Commit Graph

397 Commits

Author SHA1 Message Date
christopher waters
cfc6f343df Uniform Buffer improvements
- Moving various UB booleans into a flags enum.
- UB booleans could not be reasonably deprecated without incurring memory overhead, so this will break custom code that uses them.
- Adding UB flag to force the shader compilers to generate reflection for the UB members which are normally excluded from reflection.
- Adding UB flag that tells MeshCommands that a UB will be bound during pass drawing and that it doesn't need to be set via MDCs.
- New flags are not used in this CL, they are prerequisites for subsequent, larger changes.

#rb jeannoe.morissette

[CL 34356503 by christopher waters in ue5-main branch]
2024-06-13 17:59:13 -04:00
laura hermanns
a34925adb1 [Shaders] SPIRV-Tools pass rewrite (Re-introduced after backout of 34098261)
Interface variable scalar replacement pass rewrite (added as a new pass into spirv-opt, will replace existing one in future).

Things done so far:
- Rewritten to properly handle non-aggregate types and other tricky cases (both for Patch decorated variables and not)
- Matrix scalarization is now optional.
- More test cases added
- Path is now exposed as a command-line flag
- Fixed https://github.com/KhronosGroup/SPIRV-Tools/issues/4795

Few shaders contained loops, which were not unrolled, leading to the scalarization pass to fail. Loops were not unrolled due to "complex" condition expression. Those are changed to be accepted by the loop unroller (induction variable is the only lhs in the condition expression now).

This new pass is now always enabled for both Vulkan/GLES shaders for Android.
Multiple location remapping passes were removed: one was overriding another one results + not needed now due to arrays being removed by the scalarization pass.

#rb carl.lloyd, denys.mentiei
[FYI] Dmitriy.Dyomin, Allan.Bentham

[CL 34122278 by laura hermanns in ue5-main branch]
2024-06-05 09:24:38 -04:00
laura hermanns
434f0c3b84 [Backout] - CL34098261
[FYI] denys.mentiei
Original CL Desc
-----------------------------------------------------------------
[Shaders] SPIRV-Tools pass rewrite

Interface variable scalar replacement pass rewrite (added as a new pass into spirv-opt, will replace existing one in future).

Things done so far:
- Rewritten to properly handle non-aggregate types and other tricky cases (both for Patch decorated variables and not)
- Matrix scalarization is now optional.
- More test cases added
- Path is now exposed as a command-line flag
- Fixed https://github.com/KhronosGroup/SPIRV-Tools/issues/4795

Few shaders contained loops, which were not unrolled, leading to the scalarization pass to fail. Loops were not unrolled due to "complex" condition expression. Those are changed to be accepted by the loop unroller (induction variable is the only lhs in the condition expression now).

This new pass is now always enabled for both Vulkan/GLES shaders for Android.
Multiple location remapping passes were removed: one was overriding another one results + not needed now due to arrays being removed by the scalarization pass.

#rb carl.lloyd, Laura.Hermanns
[FYI] Dmitriy.Dyomin, Allan.Bentham

[CL 34107760 by laura hermanns in ue5-main branch]
2024-06-04 17:30:47 -04:00
denys mentiei
802971f9b4 [Shaders] SPIRV-Tools pass rewrite
Interface variable scalar replacement pass rewrite (added as a new pass into spirv-opt, will replace existing one in future).

Things done so far:
- Rewritten to properly handle non-aggregate types and other tricky cases (both for Patch decorated variables and not)
- Matrix scalarization is now optional.
- More test cases added
- Path is now exposed as a command-line flag
- Fixed https://github.com/KhronosGroup/SPIRV-Tools/issues/4795

Few shaders contained loops, which were not unrolled, leading to the scalarization pass to fail. Loops were not unrolled due to "complex" condition expression. Those are changed to be accepted by the loop unroller (induction variable is the only lhs in the condition expression now).

This new pass is now always enabled for both Vulkan/GLES shaders for Android.
Multiple location remapping passes were removed: one was overriding another one results + not needed now due to arrays being removed by the scalarization pass.

#rb carl.lloyd, Laura.Hermanns
[FYI] Dmitriy.Dyomin, Allan.Bentham

[CL 34100366 by denys mentiei in ue5-main branch]
2024-06-04 13:59:11 -04:00
christopher waters
320aed67bc Reducing allocations when using FShaderParameterMap
- TCHAR* arguments were being used to find elements in a TMap<FString,..> which creates temporary memory allocations.
- We can use FStringView with FindByHash/RemoveByHash to prevent temporary allocations.
- Adding FShaderParameterMap::FindAndRemoveParameterAllocation as a shortcut for Find+Remove (which Uniform Buffer member handling does).
- Fixing a few locations that were going FString->TCHAR*->FString.

#rb Laura.Hermanns

[CL 34065428 by christopher waters in ue5-main branch]
2024-06-03 10:21:45 -04:00
stu mckenna
8ae75bcbb6 [Backout] - CL33681066
[FYI] bob.tellez
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL33671805
[FYI] stu.mckenna
Original CL Desc
-----------------------------------------------------------------
- Fix for AddUsedInputMembers having inverted source / destination for arrays

#rb Laura.Hermanns

[CL 33726075 by stu mckenna in ue5-main branch]
2024-05-17 11:55:38 -04:00
bob tellez
6aeccfaf4e [Backout] - CL33671805
[FYI] stu.mckenna
Original CL Desc
-----------------------------------------------------------------
- Fix for AddUsedInputMembers having inverted source / destination for arrays

#rb Laura.Hermanns

[CL 33681068 by bob tellez in ue5-main branch]
2024-05-16 03:24:36 -04:00
stu mckenna
da68d46d3d - Fix for AddUsedInputMembers having inverted source / destination for arrays
#rb Laura.Hermanns

[CL 33671939 by stu mckenna in ue5-main branch]
2024-05-15 17:38:28 -04:00
aleksander netzel
d33a06efeb HWRT: Reducing RHI_RAYTRACING throughout the engine - Editor
#jira UE-213513

[CL 33441267 by aleksander netzel in ue5-main branch]
2024-05-03 19:21:04 -04:00
laura hermanns
ca07d105fc [Shaders] Remove unused state in FShaderConductorContext and ignore unknown attributes in shader backends.
This adds "-Wno-unknown-attributes" to DXC backends and platform specific compiler argument to their respective backend.

#rnx
#rb Yuriy.ODonnell

[CL 33437776 by laura hermanns in ue5-main branch]
2024-05-03 17:13:42 -04:00
chris kulla
5a8a0f7811 HLSL Parser: Add support for C99 style _Pragma statements
This alternative style of pragma is useful for emitting pragmas from macros.

Since these pragmas take strings as their arguments, improve the support for parsing string constants to deal with escaped characters.

Add some examples of this to the unit tests

#rb Jason.Nadro

[CL 33435643 by chris kulla in ue5-main branch]
2024-05-03 16:18:22 -04:00
laura hermanns
7a0927103c [Shaders] Remove last remaining use case of DXC rewriter in MetalCompileShaderMSC and deprecate RewriteHlsl.
#rnx
#rb carl.lloyd, dan.elksnitis

[CL 33279539 by laura hermanns in ue5-main branch]
2024-04-26 17:10:10 -04:00
zach bethel
0674d30d69 Added SRVNonPixel, SHADER_PARAMETER_RDG_NON_PIXEL_SRV, and modified RDG_TEXTURE_ACCESS to support texture subresources.
- SRVNonPixel is needed by mobile to insert a barrier between fragment -> vertex texture fetch, but since this is a heavyweight barrier, it is opt-in with SHADER_PARAMETER_RDG_NON_PIXEL_SRV.
 - Small refactor to FRDGTextureAccess to allow for arbitrary subresources, as the current model only allows full resource transitions.

#rb mihnea.balta, luke.thatcher, serge.bernier
#jira UE-211883

[CL 33179861 by zach bethel in ue5-main branch]
2024-04-23 17:02:48 -04:00
jeremy moore
ba42a867b2 #jira UE-209673
Split Work Graph shaders into multiple frequencies.
This is somewhat in anticipation of graphic nodes.
But also it is a replacement for using CFLAG_WorkgraphLocalNodes to differentiate nodes with local or global root signature.
#rb Yuriy.ODonnell

[CL 33146442 by jeremy moore in ue5-main branch]
2024-04-22 14:59:28 -04:00
john huelin
7121101cd8 SDK (1): Changes in common code needed to support SDK changes on some platforms
#rb Wojciech.Krywult

[CL 32855114 by john huelin in ue5-main branch]
2024-04-10 09:49:42 -04:00
dan elksnitis
b7bd62a7c5 [shaders]
- strip old job cache path (constructing an input hash based on all inputs); the cache key based on preprocessed source is now the One True Job Cache
- strip parallelfor-based job submission path (gamethread-blocking); the task path has been enabled for a long while now without issues
- remove the "compile job inputs" debug dump; this is no longer relevant since it's based on inputs to the now-stripped compile job path (similar functionality will be provided by the new form of debug usf once completed)

#rb Laura.Hermanns

[CL 32825320 by dan elksnitis in ue5-main branch]
2024-04-09 10:29:26 -04:00
christopher waters
dd2f49d25c Adding RHIResourceCollection RHI resource type which can store bindless indices in a buffer.
#rb Luke.Thatcher

[CL 32764889 by christopher waters in ue5-main branch]
2024-04-05 13:22:22 -04:00
dan elksnitis
1d261111ce [shaders]
- modify the input hash debug dump mechanism to output an empty "debughash_<hash>" file instead of a txt file with the hash in contents, and always dump these files for the instance of the job that actually compiled
- the existing cvar will now just make it so these files are also dumped for jobs which hit in DDC or the job cache; we don't do this by default so there's only a single match for the debug hash for any given shader normally and it is inside the folder containing the full debug info, including those artifacts which are only output as a side effect of the compile step
- add the same hash as the first line in the stripped source code, so "debughash_<hash>" can be used as a search term in Everything to quickly find debug info associated with a shader (i.e. when looking at a capture in renderdoc or similar)

note: this is a resubmit with fixes for mac/linux issues (avoiding printfs and using string builders instead; since wchar_t and TCHAR are not the same size on these platforms using %ls does not work), and a further fix for problems encountered with source compression when using wide chars in preprocessing instead of ansi chars.

#rb Laura.Hermanns
#jira UE-209753

[CL 32542773 by dan elksnitis in ue5-main branch]
2024-03-27 10:15:04 -04:00
dan elksnitis
52e25ae283 [Backout] - CL32436224
[FYI] dan.elksnitis
Original CL Desc
-----------------------------------------------------------------
[shaders]
- modify the input hash debug dump mechanism to output an empty "debughash_<hash>" file instead of a txt file with the hash in contents, and always dump these files for the instance of the job that actually compiled
- the existing cvar will now just make it so these files are also dumped for jobs which hit in DDC or the job cache; we don't do this by default so there's only a single match for the debug hash for any given shader normally and it is inside the folder containing the full debug info, including those artifacts which are only output as a side effect of the compile step
- add the same hash as the first line in the stripped source code, so "debughash_<hash>" can be used as a search term in Everything to quickly find debug info associated with a shader (i.e. when looking at a capture in renderdoc or similar)

#rb Laura.Hermanns
#jira UE-209753

[CL 32448284 by dan elksnitis in ue5-main branch]
2024-03-22 16:19:02 -04:00
dan elksnitis
82e140d0c5 [shaders]
- modify the input hash debug dump mechanism to output an empty "debughash_<hash>" file instead of a txt file with the hash in contents, and always dump these files for the instance of the job that actually compiled
- the existing cvar will now just make it so these files are also dumped for jobs which hit in DDC or the job cache; we don't do this by default so there's only a single match for the debug hash for any given shader normally and it is inside the folder containing the full debug info, including those artifacts which are only output as a side effect of the compile step
- add the same hash as the first line in the stripped source code, so "debughash_<hash>" can be used as a search term in Everything to quickly find debug info associated with a shader (i.e. when looking at a capture in renderdoc or similar)

#rb Laura.Hermanns
#jira UE-209753

[CL 32436259 by dan elksnitis in ue5-main branch]
2024-03-22 11:55:53 -04:00
jeremy moore
68da7d83e1 ShaderMinifier fix to prevent presence numthreads attribute pulling in all other functions with numthreads attribute.
This regression happened when we added extraction of identifiers from attributes.
That is specifically needed for extracting name from a NodeID attribute.
To fix we now treat NodeID attributes as their own block type.
[FYI] Yuriy.ODonnell

[CL 32368430 by jeremy moore in ue5-main branch]
2024-03-20 11:50:18 -04:00
laura hermanns
0dddfc208e [DXC] Revert temporary fix in DXC and integrate public fix. Reverts CL 32280203.
- Cherry pick commit 11ee8de from GitHub to fix issue with constant evaluation of intrinsics with LitFloat arguments.
- Disable assertion of function overloading for LitFloat types.
- Rebuilt DXC for Win64, Mac, Linux.
- Revert temporary UBA fix and use DXC binary hasing again for DDC key.

#rb Dan.Elksnitis
[FYI] Graham.Wihlidal, Yuriy.Odonnell, Florin.Pascu, Henrik.Karlsson
#rnx

[CL 32335434 by laura hermanns in ue5-main branch]
2024-03-19 15:20:21 -04:00
matthew sorrels
b1018568f8 Fix crash when cooking Android OpenGLES on Linux by replacing swscanf based parser with native FindNextHLSLDefinitionOfType
#jira UE-205727
#rnx
#rb dan.elksnitis, Dmitriy.Dyomin, Florin.Pascu

[CL 32299451 by matthew sorrels in ue5-main branch]
2024-03-18 10:05:42 -04:00
laura hermanns
4b6652e7dc [DXC] Fix CIS build issue with DXC by interpreting float-literals as float instead of double.
- Interpret floating-point literlas as 'float'-type instead of 'double'-type in ASTContext.
- Integrated missing fix in DeclPrinter.cpp that was accidentally reverted during GitHub merge.

#rnx
#rb graham.wihlidal
[FYI] Yuriy.Odonnell, Dan.Elksnitis, Chris.Kulla, Massimo.Tristano

[CL 32280236 by laura hermanns in ue5-main branch]
2024-03-15 14:37:03 -04:00
christopher waters
07a7863d21 HlslParser improvements
- Adding support for templated function return types (Texture2d<float> etc)
- Adding support for ignoring empty statements (ie a ";" without code before it)

#rb Laura.Hermanns

[CL 32263255 by christopher waters in ue5-main branch]
2024-03-14 18:44:20 -04:00