Commit Graph

158 Commits

Author SHA1 Message Date
jason hoerner
6f67025ccc Shader Compiler: Optimized version of CleanupUniformBufferCode, called during preprocessing. New version is 3.8x faster, producing a 19% overall speedup in ConditionalPreprocessShader. Processes the shader in a single pass, scanning for potential compound identifiers (symbol tokens connected by dots and optional whitespace), then checking if they match known uniform buffer members. A few optimizations improve the speed of checking if an identifier matches, including an early out based on identifier length and start character, followed by organizing uniform buffers and their members by length, requiring only a small subset of members to be tested. Parsing uniform buffer definitions was also optimized to avoid memory allocation.
Doesn't produce bit identical preprocessed output, as it compacts whitespace from compound identifiers before testing them, whereas the original implementation compacts whitespace after matching.  Compacting first makes testing more efficient and simpler, since it doesn't need to take into account whitespace.  For A/B validation, I did add temporary debug code that stored and reverted un-matched identifiers, mimicking the old behavior, and it was identical across the board.

#rnx
#rb dan.elksnitis chris.waters jason.nadro

[CL 28313553 by jason hoerner in ue5-main branch]
2023-09-28 07:08:47 -04:00
dan elksnitis
4515e3b5f4 [shaders] add debug dump option to output "detailed" shader source, including the output of the preprocessing step unmodified, the stripped version used for hashing, and whatever the final source passed to the compiler is (can differ from the stripped version if further modifications are applied as part of the compile step). this is only done if the preprocessed job cache is enabled; otherwise (and if this cvar is disabled) the single output will either be the compiler-step-modified source if it exists, or the output of the preprocessing step.
#rb Jason.Hoerner

[CL 28274493 by dan elksnitis in ue5-main branch]
2023-09-27 11:02:18 -04:00
christopher waters
7f66db7ffc Shader preprocessing optimizations:
- Removing system calls from UniformBuffer parsing and processing.
- When searching for uses of a UniformBuffer, start after the end of the UniformBuffer declaration.
- Simplifying the code around UniformBuffer reference cleanup
- Cuts time in CleanupUniformBufferCode by 50-75% based on how large the shader is.

#jira UE-195103
#rb dan.elksnitis, jason.hoerner

[CL 28172021 by christopher waters in ue5-main branch]
2023-09-23 05:43:20 -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
carl lloyd
34d53bc691 Added validation to ensure UAV/SRV types and UB sizes match the ones generated by the shader compiler
#rb jeannoe.morissette
#jira UE-82353

[CL 27399050 by carl lloyd in ue5-main branch]
2023-08-25 22:19:10 -04:00
jeannoe morissette
b070af8d82 VulkanRHI: Add quotes around the entrypoint name in the command line for cases where multiple entrypoints are possible (like RT hit group)
#rb carl.lloyd
[FYI] aleksander.netzel
#rnx

[CL 27204165 by jeannoe morissette in ue5-main branch]
2023-08-18 11:39:37 -04:00
dan elksnitis
5f85b46590 [shaders] remove unnecessary passing of hlslcc flags as an option to debug info output. this was just used to pass a switch on the SCW directcompile cmdline which SCW no longer does anything with. also cleaned up some additional unnecessary code related to these flags in backends that no longer use hlslcc at all.
#rb Laura.Hermanns

[CL 26685354 by dan elksnitis in ue5-main branch]
2023-07-28 15:58:01 -04:00
charles derousiers
2365ee5308 Change D3D diagnostic buffer to output readable assert message (file/line/condition/message).
Use with check() / checkf()

#rb dan.elksnitis, christopher.waters
[FYI] yuriy.odonnell

[CL 26680005 by charles derousiers in ue5-main branch]
2023-07-28 13:55:18 -04:00
dan elksnitis
be2cf9c56e [shaders] debug output changes - add optional shader code binary output, fix redundant write of additional outputs
#rb Laura.Hermanns

[CL 26182686 by dan elksnitis in ue5-main branch]
2023-06-22 10:53:19 -04:00
laura hermanns
fcd0debcbd Fix crash on empty string of preprocessed shader source.
#rb Dan.Elksnitis

[CL 26024402 by laura hermanns in ue5-main branch]
2023-06-15 16:15:45 -04:00
dan elksnitis
d688f1fb4d [shaders] debug output improvements/fixes
- remove redundant options struct initialization in DumpDebugShaderData - this was resulting in losing some of the options set in the input parameter options struct
- add explicit "DumpExtendedDebugShaderData" which includes the additional debug output functionality only previously available if an IShaderFormat implementation inherited from FBaseShaderFormat
- add "AdditionalOutputs" functionality which can be used by backends to dump additional (text-based) files following the file naming rules as dictated by the options struct with less boilerplate code
- add a helper for constructing a debug filename from the debug output options struct (some backends require constructing such filenames for i.e. contents of batchfiles; the helper reduces boilerplate code in such cases)
- fix condition for old path of dumping OutputHash.txt to not redundantly dump if shader format supports independent preprocessing and preprocessed cache is enabled

#rb Massimo.Tristano

[CL 25892792 by dan elksnitis in ue5-main branch]
2023-06-09 10:27:24 -04:00
dan elksnitis
06395bee56 [shaders] add Hash field to FShaderCompilerInput so debug output of InputHash.txt works correctly whether or not the preprocessed cache is enabled, and the IShaderFormat API for debug output of independent-preprocessing-enabled backends is cleaner
#rb Jason.Nadro

[CL 25814977 by dan elksnitis in ue5-main branch]
2023-06-06 09:55:43 -04:00
dan elksnitis
2acbcb9533 [shaders]
- add new fields to FShaderCompilerOutput which should be populated with the shader source and entry point name if modified by a backend compile process (in a format implementing the independent preprocessing API). this is intended to supercede "OptionalFinalShaderSource" for such shader formats, as well as being used as the source for preprocessed debug dumps when enabled.
- modify the PCD3D shader format to use these fields as intended (and so fix the debug output for pipelines which remove unused interpolators to match the final modified source).

#rb Laura.Hermanns
#preflight 64777f850848b7126dda194c

[CL 25706448 by dan elksnitis in ue5-main branch]
2023-05-31 13:31:39 -04:00
jason hoerner
88d847a0ad GlobalBeginCompileShader optimizations. 3.2x improvement in performance of the function on Lyra cook:
* Early out when adding uniform buffer resource entries, by checking if uniform buffer had been processed, before processing individual entries.
* Changed resource entry list from a map to an array, saving the cost of map operations adding items to it.
* Resource entries for global uniform buffers cached once at startup.
* Resource entry member names stored in an external buffer, to avoid per-entry string memory allocation overhead.
* Miscellaneous smaller optimizations -- for example, using ByHash to avoid redundant hashing and FString construction.

#jira none
#rnx
#rb jason.nadro dan.elksnitis
#preflight 646cfdbc1134ffac7034af60

[CL 25596308 by jason hoerner in ue5-main branch]
2023-05-23 20:16:11 -04:00
ionut matasaru
5189818fb8 Fixed mismatch string formatting argument in shader compiler (for hlslccflags).
#rb dan.elksnitis
#preflight 64568240fd4b8f4e0d49d747

[CL 25563481 by ionut matasaru in ue5-main branch]
2023-05-22 10:03:04 -04:00
dan elksnitis
f645f93588 [shaders] remove legacy preprocessor option & mcpp library
#rb Jason.Nadro
#preflight 6467bf0c2c0a5da0dcd7aaf2
#fyi Yuriy.ODonnell

[CL 25549427 by dan elksnitis in ue5-main branch]
2023-05-19 14:50:25 -04:00
dan elksnitis
ce8ef1b37c [shaders] fix debug info output when preprocessed job cache is disabled
#preflight 64594f5b9f4768296300db62
#rb Jason.Nadro

[CL 25386339 by dan elksnitis in ue5-main branch]
2023-05-09 08:52:52 -04:00
Steve Robb
0f44db07d5 Replaced some container operator new usage.
#rb james.hopkin
#jira none
#preflight 6459670f28155a0f41565a34

[CL 25384456 by Steve Robb in ue5-main branch]
2023-05-09 05:17:49 -04:00
dan elksnitis
29eff27476 [shaders] build fixes
#preflight none
#rb trivial

[CL 25317313 by dan elksnitis in ue5-main branch]
2023-05-03 10:28:59 -04:00
dan elksnitis
b52faed5d5 [shaders]
- add new IShaderFormat API for separate preprocessing and compilation; backends can implement one or the other depending on the return value of SupportsIndependentPreprocessing
- add support for executing preprocessing in the cook process prior to job submission and constructing job input hashes based on preprocessed source (and a subset of the environment used as compile inputs). controlled by a cvar for now and disabled by default
- add a BaseShaderFormat class in ShaderCompilerCommon which implements common behaviour for output of debug data - note this function is only called for formats which support independent preprocessing, so is expected to be used only by formats which have been converted to use this API
- add new cvars for output of some additional shader debug data - 1. a txt file containing the input hash a.k.a. job cache key 2. a text file containing all diagnostic messages (errors and warnings) for the job
- minor change to how input hashes are constructed for pipeline jobs - sum hashes as 256-bit ints instead of adding to a buffer and re-hashing. faster and simpler, and also more collision resistant (sum of two well distributed hashes equally well distributed)

#rb Jason.Nadro
#rb Yuriy.ODonnell
#preflight 64512c88c86798f650b953d3

[CL 25317218 by dan elksnitis in ue5-main branch]
2023-05-03 10:17:48 -04:00
dan elksnitis
476f6b5335 [shaders]
- add a debug info flags enum/field to indicate which shader debug outputs are desired
- change direct compile txt file mechanism to use this (more options will be added in the near future)
- rename the field on the debug info dump options which indicates that the direct compile file should be skipped to bSourceOnly (when addtional outputs are added these should be skipped as well)

#preflight 6447f6c4b208f61af876e215
#rb Jason.Nadro
#rb Massimo.Tristano

[CL 25183084 by dan elksnitis in ue5-main branch]
2023-04-25 12:45:20 -04:00
dan elksnitis
d934fe3be0 [shaders] move ShaderParameterParser & some related functions to RenderCore so it can be used in the core shader compilation code (forthcoming change requires this)
#preflight 643eda5473470c177c27590d
#rb Yuriy.ODonnell
#rb Christopher.Waters

[CL 25106284 by dan elksnitis in ue5-main branch]
2023-04-19 10:32:12 -04:00
dan elksnitis
5a98357ef7 [shaders] minor change to shader parameter parser parsed param struct to store member data inline rather than a pointer (precursor change to adding serialization to this type)
#preflight 643e9f77a35280ed4f238109
#rb Christopher.Waters

[CL 25085579 by dan elksnitis in ue5-main branch]
2023-04-18 10:06:12 -04:00
christopher waters
ae1bd451f9 Bindless Resources
- Adding correct handling for bindless uniform buffer parameters.
- Reworking RHITextureReference creation to allow the RHI to create them differently, especially with bindless views.
- Adding RHITextureReference bindless view updates to D3D12RHI.

#jira UE-162014
#rb mihnea.balta, jeannoe.morissette
#preflight 642dba03c6769c6082f592f6

[CL 24936647 by christopher waters in ue5-main branch]
2023-04-05 17:03:17 -04:00
Laura Hermanns
cbc4db6343 Minor improvements in shader backends.
#rb Dan.Elksnitis
#jira none
#preflight 642ad56dc6769c6082ade6cf
#rnx

[CL 24892320 by Laura Hermanns in ue5-main branch]
2023-04-03 10:17:45 -04:00