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

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "ShaderPreprocessor.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"
#include "Misc/ScopeLock.h"
#include "Modules/ModuleManager.h"
#include "PreprocessorPrivate.h"
IMPLEMENT_MODULE(FDefaultModuleImpl, ShaderPreprocessor);
/**
* Append defines to an MCPP command line.
* @param OutOptions - Upon return contains MCPP command line parameters as a string appended to the current string.
* @param Definitions - Definitions to add.
*/
static void AddMcppDefines(FString& OutOptions, const TMap<FString,FString>& Definitions)
{
for (TMap<FString,FString>::TConstIterator It(Definitions); It; ++It)
{
OutOptions += FString::Printf(TEXT(" -D%s=%s"), *(It.Key()), *(It.Value()));
}
}
/**
* Helper class used to load shader source files for MCPP.
*/
class FMcppFileLoader
{
public:
/** Initialization constructor. */
explicit FMcppFileLoader(const FShaderCompilerInput& InShaderInput)
: ShaderInput(InShaderInput)
{
// SourceFilename is expected to be relative to the engine shader folder
InputShaderFile = ShaderInput.SourceFilename;
// If there is no extension then we can end up with an extra version of this file
if (FPaths::GetExtension(InputShaderFile) != TEXT("usf"))
{
InputShaderFile += TEXT(".usf");
}
// Attempt to keep filename reference and map add logic the same as the file contents callback
FString Filename = GetRelativeShaderFilename(InputShaderFile);
FString InputShaderSource;
if (LoadShaderSourceFile(*Filename, InputShaderSource))
{
InputShaderSource = FString::Printf(TEXT("%s\n#line 1\n%s"), *ShaderInput.SourceFilePrefix, *InputShaderSource);
CachedFileContents.Add(Filename, StringToArray<ANSICHAR>(*InputShaderSource, InputShaderSource.Len()));
}
}
/** Returns the input shader filename to pass to MCPP. */
const FString& GetInputShaderFilename() const
{
return InputShaderFile;
}
/** Retrieves the MCPP file loader interface. */
file_loader GetMcppInterface()
{
file_loader Loader;
Loader.get_file_contents = GetFileContents;
Loader.user_data = (void*)this;
return Loader;
}
private:
/** Holder for shader contents (string + size). */
typedef TArray<ANSICHAR> FShaderContents;
/** MCPP callback for retrieving file contents. */
static int GetFileContents(void* InUserData, const ANSICHAR* InFilename, const ANSICHAR** OutContents, size_t* OutContentSize)
{
FMcppFileLoader* This = (FMcppFileLoader*)InUserData;
FString Filename = GetRelativeShaderFilename(ANSI_TO_TCHAR(InFilename));
FShaderContents* CachedContents = This->CachedFileContents.Find(Filename);
if (!CachedContents)
{
FString FileContents;
if (This->ShaderInput.Environment.IncludeFileNameToContentsMap.Contains(Filename))
{
FileContents = FString(UTF8_TO_TCHAR(This->ShaderInput.Environment.IncludeFileNameToContentsMap.FindRef(Filename).GetData()));
}
else
{
LoadShaderSourceFile(*Filename,FileContents);
}
if (FileContents.Len() > 0)
{
CachedContents = &This->CachedFileContents.Add(Filename,StringToArray<ANSICHAR>(*FileContents, FileContents.Len()));
}
}
if (OutContents)
{
*OutContents = CachedContents ? CachedContents->GetData() : NULL;
}
if (OutContentSize)
{
*OutContentSize = CachedContents ? CachedContents->Num() : 0;
}
return !!CachedContents;
}
/** Shader input data. */
const FShaderCompilerInput& ShaderInput;
/** File contents are cached as needed. */
TMap<FString,FShaderContents> CachedFileContents;
/** The input shader filename. */
FString InputShaderFile;
};
/**
* Preprocess a shader.
* @param OutPreprocessedShader - Upon return contains the preprocessed source code.
* @param ShaderOutput - ShaderOutput to which errors can be added.
* @param ShaderInput - The shader compiler input.
* @param AdditionalDefines - Additional defines with which to preprocess the shader.
* @returns true if the shader is preprocessed without error.
*/
bool PreprocessShader(
FString& OutPreprocessedShader,
FShaderCompilerOutput& ShaderOutput,
const FShaderCompilerInput& ShaderInput,
const FShaderCompilerDefinitions& AdditionalDefines
)
{
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Rendering @ 2943238) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2932679 on 2016/04/04 by Martin.Mittring remove hack/cvar that is not longer needed as we fixed the bug #rb:Bob.Tellez #code_review:Bob.Tellez Change 2932681 on 2016/04/04 by Martin.Mittring fixed cvars in consolevariables.ini can affect engine even if marked with cheat (no longer load consolevariables.ini in shipping and test), unified 3 code path, added testcase, cvars with cheat in ini file other than consolevariables.ini now trigger ensure, =on/off/true/false/.. works in all ini files, added enure if non scalability setting are used in ScalabilityIni (get now ignored) #rb:David.Hill #code_review:Marcus.Wassmer, Michael.Noland Change 2932719 on 2016/04/04 by Marcus.Wassmer Merge 3 band SH back to DevRendering #rb Daniel.Wright Change 2932760 on 2016/04/04 by Zabir.Hoque Migrating high resolution cubemaps for skylight and reflection probes. #rb: Daniel.Wright Change 2933121 on 2016/04/05 by Rolando.Caloca DR - vk - Fix free blocks not getting joined - Fix compile issue Change 2933122 on 2016/04/05 by Rolando.Caloca DR - Do not shorten dumped shaders path Change 2933126 on 2016/04/05 by Rolando.Caloca DR - vk - Index Buffers using new resource management Change 2933127 on 2016/04/05 by Rolando.Caloca DR - vk - Extract multibuffer off index buffer Change 2933131 on 2016/04/05 by Rolando.Caloca DR - vk - Transition to vb's using mutlibuffer Change 2933136 on 2016/04/05 by Rolando.Caloca DR - vk - Change staging buffers to use resource allocation system - Fix free block not getting joined - Remove define Change 2933140 on 2016/04/05 by Rolando.Caloca DR - vk - 'static' textures now use resource mgmt - Release free pages back to the OS - Remove ensure Change 2933152 on 2016/04/05 by Rolando.Caloca DR - vk - Fix aliasing granularity - Fix renderpass end/copy buffer ensure Change 2933155 on 2016/04/05 by Rolando.Caloca DR - SCW - Fix for -directcompile to directly load file for preprocessor Change 2933158 on 2016/04/05 by Rolando.Caloca DR - hlslcc - Error on Metal if trying to R & W on RWTextures - Fix indices on RW reads to be unsigned #codereview Mark.Satterthwaite, Michael.Trepka Change 2933169 on 2016/04/05 by Rolando.Caloca DR - vk - Move header to public to match changes on DevMobile Change 2933173 on 2016/04/05 by David.Hill Deferred decal rendering with negative scale #rb:Matrin.Mittring #jira:UE-27389 Change 2933273 on 2016/04/05 by Rolando.Caloca DR - vk - Fix renderdoc markers Change 2933274 on 2016/04/05 by Rolando.Caloca DR - Support for -AttachDebugger Change 2933316 on 2016/04/05 by Rolando.Caloca DR - vk - Compile fix whene enabling define Change 2933334 on 2016/04/05 by Rolando.Caloca DR - Compile fix #codereview Martin.Mittring Change 2933805 on 2016/04/05 by Brian.Karis Temporal AA dynamic antighosting. Fixed DOF Change 2933811 on 2016/04/05 by Brian.Karis Fixed area light NaNs. Improvements to area lights. Horizen handling for wrap around. Change 2933812 on 2016/04/05 by Brian.Karis Fixed fresnel on SSS skin. Change 2933813 on 2016/04/05 by Brian.Karis Tessellation fix Change 2933816 on 2016/04/05 by Brian.Karis Improved forward shading support [CL 2943241 by Gil Gribb in Main branch]
2016-04-13 21:24:38 -04:00
// Skip the cache system and directly load the file path (used for debugging)
if (ShaderInput.bSkipPreprocessedCache)
{
return FFileHelper::LoadFileToString(OutPreprocessedShader, *ShaderInput.SourceFilename);
}
FString McppOptions;
FString McppOutput, McppErrors;
ANSICHAR* McppOutAnsi = NULL;
ANSICHAR* McppErrAnsi = NULL;
bool bSuccess = false;
// MCPP is not threadsafe.
static FCriticalSection McppCriticalSection;
FScopeLock McppLock(&McppCriticalSection);
FMcppFileLoader FileLoader(ShaderInput);
AddMcppDefines(McppOptions, ShaderInput.Environment.GetDefinitions());
AddMcppDefines(McppOptions, AdditionalDefines.GetDefinitionMap());
int32 Result = mcpp_run(
TCHAR_TO_ANSI(*McppOptions),
TCHAR_TO_ANSI(*FileLoader.GetInputShaderFilename()),
&McppOutAnsi,
&McppErrAnsi,
FileLoader.GetMcppInterface()
);
McppOutput = McppOutAnsi;
McppErrors = McppErrAnsi;
if (ParseMcppErrors(ShaderOutput.Errors, McppErrors, true))
{
// exchange strings
FMemory::Memswap( &OutPreprocessedShader, &McppOutput, sizeof(FString) );
bSuccess = true;
}
return bSuccess;
}