we're indeed inside a #line directive by first finding the last \n character
TCHAR* FoundEOL = nullptr;
do
{
--ValidatePos;
if (*ValidatePos == '\n')
{
FoundEOL = ValidatePos;
break;
}
}
while (ValidatePos > StartPtr);
// Finally make sure the directive is between the \n and the and the quote
if (FoundEOL)
{
auto* FoundInclude = FCString::Strstr(FoundEOL + 1, TEXT("#line"));
if (FoundInclude && FoundInclude < FoundQuote)
{
bReplace = false;
}
}
}
// Make sure this is not part of an identifier
if (bReplace && Pos > StartPtr)
{
const auto Char = Pos[-1];
if ((Char >= 'a' && Char <= 'z') ||
(Char >= 'A' && Char <= 'Z') ||
(Char >= '0' && Char <= '9') ||
Char == '_')
{
bReplace = false;
}
}
if (bReplace)
{
// FCString::Strcpy inserts a terminating zero so can't use that
for (int32 i = 0; i < NumCharsToInsert; i++)
{
Pos[i] = ReplacementText[i];
}
}
if (Pos + NumCharsToReplace - *String < String.Len())
{
Pos = FCString::Strstr(Pos + NumCharsToReplace, SearchText);
}
else
{
break;
}
}
}
}
bool RemoveUniformBuffersFromSource(FString& SourceCode)
{
static const FString StaticStructToken(TEXT("static const struct"));
int32 StaticStructTokenPos = SourceCode.Find(StaticStructToken, ESearchCase::CaseSensitive, ESearchDir::FromStart);
while (StaticStructTokenPos != INDEX_NONE)
{
static const FString CloseBraceSpaceToken(TEXT("} "));
int32 CloseBraceSpaceTokenPos = SourceCode.Find(CloseBraceSpaceToken, ESearchCase::CaseSensitive, ESearchDir::FromStart, StaticStructTokenPos + StaticStructToken.Len());
if (CloseBraceSpaceTokenPos == INDEX_NONE)
{
check(0); //@todo-rco: ERROR
return false;
}
int32 NamePos = CloseBraceSpaceTokenPos + CloseBraceSpaceToken.Len();
static const FString SpaceEqualsToken(TEXT(" ="));
int32 SpaceEqualsTokenPos = SourceCode.Find(SpaceEqualsToken, ESearchCase::CaseSensitive, ESearchDir::FromStart, NamePos);
if (SpaceEqualsTokenPos == INDEX_NONE)
{
check(0); //@todo-rco: ERROR
return false;
}
FString UniformBufferName = SourceCode.Mid(NamePos, SpaceEqualsTokenPos - NamePos);
check(UniformBufferName.Len() > 0);
static const FString CloseBraceSemicolorToken(TEXT("};"));
int32 CloseBraceSemicolonTokenPos = SourceCode.Find(CloseBraceSemicolorToken, ESearchCase::CaseSensitive, ESearchDir::FromStart, SpaceEqualsTokenPos + SpaceEqualsToken.Len());
if (CloseBraceSemicolonTokenPos == INDEX_NONE)
{
check(0); //@todo-rco: ERROR
return false;
}
// Comment out this UB
auto& SourceCharArray = SourceCode.GetCharArray();
SourceCharArray[StaticStructTokenPos] = TCHAR('/');
SourceCharArray[StaticStructTokenPos + 1] = TCHAR('*');
SourceCharArray[CloseBraceSemicolonTokenPos] = TCHAR('*');
SourceCharArray[CloseBraceSemicolonTokenPos + 1] = TCHAR('/');
// Find & Replace this UB
FString UBSource = UniformBufferName + FString(TEXT("."));
FString UBDest = UniformBufferName + FString(TEXT("_"));
WholeWordReplaceInline(SourceCode, &SourceCharArray[CloseBraceSemicolonTokenPos + 2], *UBSource, *UBDest);
// Find next UB
StaticStructTokenPos = SourceCode.Find(StaticStructToken, ESearchCase::CaseSensitive, ESearchDir::FromStart, CloseBraceSemicolonTokenPos + 2);
}
return true;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3006421) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2998081 on 2016/06/02 by Rolando.Caloca DR - Update vulkan headers to 1.0.13.0 Change 2998087 on 2016/06/02 by Rolando.Caloca DR - Added r.DumpShaderDebugWorkerCommandLine to dump a batch file containing a command line for SCW's -directcompile mode Change 2998092 on 2016/06/02 by Rolando.Caloca DR - Updated ThirdParty/glslang to 1.0.13.0 Change 2998113 on 2016/06/02 by Martin.Mittring Added -Deterministic and -BuildName=... as command line option for Screenshot verification Change 2998115 on 2016/06/02 by Martin.Mittring optimied Tonemapper sharpen 25->17 instructions fixes: very bright HDR pixel appeared to not be antialiased no blonger blurs very bright pixels (we could bring that back if needed but counters the sharpen) moved one multipy into C++ Added debug visualization (HLSL define) Change 2998132 on 2016/06/02 by Rolando.Caloca DR - Remove auto from VulkanRHI wherever possible Change 2998148 on 2016/06/02 by Rolando.Caloca DR - Move FVulkanPendingState out of device and into cmd list for more RHI thread fixes Change 2998180 on 2016/06/02 by Rolando.Caloca DR - Temp fix for (bogus?) fence validation warning using VULKAN_REUSE_FENCES=0 - Check we are not asking for a VkFormat out of bounds (ie only works with core formats) Change 2998293 on 2016/06/02 by Rolando.Caloca DR - Add support for BC6H & BC7 in desktop Vulkan Change 2998419 on 2016/06/02 by Brian.Karis Optimized CountBits Change 2998480 on 2016/06/02 by Rolando.Caloca DR - Fix for RHI thread failing in an ensure on es31 (doesn't happen on bypass as the ensure is inside RHI cmd list) Change 2998486 on 2016/06/02 by Martin.Mittring fixed ES2 shader compile Change 2998527 on 2016/06/02 by Daniel.Wright Added cvar r.StencilForLODDither, which is compiled into shaders and forces a full prepass when enabled. This allows r.EarlyZPass to remain changeable at runtime (when not forced to a value by features that are enabled). Change 2998531 on 2016/06/02 by Daniel.Wright Fixed Pixel Normal Offset refraction mode with materials using world space normals Change 2998568 on 2016/06/02 by Rolando.Caloca DR - Fix typo Change 2998630 on 2016/06/02 by Rolando.Caloca DR - Relaxed glslang strictness to get Pos tCombineLUTs working - Reenabled Post CombineLUTs on Vulkan - Removed some extra glsl output from Vulkan backend - Fixed RHI thread uniform buffer assert Change 2998639 on 2016/06/02 by Brian.Karis Fix for crash when removing instances while lighting is building Change 2998640 on 2016/06/02 by Martin.Mittring added r.ResetViewState to allow for more deterministic rendering made SSR FrameRandom resetable by not using FrameNumber (Note: SSR on a view without state was flickering before, not it's stabele and doesn't flicker) Change 2998790 on 2016/06/02 by Martin.Mittring minor optimization to SSR Change 2999849 on 2016/06/03 by Martin.Mittring fixed issue with sort order Change 3000340 on 2016/06/03 by Rolando.Caloca DR - Integrate change from 3000177 Workaround for random crash shutting down D3D11/NV driver jira UE-18906 Change 3000422 on 2016/06/03 by Rolando.Caloca DR - Mirror change in Odin Change 3000571 on 2016/06/03 by Rolando.Caloca DR - Vulkan SM4 prep Change 3001652 on 2016/06/06 by Gil.Gribb Merging //UE4/Dev-Main@3001532 to Dev-Rendering (//UE4/Dev-Rendering) Change 3001935 on 2016/06/06 by Gil.Gribb UE4 - Fixed botched merge Change 3002390 on 2016/06/06 by Gil.Gribb UE4 - Added code to prevent flooding of rendering thread with heartbeats. Change 3002442 on 2016/06/06 by Martin.Mittring Moved ImageInvalidator out of NotForLicensees - V1.0 works well enough Change 3002460 on 2016/06/06 by Martin.Mittring fixed missing file in ImageValidator added .exe to extras Change 3002514 on 2016/06/06 by Martin.Mittring added OpenSubDiv 3.0.2, not yet used Change 3002536 on 2016/06/06 by Martin.Mittring fixed help text on cvar Change 3002647 on 2016/06/06 by Martin.Mittring adding r.ResetViewState to RenderOutputValidation added r.Streaming.FramesForFullUpdate to r.DisplayInternals #code_review:Benjamin.Hyder Change 3002945 on 2016/06/06 by Rolando.Caloca DR - Fix hlslcc issue with access to matrix elements: This would fail: M._m30 += f; - Fixed IRDump for matrix swizzled - Fix hlslcc_exe not linking Change 3002979 on 2016/06/06 by John.Billon DDS unsupported format error #Jira UE-24529 Change 3002983 on 2016/06/06 by Martin.Mittring split FPixelShaderInOut in in and out Change 3003011 on 2016/06/06 by Martin.Mittring updated OpenSubDiv to 3.0.2 Fixed SubDivisonRendring by using OpenSubDiv Change 3003264 on 2016/06/06 by Daniel.Wright Fixed bUseSingleSampleShadowFromStationaryLights on particles Change 3003296 on 2016/06/06 by Daniel.Wright Renamed files Forward* to Mobile* Change 3003350 on 2016/06/06 by Daniel.Wright Improved "Repaired Painted Vertex Colors" log message. This is now done once on levels at load in the editor, instead of for every component (massive log spam). Total load time caused by the fixup is reported. Change 3003815 on 2016/06/07 by Chris.Bunner Updating to more recent D3DCompiler DLL, seeing up to 2x speed-up in testing. Removed compiler override cvar. #jira UE-28574 Change 3003827 on 2016/06/07 by Gil.Gribb UE4 - Increased stack sizes for thread pools. Change 3003971 on 2016/06/07 by Martin.Mittring fixed compiler warnings Change 3004028 on 2016/06/07 by Rolando.Caloca DR - Update glslang exe Change 3004555 on 2016/06/07 by Rolando.Caloca DR - vk - Fix validation warning Change 3004637 on 2016/06/07 by Martin.Mittring fixed compiler warning Change 3004841 on 2016/06/07 by Daniel.Wright Fix for shadowed variable Change 3005044 on 2016/06/07 by Daniel.Wright SubUV Animations can get opacity information from any channel of the source texture Change 3005057 on 2016/06/07 by Daniel.Wright Renamed ForwardShading* to Mobile* Change 3005135 on 2016/06/07 by Uriel.Doyon Moving wanted mip computation (according to budget) to async task. Update "stat streaming" to show visible mips and also loading progression. Fixed overly wanted mip issue cause be max range clamping. Optimized cost of the texture streamer on the gamethread. Character, Terrain and Forced Load are now loaded with priority in the AsyncIO Reduced streaming temp memory requirements on PS4. Async streaming task now runs in parallel to the incremental update. Fixed bug with bProcessEverything not working as expected in UpdateResourceStreaming. Fixed metrics with HiddenScale being applied in addition to overbudget limitation. Improved budget stability when using split load request (one for visible mips + one for hidden mips) Implemented a more agressive visibility test (used to be a seen in the last 5 sec, now closer to .5) Streaming stats are now within a single class named FTextureStreamingStats and updated in a single function. Cleanup of FStreamingTexture state update into a single function (UpdateDynamicData). Retention logic now drops texture based on the last render time (for non visible textures) to reduce looping effects. Change 3005207 on 2016/06/07 by Uriel.Doyon Fixed warning [CL 3006426 by Gil Gribb in Main branch]
2016-06-08 16:02:23 -04:00
FString CreateShaderCompilerWorkerDirectCommandLine(const FShaderCompilerInput& Input)
{
FString Text(TEXT("-directcompile -format="));
Text += Input.ShaderFormat.GetPlainNameString();
Text += TEXT(" -entry=");
Text += Input.EntryPointName;
switch (Input.Target.Frequency)
{
case SF_Vertex: Text += TEXT(" -vs"); break;
case SF_Hull: Text += TEXT(" -hs"); break;
case SF_Domain: Text += TEXT(" -ds"); break;
case SF_Geometry: Text += TEXT(" -gs"); break;
case SF_Pixel: Text += TEXT(" -ps"); break;
case SF_Compute: Text += TEXT(" -cs"); break;
default: ensure(0); break;
}
if (Input.bCompilingForShaderPipeline)
{
Text += TEXT(" -pipeline");
}
if (Input.bIncludeUsedOutputs)
{
Text += TEXT(" -usedoutputs=");
for (int32 Index = 0; Index < Input.UsedOutputs.Num(); ++Index)
{
if (Index != 0)
{
Text += TEXT("+");
}
Text += Input.UsedOutputs[Index];
}
}
Text += TEXT(" ");
Text += Input.DumpDebugInfoPath / Input.SourceFilename + TEXT(".usf");
uint64 CFlags = 0;
for (int32 Index = 0; Index < Input.Environment.CompilerFlags.Num(); ++Index)
{
CFlags = CFlags | ((uint64)1 << (uint64)Input.Environment.CompilerFlags[Index]);
}
if (CFlags)
{
Text += TEXT(" -cflags=");
Text += FString::Printf(TEXT("%llu"), CFlags);
}
return Text;
}
namespace CrossCompiler
{
FString CreateBatchFileContents(const FString& ShaderFile, const FString& OutputFile, uint32 Frequency, const FString& EntryPoint, const FString& VersionSwitch, uint32 CCFlags, const FString& ExtraArguments)
{
const TCHAR* FrequencySwitch = TEXT("");
switch (Frequency)
{
case HSF_PixelShader: FrequencySwitch = TEXT(" -ps"); break;
case HSF_VertexShader: FrequencySwitch = TEXT(" -vs"); break;
case HSF_HullShader: FrequencySwitch = TEXT(" -hs"); break;
case HSF_DomainShader: FrequencySwitch = TEXT(" -ds"); break;
case HSF_ComputeShader: FrequencySwitch = TEXT(" -cs"); break;
case HSF_GeometryShader: FrequencySwitch = TEXT(" -gs"); break;
default: check(0); break;
}
FString CCTCmdLine = ExtraArguments;
CCTCmdLine += ((CCFlags & HLSLCC_NoValidation) == HLSLCC_NoValidation) ? TEXT(" -novalidate") : TEXT("");
CCTCmdLine += ((CCFlags & HLSLCC_DX11ClipSpace) == HLSLCC_DX11ClipSpace) ? TEXT(" -dx11clip") : TEXT("");
CCTCmdLine += ((CCFlags & HLSLCC_NoPreprocess) == HLSLCC_NoPreprocess) ? TEXT(" -nopp") : TEXT("");
CCTCmdLine += ((CCFlags & HLSLCC_FlattenUniformBuffers) == HLSLCC_FlattenUniformBuffers) ? TEXT(" -flattenub") : TEXT("");
CCTCmdLine += ((CCFlags & HLSLCC_FlattenUniformBufferStructures) == HLSLCC_FlattenUniformBufferStructures) ? TEXT(" -flattenubstruct") : TEXT("");
CCTCmdLine += ((CCFlags & HLSLCC_GroupFlattenedUniformBuffers) == HLSLCC_GroupFlattenedUniformBuffers) ? TEXT(" -groupflatub") : TEXT("");
CCTCmdLine += ((CCFlags & HLSLCC_ApplyCommonSubexpressionElimination) == HLSLCC_ApplyCommonSubexpressionElimination) ? TEXT(" -cse") : TEXT("");
CCTCmdLine += ((CCFlags & HLSLCC_ExpandSubexpressions) == HLSLCC_ExpandSubexpressions) ? TEXT(" -xpxpr") : TEXT("");
CCTCmdLine += ((CCFlags & HLSLCC_SeparateShaderObjects) == HLSLCC_SeparateShaderObjects) ? TEXT(" -separateshaders") : TEXT("");
CCTCmdLine += ((CCFlags & HLSLCC_PackUniformsIntoUniformBuffers) == HLSLCC_PackUniformsIntoUniformBuffers) ? TEXT(" -packintoubs") : TEXT("");
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
CCTCmdLine += ((CCFlags & HLSLCC_FixAtomicReferences) == HLSLCC_FixAtomicReferences) ? TEXT(" -fixatomics") : TEXT("");
FString BatchFile;
if (PLATFORM_MAC)
{
BatchFile = FPaths::RootDir() / FString::Printf(TEXT("Engine/Source/ThirdParty/hlslcc/hlslcc/bin/Mac/hlslcc_64 %s -o=%s %s -entry=%s %s %s"), *ShaderFile, *OutputFile, FrequencySwitch, *EntryPoint, *VersionSwitch, *CCTCmdLine);
}
else if (PLATFORM_LINUX)
{
BatchFile = TEXT("#!/bin/sh\n");
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
// add an extra '/' to the file name (which is absolute at this point) because CrossCompilerTool will strip out first '/' considering it a legacy DOS-style switch marker.
BatchFile += FPaths::RootDir() / FString::Printf(TEXT("Engine/Binaries/Linux/CrossCompilerTool /%s -o=%s %s -entry=%s %s %s"), *ShaderFile, *OutputFile, FrequencySwitch, *EntryPoint, *VersionSwitch, *CCTCmdLine);
}
else if (PLATFORM_WINDOWS)
{
BatchFile = TEXT("@echo off");
BatchFile += TEXT("\nif defined ue.hlslcc GOTO DONE\nset ue.hlslcc=");
BatchFile += FPaths::RootDir() / TEXT("Engine\\Binaries\\Win64\\CrossCompilerTool.exe");
BatchFile += TEXT("\n\n:DONE\n%ue.hlslcc% ");
BatchFile += FString::Printf(TEXT("\"%s\" -o=\"%s\" %s -entry=%s %s %s"), *ShaderFile, *OutputFile, FrequencySwitch, *EntryPoint, *VersionSwitch, *CCTCmdLine);
BatchFile += TEXT("\npause\n");
}
else
{
checkf(false, TEXT("CreateCrossCompilerBatchFileContents: unsupported platform!"));
}
return BatchFile;
}
/**
* Parse an error emitted by the HLSL cross-compiler.
* @param OutErrors - Array into which compiler errors may be added.
* @param InLine - A line from the compile log.
*/
void ParseHlslccError(TArray<FShaderCompilerError>& OutErrors, const FString& InLine)
{
const TCHAR* p = *InLine;
FShaderCompilerError* Error = new(OutErrors) FShaderCompilerError();
// Copy the filename.
while (*p && *p != TEXT('(')) { Error->ErrorFile += (*p++); }
Error->ErrorFile = GetRelativeShaderFilename(Error->ErrorFile);
p++;
// Parse the line number.
int32 LineNumber = 0;
while (*p && *p >= TEXT('0') && *p <= TEXT('9'))
{
LineNumber = 10 * LineNumber + (*p++ - TEXT('0'));
}
Error->ErrorLineString = *FString::Printf(TEXT("%d"), LineNumber);
// Skip to the warning message.
while (*p && (*p == TEXT(')') || *p == TEXT(':') || *p == TEXT(' ') || *p == TEXT('\t'))) { p++; }
Error->StrippedErrorMessage = p;
}
static inline bool ParseIdentifier(const ANSICHAR*& Str, FString& OutStr)
{
OutStr = TEXT("");
FString Result;
while ((*Str >= 'A' && *Str <= 'Z')
|| (*Str >= 'a' && *Str <= 'z')
|| (*Str >= '0' && *Str <= '9')
|| *Str == '_')
{
OutStr += (TCHAR)*Str;
++Str;
}
return OutStr.Len() > 0;
}
static FORCEINLINE bool Match(const ANSICHAR*& Str, ANSICHAR Char)
{
if (*Str == Char)
{
++Str;
return true;
}
return false;
}
template <typename T>
static bool ParseIntegerNumber(const ANSICHAR*& Str, T& OutNum)
{
auto* OriginalStr = Str;
OutNum = 0;
while (*Str >= '0' && *Str <= '9')
{
OutNum = OutNum * 10 + *Str++ - '0';
}
return Str != OriginalStr;
}
static bool ParseSignedNumber(const ANSICHAR*& Str, int32& OutNum)
{
int32 Sign = Match(Str, '-') ? -1 : 1;
uint32 Num = 0;
if (ParseIntegerNumber(Str, Num))
{
OutNum = Sign * (int32)Num;
return true;
}
return false;
}
/** Map shader frequency -> string for messages. */
static const TCHAR* FrequencyStringTable[] =
{
TEXT("Vertex"),
TEXT("Hull"),
TEXT("Domain"),
TEXT("Pixel"),
TEXT("Geometry"),
TEXT("Compute")
};
/** Compile time check to verify that the GL mapping tables are up-to-date. */
static_assert(SF_NumFrequencies == ARRAY_COUNT(FrequencyStringTable), "NumFrequencies changed. Please update tables.");
const TCHAR* GetFrequencyName(EShaderFrequency Frequency)
{
check((int32)Frequency >= 0 && Frequency < SF_NumFrequencies);
return FrequencyStringTable[Frequency];
}
FHlslccHeader::FHlslccHeader() :
Name(TEXT(""))
{
NumThreads[0] = NumThreads[1] = NumThreads[2] = 0;
}
bool FHlslccHeader::Read(const ANSICHAR*& ShaderSource, int32 SourceLen)
{
#define DEF_PREFIX_STR(Str) \
static const ANSICHAR* Str##Prefix = "// @" #Str ": "; \
static const int32 Str##PrefixLen = FCStringAnsi::Strlen(Str##Prefix)
DEF_PREFIX_STR(Inputs);
DEF_PREFIX_STR(Outputs);
DEF_PREFIX_STR(UniformBlocks);
DEF_PREFIX_STR(Uniforms);
DEF_PREFIX_STR(PackedGlobals);
DEF_PREFIX_STR(PackedUB);
DEF_PREFIX_STR(PackedUBCopies);
DEF_PREFIX_STR(PackedUBGlobalCopies);
DEF_PREFIX_STR(Samplers);
DEF_PREFIX_STR(UAVs);
DEF_PREFIX_STR(SamplerStates);
DEF_PREFIX_STR(NumThreads);
#undef DEF_PREFIX_STR
// Skip any comments that come before the signature.
while (FCStringAnsi::Strncmp(ShaderSource, "//", 2) == 0 &&
FCStringAnsi::Strncmp(ShaderSource + 2, " !", 2) != 0 &&
FCStringAnsi::Strncmp(ShaderSource + 2, " @", 2) != 0)
{
ShaderSource += 2;
while (*ShaderSource && *ShaderSource++ != '\n')
{
// Do nothing
}
}
// Read shader name if any
if (FCStringAnsi::Strncmp(ShaderSource, "// !", 4) == 0)
{
ShaderSource += 4;
while (*ShaderSource && *ShaderSource != '\n')
{
Name += (TCHAR)*ShaderSource;
++ShaderSource;
}
if (*ShaderSource == '\n')
{
++ShaderSource;
}
}
// Skip any comments that come before the signature.
while (FCStringAnsi::Strncmp(ShaderSource, "//", 2) == 0 &&
FCStringAnsi::Strncmp(ShaderSource + 2, " @", 2) != 0)
{
ShaderSource += 2;
while (*ShaderSource && *ShaderSource++ != '\n')
{
// Do nothing
}
}
if (FCStringAnsi::Strncmp(ShaderSource, InputsPrefix, InputsPrefixLen) == 0)
{
ShaderSource += InputsPrefixLen;
if (!ReadInOut(ShaderSource, Inputs))
{
return false;
}
}
if (FCStringAnsi::Strncmp(ShaderSource, OutputsPrefix, OutputsPrefixLen) == 0)
{
ShaderSource += OutputsPrefixLen;
if (!ReadInOut(ShaderSource, Outputs))
{
return false;
}
}
if (FCStringAnsi::Strncmp(ShaderSource, UniformBlocksPrefix, UniformBlocksPrefixLen) == 0)
{
ShaderSource += UniformBlocksPrefixLen;
while (*ShaderSource && *ShaderSource != '\n')
{
FAttribute UniformBlock;
if (!ParseIdentifier(ShaderSource, UniformBlock.Name))
{
return false;
}
if (!Match(ShaderSource, '('))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, UniformBlock.Index))
{
return false;
}
if (!Match(ShaderSource, ')'))
{
return false;
}
UniformBlocks.Add(UniformBlock);
if (Match(ShaderSource, '\n'))
{
break;
}
if (Match(ShaderSource, ','))
{
continue;
}
//#todo-rco: Need a log here
//UE_LOG(ShaderCompilerCommon, Warning, TEXT("Invalid char '%c'"), *ShaderSource);
return false;
}
}
if (FCStringAnsi::Strncmp(ShaderSource, UniformsPrefix, UniformsPrefixLen) == 0)
{
// @todo-mobile: Will we ever need to support this code path?
check(0);
return false;
/*
ShaderSource += UniformsPrefixLen;
while (*ShaderSource && *ShaderSource != '\n')
{
uint16 ArrayIndex = 0;
uint16 Offset = 0;
uint16 NumComponents = 0;
FString ParameterName = ParseIdentifier(ShaderSource);
verify(ParameterName.Len() > 0);
verify(Match(ShaderSource, '('));
ArrayIndex = ParseNumber(ShaderSource);
verify(Match(ShaderSource, ':'));
Offset = ParseNumber(ShaderSource);
verify(Match(ShaderSource, ':'));
NumComponents = ParseNumber(ShaderSource);
verify(Match(ShaderSource, ')'));
ParameterMap.AddParameterAllocation(
*ParameterName,
ArrayIndex,
Offset * BytesPerComponent,
NumComponents * BytesPerComponent
);
if (ArrayIndex < OGL_NUM_PACKED_UNIFORM_ARRAYS)
{
PackedUniformSize[ArrayIndex] = FMath::Max<uint16>(
PackedUniformSize[ArrayIndex],
BytesPerComponent * (Offset + NumComponents)
);
}
// Skip the comma.
if (Match(ShaderSource, '\n'))
{
break;
}
verify(Match(ShaderSource, ','));
}
Match(ShaderSource, '\n');
*/
}
// @PackedGlobals: Global0(h:0,1),Global1(h:4,1),Global2(h:8,1)
if (FCStringAnsi::Strncmp(ShaderSource, PackedGlobalsPrefix, PackedGlobalsPrefixLen) == 0)
{
ShaderSource += PackedGlobalsPrefixLen;
while (*ShaderSource && *ShaderSource != '\n')
{
FPackedGlobal PackedGlobal;
if (!ParseIdentifier(ShaderSource, PackedGlobal.Name))
{
return false;
}
if (!Match(ShaderSource, '('))
{
return false;
}
PackedGlobal.PackedType = *ShaderSource++;
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, PackedGlobal.Offset))
{
return false;
}
if (!Match(ShaderSource, ','))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, PackedGlobal.Count))
{
return false;
}
if (!Match(ShaderSource, ')'))
{
return false;
}
PackedGlobals.Add(PackedGlobal);
// Break if EOL
if (Match(ShaderSource, '\n'))
{
break;
}
// Has to be a comma!
if (Match(ShaderSource, ','))
{
continue;
}
//#todo-rco: Need a log here
//UE_LOG(ShaderCompilerCommon, Warning, TEXT("Invalid char '%c'"), *ShaderSource);
return false;
}
}
// Packed Uniform Buffers (Multiple lines)
// @PackedUB: CBuffer(0): CBMember0(0,1),CBMember1(1,1)
while (FCStringAnsi::Strncmp(ShaderSource, PackedUBPrefix, PackedUBPrefixLen) == 0)
{
ShaderSource += PackedUBPrefixLen;
FPackedUB PackedUB;
if (!ParseIdentifier(ShaderSource, PackedUB.Attribute.Name))
{
return false;
}
if (!Match(ShaderSource, '('))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, PackedUB.Attribute.Index))
{
return false;
}
if (!Match(ShaderSource, ')'))
{
return false;
}
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!Match(ShaderSource, ' '))
{
return false;
}
while (*ShaderSource && *ShaderSource != '\n')
{
FPackedUB::FMember Member;
ParseIdentifier(ShaderSource, Member.Name);
if (!Match(ShaderSource, '('))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, Member.Offset))
{
return false;
}
if (!Match(ShaderSource, ','))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, Member.Count))
{
return false;
}
if (!Match(ShaderSource, ')'))
{
return false;
}
PackedUB.Members.Add(Member);
// Break if EOL
if (Match(ShaderSource, '\n'))
{
break;
}
// Has to be a comma!
if (Match(ShaderSource, ','))
{
continue;
}
//#todo-rco: Need a log here
//UE_LOG(ShaderCompilerCommon, Warning, TEXT("Invalid char '%c'"), *ShaderSource);
return false;
}
PackedUBs.Add(PackedUB);
}
// @PackedUBCopies: 0:0-0:h:0:1,0:1-0:h:4:1,1:0-1:h:0:1
if (FCStringAnsi::Strncmp(ShaderSource, PackedUBCopiesPrefix, PackedUBCopiesPrefixLen) == 0)
{
ShaderSource += PackedUBCopiesPrefixLen;
if (!ReadCopies(ShaderSource, false, PackedUBCopies))
{
return false;
}
}
// @PackedUBGlobalCopies: 0:0-h:12:1,0:1-h:16:1,1:0-h:20:1
if (FCStringAnsi::Strncmp(ShaderSource, PackedUBGlobalCopiesPrefix, PackedUBGlobalCopiesPrefixLen) == 0)
{
ShaderSource += PackedUBGlobalCopiesPrefixLen;
if (!ReadCopies(ShaderSource, true, PackedUBGlobalCopies))
{
return false;
}
}
if (FCStringAnsi::Strncmp(ShaderSource, SamplersPrefix, SamplersPrefixLen) == 0)
{
ShaderSource += SamplersPrefixLen;
while (*ShaderSource && *ShaderSource != '\n')
{
FSampler Sampler;
if (!ParseIdentifier(ShaderSource, Sampler.Name))
{
return false;
}
if (!Match(ShaderSource, '('))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, Sampler.Offset))
{
return false;
}
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, Sampler.Count))
{
return false;
}
if (Match(ShaderSource, '['))
{
// Sampler States
do
{
FString SamplerState;
if (!ParseIdentifier(ShaderSource, SamplerState))
{
return false;
}
Sampler.SamplerStates.Add(SamplerState);
}
while (Match(ShaderSource, ','));
if (!Match(ShaderSource, ']'))
{
return false;
}
}
if (!Match(ShaderSource, ')'))
{
return false;
}
Samplers.Add(Sampler);
// Break if EOL
if (Match(ShaderSource, '\n'))
{
break;
}
// Has to be a comma!
if (Match(ShaderSource, ','))
{
continue;
}
//#todo-rco: Need a log here
//UE_LOG(ShaderCompilerCommon, Warning, TEXT("Invalid char '%c'"), *ShaderSource);
return false;
}
}
if (FCStringAnsi::Strncmp(ShaderSource, UAVsPrefix, UAVsPrefixLen) == 0)
{
ShaderSource += UAVsPrefixLen;
while (*ShaderSource && *ShaderSource != '\n')
{
FUAV UAV;
if (!ParseIdentifier(ShaderSource, UAV.Name))
{
return false;
}
if (!Match(ShaderSource, '('))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, UAV.Offset))
{
return false;
}
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, UAV.Count))
{
return false;
}
if (!Match(ShaderSource, ')'))
{
return false;
}
UAVs.Add(UAV);
// Break if EOL
if (Match(ShaderSource, '\n'))
{
break;
}
// Has to be a comma!
if (Match(ShaderSource, ','))
{
continue;
}
//#todo-rco: Need a log here
//UE_LOG(ShaderCompilerCommon, Warning, TEXT("Invalid char '%c'"), *ShaderSource);
return false;
}
}
if (FCStringAnsi::Strncmp(ShaderSource, SamplerStatesPrefix, SamplerStatesPrefixLen) == 0)
{
ShaderSource += SamplerStatesPrefixLen;
while (*ShaderSource && *ShaderSource != '\n')
{
FAttribute SamplerState;
if (!ParseIntegerNumber(ShaderSource, SamplerState.Index))
{
return false;
}
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIdentifier(ShaderSource, SamplerState.Name))
{
return false;
}
SamplerStates.Add(SamplerState);
// Break if EOL
if (Match(ShaderSource, '\n'))
{
break;
}
// Has to be a comma!
if (Match(ShaderSource, ','))
{
continue;
}
//#todo-rco: Need a log here
//UE_LOG(ShaderCompilerCommon, Warning, TEXT("Invalid char '%c'"), *ShaderSource);
return false;
}
}
if (FCStringAnsi::Strncmp(ShaderSource, NumThreadsPrefix, NumThreadsPrefixLen) == 0)
{
ShaderSource += NumThreadsPrefixLen;
if (!ParseIntegerNumber(ShaderSource, NumThreads[0]))
{
return false;
}
if (!Match(ShaderSource, ','))
{
return false;
}
if (!Match(ShaderSource, ' '))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, NumThreads[1]))
{
return false;
}
if (!Match(ShaderSource, ','))
{
return false;
}
if (!Match(ShaderSource, ' '))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, NumThreads[2]))
{
return false;
}
if (!Match(ShaderSource, '\n'))
{
return false;
}
}
return true;
}
bool FHlslccHeader::ReadCopies(const ANSICHAR*& ShaderSource, bool bGlobals, TArray<FPackedUBCopy>& OutCopies)
{
while (*ShaderSource && *ShaderSource != '\n')
{
FPackedUBCopy PackedUBCopy;
PackedUBCopy.DestUB = 0;
if (!ParseIntegerNumber(ShaderSource, PackedUBCopy.SourceUB))
{
return false;
}
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, PackedUBCopy.SourceOffset))
{
return false;
}
if (!Match(ShaderSource, '-'))
{
return false;
}
if (!bGlobals)
{
if (!ParseIntegerNumber(ShaderSource, PackedUBCopy.DestUB))
{
return false;
}
if (!Match(ShaderSource, ':'))
{
return false;
}
}
PackedUBCopy.DestPackedType = *ShaderSource++;
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, PackedUBCopy.DestOffset))
{
return false;
}
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, PackedUBCopy.Count))
{
return false;
}
OutCopies.Add(PackedUBCopy);
// Break if EOL
if (Match(ShaderSource, '\n'))
{
break;
}
// Has to be a comma!
if (Match(ShaderSource, ','))
{
continue;
}
//#todo-rco: Need a log here
//UE_LOG(ShaderCompilerCommon, Warning, TEXT("Invalid char '%c'"), *ShaderSource);
return false;
}
return true;
}
bool FHlslccHeader::ReadInOut(const ANSICHAR*& ShaderSource, TArray<FInOut>& OutAttributes)
{
while (*ShaderSource && *ShaderSource != '\n')
{
FInOut Attribute;
if (!ParseIdentifier(ShaderSource, Attribute.Type))
{
return false;
}
if (Match(ShaderSource, '['))
{
if (!ParseIntegerNumber(ShaderSource, Attribute.ArrayCount))
{
return false;
}
if (!Match(ShaderSource, ']'))
{
return false;
}
}
else
{
Attribute.ArrayCount = 0;
}
if (Match(ShaderSource, ';'))
{
if (!ParseSignedNumber(ShaderSource, Attribute.Index))
{
return false;
}
}
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIdentifier(ShaderSource, Attribute.Name))
{
return false;
}
// Optional array suffix
if (Match(ShaderSource, '['))
{
Attribute.Name += '[';
while (*ShaderSource)
{
Attribute.Name += *ShaderSource;
if (Match(ShaderSource, ']'))
{
break;
}
++ShaderSource;
}
}
OutAttributes.Add(Attribute);
// Break if EOL
if (Match(ShaderSource, '\n'))
{
break;
}
// Has to be a comma!
if (Match(ShaderSource, ','))
{
continue;
}
//#todo-rco: Need a log here
//UE_LOG(ShaderCompilerCommon, Warning, TEXT("Invalid char '%c'"), *ShaderSource);
return false;
}
return true;
}
}