Commit Graph

677 Commits

Author SHA1 Message Date
nick edwards
642f1a39bb Allow enabling/disabling LiveCoding via command line switch -LiveCoding=true|false
Useful in cases where there are multiple live coding targets, and you are only interested in having live coding enabled for one.
#rb Tim.Smith

[CL 30686790 by nick edwards in ue5-main branch]
2024-01-18 11:54:34 -05:00
maxime mercier
78714aa45a Enabling LiveCoding in UEFN
Support live coding when the BaseDir is != than the Executable path

#rb Tim.Smith

[CL 30592990 by maxime mercier in ue5-main branch]
2024-01-12 10:16:10 -05:00
yuriy odonnell
01419a8913 Add strongly typed EShaderOptionalDataKey to access shader optional data instead of adhoc characters
#rb carl.lloyd, christopher.waters, Colton.Daniels

[CL 30572888 by yuriy odonnell in ue5-main branch]
2024-01-11 13:36:32 -05:00
chris kulla
2cd6fd99d1 Shader Compiler - Propagate filename to dxc command line instead of using the same dummy name (zzz) for all shaders.
This is helpful when using a profiler such as nSight

#rb christopher.waters

[CL 30514398 by chris kulla in ue5-main branch]
2024-01-09 15:23:12 -05:00
dan elksnitis
a9037b25ed [shaders]
- add FShaderSource class which wraps source as populated by preprocessing and subsequently accessed by compilation and other debug features; this class automatically inserts zeroed padding such that 16-byte-wide SIMD string comparison operations do not require a non-SIMD tail to process any overhang.
- add typedefs for the string/view/character types and update preprocessing code to use these typedefs instead of the explicit types
- add explicit if constexprs in minifier code around char width to disable simd optimizations for char width != 2 (and subsequently skip the non-simd tail if char width == 2 since FShaderSource automatically adds the required padding)

#rb Jason.Nadro, Yuriy.ODonnell

[CL 30358137 by dan elksnitis in ue5-main branch]
2023-12-15 15:28:27 -05:00
dan elksnitis
6ed653a189 [shaders] further preprocessing cleanup
- move sequence of preprocessing steps out of ShaderPreprocessor module and into UE::ShaderCompilerCommon::ExecuteShaderPreprocessingSteps; the former is now explicitly just the low-level preprocessor lib
- add an implementation of PreprocessShader in FBaseShaderFormat so backends which have no custom code to execute as part of preprocessing can just automatically inherit this implementation, and fix up such backends to eliminate now-unnecessary overrides

#rb christopher.waters, Laura.Hermanns

[CL 30178136 by dan elksnitis in ue5-main branch]
2023-12-07 08:55:41 -05:00
dan elksnitis
cc7c2c54f4 [shaders] shader format preprocessing cleanup & refactoring
- move uniform buffer cleanup and dead stripping into ShaderPreprocessor module's PreprocessShader function
- add "required symbols" to compiler input struct to specify additional symbols to keep during minification aside from those specified by the entrypoint; modify API such that both an entry point string and additional symbols can be specified (to avoid each backend needing to manually parse the compound RT entry point string)
- make use of ModifyShaderCompilerInput in all backends to set additional defines and required symbols on input struct up front; only use the AdditionalDefines map in cases where it's actually necessary
- remove the various per-platform defines for enabling minifier, no longer required now that this has been rolled out for all backends
- fix SCW directcompile mode; this had rotted due to pieces of the FShaderCompilerEnvironment having been added that weren't explicitly serialized to either cmdline or in the shader source. this now serializes as a base64 string written inside the USF containing all portions of the environment required for compilation (using the same serialization function as is used to write/read the SCW input file)
- use a debug flag for indicating we're in "direct compile" mode and should load the debug USF off disk, rather than the poorly named "bSkipPreprocessedCache" (this name is both inaccurate and also confusing due to the addition of the preprocessed job cache)
- modify platform "force wave32" mechanism to use a pragma directive to set a compiler define, instead of doing string replacement in the preprocessed source
- add a view version of the RT entrypoint parsing to use in preprocessing, note that other paths still need to construct fstrings due to further manipulation so keeping the FString path around too
- clean up backends manually checking the "directcompile" cmdline arg

#rb christopher.waters, Yuriy.ODonnell
#rb Chris.Waters
#rb Laura.Hermanns

[CL 30023082 by dan elksnitis in ue5-main branch]
2023-11-30 15:56:34 -05:00
christopher waters
b2f21e1cd0 D3D Bindless
- Forcing EShaderResourceUsageFlags bindless flags when bindless is enabled to avoid ping ponging issues at runtime.

#jira UE-162014
#rb dan.elksnitis

[CL 30001874 by christopher waters in ue5-main branch]
2023-11-29 18:13:23 -05:00
marc audy
a88b71c8b7 Fix/silence C4702 warnings
#rnx

[CL 29883627 by marc audy in ue5-main branch]
2023-11-22 01:04:15 -05:00
christopher waters
a58fadbd0e Removing invalid check on AutoBindingSpace. The ~0 check was leftover from a long-gone default argument.
[CL 29848711 by christopher waters in ue5-main branch]
2023-11-20 15:10:55 -05:00
jason nadro
eb817693a3 Remove redundant error logging from DXC.
- Only log a system error message if we didn't get any error messages back from the DXC error blob.

#rb Laura.Hermanns
#rnx

[CL 29810728 by jason nadro in ue5-main branch]
2023-11-17 11:58:36 -05:00
christopher waters
15bc726977 Adding Barycentrics support checks
- Adding EShaderCodeFeatures::Barycentrics
- Adding GRHIGlobals.SupportsBarycentricsSemantic
- Adding FDataDrivenShaderPlatformInfo::GetSupportsBarycentricsIntrinsics to control COMPILER_SUPPORTS_BARYCENTRIC_INTRINSICS
- Adding FDataDrivenShaderPlatformInfo::GetSupportsBarycentricsSemantic to control PLATFORM_SUPPORTS_BARYCENTRICS_SEMANTIC

#jira UE-193429
#rb graham.wihlidal, mihnea.balta

[CL 29771745 by christopher waters in ue5-main branch]
2023-11-16 00:28:03 -05:00
daniele vettorel
1baceeffbf Bump PC SM6 and SM5 GUIDs.
[CL 29723661 by daniele vettorel in ue5-main branch]
2023-11-14 15:34:43 -05:00
daniele vettorel
b7da497a83 Fix merge error
[CL 29723250 by daniele vettorel in ue5-main branch]
2023-11-14 15:22:04 -05:00
daniele vettorel
e39770acde Support exporting shader symbols info for PC D3D_SM6 shaders.
The PDB name is either retrieved from the PDB blob part of DXC's output, or is generated using the shader hash that DXC reports even when no PDB is requested. We don't export PDBs because it would result in duplicate data as we use embedded PDBs.

#rb christopher.waters, Laura.Hermanns

[CL 29723169 by daniele vettorel in ue5-main branch]
2023-11-14 15:18:29 -05:00
christopher waters
ceded8a2b5 Reworking D3D Shader Format support checks
- ELanguage and Input flags were being used inconsistently to determine defines and shader profiles to use.
- ED3DShaderModel now communicates the exact shader model to use to the FXC and DXC backends.
- Moved all D3D custom definitions to ModifyShaderCompilerInput
- D3D definitions have been fixed to be based on specific needs of input flags. ie- "PLATFORM_MAX_SAMPLERS" doesn't imply that wave operations are wanted/supported.

#jira UE-199838
#rb laura.hermanns, michael.wanderson

[CL 29632531 by christopher waters in ue5-main branch]
2023-11-10 01:03:12 -05:00
christopher waters
6f3f63b186 Bindless Conversion Changes
- Removing the need for COMPILER_DEFINE on GetResourceFromHeap and GetSamplerFromHeap
- FShaderParameterParser constructor now requires a FPlatformConfiguration object that each shader format can configure.
- FPlatformConfiguration::GenerateBindlessAccess allows each platform to generate the code for accessing a bindless resource or sampler.
- Added EShaderParameterParserConfigurationFlags to specify support for stable constant buffers and bindless.
- Moved EBindlessParameterMode into EShaderParameterParserConfigurationFlags::BindlessUsesArrays
- While moving things around, I was able to convert some TCHAR* uses to FStringView

#jira UE-166341
#rb mihnea.balta

[CL 29533376 by christopher waters in ue5-main branch]
2023-11-07 16:26:20 -05:00
laura hermanns
5c83a2db3f Workaround FXC validation errors for cross-compiled HLSL:
- Compile a 2nd time internally defined rule disabled.
- Compile a 3rd time without optimizations as a last resort.

#jira UE-197481
#rb Jason.Nadro, Dan.Elksnitis, Sebastien.Hillaire
#rnx

[CL 29408297 by laura hermanns in ue5-main branch]
2023-11-03 11:40:34 -04:00
tim smith
6fcbe51e16 Removed usage of include file macros from LiveCoding source since it was causing issues with SN-DBS
#rb tim.smith

[CL 29401475 by tim smith in ue5-main branch]
2023-11-03 07:04:54 -04:00
laura hermanns
1daf299a10 Patch order of entry point parameters in cross-compiled HLSL of D3D11 backend using HlslParser.
#jira UE-186066
#rb Dan.Elksnitis
#rnx

[CL 29257708 by laura hermanns in ue5-main branch]
2023-10-30 19:37:05 -04:00
dan elksnitis
54fb5cf56d [shaders] further deprecation (SupportsIndependentPreprocessing/OptionalFinalShaderSource/bIndependentPreprocessed are no longer needed since all backends are migrated)
#rb Laura.Hermanns

[CL 29117027 by dan elksnitis in ue5-main branch]
2023-10-25 22:21:30 -04:00
jason hoerner
0e18ea7e81 Shader Preprocessor: Roll TEXT macro substitution into the C preprocessor step, via custom macro callback feature, making it effectively free. Saves 3% overall on preprocess, but also represents a simplification by reducing the number of unique preprocess passes.
#jira UE-198496
#rnx
#rb dan.elksnitis yuriy.odonnell jason.nadro

[CL 29100104 by jason hoerner in ue5-main branch]
2023-10-25 16:01:11 -04:00
laura hermanns
01a703a287 Removed dead code from D3D12 shader backend.
#rb Jason.Nadro
#rnx

[CL 29044354 by laura hermanns in ue5-main branch]
2023-10-24 09:04:59 -04:00
christopher waters
0403f2caa0 Always set the HLSL version and don't assume the default is 2018.
#rb David.Harvey, Yuriy.Odonnell

[CL 28692390 by christopher waters in ue5-main branch]
2023-10-11 19:52:44 -04:00
joe kirchoff
be5805fdca Fix some comments that give the wrong instructions when a module is forcing cpp17
#rnx

[CL 28690858 by joe kirchoff in ue5-main branch]
2023-10-11 19:24:34 -04:00