Commit Graph

229 Commits

Author SHA1 Message Date
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
florian penzkofer
9dfb5d6f9c This fixes shader OpenGL ES shader link errors that prevent pretty much any project that use GL to work.
The option bPreserveStorageInput of current version of SPIRV-Tools does not work as it used to and unused fragment shader inputs are now stripped by RemoveUnusedInterfaceVariablesPass.
This fix does not address this but instead disables the input location remapping of OpenGLShaderCompiler for fragment shaders so that even when inputs are stripped, the remaining inputs still have their original location indices that match the vertex shader outputs.
#rb carl.lloyd
[FYI] Laura.Hermanns

[CL 32974465 by florian penzkofer in ue5-main branch]
2024-04-15 14:10:18 -04:00
laura hermanns
67217ad5ad [Shaders] Replace DXC rewriter with new SPIRV-Tools pass to pack "$Globals" cbuffer.
- Adds StructPackingPass to SPIRV-Tools which re-assigns all struct member offsets of the global cbuffer ("type.$Globals" when translated in DXC/SPIR-V) according to the std140 memory layout rules.
- Remove DXC rewriter from shader backends as the shader minifier can already handle the majority of dead code removal.
- Rebuilt DXC for Win64, Mac, Linux.

#jira UE-207703
#rnx
#rb Yuriy.ODonnell
[FYI] Dan.Elksnitis, JeanNoe.Morissette, Serge.Bernier, Florin.Pascu

[CL 32646612 by laura hermanns in ue5-main branch]
2024-04-01 14:46:17 -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
christopher waters
cd0d92d515 Moving copy-pasted code into ShaderCompilerCommon.
#rb dan.elksnitis, jeannoe.morissette

[CL 32215186 by christopher waters in ue5-main branch]
2024-03-13 11:33:04 -04:00
jeremy moore
804418158d #jira UE-206245, UE-206247
Add basic DX12 Work Graph support.
For this first pass there is no exposed RHI functionality for directly dispatching a work graph. Instead shader bundles have been extended to support a work graph based implementation.
Nanite compute materials now can use work graph shader bundles on D3D12 when r.Nanite.AllowWorkGraphMaterials and r.Nanite.Bundle.Shading are both set. Both of these default to off at the moment.
Also DataDrivenPlatformInfo now expose bSupportsWorkGraphs. This is false everywhere, but will be enabled for D3D12_SM6 as soon as we have the latest DXC shader compiler with lib_6_8 support submitted.
#rb Kenzo.Terelst, Yuriy.ODonnell

[CL 32196717 by jeremy moore in ue5-main branch]
2024-03-12 18:42:09 -04:00
luke thatcher
f10a3f68ed OpenGL RHI changes to use the FShaderResourceTable in the base RHI shader type.
- Removed unnecessary operator == and GetTypeHash() functions.

Refactor of FOpenGLLinkedProgram to improve code readability
 - Moved loose global scope functions to be members.
 - Removed FOpenGLLinkedProgramConfiguration, replaced with a TVariant Config field in the FOpenGLLinkedProgram which better packs memory, and configures the stages on construction.
 - Store per-stage data in an FShaderStage object (in the Config), rather than separate C arrays.
 - Removed public access to various fields, and made things const where possible.
 - Removed unnecessary TMap caches: GetOpenGLUniformBlockLocations(), GetOpenGLUniformBlockBindings()

Remove "bindless textures" from OpenGL RHI
 - Code path is not one we need to support anymore, and removing it simplifies the FOpenGLLinkedProgram class

Fix calls to FOpenGL::ProgramUniform4... in the following functions passing the GL shader object when the GL program is required.
 - FOpenGLShaderParameterCache::CommitPackedGlobals
 - FOpenGLShaderParameterCache::CommitPackedUniformBuffers

#rb Florin.Pascu

[CL 31871857 by luke thatcher in ue5-main branch]
2024-02-28 10:48:29 -05:00
laura hermanns
623800cc99 [Shaders] Forward CFLAG_WarningsAsErrors to DXC compiler in SPIR-V backends.
This affects Vulkan, Metal, GLES, and SPIR-V based platform backends.
Warnings will not be treated as errors for intermediate shader code, such as the one generated by the HLSL rewriter for dead-code removal.

#rnx
#rb carl.lloyd, massimo.tristano

[CL 31645356 by laura hermanns in ue5-main branch]
2024-02-20 10:23:08 -05:00
christopher waters
eae2904886 Cleaning up some OpenGLDrv headers.
[CL 31495518 by christopher waters in ue5-main branch]
2024-02-14 17:04:19 -05:00
matthew sorrels
2cd19ec644 Fix shader compile problem on linux OpenGLES shader builds
#jira UE-205727
#rnx
#rb dan.elksnitis

[CL 31268756 by matthew sorrels in ue5-main branch]
2024-02-07 15:21:04 -05:00
laura hermanns
3e2c99ebce [Shaders] Remove Hlslcc form GL backend; Mobile renderer fully switched to DXC.
#rnx
#rb Carl.Lloyd, Dmitriy.Dyomin, Florin.Pascu
[FYI] Rolando.Caloca, Jason.Nadro

[CL 31258039 by laura hermanns in ue5-main branch]
2024-02-07 10:32:52 -05:00
carl lloyd
79eba84fae Fix for incorrect regex expression when renaming uniform buffers in OpenGL
#rb tim.doerries

[CL 30880719 by carl lloyd in ue5-main branch]
2024-01-25 05:14:40 -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
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
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
florian penzkofer
27b98dc65a Fix crash in OpenGL shader compiler on macOS
#ushell-cherrypick of 29304271 by florian.penzkofer
[FYI] dmytro.ivanov
#rb dan.elksnitis

[CL 29420329 by florian penzkofer in ue5-main branch]
2023-11-03 16:33:03 -04:00
florian penzkofer
cd93ccdb8b Support ThinTranslucent Materials in mobile renderer
OpenGL ES and Metal use framebuffer fetch.
Vulkan uses dual source blending.
For Vulkan and OpenGL ES there is a fallback shader permutation for drivers that don't support this. The fallback is the same as the existing solution that uses regular blending (i.e. looks different).
Others uses dual source blending and we force use of DXC for those shaders.
#rb Dmitriy.Dyomin, Florin.Pascu

[CL 29245271 by florian penzkofer in ue5-main branch]
2023-10-30 15:41:46 -04:00
christopher waters
5c304ed095 Removing FShaderParameterParser from FShaderPreprocessOutput.
#jira UE-197328
#rb dan.elksnitis

[CL 29168356 by christopher waters in ue5-main branch]
2023-10-26 23:07:19 -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
christopher waters
6797229f23 Moving more platforms to use ShaderParameterParser in the compile step.
#rb Jason.Nadro
#jira UE-197328

[CL 28655234 by christopher waters in ue5-main branch]
2023-10-11 03:20:39 -04:00
christopher waters
bb0a274b8c Reworking UniformBuffer code generation to not use an intermediate struct
- When generating Uniform Buffer HLSL code, a 'static const struct {} Name' was created which has been causing compiler issues off and on for years.
- When RemoveUniformBuffersFromSource removed said struct, it parsed the struct's structure to figure out how to translate UniformBuffer.Member into UniformBuffer_Member in code that accessed Uniform Buffers.
- Now, instead of a struct, a "UniformBuffer <Name>" declaration is created and filled with mappings from "UniformBuffer.Member" into the correct code.
- This allows ConstantBuffer objects to be used differently from cbuffer where the former generates "UniformBuffer.Member" and the latter generates "UniformBuffer_Member"
- This also allows resources to always be translated to "UniformBuffer_Member"
- Shader define 'PLATFORM_SUPPORTS_UB_STRUCT' is now 'PLATFORM_SUPPORTS_CONSTANTBUFFER_OBJECT' and will be set on shader formats that support ConstantBuffer<> objects.
- Removed lots of unused code from BindlessResources.ush

#jira UE-195103
#rb dan.elksnitis, jeannoe.morissette

[CL 28058373 by christopher waters in ue5-main branch]
2023-09-20 17:33:36 -04:00
christopher waters
1a3a1d4e90 Changing DumpDebugInfoPath conditions to use a helper function.
#rb dan.elksnitis

[CL 27681962 by christopher waters in ue5-main branch]
2023-09-07 14:45:23 -04:00
dan elksnitis
88169dbd8c [shaders] implement independent preprocessing IShaderFormat API for OpenGL shader format
#rb Christopher.Waters
#rb Massimo.Tristano

[CL 27482746 by dan elksnitis in ue5-main branch]
2023-08-30 09:38:41 -04:00
dan elksnitis
d0128a9fa0 [shaders]
- enable minifier deadstripping for OpenGL shader format; bytecode is a 100% match with this change on multiple tested projects so it seems safe to enable
- deprecate FOpenGLFrontend; nothing in available code appears to inherit from it anymore so the API appears unnecessary. this makes the OpenGL shader format more similar to others (which do not expose compilation functions as API)

#rb Jason.Nadro
#rb Laura.Hermanns
#rb Yuriy.ODonnell

[CL 27338803 by dan elksnitis in ue5-main branch]
2023-08-24 09:09:10 -04:00