// Copyright Epic Games, Inc. All Rights Reserved. #include "D3D12RHI.h" #include "HAL/FileManager.h" #include "Misc/Paths.h" #include "Misc/FileHelper.h" #include "RayTracingDefinitions.h" #include "Serialization/MemoryWriter.h" #include "ShaderFormatD3D.h" #include "ShaderCompilerCommon.h" #include "ShaderCompilerDefinitions.h" #include "ShaderMinifier.h" #include "ShaderParameterParser.h" #include "ShaderPreprocessTypes.h" #include "SpirvCommon.h" DEFINE_LOG_CATEGORY_STATIC(LogD3D11ShaderCompiler, Log, All); #define DEBUG_SHADERS 0 // D3D doesn't define a mask for this, so we do so here #define SHADER_OPTIMIZATION_LEVEL_MASK (D3DCOMPILE_OPTIMIZATION_LEVEL0 | D3DCOMPILE_OPTIMIZATION_LEVEL1 | D3DCOMPILE_OPTIMIZATION_LEVEL2 | D3DCOMPILE_OPTIMIZATION_LEVEL3) // Disable macro redefinition warning for compatibility with Windows SDK 8+ #pragma warning(push) #pragma warning(disable : 4005) // macro redefinition #include "Windows/AllowWindowsPlatformTypes.h" #include #include #include #include "Windows/HideWindowsPlatformTypes.h" #undef DrawText #include "D3DShaderCompiler.inl" #pragma warning(pop) static const uint32 GD3DMaximumNumUAVs = 8; // Limit for feature level 11.0 static int32 GD3DCheckForDoubles = 1; static int32 GD3DDumpAMDCodeXLFile = 0; /** * TranslateCompilerFlag - translates the platform-independent compiler flags into D3DX defines * @param CompilerFlag - the platform-independent compiler flag to translate * @return uint32 - the value of the appropriate D3DX enum */ static uint32 TranslateCompilerFlagD3D11(ECompilerFlags CompilerFlag) { switch(CompilerFlag) { case CFLAG_PreferFlowControl: return D3DCOMPILE_PREFER_FLOW_CONTROL; case CFLAG_AvoidFlowControl: return D3DCOMPILE_AVOID_FLOW_CONTROL; case CFLAG_WarningsAsErrors: return D3DCOMPILE_WARNINGS_ARE_ERRORS; default: return 0; }; } /* * Turns invalid absolute paths that FXC generated back into a virtual file paths, * e.g. "D:\\Engine\\Private\\Common.ush" into "/Engine/Private/Common.ush" */ static void D3D11SanitizeErrorVirtualFilePath(FString& ErrorLine) { if (ErrorLine.Len() > 3 && ErrorLine[1] == TEXT(':') && ErrorLine[2] == TEXT('\\')) { const int32 EndOfFilePath = ErrorLine.Find(TEXT(":"), ESearchCase::CaseSensitive, ESearchDir::FromStart, 3); if (EndOfFilePath != INDEX_NONE) { for (int32 ErrorLineStringPosition = 2; ErrorLineStringPosition < EndOfFilePath; ++ErrorLineStringPosition) { if (ErrorLine[ErrorLineStringPosition] == TEXT('\\')) { ErrorLine[ErrorLineStringPosition] = TEXT('/'); } } ErrorLine.RightChopInline(2); } } } /** * Filters out unwanted shader compile warnings */ static void D3D11FilterShaderCompileWarnings(const FString& CompileWarnings, TArray& FilteredWarnings) { TArray WarningArray; FString OutWarningString = TEXT(""); CompileWarnings.ParseIntoArray(WarningArray, TEXT("\n"), true); //go through each warning line for (int32 WarningIndex = 0; WarningIndex < WarningArray.Num(); WarningIndex++) { //suppress "warning X3557: Loop only executes for 1 iteration(s), forcing loop to unroll" if (!WarningArray[WarningIndex].Contains(TEXT("X3557")) // "warning X3205: conversion from larger type to smaller, possible loss of data" // Gets spammed when converting from float to half && !WarningArray[WarningIndex].Contains(TEXT("X3205"))) { D3D11SanitizeErrorVirtualFilePath(WarningArray[WarningIndex]); FilteredWarnings.AddUnique(WarningArray[WarningIndex]); } } } // @return 0 if not recognized static const TCHAR* GetShaderProfileName(const FShaderCompilerInput& Input, ED3DShaderModel ShaderModel) { if (ShaderModel == ED3DShaderModel::SM6_6) { switch (Input.Target.GetFrequency()) { case SF_Pixel: return TEXT("ps_6_6"); case SF_Vertex: return TEXT("vs_6_6"); case SF_Mesh: return TEXT("ms_6_6"); case SF_Amplification: return TEXT("as_6_6"); case SF_Geometry: return TEXT("gs_6_6"); case SF_Compute: return TEXT("cs_6_6"); case SF_RayGen: case SF_RayMiss: case SF_RayHitGroup: case SF_RayCallable: return TEXT("lib_6_6"); } } else if (ShaderModel == ED3DShaderModel::SM6_0) { //set defines and profiles for the appropriate shader paths switch (Input.Target.GetFrequency()) { case SF_Pixel: return TEXT("ps_6_0"); case SF_Vertex: return TEXT("vs_6_0"); case SF_Geometry: return TEXT("gs_6_0"); case SF_Compute: return TEXT("cs_6_0"); } } else { //set defines and profiles for the appropriate shader paths switch (Input.Target.GetFrequency()) { case SF_Pixel: return TEXT("ps_5_0"); case SF_Vertex: return TEXT("vs_5_0"); case SF_Geometry: return TEXT("gs_5_0"); case SF_Compute: return TEXT("cs_5_0"); } } checkfSlow(false, TEXT("Unexpected shader frequency")); return nullptr; } /** * D3D11CreateShaderCompileCommandLine - takes shader parameters used to compile with the DX11 * compiler and returns an fxc command to compile from the command line */ static FString D3D11CreateShaderCompileCommandLine( const FString& ShaderPath, const TCHAR* EntryFunction, const TCHAR* ShaderProfile, uint32 CompileFlags, FShaderCompilerOutput& Output ) { // fxc is our command line compiler FString FXCCommandline = FString(TEXT("\"%FXC%\" ")) + ShaderPath; // add the entry point reference FXCCommandline += FString(TEXT(" /E ")) + EntryFunction; // go through and add other switches if(CompileFlags & D3DCOMPILE_PREFER_FLOW_CONTROL) { CompileFlags &= ~D3DCOMPILE_PREFER_FLOW_CONTROL; FXCCommandline += FString(TEXT(" /Gfp")); } if(CompileFlags & D3DCOMPILE_DEBUG) { CompileFlags &= ~D3DCOMPILE_DEBUG; FXCCommandline += FString(TEXT(" /Zi")); } if(CompileFlags & D3DCOMPILE_SKIP_OPTIMIZATION) { CompileFlags &= ~D3DCOMPILE_SKIP_OPTIMIZATION; FXCCommandline += FString(TEXT(" /Od")); } if (CompileFlags & D3DCOMPILE_SKIP_VALIDATION) { CompileFlags &= ~D3DCOMPILE_SKIP_VALIDATION; FXCCommandline += FString(TEXT(" /Vd")); } if(CompileFlags & D3DCOMPILE_AVOID_FLOW_CONTROL) { CompileFlags &= ~D3DCOMPILE_AVOID_FLOW_CONTROL; FXCCommandline += FString(TEXT(" /Gfa")); } if(CompileFlags & D3DCOMPILE_PACK_MATRIX_ROW_MAJOR) { CompileFlags &= ~D3DCOMPILE_PACK_MATRIX_ROW_MAJOR; FXCCommandline += FString(TEXT(" /Zpr")); } if(CompileFlags & D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY) { CompileFlags &= ~D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY; FXCCommandline += FString(TEXT(" /Gec")); } if (CompileFlags & D3DCOMPILE_WARNINGS_ARE_ERRORS) { CompileFlags &= ~D3DCOMPILE_WARNINGS_ARE_ERRORS; FXCCommandline += FString(TEXT(" /WX")); } switch (CompileFlags & SHADER_OPTIMIZATION_LEVEL_MASK) { case D3DCOMPILE_OPTIMIZATION_LEVEL2: CompileFlags &= ~D3DCOMPILE_OPTIMIZATION_LEVEL2; FXCCommandline += FString(TEXT(" /O2")); break; case D3DCOMPILE_OPTIMIZATION_LEVEL3: CompileFlags &= ~D3DCOMPILE_OPTIMIZATION_LEVEL3; FXCCommandline += FString(TEXT(" /O3")); break; case D3DCOMPILE_OPTIMIZATION_LEVEL1: CompileFlags &= ~D3DCOMPILE_OPTIMIZATION_LEVEL1; FXCCommandline += FString(TEXT(" /O1")); break; case D3DCOMPILE_OPTIMIZATION_LEVEL0: CompileFlags &= ~D3DCOMPILE_OPTIMIZATION_LEVEL0; break; default: Output.Errors.Emplace(TEXT("Unknown D3DCOMPILE optimization level")); break; } checkf(CompileFlags == 0, TEXT("Unhandled d3d11 shader compiler flag!")); // add the target instruction set FXCCommandline += FString(TEXT(" /T ")) + ShaderProfile; // Assembly instruction numbering FXCCommandline += TEXT(" /Ni"); // Output to ShaderPath.d3dasm if (FPaths::GetExtension(ShaderPath) == TEXT("usf")) { FXCCommandline += FString::Printf(TEXT(" /Fc%sd3dasm"), *ShaderPath.LeftChop(3)); } // add a pause on a newline FXCCommandline += FString(TEXT(" \r\n pause")); // Batch file header: /* @ECHO OFF SET FXC="C:\Program Files (x86)\Windows Kits\10\bin\x64\fxc.exe" IF EXIST %FXC% ( REM ) ELSE ( ECHO Couldn't find Windows 10 SDK, falling back to DXSDK... SET FXC="%DXSDK_DIR%\Utilities\bin\x86\fxc.exe" IF EXIST %FXC% ( REM ) ELSE ( ECHO Couldn't find DXSDK! Exiting... GOTO END ) ) */ const FString BatchFileHeader = TEXT( "@ECHO OFF\n"\ "IF \"%FXC%\" == \"\" SET \"FXC=C:\\Program Files (x86)\\Windows Kits\\10\\bin\\x64\\fxc.exe\"\n"\ "IF NOT EXIST \"%FXC%\" (\n"\ "\t" "ECHO Couldn't find Windows 10 SDK, falling back to DXSDK...\n"\ "\t" "SET \"FXC=%DXSDK_DIR%\\Utilities\\bin\\x86\\fxc.exe\"\n"\ "\t" "IF NOT EXIST \"%FXC%\" (\n"\ "\t" "\t" "ECHO Couldn't find DXSDK! Exiting...\n"\ "\t" "\t" "GOTO END\n"\ "\t)\n"\ ")\n" ); return BatchFileHeader + FXCCommandline + TEXT("\n:END\nREM\n"); } /** Creates a batch file string to call the AMD shader analyzer. */ static FString CreateAMDCodeXLCommandLine( const FString& ShaderPath, const TCHAR* EntryFunction, const TCHAR* ShaderProfile, uint32 DXFlags ) { // Hardcoded to the default install path since there's no Env variable or addition to PATH FString Commandline = FString(TEXT("\"C:\\Program Files (x86)\\AMD\\CodeXL\\CodeXLAnalyzer.exe\" -c Pitcairn")) + TEXT(" -f ") + EntryFunction + TEXT(" -s HLSL") + TEXT(" -p ") + ShaderProfile + TEXT(" -a AnalyzerStats.csv") + TEXT(" --isa ISA.txt") + *FString::Printf(TEXT(" --DXFlags %u "), DXFlags) + ShaderPath; // add a pause on a newline Commandline += FString(TEXT(" \r\n pause")); return Commandline; } // D3Dcompiler.h has function pointer typedefs for some functions, but not all typedef HRESULT(WINAPI *pD3DReflect) (__in_bcount(SrcDataSize) LPCVOID pSrcData, __in SIZE_T SrcDataSize, __in REFIID pInterface, __out void** ppReflector); typedef HRESULT(WINAPI *pD3DStripShader) (__in_bcount(BytecodeLength) LPCVOID pShaderBytecode, __in SIZE_T BytecodeLength, __in UINT uStripFlags, __out ID3DBlob** ppStrippedBlob); #define DEFINE_GUID_FOR_CURRENT_COMPILER(name, l, w1, w2, b1, b2, b3, b4, b5, b6, b7, b8) \ static const GUID name = { l, w1, w2, { b1, b2, b3, b4, b5, b6, b7, b8 } } // ShaderReflection IIDs may change between SDK versions if the reflection API changes. // Define a GUID below that matches the desired IID for the DLL in CompilerPath. For example, // look for IID_ID3D11ShaderReflection in d3d11shader.h for the SDK matching the compiler DLL. DEFINE_GUID_FOR_CURRENT_COMPILER(IID_ID3D11ShaderReflectionForCurrentCompiler, 0x8d536ca1, 0x0cca, 0x4956, 0xa8, 0x37, 0x78, 0x69, 0x63, 0x75, 0x55, 0x84); // Helper class to load the engine-packaged FXC DLL and retrieve function pointers for the various FXC functions from it. class FxcCompilerFunctions { public: static pD3DCompile GetCompile() { return Instance().Compile; } static pD3DReflect GetReflect() { return Instance().Reflect; } static pD3DDisassemble GetDisassemble() { return Instance().Disassemble; } static pD3DStripShader GetStripShader() { return Instance().StripShader; } private: FxcCompilerFunctions() { FString CompilerPath = FPaths::EngineDir() / TEXT("Binaries/ThirdParty/Windows/DirectX/x64/d3dcompiler_47.dll"); CompilerDLL = LoadLibrary(*CompilerPath); if (!CompilerDLL) { UE_LOG(LogD3D11ShaderCompiler, Fatal, TEXT("Cannot find the compiler DLL '%s'"), *CompilerPath); } Compile = (pD3DCompile)(void*)GetProcAddress(CompilerDLL, "D3DCompile"); Reflect = (pD3DReflect)(void*)GetProcAddress(CompilerDLL, "D3DReflect"); Disassemble = (pD3DDisassemble)(void*)GetProcAddress(CompilerDLL, "D3DDisassemble"); StripShader = (pD3DStripShader)(void*)GetProcAddress(CompilerDLL, "D3DStripShader"); } static FxcCompilerFunctions& Instance() { static FxcCompilerFunctions Instance; return Instance; } HMODULE CompilerDLL = 0; pD3DCompile Compile = nullptr; pD3DReflect Reflect = nullptr; pD3DDisassemble Disassemble = nullptr; pD3DStripShader StripShader = nullptr; }; static int D3DExceptionFilter(bool bCatchException) { return bCatchException ? EXCEPTION_EXECUTE_HANDLER : EXCEPTION_CONTINUE_SEARCH; } static HRESULT D3DCompileWrapper( pD3DCompile D3DCompileFunc, LPCVOID pSrcData, SIZE_T SrcDataSize, LPCSTR pFileName, CONST D3D_SHADER_MACRO* pDefines, ID3DInclude* pInclude, LPCSTR pEntrypoint, LPCSTR pTarget, uint32 Flags1, uint32 Flags2, ID3DBlob** ppCode, ID3DBlob** ppErrorMsgs, bool bCatchException = false ) { #if !PLATFORM_SEH_EXCEPTIONS_DISABLED __try #endif { return D3DCompileFunc( pSrcData, SrcDataSize, pFileName, pDefines, pInclude, pEntrypoint, pTarget, Flags1, Flags2, ppCode, ppErrorMsgs ); } #if !PLATFORM_SEH_EXCEPTIONS_DISABLED __except(D3DExceptionFilter(bCatchException)) { FSCWErrorCode::Report(FSCWErrorCode::CrashInsidePlatformCompiler); return E_FAIL; } #endif } inline bool IsCompatibleBinding(const D3D11_SHADER_INPUT_BIND_DESC& BindDesc, uint32 BindingSpace) { return true; } static void PatchSpirvForPrecompilation(FSpirv& Spirv) { // Remove [unroll] loop hints from SPIR-V as this can fail on infinite loops for (FSpirvIterator SpirvInstruction : Spirv) { if (SpirvInstruction.Opcode() == SpvOpLoopMerge && SpirvInstruction.Operand(3) == SpvLoopControlUnrollMask) { (*SpirvInstruction)[3] = SpvLoopControlMaskNone; } } } // @param StageVariablesStorageClass Must be SpvStorageClassOutput for vertex shaders and SpvStorageClassInput for pixel shaders. static bool PatchHlslWithReorderedIOVariables( FString& HlslSourceString, const FString& OriginalShaderSource, const FString& OriginalEntryPoint, SpvStorageClass StageVariablesStorageClass, TArray& OutErrors) { check(StageVariablesStorageClass == SpvStorageClassInput || StageVariablesStorageClass == SpvStorageClassOutput); // Find declaration struct for stage variables const FStringView StageVariableDeclarationName = (StageVariablesStorageClass == SpvStorageClassInput ? TEXT("SPIRV_Cross_Input") : TEXT("SPIRV_Cross_Output")); const int32 StageVariableDeclarationBegin = HlslSourceString.Find(StageVariableDeclarationName, ESearchCase::CaseSensitive); if (StageVariableDeclarationBegin == INDEX_NONE) { return false; } const int32 StageVariableDelcarationBlockBegin = HlslSourceString.Find(TEXT("{"), ESearchCase::CaseSensitive, ESearchDir::FromStart, StageVariableDeclarationBegin + StageVariableDeclarationName.Len()); if (StageVariableDelcarationBlockBegin == INDEX_NONE) { return false; } const int32 StageVariableDelcarationBlockEnd = HlslSourceString.Find(TEXT("}"), ESearchCase::CaseSensitive, ESearchDir::FromStart, StageVariableDelcarationBlockBegin + 1); if (StageVariableDelcarationBlockEnd == INDEX_NONE) { return false; } // Parse declaration struct for stage variables into array of individual lines const FString StageVariableDeclarationSource = HlslSourceString.Mid(StageVariableDelcarationBlockBegin + 1, StageVariableDelcarationBlockEnd - (StageVariableDelcarationBlockBegin + 1)); TArray StageVariableDeclarationLines; StageVariableDeclarationSource.ParseIntoArrayLines(StageVariableDeclarationLines); // Parse variable names from SPIR-V input TArray Variables, ParsingErrors; const EShaderParameterStorageClass ParameterStorageClass = (StageVariablesStorageClass == SpvStorageClassOutput ? EShaderParameterStorageClass::Output : EShaderParameterStorageClass::Input); if (!FindEntryPointParameters(OriginalShaderSource, OriginalEntryPoint, ParameterStorageClass, Variables, ParsingErrors)) { for (FString& Error : ParsingErrors) { OutErrors.Add(FShaderCompilerError(MoveTemp(Error))); } return false; } if (Variables.Num() != StageVariableDeclarationLines.Num()) { // Failed to match SPIR-V variables to SPIRV-Cross generated source return false; } // Re-arrange source lines of stage variable declarations FString SortedStageVariableDeclarationSource = TEXT("\n"); for (const FString& Variable : Variables) { for (FString& SourceLine : StageVariableDeclarationLines) { // Search for semantic name (always case insensitive) in current stage variable source line if (SourceLine.Find(Variable, ESearchCase::IgnoreCase) != INDEX_NONE) { // Append source line for current variable at the end of sorted declaration string. // Then empty this source line to avoid unnecessary string comparisons for next variables. SortedStageVariableDeclarationSource += SourceLine; SortedStageVariableDeclarationSource += TEXT('\n'); SourceLine.Empty(); break; } } } // Replace old declaration with sorted one HlslSourceString.RemoveAt(StageVariableDelcarationBlockBegin + 1, StageVariableDelcarationBlockEnd - (StageVariableDelcarationBlockBegin + 1)); HlslSourceString.InsertAt(StageVariableDelcarationBlockBegin + 1, SortedStageVariableDeclarationSource); return true; } // @todo-lh: use ANSI string class whenever UE core gets one static void PatchHlslForPrecompilation( TArray& HlslSource, const EShaderFrequency Frequency, const FString& OriginalShaderSource, const FString& OriginalEntryPoint, TArray& OutErrors) { FString HlslSourceString; // Disable some warnings that might be introduced by cross-compiled HLSL, we only want to see those warnings from the original source and not from intermediate high-level source HlslSourceString += TEXT("#pragma warning(disable : 3571) // pow() intrinsic suggested to be used with abs()\n"); // Append original cross-compiled source code HlslSourceString += ANSI_TO_TCHAR(HlslSource.GetData()); // Patch SPIRV-Cross renaming to retain original member names in RootShaderParameters cbuffer const int32 RootShaderParameterSourceLocation = HlslSourceString.Find("cbuffer RootShaderParameters"); if (RootShaderParameterSourceLocation != INDEX_NONE) { HlslSourceString.ReplaceInline(TEXT("cbuffer RootShaderParameters"), TEXT("cbuffer _RootShaderParameters"), ESearchCase::CaseSensitive); HlslSourceString.ReplaceInline(TEXT("_RootShaderParameters_"), TEXT(""), ESearchCase::CaseSensitive); } // Patch separation of atomic counters: replace declarations of all counter_var_... declarations by their original buffer resource. const FString CounterPrefix = TEXT("counter_var_"); const FString CounterDeclPrefix = TEXT("RWByteAddressBuffer ") + CounterPrefix; for (int32 ReadPos = 0, NextReadPos = 0; (NextReadPos = HlslSourceString.Find(CounterDeclPrefix, ESearchCase::CaseSensitive, ESearchDir::FromStart, ReadPos)) != INDEX_NONE; ReadPos = NextReadPos) { // Find original resource name without "counter_var_" prefix const int32 ResourceNameStartPos = NextReadPos + CounterDeclPrefix.Len(); const int32 ResourceNameEndPos = HlslSourceString.Find(TEXT(";"), ESearchCase::CaseSensitive, ESearchDir::FromStart, ResourceNameStartPos); if (ResourceNameEndPos != INDEX_NONE) { const FString ResourceName = HlslSourceString.Mid(NextReadPos + CounterDeclPrefix.Len(), ResourceNameEndPos - ResourceNameStartPos); const FString ResourceCounterName = HlslSourceString.Mid(NextReadPos + CounterDeclPrefix.Len() - CounterPrefix.Len(), ResourceNameEndPos - ResourceNameStartPos + CounterPrefix.Len()); // Remove current "RWByteAddressBuffer counter_var_*;" resource declaration line HlslSourceString.RemoveAt(NextReadPos, ResourceNameEndPos - NextReadPos + 1); // Remove all "counter_var_" prefixes for the current resource HlslSourceString.ReplaceInline(*ResourceCounterName, *ResourceName, ESearchCase::CaseSensitive); } } if (Frequency == SF_Vertex) { // Ensure order of output variables remains the same as declared in original shader source PatchHlslWithReorderedIOVariables(HlslSourceString, OriginalShaderSource, OriginalEntryPoint, SpvStorageClassOutput, OutErrors); } else if (Frequency == SF_Pixel) { // Patch internal error when SV_DepthLessEqual or SV_DepthGreaterEqual is specified in a pixel shader output. This is to prevent the following internal error: // error X8000 : D3D11 Internal Compiler Error : Invalid Bytecode : Interpolation mode for PS input position must be // linear_noperspective_centroid or linear_noperspective_sample when outputting oDepthGE or oDepthLE and // not running at sample frequency(which is forced by inputting SV_SampleIndex or declaring an input linear_sample or linear_noperspective_sample). if (HlslSourceString.Find(TEXT("SV_DepthLessEqual"), ESearchCase::CaseSensitive) != INDEX_NONE || HlslSourceString.Find(TEXT("SV_DepthGreaterEqual"), ESearchCase::CaseSensitive) != INDEX_NONE) { // Ensure the interpolation mode is linear_noperspective_sample by adding "sample" specifier to one of the input-interpolators that have a floating-point type const int32 FragCoordStringPosition = HlslSourceString.Find(TEXT("float4 gl_FragCoord : SV_Position"), ESearchCase::CaseSensitive); if (FragCoordStringPosition != INDEX_NONE) { HlslSourceString.InsertAt(FragCoordStringPosition, TEXT("sample ")); } } // Ensure order of input variables remains the same as declared in original shader source PatchHlslWithReorderedIOVariables(HlslSourceString, OriginalShaderSource, OriginalEntryPoint, SpvStorageClassInput, OutErrors); } // Return new HLSL source HlslSource.SetNum(HlslSourceString.Len() + 1); FMemory::Memcpy(HlslSource.GetData(), TCHAR_TO_ANSI(*HlslSourceString), HlslSourceString.Len()); HlslSource[HlslSourceString.Len()] = '\0'; } // Returns whether the specified D3D compiler error buffer contains any internal error messages, e.g. "internal error: out of memory" static bool CompileErrorsContainInternalError(ID3DBlob* Errors) { if (Errors) { if (void* ErrorBuffer = Errors->GetBufferPointer()) { const ANSICHAR* ErrorString = reinterpret_cast(ErrorBuffer); return FCStringAnsi::Strstr(ErrorString, "internal error:") != nullptr || FCStringAnsi::Strstr(ErrorString, "Internal Compiler Error:") != nullptr; } } return false; } static bool D3DCompileErrorContainsValidationErrors(ID3DBlob* ErrorBlob) { if (ErrorBlob != nullptr) { const FAnsiStringView ErrorString((const ANSICHAR*)ErrorBlob->GetBufferPointer(), (int32)ErrorBlob->GetBufferSize()); return (ErrorString.Find(ANSITEXTVIEW("error X8000: Validation Error:")) != INDEX_NONE); } return false; } // Generate the dumped usf file; call the D3D compiler, gather reflection information and generate the output data static bool CompileAndProcessD3DShaderFXCExt( uint32 CompileFlags, const FShaderCompilerInput& Input, const FString& PreprocessedShaderSource, const FString& EntryPointName, const FShaderParameterParser& ShaderParameterParser, const TCHAR* ShaderProfile, bool bSecondPassAferUnusedInputRemoval, TArray& FilteredErrors, FShaderCompilerOutput& Output) { TRACE_CPUPROFILER_EVENT_SCOPE(CompileAndProcessD3DShaderFXCExt); auto AnsiSourceFile = StringCast(*PreprocessedShaderSource); bool bDumpDebugInfo = Input.DumpDebugInfoEnabled(); if (bDumpDebugInfo) { FString BatchFileContents; FString Filename = Input.GetSourceFilename(); BatchFileContents = D3D11CreateShaderCompileCommandLine(Filename, *EntryPointName, ShaderProfile, CompileFlags, Output); if (GD3DDumpAMDCodeXLFile) { const FString BatchFileContents2 = CreateAMDCodeXLCommandLine(Filename, *EntryPointName, ShaderProfile, CompileFlags); FFileHelper::SaveStringToFile(BatchFileContents2, *(Input.DumpDebugInfoPath / TEXT("CompileAMD.bat"))); } FFileHelper::SaveStringToFile(BatchFileContents, *(Input.DumpDebugInfoPath / TEXT("CompileFXC.bat"))); } TRefCountPtr Shader; HRESULT Result = S_OK; pD3DCompile D3DCompileFunc = FxcCompilerFunctions::GetCompile(); pD3DReflect D3DReflectFunc = FxcCompilerFunctions::GetReflect(); pD3DDisassemble D3DDisassembleFunc = FxcCompilerFunctions::GetDisassemble(); pD3DStripShader D3DStripShaderFunc = FxcCompilerFunctions::GetStripShader(); TRefCountPtr Errors; if (D3DCompileFunc) { const bool bHlslVersion2021 = Input.Environment.CompilerFlags.Contains(CFLAG_HLSL2021); const bool bPrecompileWithDXC = bHlslVersion2021 || Input.Environment.CompilerFlags.Contains(CFLAG_PrecompileWithDXC); if (!bPrecompileWithDXC) { Result = D3DCompileWrapper( D3DCompileFunc, AnsiSourceFile.Get(), AnsiSourceFile.Length(), TCHAR_TO_ANSI(*Input.VirtualSourceFilePath), /*pDefines=*/ NULL, /*pInclude=*/ NULL, TCHAR_TO_ANSI(*EntryPointName), TCHAR_TO_ANSI(ShaderProfile), CompileFlags, 0, Shader.GetInitReference(), Errors.GetInitReference(), // We only want to catch the exception on initial FXC compiles so we can retry with a // DXC precompilation step. If it fails again on the second attempt then we let // ShaderCompileWorker handle the exception and log an error. /* bCatchException */ true ); } // Some materials give FXC a hard time to optimize and the compiler fails with an internal error. if (bPrecompileWithDXC || Result == HRESULT_FROM_WIN32(ERROR_ARITHMETIC_OVERFLOW) || Result == E_OUTOFMEMORY || Result == E_FAIL || (Result != S_OK && CompileErrorsContainInternalError(Errors.GetReference()))) { // If we ran out of memory, it's likely the next attempt will crash, too. // Report the error now in case CompileHlslToSpirv throws an exception. if (Result == E_OUTOFMEMORY) { FSCWErrorCode::Report(FSCWErrorCode::OutOfMemory); } CrossCompiler::FShaderConductorContext CompilerContext; // Load shader source into compiler context const EShaderFrequency Frequency = (EShaderFrequency)Input.Target.Frequency; CompilerContext.LoadSource(PreprocessedShaderSource, Input.VirtualSourceFilePath, EntryPointName, Frequency); // Compile HLSL source to SPIR-V binary CrossCompiler::FShaderConductorOptions Options; Options.bPreserveStorageInput = true; // Input/output stage variables must match if (bHlslVersion2021) { Options.HlslVersion = 2021; } FSpirv Spirv; if (!CompilerContext.CompileHlslToSpirv(Options, Spirv.Data)) { CompilerContext.FlushErrors(Output.Errors); return false; } // Cross-compile back to HLSL CrossCompiler::FShaderConductorTarget TargetDesc; TargetDesc.Language = CrossCompiler::EShaderConductorLanguage::Hlsl; TargetDesc.Version = 50; PRAGMA_DISABLE_DEPRECATION_WARNINGS // FShaderCompilerDefinitions will be made internal in the future, marked deprecated until then TargetDesc.CompileFlags->SetDefine(TEXT("implicit_resource_binding"), 1); TargetDesc.CompileFlags->SetDefine(TEXT("reconstruct_global_uniforms"), 1); TargetDesc.CompileFlags->SetDefine(TEXT("reconstruct_cbuffer_names"), 1); TargetDesc.CompileFlags->SetDefine(TEXT("reconstruct_semantics"), 1); TargetDesc.CompileFlags->SetDefine(TEXT("force_zero_initialized_variables"), 1); TargetDesc.CompileFlags->SetDefine(TEXT("relax_nan_checks"), 1); TargetDesc.CompileFlags->SetDefine(TEXT("preserve_structured_buffers"), 1); PRAGMA_ENABLE_DEPRECATION_WARNINGS // Patch SPIR-V for workarounds to prevent potential additional FXC failures PatchSpirvForPrecompilation(Spirv); TArray CrossCompiledSource; if (!CompilerContext.CompileSpirvToSourceAnsi(Options, TargetDesc, Spirv.GetByteData(), Spirv.GetByteSize(), CrossCompiledSource)) { CompilerContext.FlushErrors(Output.Errors); return false; } // Patch HLSL for workarounds to prevent potential additional FXC failures PatchHlslForPrecompilation(CrossCompiledSource, Frequency, PreprocessedShaderSource, EntryPointName, Output.Errors); if (bDumpDebugInfo && CrossCompiledSource.Num() > 1) { DumpDebugShaderDisassembledSpirv(Input, Spirv.GetByteData(), Spirv.GetByteSize(), TEXT("intermediate.spvasm")); DumpDebugShaderText(Input, CrossCompiledSource.GetData(), CrossCompiledSource.Num() - 1, TEXT("intermediate.hlsl")); } // Generates an virtual source file path with the ".intermediate." suffix injected. auto MakeIntermediateVirtualSourceFilePath = [](const FString& InVirtualSourceFilePath) -> FString { FString PathPart, FilenamePart, ExtensionPart; FPaths::Split(InVirtualSourceFilePath, PathPart, FilenamePart, ExtensionPart); return FPaths::Combine(PathPart, FilenamePart) + TEXT(".intermediate.") + ExtensionPart; }; const FString CrossCompiledSourceFilename = MakeIntermediateVirtualSourceFilePath(Input.VirtualSourceFilePath); auto ShaderProfileAnsi = StringCast(ShaderProfile); auto CrossCompiledSourceFilenameAnsi = StringCast(*CrossCompiledSourceFilename); // SPIRV-Cross will have generated the new shader with "main" as the new entry point. auto CompileCrossCompiledHlsl = [&D3DCompileFunc, &CrossCompiledSourceFilenameAnsi, &Shader, &Errors, &ShaderProfileAnsi](const TArray& Source, uint32 CompileFlags, const ANSICHAR* EntryPoint = "main") -> HRESULT { checkf(Source.Num() > 0, TEXT("TArray of cross-compiled HLSL source must have at least one element including the NUL-terminator")); return D3DCompileWrapper( D3DCompileFunc, Source.GetData(), static_cast(Source.Num() - 1), CrossCompiledSourceFilenameAnsi.Get(), /*pDefines=*/ NULL, /*pInclude=*/ NULL, EntryPoint, ShaderProfileAnsi.Get(), CompileFlags, 0, Shader.GetInitReference(), Errors.GetInitReference() ); }; // Compile again with FXC - 1st try const uint32 CompileFlagsNoWarningsAsErrors = CompileFlags & (~D3DCOMPILE_WARNINGS_ARE_ERRORS); Result = CompileCrossCompiledHlsl(CrossCompiledSource, CompileFlagsNoWarningsAsErrors); // If FXC compilation failed with a validation error, assume bug in FXC's optimization passes // Compile again with FXC and disable special compiler rule to simplify control flow - 2nd try if (Result == E_FAIL && D3DCompileErrorContainsValidationErrors(Errors.GetReference())) { Output.Errors.Add(FShaderCompilerError(TEXT("Validation error in FXC encountered: Compiling intermediate HLSL a second time with simplified control flow"))); // Rule 0x08024065 is described as "simplify flow control that writes the same value in each flow control path" const FAnsiStringView PragmaDirectiveCode = "#pragma ruledisable 0x08024065\n"; CrossCompiledSource.Insert(PragmaDirectiveCode.GetData(), PragmaDirectiveCode.Len(), 0); Result = CompileCrossCompiledHlsl(CrossCompiledSource, CompileFlagsNoWarningsAsErrors); // If FXC compilation still fails with a validation error, compile again and skip optimizations entirely as a last resort - 3rd try if (Result == E_FAIL && D3DCompileErrorContainsValidationErrors(Errors.GetReference())) { Output.Errors.Add(FShaderCompilerError(TEXT("Validation error in FXC encountered: Compiling intermediate HLSL a third time without optimization (D3DCOMPILE_SKIP_OPTIMIZATION)"))); const uint32 CompileFlagsSkipOptimizations = CompileFlagsNoWarningsAsErrors | D3DCOMPILE_SKIP_OPTIMIZATION; Result = CompileCrossCompiledHlsl(CrossCompiledSource, CompileFlagsSkipOptimizations); } } if (!bPrecompileWithDXC && SUCCEEDED(Result)) { // Reset our previously set error code FSCWErrorCode::Reset(); // Let the user know this shader had to be cross-compiled due to a crash in FXC. Only shows up if CVar 'r.ShaderDevelopmentMode' is enabled. Output.Errors.Add(FShaderCompilerError(TEXT("Cross-compiled shader to intermediate HLSL after first attempt crashed FXC"))); } } } else { FilteredErrors.Add(TEXT("Couldn't find D3D shader compiler DLL")); Result = E_FAIL; } // Filter any errors. void* ErrorBuffer = Errors ? Errors->GetBufferPointer() : NULL; if (ErrorBuffer) { D3D11FilterShaderCompileWarnings(ANSI_TO_TCHAR(ErrorBuffer), FilteredErrors); } // Fail the compilation if certain extended features are being used, since those are not supported on all D3D11 cards. if (SUCCEEDED(Result) && D3DDisassembleFunc) { const bool bCheckForTypedUAVs = !Input.Environment.CompilerFlags.Contains(CFLAG_AllowTypedUAVLoads); if (GD3DCheckForDoubles || bCheckForTypedUAVs || bDumpDebugInfo) { TRefCountPtr Disassembly; if (SUCCEEDED(D3DDisassembleFunc(Shader->GetBufferPointer(), Shader->GetBufferSize(), 0, "", Disassembly.GetInitReference()))) { ANSICHAR* DisassemblyString = new ANSICHAR[Disassembly->GetBufferSize() + 1]; FMemory::Memcpy(DisassemblyString, Disassembly->GetBufferPointer(), Disassembly->GetBufferSize()); DisassemblyString[Disassembly->GetBufferSize()] = 0; FString DisassemblyStringW(DisassemblyString); delete[] DisassemblyString; if (bDumpDebugInfo) { FFileHelper::SaveStringToFile(DisassemblyStringW, *(Input.DumpDebugInfoPath / TEXT("Output.d3dasm"))); } if (GD3DCheckForDoubles) { // dcl_globalFlags will contain enableDoublePrecisionFloatOps when the shader uses doubles, even though the docs on dcl_globalFlags don't say anything about this if (DisassemblyStringW.Contains(TEXT("enableDoublePrecisionFloatOps"))) { FilteredErrors.Add(TEXT("Shader uses double precision floats, which are not supported on all D3D11 hardware!")); return false; } } if (bCheckForTypedUAVs) { // Disassembly will contain this text with typed loads from UAVs are used where the format and dimension are not fully supported // across all versions of Windows (like Windows 7/8.1). // https://microsoft.github.io/DirectX-Specs/d3d/UAVTypedLoad.html // https://docs.microsoft.com/en-us/windows/win32/direct3d12/typed-unordered-access-view-loads // https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/format-support-for-direct3d-11-0-feature-level-hardware if (DisassemblyStringW.Contains(TEXT("Typed UAV Load Additional Formats"))) { FilteredErrors.Add(TEXT("Shader uses UAV loads from additional typed formats, which are not supported on all D3D11 hardware! Set r.D3D.CheckedForTypedUAVs=0 if you want to allow typed UAV loads for your project, or individual shaders can opt-in by specifying CFLAG_AllowTypedUAVLoads.")); return false; } } } } } // Gather reflection information TArray ShaderInputs; if (SUCCEEDED(Result)) { FD3DShaderCompileData CompileData; // D3D11RHI uses the D3D11_ defines, but we want to enforce the engine limits as well. CompileData.MaxSamplers = FMath::Min(D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, MAX_SAMPLERS); CompileData.MaxSRVs = FMath::Min(D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, MAX_SRVS); CompileData.MaxCBs = FMath::Min(D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, MAX_CBS); CompileData.MaxUAVs = FMath::Min(D3D11_PS_CS_UAV_REGISTER_COUNT, MAX_UAVS); if (D3DReflectFunc) { Output.bSucceeded = true; TRefCountPtr Reflector; Result = D3DReflectFunc(Shader->GetBufferPointer(), Shader->GetBufferSize(), IID_ID3D11ShaderReflectionForCurrentCompiler, (void**)Reflector.GetInitReference()); if (FAILED(Result)) { UE_LOG(LogD3D11ShaderCompiler, Fatal, TEXT("D3DReflect failed: Result=%08x"), Result); } // Read the constant table description. D3D11_SHADER_DESC ShaderDesc; Reflector->GetDesc(&ShaderDesc); if (Input.Target.Frequency == SF_Pixel) { bool bFoundUnused = false; for (uint32 Index = 0; Index < ShaderDesc.InputParameters; ++Index) { // VC++ horrible hack: Runtime ESP checks get confused and fail for some reason calling Reflector->GetInputParameterDesc() (because it comes from another DLL?) // so "guard it" using the middle of an array; it's been confirmed NO corruption is really happening. D3D11_SIGNATURE_PARAMETER_DESC ParamDescs[3]; D3D11_SIGNATURE_PARAMETER_DESC& ParamDesc = ParamDescs[1]; Reflector->GetInputParameterDesc(Index, &ParamDesc); if (ParamDesc.SystemValueType == D3D_NAME_UNDEFINED) { if (ParamDesc.ReadWriteMask != 0) { FString SemanticName = ANSI_TO_TCHAR(ParamDesc.SemanticName); CompileData.ShaderInputs.AddUnique(SemanticName); // Add the number (for the case of TEXCOORD) FString SemanticIndexName = FString::Printf(TEXT("%s%d"), *SemanticName, ParamDesc.SemanticIndex); CompileData.ShaderInputs.AddUnique(SemanticIndexName); // Add _centroid CompileData.ShaderInputs.AddUnique(SemanticName + TEXT("_centroid")); CompileData.ShaderInputs.AddUnique(SemanticIndexName + TEXT("_centroid")); } else { bFoundUnused = true; } } else { //if (ParamDesc.ReadWriteMask != 0) { // Keep system values CompileData.ShaderInputs.AddUnique(FString(ANSI_TO_TCHAR(ParamDesc.SemanticName))); } } } if (Input.Environment.CompilerFlags.Contains(CFLAG_ForceRemoveUnusedInterpolators) && Input.bCompilingForShaderPipeline && bFoundUnused && !bSecondPassAferUnusedInputRemoval) { // Rewrite the source removing the unused inputs so the bindings will match. // We may need to do this more than once if unused inputs change after the removal. Ie. for complex shaders, what can happen is: // pass1 detects that input A is not used, but input B and C are. Input A is removed, and we recompile (pass2). After the recompilation, we see that Input B is now also unused in pass2 // (it became simpler and the compiler could see through that). // Since unused inputs are passed to the next stage, that will cause us to generate a vertex shader that does not output B, but our pixel shader will still be expecting B on input, // as it was rewritten based on the pass1 results. FShaderCompilerOutput OriginalOutput = Output; const int kMaxReasonableAttempts = 64; for (int32 Attempt = 0; Attempt < kMaxReasonableAttempts; ++Attempt) { TArray RemoveErrors; FString ModifiedShaderSource = PreprocessedShaderSource; FString ModifiedEntryPointName = Input.EntryPointName; if (RemoveUnusedInputs(ModifiedShaderSource, CompileData.ShaderInputs, ModifiedEntryPointName, RemoveErrors)) { Output = OriginalOutput; if (!CompileAndProcessD3DShaderFXCExt(CompileFlags, Input, ModifiedShaderSource, ModifiedEntryPointName, ShaderParameterParser, ShaderProfile, true, FilteredErrors, Output)) { // if we failed to compile the shader, propagate the error up return false; } // check if the ShaderInputs changed - if not, we're done here if (Output.UsedAttributes.Num() == CompileData.ShaderInputs.Num()) { Output.ModifiedShaderSource = MoveTemp(ModifiedShaderSource); Output.ModifiedEntryPointName = MoveTemp(ModifiedEntryPointName); return true; } // second pass cannot use more attributes than previously if (Output.UsedAttributes.Num() > CompileData.ShaderInputs.Num()) { UE_LOG(LogD3D11ShaderCompiler, Warning, TEXT("Second pass had more used attributes (%d) than first pass (%d)"), Output.UsedAttributes.Num(), CompileData.ShaderInputs.Num()); FShaderCompilerError NewError; NewError.StrippedErrorMessage = FString::Printf(TEXT("Second pass had more used attributes (%d) than first pass (%d)"), Output.UsedAttributes.Num(), CompileData.ShaderInputs.Num()); Output = OriginalOutput; Output.Errors.Add(NewError); break; } // if we're about to run out of attempts, report if (Attempt >= kMaxReasonableAttempts - 1) { UE_LOG(LogD3D11ShaderCompiler, Warning, TEXT("Unable to determine unused inputs after %d attempts (last number of used attributes: %d, previous step:%d)!"), Attempt + 1, Output.UsedAttributes.Num(), CompileData.ShaderInputs.Num() ); FShaderCompilerError NewError; NewError.StrippedErrorMessage = FString::Printf(TEXT("Unable to determine unused inputs after %d attempts (last number of used attributes: %d, previous step:%d)!"), Attempt + 1, Output.UsedAttributes.Num(), CompileData.ShaderInputs.Num() ); Output = OriginalOutput; Output.Errors.Add(NewError); break; } CompileData.ShaderInputs = Output.UsedAttributes; // go around to remove newly identified unused inputs } else { UE_LOG(LogD3D11ShaderCompiler, Warning, TEXT("Failed to remove unused inputs from shader: %s"), *Input.GenerateShaderName()); for (const FString& ErrorMessage : RemoveErrors) { // Add error to shader output but also make sure the error shows up on build farm by emitting a log entry UE_LOG(LogD3D11ShaderCompiler, Warning, TEXT("%s"), *ErrorMessage); FShaderCompilerError NewError; NewError.StrippedErrorMessage = ErrorMessage; Output.Errors.Add(NewError); } break; } } } } const uint32 BindingSpace = 0; // Default binding space for D3D11 shaders ExtractParameterMapFromD3DShader< ID3D11ShaderReflection, D3D11_SHADER_DESC, D3D11_SHADER_INPUT_BIND_DESC, ID3D11ShaderReflectionConstantBuffer, D3D11_SHADER_BUFFER_DESC, ID3D11ShaderReflectionVariable, D3D11_SHADER_VARIABLE_DESC>( Input, ShaderParameterParser, BindingSpace, Reflector, ShaderDesc, CompileData, Output ); } else { FilteredErrors.Add(TEXT("Couldn't find shader reflection function in D3D Compiler DLL")); Result = E_FAIL; Output.bSucceeded = false; } if (!ValidateResourceCounts(CompileData, FilteredErrors)) { Result = E_FAIL; Output.bSucceeded = false; } // Check for resource limits for feature level 11.0 if (CompileData.NumUAVs > GD3DMaximumNumUAVs) { FilteredErrors.Add(FString::Printf(TEXT("Number of UAVs exceeded limit: %d slots used, but limit is %d due to maximum feature level 11.0"), CompileData.NumUAVs, GD3DMaximumNumUAVs)); Result = E_FAIL; Output.bSucceeded = false; } // Save results if compilation and reflection succeeded if (Output.bSucceeded) { TRefCountPtr CompressedData; if (Input.Environment.CompilerFlags.Contains(CFLAG_GenerateSymbols)) { CompressedData = Shader; } else if (D3DStripShaderFunc) { // Strip shader reflection and debug info D3D_SHADER_DATA ShaderData; ShaderData.pBytecode = Shader->GetBufferPointer(); ShaderData.BytecodeLength = Shader->GetBufferSize(); Result = D3DStripShaderFunc(Shader->GetBufferPointer(), Shader->GetBufferSize(), D3DCOMPILER_STRIP_REFLECTION_DATA | D3DCOMPILER_STRIP_DEBUG_INFO | D3DCOMPILER_STRIP_TEST_BLOBS, CompressedData.GetInitReference()); if (FAILED(Result)) { UE_LOG(LogD3D11ShaderCompiler, Fatal, TEXT("D3DStripShader failed: Result=%08x"), Result); } } else { // D3DStripShader is not guaranteed to exist // e.g. the open-source DXIL shader compiler does not currently implement it CompressedData = Shader; } // Add resource masks before the parameters are pulled for the uniform buffers FShaderCodeResourceMasks ResourceMasks{}; for (const auto& Param : Output.ParameterMap.GetParameterMap()) { const FParameterAllocation& ParamAlloc = Param.Value; if (ParamAlloc.Type == EShaderParameterType::UAV) { ResourceMasks.UAVMask |= 1u << ParamAlloc.BaseIndex; } } auto AddOptionalDataCallback = [&](FShaderCode& ShaderCode) { Output.ShaderCode.AddOptionalData(ResourceMasks); }; FShaderCodePackedResourceCounts PackedResourceCounts = InitPackedResourceCounts(CompileData); GenerateFinalOutput( CompressedData, Input, ED3DShaderModel::SM5_0, bSecondPassAferUnusedInputRemoval, CompileData, PackedResourceCounts, Output, [](FMemoryWriter&){}, AddOptionalDataCallback ); } } return SUCCEEDED(Result); } bool CompileAndProcessD3DShaderFXC( const FShaderCompilerInput& Input, const FString& InPreprocessedSource, const FString& InEntryPointName, const FShaderParameterParser& ShaderParameterParser, const TCHAR* ShaderProfile, bool bSecondPassAferUnusedInputRemoval, FShaderCompilerOutput& Output) { // @TODO - implement different material path to allow us to remove backwards compatibility flag on sm5 shaders uint32 CompileFlags = D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY // Unpack uniform matrices as row-major to match the CPU layout. | D3DCOMPILE_PACK_MATRIX_ROW_MAJOR; if (Input.Environment.CompilerFlags.Contains(CFLAG_GenerateSymbols)) { CompileFlags |= D3DCOMPILE_DEBUG; } if (Input.Environment.CompilerFlags.Contains(CFLAG_Debug)) { CompileFlags |= D3DCOMPILE_SKIP_OPTIMIZATION; } else if (Input.Environment.CompilerFlags.Contains(CFLAG_StandardOptimization)) { CompileFlags |= D3DCOMPILE_OPTIMIZATION_LEVEL1; } else { CompileFlags |= D3DCOMPILE_OPTIMIZATION_LEVEL3; } Input.Environment.CompilerFlags.Iterate([&CompileFlags](uint32 Flag) { CompileFlags |= TranslateCompilerFlagD3D11((ECompilerFlags)Flag); }); TArray FilteredErrors; const bool bSuccess = CompileAndProcessD3DShaderFXCExt(CompileFlags, Input, InPreprocessedSource, InEntryPointName, ShaderParameterParser, ShaderProfile, false, FilteredErrors, Output); // Process errors for (int32 ErrorIndex = 0; ErrorIndex < FilteredErrors.Num(); ErrorIndex++) { const FString& CurrentError = FilteredErrors[ErrorIndex]; FShaderCompilerError NewError; // Extract filename and line number from FXC output with format: // "d:\Project\Binaries\BasePassPixelShader(30,7): error X3000: invalid target or usage string" int32 FirstParenIndex = CurrentError.Find(TEXT("(")); int32 LastParenIndex = CurrentError.Find(TEXT("):")); if (FirstParenIndex != INDEX_NONE && LastParenIndex != INDEX_NONE && LastParenIndex > FirstParenIndex) { // Extract and store error message with source filename NewError.ErrorVirtualFilePath = CurrentError.Left(FirstParenIndex); NewError.ErrorLineString = CurrentError.Mid(FirstParenIndex + 1, LastParenIndex - FirstParenIndex - FCString::Strlen(TEXT("("))); NewError.StrippedErrorMessage = CurrentError.Right(CurrentError.Len() - LastParenIndex - FCString::Strlen(TEXT("):"))); } else { NewError.StrippedErrorMessage = CurrentError; } Output.Errors.Add(NewError); } return bSuccess; } struct FD3DShaderParameterParserPlatformConfiguration : public FShaderParameterParser::FPlatformConfiguration { FD3DShaderParameterParserPlatformConfiguration() : FShaderParameterParser::FPlatformConfiguration(TEXTVIEW("cbuffer"), EShaderParameterParserConfigurationFlags::UseStableConstantBuffer|EShaderParameterParserConfigurationFlags::SupportsBindless) { } virtual FString GenerateBindlessAccess(EBindlessConversionType BindlessType, FStringView ShaderTypeString, FStringView IndexString) const final { // GetResourceFromHeap(Type, Index) ResourceDescriptorHeap[Index] // GetSamplerFromHeap(Type, Index) SamplerDescriptorHeap[Index] const TCHAR* HeapString = BindlessType == EBindlessConversionType::Sampler ? TEXT("SamplerDescriptorHeap") : TEXT("ResourceDescriptorHeap"); return FString::Printf(TEXT("%s[%.*s]"), HeapString, IndexString.Len(), IndexString.GetData() ); } }; void CompileD3DShader(const FShaderCompilerInput& Input, const FShaderPreprocessOutput& InPreprocessOutput, FShaderCompilerOutput& Output, const FString& WorkingDirectory, ED3DShaderModel ShaderModel) { TRACE_CPUPROFILER_EVENT_SCOPE(CompileD3DShader); const TCHAR* ShaderProfile = GetShaderProfileName(Input, ShaderModel); if (!ShaderProfile) { Output.Errors.Add(FShaderCompilerError(*FString::Printf(TEXT("Unrecognized shader frequency %s"), GetShaderFrequencyString((EShaderFrequency)Input.Target.Frequency)))); return; } FString EntryPointName = Input.EntryPointName; FString PreprocessedSource(InPreprocessOutput.GetSourceViewWide()); FD3DShaderParameterParserPlatformConfiguration PlatformConfiguration; FShaderParameterParser ShaderParameterParser(PlatformConfiguration); if (!ShaderParameterParser.ParseAndModify(Input, Output.Errors, PreprocessedSource)) { // The FShaderParameterParser will add any relevant errors. return; } if (ShaderParameterParser.DidModifyShader()) { Output.ModifiedShaderSource = PreprocessedSource; } if (Input.Environment.CompilerFlags.Contains(CFLAG_ForceRemoveUnusedInterpolators) && Input.Target.Frequency == SF_Vertex && Input.bCompilingForShaderPipeline) { // Always add SV_Position TArray UsedOutputs; for (const FString& UsedOutput : Input.UsedOutputs) { UsedOutputs.Emplace(UsedOutput); } UsedOutputs.Emplace(TEXTVIEW("SV_POSITION")); UsedOutputs.Emplace(TEXTVIEW("SV_ViewPortArrayIndex")); // We can't remove any of the output-only system semantics //@todo - there are a bunch of tessellation ones as well const FStringView Exceptions[] = { TEXTVIEW("SV_ClipDistance"), TEXTVIEW("SV_ClipDistance0"), TEXTVIEW("SV_ClipDistance1"), TEXTVIEW("SV_ClipDistance2"), TEXTVIEW("SV_ClipDistance3"), TEXTVIEW("SV_ClipDistance4"), TEXTVIEW("SV_ClipDistance5"), TEXTVIEW("SV_ClipDistance6"), TEXTVIEW("SV_ClipDistance7"), TEXTVIEW("SV_CullDistance"), TEXTVIEW("SV_CullDistance0"), TEXTVIEW("SV_CullDistance1"), TEXTVIEW("SV_CullDistance2"), TEXTVIEW("SV_CullDistance3"), TEXTVIEW("SV_CullDistance4"), TEXTVIEW("SV_CullDistance5"), TEXTVIEW("SV_CullDistance6"), TEXTVIEW("SV_CullDistance7"), }; TArray ScopedDeclarations; const FStringView GlobalSymbols[] = { TEXTVIEW("RayDesc"), }; ScopedDeclarations.Emplace(TConstArrayView(), GlobalSymbols); TArray Errors; if (!RemoveUnusedOutputs(PreprocessedSource, UsedOutputs, Exceptions, ScopedDeclarations, EntryPointName, Errors)) { UE_LOG(LogD3D11ShaderCompiler, Warning, TEXT("Failed to remove unused outputs from shader: %s"), *Input.GenerateShaderName()); for (const FString& ErrorReport : Errors) { // Add error to shader output but also make sure the error shows up on build farm by emitting a log entry UE_LOG(LogD3D11ShaderCompiler, Warning, TEXT("%s"), *ErrorReport); FShaderCompilerError NewError; NewError.StrippedErrorMessage = ErrorReport; Output.Errors.Add(NewError); } } else { Output.ModifiedEntryPointName = EntryPointName; Output.ModifiedShaderSource = PreprocessedSource; } } const bool bSuccess = DoesShaderModelRequireDXC(ShaderModel) ? CompileAndProcessD3DShaderDXC(Input, PreprocessedSource, EntryPointName, ShaderParameterParser, ShaderProfile, ShaderModel, false, Output) : CompileAndProcessD3DShaderFXC(Input, PreprocessedSource, EntryPointName, ShaderParameterParser, ShaderProfile, false, Output); if (!bSuccess && !Output.Errors.Num()) { Output.Errors.Add(TEXT("Compile failed without errors!")); } ShaderParameterParser.ValidateShaderParameterTypes(Input, Output); if (EnumHasAnyFlags(Input.DebugInfoFlags, EShaderDebugInfoFlags::CompileFromDebugUSF)) { for (const FShaderCompilerError& Error : Output.Errors) { FPlatformMisc::LowLevelOutputDebugStringf(TEXT("%s\n"), *Error.GetErrorStringWithLineMarker()); } } }