Files
Rolando Caloca aa0d2303d6 Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) @ 6944469
#rb none
#rnx

[CL 6944849 by Rolando Caloca in Main branch]
2019-06-11 18:27:07 -04:00

1029 lines
30 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
// ShaderCompileWorker.cpp : Defines the entry point for the console application.
//
#include "CoreMinimal.h"
#include "RequiredProgramMainCPPInclude.h"
#include "ShaderCore.h"
#include "HAL/ExceptionHandling.h"
#include "Interfaces/IShaderFormat.h"
#include "Interfaces/IShaderFormatModule.h"
#include "Interfaces/ITargetPlatformManagerModule.h"
#include "RHIShaderFormatDefinitions.inl"
#define DEBUG_USING_CONSOLE 0
// this is for the protocol, not the data, bump if FShaderCompilerInput or ProcessInputFromArchive changes (also search for the second one with the same name, todo: put into one header file)
const int32 ShaderCompileWorkerInputVersion = 10;
// this is for the protocol, not the data, bump if FShaderCompilerOutput or WriteToOutputArchive changes (also search for the second one with the same name, todo: put into one header file)
const int32 ShaderCompileWorkerOutputVersion = 5;
// this is for the protocol, not the data, bump if FShaderCompilerOutput or WriteToOutputArchive changes (also search for the second one with the same name, todo: put into one header file)
const int32 ShaderCompileWorkerSingleJobHeader = 'S';
// this is for the protocol, not the data, bump if FShaderCompilerOutput or WriteToOutputArchive changes (also search for the second one with the same name, todo: put into one header file)
const int32 ShaderCompileWorkerPipelineJobHeader = 'P';
enum class ESCWErrorCode
{
Success,
GeneralCrash,
BadShaderFormatVersion,
BadInputVersion,
BadSingleJobHeader,
BadPipelineJobHeader,
CantDeleteInputFile,
CantSaveOutputFile,
NoTargetShaderFormatsFound,
CantCompileForSpecificFormat,
};
static double LastCompileTime = 0.0;
static int32 GNumProcessedJobs = 0;
enum class EXGEMode
{
None,
Xml,
Intercept
};
static EXGEMode GXGEMode = EXGEMode::None;
inline bool IsUsingXGE()
{
return GXGEMode != EXGEMode::None;
}
static ESCWErrorCode GFailedErrorCode = ESCWErrorCode::Success;
static void OnXGEJobCompleted(const TCHAR* WorkingDirectory)
{
if (GXGEMode == EXGEMode::Xml)
{
// To signal compilation completion, create a zero length file in the working directory.
// This is only required in Xml mode.
delete IFileManager::Get().CreateFileWriter(*FString::Printf(TEXT("%s/Success"), WorkingDirectory), FILEWRITE_EvenIfReadOnly);
}
}
#if USING_CODE_ANALYSIS
FUNCTION_NO_RETURN_START static inline void ExitWithoutCrash(ESCWErrorCode ErrorCode, const FString& Message) FUNCTION_NO_RETURN_END;
#endif
static inline void ExitWithoutCrash(ESCWErrorCode ErrorCode, const FString& Message)
{
GFailedErrorCode = ErrorCode;
FCString::Snprintf(GErrorExceptionDescription, sizeof(GErrorExceptionDescription), TEXT("%s"), *Message);
UE_LOG(LogShaders, Fatal, TEXT("%s"), *Message);
}
static const TArray<const IShaderFormat*>& GetShaderFormats()
{
static bool bInitialized = false;
static TArray<const IShaderFormat*> Results;
if (!bInitialized)
{
bInitialized = true;
Results.Empty(Results.Num());
TArray<FName> Modules;
FModuleManager::Get().FindModules(SHADERFORMAT_MODULE_WILDCARD, Modules);
if (!Modules.Num())
{
ExitWithoutCrash(ESCWErrorCode::NoTargetShaderFormatsFound, TEXT("No target shader formats found!"));
}
for (int32 Index = 0; Index < Modules.Num(); Index++)
{
IShaderFormat* Format = FModuleManager::LoadModuleChecked<IShaderFormatModule>(Modules[Index]).GetShaderFormat();
if (Format != nullptr)
{
Results.Add(Format);
}
}
}
return Results;
}
static const IShaderFormat* FindShaderFormat(FName Name)
{
const TArray<const IShaderFormat*>& ShaderFormats = GetShaderFormats();
for (int32 Index = 0; Index < ShaderFormats.Num(); Index++)
{
TArray<FName> Formats;
ShaderFormats[Index]->GetSupportedFormats(Formats);
for (int32 FormatIndex = 0; FormatIndex < Formats.Num(); FormatIndex++)
{
if (Formats[FormatIndex] == Name)
{
return ShaderFormats[Index];
}
}
}
return nullptr;
}
/** Processes a compilation job. */
static void ProcessCompilationJob(const FShaderCompilerInput& Input,FShaderCompilerOutput& Output,const FString& WorkingDirectory)
{
const IShaderFormat* Compiler = FindShaderFormat(Input.ShaderFormat);
if (!Compiler)
{
ExitWithoutCrash(ESCWErrorCode::CantCompileForSpecificFormat, FString::Printf(TEXT("Can't compile shaders for format %s"), *Input.ShaderFormat.ToString()));
}
// Apply the console variable values from the input environment before calling the platform shader compiler
for (const auto& Pair : Input.Environment.ShaderFormatCVars)
{
IConsoleVariable* CVar = IConsoleManager::Get().FindConsoleVariable(*Pair.Key);
if (CVar)
{
CVar->Set(*Pair.Value, ECVF_SetByCode);
}
}
// Compile the shader directly through the platform dll (directly from the shader dir as the working directory)
Compiler->CompileShader(Input.ShaderFormat, Input, Output, WorkingDirectory);
++GNumProcessedJobs;
}
static void UpdateFileSize(FArchive& OutputFile, int64 FileSizePosition)
{
int64 Current = OutputFile.Tell();
OutputFile.Seek(FileSizePosition);
OutputFile << Current;
OutputFile.Seek(Current);
};
static int64 WriteOutputFileHeader(FArchive& OutputFile, int32 ErrorCode, int32 CallstackLength, const TCHAR* Callstack,
int32 ExceptionInfoLength, const TCHAR* ExceptionInfo)
{
int64 FileSizePosition = 0;
int32 OutputVersion = ShaderCompileWorkerOutputVersion;
OutputFile << OutputVersion;
int64 FileSize = 0;
// Get the position of the Size value to be patched in as the shader progresses
FileSizePosition = OutputFile.Tell();
OutputFile << FileSize;
OutputFile << ErrorCode;
OutputFile << GNumProcessedJobs;
// Note: Can't use FStrings here as SEH can't be used with destructors
OutputFile << CallstackLength;
OutputFile << ExceptionInfoLength;
if (CallstackLength > 0)
{
OutputFile.Serialize((void*)Callstack, CallstackLength * sizeof(TCHAR));
}
if (ExceptionInfoLength > 0)
{
OutputFile.Serialize((void*)ExceptionInfo, ExceptionInfoLength * sizeof(TCHAR));
}
UpdateFileSize(OutputFile, FileSizePosition);
return FileSizePosition;
}
class FWorkLoop
{
public:
bool bIsBuildMachine = false;
// If we have been idle for 20 seconds then exit. Can be overriden from the cmd line with -TimeToLive=N where N is in seconds (and a float value)
float TimeToLive = 20.0f;
FWorkLoop(const TCHAR* ParentProcessIdText,const TCHAR* InWorkingDirectory,const TCHAR* InInputFilename,const TCHAR* InOutputFilename, TMap<FString, uint32>& InFormatVersionMap)
: ParentProcessId(FCString::Atoi(ParentProcessIdText))
, WorkingDirectory(InWorkingDirectory)
, InputFilename(InInputFilename)
, OutputFilename(InOutputFilename)
, InputFilePath(FString(InWorkingDirectory) + InInputFilename)
, OutputFilePath(FString(InWorkingDirectory) + InOutputFilename)
, FormatVersionMap(InFormatVersionMap)
{
bIsBuildMachine = FParse::Param(FCommandLine::Get(), TEXT("buildmachine"));
TArray<FString> Tokens, Switches;
FCommandLine::Parse(FCommandLine::Get(), Tokens, Switches);
for (FString& Switch : Switches)
{
if (Switch.StartsWith(TEXT("TimeToLive=")))
{
float TokenTime = FCString::Atof(Switch.GetCharArray().GetData() + 11);
if (TokenTime > 0)
{
TimeToLive = TokenTime;
break;
}
}
}
}
void Loop()
{
UE_LOG(LogShaders, Log, TEXT("Entering job loop"));
while(true)
{
TArray<FJobResult> SingleJobResults;
TArray<FPipelineJobResult> PipelineJobResults;
// Read & Process Input
{
FArchive* InputFilePtr = OpenInputFile();
if(!InputFilePtr)
{
break;
}
UE_LOG(LogShaders, Log, TEXT("Processing shader"));
ProcessInputFromArchive(InputFilePtr, SingleJobResults, PipelineJobResults);
LastCompileTime = FPlatformTime::Seconds();
// Close the input file.
delete InputFilePtr;
}
// Prepare for output
#if UE_BUILD_DEBUG
TArray<uint8> MemBlock;
FMemoryWriter MemWriter(MemBlock);
FArchive* OutputFilePtr = &MemWriter;
#else
FArchive* OutputFilePtr = CreateOutputArchive();
check(OutputFilePtr);
#endif
WriteToOutputArchive(OutputFilePtr, SingleJobResults, PipelineJobResults);
// Close the output file.
delete OutputFilePtr;
// Change the output file name to requested one
IFileManager::Get().Move(*OutputFilePath, *TempFilePath);
if (IsUsingXGE())
{
// To signal compilation completion, create a zero length file in the working directory.
OnXGEJobCompleted(*WorkingDirectory);
// We only do one pass per process when using XGE.
break;
}
}
UE_LOG(LogShaders, Log, TEXT("Exiting job loop"));
}
private:
struct FJobResult
{
FShaderCompilerOutput CompilerOutput;
};
struct FPipelineJobResult
{
FString PipelineName;
TArray<FJobResult> SingleJobs;
};
const int32 ParentProcessId;
const FString WorkingDirectory;
const FString InputFilename;
const FString OutputFilename;
const FString InputFilePath;
const FString OutputFilePath;
TMap<FString, uint32> FormatVersionMap;
FString TempFilePath;
/** Opens an input file, trying multiple times if necessary. */
FArchive* OpenInputFile()
{
FArchive* InputFile = nullptr;
bool bFirstOpenTry = true;
while(!InputFile && !GIsRequestingExit)
{
// Try to open the input file that we are going to process
InputFile = IFileManager::Get().CreateFileReader(*InputFilePath,FILEREAD_Silent);
if(!InputFile && !bFirstOpenTry)
{
CheckExitConditions();
// Give up CPU time while we are waiting
FPlatformProcess::Sleep(0.01f);
}
bFirstOpenTry = false;
}
return InputFile;
}
void VerifyFormatVersions(TMap<FString, uint32>& ReceivedFormatVersionMap)
{
for (auto Pair : ReceivedFormatVersionMap)
{
auto* Found = FormatVersionMap.Find(Pair.Key);
if (Found)
{
if (Pair.Value != *Found)
{
ExitWithoutCrash(ESCWErrorCode::BadShaderFormatVersion, FString::Printf(TEXT("Mismatched shader version for format %s; did you forget to build ShaderCompilerWorker?"), *Pair.Key, *Found, Pair.Value));
}
}
}
}
void ProcessInputFromArchive(FArchive* InputFilePtr, TArray<FJobResult>& OutSingleJobResults, TArray<FPipelineJobResult>& OutPipelineJobResults)
{
FArchive& InputFile = *InputFilePtr;
int32 InputVersion;
InputFile << InputVersion;
if (ShaderCompileWorkerInputVersion != InputVersion)
{
ExitWithoutCrash(ESCWErrorCode::BadInputVersion, FString::Printf(TEXT("Exiting due to ShaderCompilerWorker expecting input version %d, got %d instead! Did you forget to build ShaderCompilerWorker?"), ShaderCompileWorkerInputVersion, InputVersion));
}
TMap<FString, uint32> ReceivedFormatVersionMap;
InputFile << ReceivedFormatVersionMap;
VerifyFormatVersions(ReceivedFormatVersionMap);
// Apply shader source directory mappings.
{
TMap<FString, FString> DirectoryMappings;
InputFile << DirectoryMappings;
ResetAllShaderSourceDirectoryMappings();
for (TPair<FString, FString>& MappingEntry : DirectoryMappings)
{
FPaths::NormalizeDirectoryName(MappingEntry.Value);
AddShaderSourceDirectoryMapping(MappingEntry.Key, MappingEntry.Value);
}
}
// Initialize shader hash cache before reading any includes.
InitializeShaderHashCache();
TMap<FString, TSharedPtr<FString>> ExternalIncludes;
TArray<FShaderCompilerEnvironment> SharedEnvironments;
// Shared inputs
{
int32 NumExternalIncludes = 0;
InputFile << NumExternalIncludes;
ExternalIncludes.Reserve(NumExternalIncludes);
for (int32 IncludeIndex = 0; IncludeIndex < NumExternalIncludes; IncludeIndex++)
{
FString NewIncludeName;
InputFile << NewIncludeName;
FString* NewIncludeContents = new FString();
InputFile << (*NewIncludeContents);
ExternalIncludes.Add(NewIncludeName, MakeShareable(NewIncludeContents));
}
int32 NumSharedEnvironments = 0;
InputFile << NumSharedEnvironments;
SharedEnvironments.Empty(NumSharedEnvironments);
SharedEnvironments.AddDefaulted(NumSharedEnvironments);
for (int32 EnvironmentIndex = 0; EnvironmentIndex < NumSharedEnvironments; EnvironmentIndex++)
{
InputFile << SharedEnvironments[EnvironmentIndex];
}
}
GNumProcessedJobs = 0;
// Individual jobs
{
int32 SingleJobHeader = ShaderCompileWorkerSingleJobHeader;
InputFile << SingleJobHeader;
if (ShaderCompileWorkerSingleJobHeader != SingleJobHeader)
{
ExitWithoutCrash(ESCWErrorCode::BadSingleJobHeader, FString::Printf(TEXT("Exiting due to ShaderCompilerWorker expecting job header %d, got %d instead! Did you forget to build ShaderCompilerWorker?"), ShaderCompileWorkerSingleJobHeader, SingleJobHeader));
}
int32 NumBatches = 0;
InputFile << NumBatches;
// Flush cache, to make sure we load the latest version of the input file.
// (Otherwise quick changes to a shader file can result in the wrong output.)
FlushShaderFileCache();
for (int32 BatchIndex = 0; BatchIndex < NumBatches; BatchIndex++)
{
// Deserialize the job's inputs.
FShaderCompilerInput CompilerInput;
InputFile << CompilerInput;
CompilerInput.DeserializeSharedInputs(InputFile, ExternalIncludes, SharedEnvironments);
if (IsValidRef(CompilerInput.SharedEnvironment))
{
// Merge the shared environment into the per-shader environment before calling into the compile function
CompilerInput.Environment.Merge(*CompilerInput.SharedEnvironment);
}
// Process the job.
FShaderCompilerOutput CompilerOutput;
ProcessCompilationJob(CompilerInput, CompilerOutput, WorkingDirectory);
// Serialize the job's output.
FJobResult& JobResult = *new(OutSingleJobResults) FJobResult;
JobResult.CompilerOutput = CompilerOutput;
}
}
// Shader pipeline jobs
{
int32 PipelineJobHeader = ShaderCompileWorkerPipelineJobHeader;
InputFile << PipelineJobHeader;
if (ShaderCompileWorkerPipelineJobHeader != PipelineJobHeader)
{
ExitWithoutCrash(ESCWErrorCode::BadPipelineJobHeader, FString::Printf(TEXT("Exiting due to ShaderCompilerWorker expecting pipeline job header %d, got %d instead! Did you forget to build ShaderCompilerWorker?"), ShaderCompileWorkerSingleJobHeader, PipelineJobHeader));
}
int32 NumPipelines = 0;
InputFile << NumPipelines;
for (int32 Index = 0; Index < NumPipelines; ++Index)
{
FPipelineJobResult& PipelineJob = *new(OutPipelineJobResults) FPipelineJobResult;
InputFile << PipelineJob.PipelineName;
int32 NumStages = 0;
InputFile << NumStages;
TArray<FShaderCompilerInput> CompilerInputs;
CompilerInputs.AddDefaulted(NumStages);
for (int32 StageIndex = 0; StageIndex < NumStages; ++StageIndex)
{
// Deserialize the job's inputs.
InputFile << CompilerInputs[StageIndex];
CompilerInputs[StageIndex].DeserializeSharedInputs(InputFile, ExternalIncludes, SharedEnvironments);
if (IsValidRef(CompilerInputs[StageIndex].SharedEnvironment))
{
// Merge the shared environment into the per-shader environment before calling into the compile function
CompilerInputs[StageIndex].Environment.Merge(*CompilerInputs[StageIndex].SharedEnvironment);
}
}
ProcessShaderPipelineCompilationJob(PipelineJob, CompilerInputs);
}
}
}
void ProcessShaderPipelineCompilationJob(FPipelineJobResult& PipelineJob, TArray<FShaderCompilerInput>& CompilerInputs)
{
checkf(CompilerInputs.Num() > 0, TEXT("Exiting due to Pipeline %s having zero jobs!"), *PipelineJob.PipelineName);
// Process the job.
FShaderCompilerOutput FirstCompilerOutput;
CompilerInputs[0].bCompilingForShaderPipeline = true;
CompilerInputs[0].bIncludeUsedOutputs = false;
ProcessCompilationJob(CompilerInputs[0], FirstCompilerOutput, WorkingDirectory);
// Serialize the job's output.
{
FJobResult& JobResult = *new(PipelineJob.SingleJobs) FJobResult;
JobResult.CompilerOutput = FirstCompilerOutput;
}
bool bEnableRemovingUnused = true;
//#todo-rco: Only remove for pure VS & PS stages
for (int32 Index = 0; Index < CompilerInputs.Num(); ++Index)
{
auto Stage = CompilerInputs[Index].Target.Frequency;
if (Stage != SF_Vertex && Stage != SF_Pixel)
{
bEnableRemovingUnused = false;
break;
}
}
for (int32 Index = 1; Index < CompilerInputs.Num(); ++Index)
{
if (bEnableRemovingUnused && PipelineJob.SingleJobs.Last().CompilerOutput.bSupportsQueryingUsedAttributes)
{
CompilerInputs[Index].bIncludeUsedOutputs = true;
CompilerInputs[Index].bCompilingForShaderPipeline = true;
CompilerInputs[Index].UsedOutputs = PipelineJob.SingleJobs.Last().CompilerOutput.UsedAttributes;
}
FShaderCompilerOutput CompilerOutput;
ProcessCompilationJob(CompilerInputs[Index], CompilerOutput, WorkingDirectory);
// Serialize the job's output.
FJobResult& JobResult = *new(PipelineJob.SingleJobs) FJobResult;
JobResult.CompilerOutput = CompilerOutput;
}
}
FArchive* CreateOutputArchive()
{
FArchive* OutputFilePtr = nullptr;
const double StartTime = FPlatformTime::Seconds();
bool bResult = false;
// It seems XGE does not support deleting files.
// Don't delete the input file if we are running under Incredibuild.
// In xml mode, we signal completion by creating a zero byte "Success" file after the output file has been fully written.
// In intercept mode, completion is signaled by this process terminating.
if (!IsUsingXGE())
{
do
{
// Remove the input file so that it won't get processed more than once
bResult = IFileManager::Get().Delete(*InputFilePath);
}
while (!bResult && (FPlatformTime::Seconds() - StartTime < 2));
if (!bResult)
{
ExitWithoutCrash(ESCWErrorCode::CantDeleteInputFile, FString::Printf(TEXT("Couldn't delete input file %s, is it readonly?"), *InputFilePath));
}
}
// To make sure that the process waiting for results won't read unfinished output file,
// we use a temp file name during compilation.
do
{
FGuid Guid;
FPlatformMisc::CreateGuid(Guid);
TempFilePath = WorkingDirectory + Guid.ToString();
} while (IFileManager::Get().FileSize(*TempFilePath) != INDEX_NONE);
const double StartTime2 = FPlatformTime::Seconds();
do
{
// Create the output file.
OutputFilePtr = IFileManager::Get().CreateFileWriter(*TempFilePath,FILEWRITE_EvenIfReadOnly);
}
while (!OutputFilePtr && (FPlatformTime::Seconds() - StartTime2 < 2));
if (!OutputFilePtr)
{
ExitWithoutCrash(ESCWErrorCode::CantSaveOutputFile, FString::Printf(TEXT("Couldn't save output file %s"), *TempFilePath));
}
return OutputFilePtr;
}
void WriteToOutputArchive(FArchive* OutputFilePtr, TArray<FJobResult>& SingleJobResults, TArray<FPipelineJobResult>& PipelineJobResults)
{
FArchive& OutputFile = *OutputFilePtr;
int64 FileSizePosition = WriteOutputFileHeader(OutputFile, (int32)ESCWErrorCode::Success, 0, nullptr, 0, nullptr);
{
int32 SingleJobHeader = ShaderCompileWorkerSingleJobHeader;
OutputFile << SingleJobHeader;
int32 NumBatches = SingleJobResults.Num();
OutputFile << NumBatches;
for (int32 ResultIndex = 0; ResultIndex < SingleJobResults.Num(); ResultIndex++)
{
FJobResult& JobResult = SingleJobResults[ResultIndex];
OutputFile << JobResult.CompilerOutput;
UpdateFileSize(OutputFile, FileSizePosition);
}
}
{
int32 PipelineJobHeader = ShaderCompileWorkerPipelineJobHeader;
OutputFile << PipelineJobHeader;
int32 NumBatches = PipelineJobResults.Num();
OutputFile << NumBatches;
for (int32 ResultIndex = 0; ResultIndex < PipelineJobResults.Num(); ResultIndex++)
{
auto& PipelineJob = PipelineJobResults[ResultIndex];
OutputFile << PipelineJob.PipelineName;
int32 NumStageJobs = PipelineJob.SingleJobs.Num();
OutputFile << NumStageJobs;
for (int32 Index = 0; Index < NumStageJobs; ++Index)
{
FJobResult& JobResult = PipelineJob.SingleJobs[Index];
OutputFile << JobResult.CompilerOutput;
UpdateFileSize(OutputFile, FileSizePosition);
}
}
}
}
/** Called in the idle loop, checks for conditions under which the helper should exit */
void CheckExitConditions()
{
if (!InputFilename.Contains(TEXT("Only")))
{
UE_LOG(LogShaders, Log, TEXT("InputFilename did not contain 'Only', exiting after one job."));
FPlatformMisc::RequestExit(false);
}
#if PLATFORM_MAC || PLATFORM_LINUX
if (!FPlatformMisc::IsDebuggerPresent() && ParentProcessId > 0)
{
// If the parent process is no longer running, exit
if (!FPlatformProcess::IsApplicationRunning(ParentProcessId))
{
FString FilePath = FString(WorkingDirectory) + InputFilename;
checkf(IFileManager::Get().FileSize(*FilePath) == INDEX_NONE, TEXT("Exiting due to the parent process no longer running and the input file is present!"));
UE_LOG(LogShaders, Log, TEXT("Parent process no longer running, exiting"));
FPlatformMisc::RequestExit(false);
}
}
const double CurrentTime = FPlatformTime::Seconds();
if (CurrentTime - LastCompileTime > TimeToLive)
{
UE_LOG(LogShaders, Log, TEXT("No jobs found for %f seconds, exiting"), (float)(CurrentTime - LastCompileTime));
FPlatformMisc::RequestExit(false);
}
#else
// Don't do these if the debugger is present
//@todo - don't do these if Unreal is being debugged either
if (!IsDebuggerPresent())
{
if (ParentProcessId > 0)
{
FString FilePath = FString(WorkingDirectory) + InputFilename;
bool bParentStillRunning = true;
HANDLE ParentProcessHandle = OpenProcess(SYNCHRONIZE, false, ParentProcessId);
// If we couldn't open the process then it is no longer running, exit
if (ParentProcessHandle == nullptr)
{
checkf(IFileManager::Get().FileSize(*FilePath) == INDEX_NONE, TEXT("Exiting due to OpenProcess(ParentProcessId) failing and the input file is present!"));
UE_LOG(LogShaders, Log, TEXT("Couldn't OpenProcess, Parent process no longer running, exiting"));
FPlatformMisc::RequestExit(false);
}
else
{
// If we did open the process, that doesn't mean it is still running
// The process object stays alive as long as there are handles to it
// We need to check if the process has signaled, which indicates that it has exited
uint32 WaitResult = WaitForSingleObject(ParentProcessHandle, 0);
if (WaitResult != WAIT_TIMEOUT)
{
checkf(IFileManager::Get().FileSize(*FilePath) == INDEX_NONE, TEXT("Exiting due to WaitForSingleObject(ParentProcessHandle) signaling and the input file is present!"));
UE_LOG(LogShaders, Log, TEXT("WaitForSingleObject signaled, Parent process no longer running, exiting"));
FPlatformMisc::RequestExit(false);
}
CloseHandle(ParentProcessHandle);
}
}
const double CurrentTime = FPlatformTime::Seconds();
// If we have been idle for 20 seconds then exit
if (CurrentTime - LastCompileTime > TimeToLive)
{
UE_LOG(LogShaders, Log, TEXT("No jobs found for %f seconds, exiting"), (float)(CurrentTime - LastCompileTime));
FPlatformMisc::RequestExit(false);
}
}
#endif
}
};
static void DirectCompile(const TArray<const class IShaderFormat*>& ShaderFormats)
{
// Find all the info required for compiling a single shader
TArray<FString> Tokens, Switches;
FCommandLine::Parse(FCommandLine::Get(), Tokens, Switches);
FString InputFile;
FName FormatName;
FString Entry = TEXT("Main");
bool bPipeline = false;
bool bUseMCPP = false;
EShaderFrequency Frequency = SF_Pixel;
TArray<FString> UsedOutputs;
bool bIncludeUsedOutputs = false;
uint64 CFlags = 0;
for (const FString& Token : Tokens)
{
if (Switches.Contains(Token))
{
if (Token.StartsWith(TEXT("format=")))
{
FormatName = FName(*Token.RightChop(7));
}
else if (Token.StartsWith(TEXT("entry=")))
{
Entry = Token.RightChop(6);
}
else if (Token.StartsWith(TEXT("cflags=")))
{
CFlags = FCString::Atoi64(*Token.RightChop(7));
}
else if (!FCString::Strcmp(*Token, TEXT("ps")))
{
Frequency = SF_Pixel;
}
else if (!FCString::Strcmp(*Token, TEXT("vs")))
{
Frequency = SF_Vertex;
}
else if (!FCString::Strcmp(*Token, TEXT("hs")))
{
Frequency = SF_Hull;
}
else if (!FCString::Strcmp(*Token, TEXT("ds")))
{
Frequency = SF_Domain;
}
else if (!FCString::Strcmp(*Token, TEXT("gs")))
{
Frequency = SF_Geometry;
}
else if (!FCString::Strcmp(*Token, TEXT("cs")))
{
Frequency = SF_Compute;
}
#if RHI_RAYTRACING
else if (!FCString::Strcmp(*Token, TEXT("rgs")))
{
Frequency = SF_RayGen;
}
else if (!FCString::Strcmp(*Token, TEXT("rms")))
{
Frequency = SF_RayMiss;
}
else if (!FCString::Strcmp(*Token, TEXT("rhs")))
{
Frequency = SF_RayHitGroup;
}
else if (!FCString::Strcmp(*Token, TEXT("rcs")))
{
Frequency = SF_RayCallable;
}
#endif // RHI_RAYTRACING
else if (!FCString::Strcmp(*Token, TEXT("pipeline")))
{
bPipeline = true;
}
else if (!FCString::Strcmp(*Token, TEXT("mcpp")))
{
bUseMCPP = true;
}
else if (Token.StartsWith(TEXT("usedoutputs=")))
{
FString Outputs = Token.RightChop(12);
bIncludeUsedOutputs = true;
FString LHS, RHS;
while (Outputs.Split(TEXT("+"), &LHS, &RHS))
{
Outputs = RHS;
UsedOutputs.Add(LHS);
}
UsedOutputs.Add(Outputs);
}
}
else
{
if (InputFile.Len() == 0)
{
InputFile = Token;
}
}
}
FString Dir = FPlatformProcess::UserTempDir();
FShaderCompilerInput Input;
Input.EntryPointName = Entry;
Input.ShaderFormat = FormatName;
Input.VirtualSourceFilePath = InputFile;
Input.Target.Platform = ShaderFormatNameToShaderPlatform(FormatName);
Input.Target.Frequency = Frequency;
Input.bSkipPreprocessedCache = !bUseMCPP;
uint32 ResourceIndex = 0;
auto AddResourceTableEntry = [&ResourceIndex](TMap<FString, FResourceTableEntry>& Map, const FString& Name, const FString& UBName, int32 Type)
{
FResourceTableEntry LambdaEntry;
LambdaEntry.UniformBufferName = UBName;
LambdaEntry.Type = Type;
LambdaEntry.ResourceIndex = ResourceIndex;
Map.Add(Name, LambdaEntry);
++ResourceIndex;
};
uint32 CFlag = 0;
while (CFlags != 0)
{
if ((CFlags & 1) != 0)
{
Input.Environment.CompilerFlags.Add(CFlag);
}
CFlags = (CFlags >> (uint64)1);
++CFlag;
}
Input.bCompilingForShaderPipeline = bPipeline;
Input.bIncludeUsedOutputs = bIncludeUsedOutputs;
Input.UsedOutputs = UsedOutputs;
FShaderCompilerOutput Output;
ProcessCompilationJob(Input, Output, Dir);
}
/**
* Main entrypoint, guarded by a try ... except.
* This expects 4 parameters:
* The image path and name
* The working directory path, which has to be unique to the instigating process and thread.
* The parent process Id
* The thread Id corresponding to this worker
*/
static int32 GuardedMain(int32 argc, TCHAR* argv[], bool bDirectMode)
{
GEngineLoop.PreInit(argc, argv, TEXT("-NOPACKAGECACHE -ReduceThreadUsage"));
#if DEBUG_USING_CONSOLE
GLogConsole->Show( true );
#endif
// We just enumerate the shader formats here for debugging.
const TArray<const class IShaderFormat*>& ShaderFormats = GetShaderFormats();
check(ShaderFormats.Num());
TMap<FString, uint32> FormatVersionMap;
for (int32 Index = 0; Index < ShaderFormats.Num(); Index++)
{
TArray<FName> OutFormats;
ShaderFormats[Index]->GetSupportedFormats(OutFormats);
check(OutFormats.Num());
for (int32 InnerIndex = 0; InnerIndex < OutFormats.Num(); InnerIndex++)
{
UE_LOG(LogShaders, Display, TEXT("Available Shader Format %s"), *OutFormats[InnerIndex].ToString());
uint32 Version = ShaderFormats[Index]->GetVersion(OutFormats[InnerIndex]);
FormatVersionMap.Add(OutFormats[InnerIndex].ToString(), Version);
}
}
LastCompileTime = FPlatformTime::Seconds();
if (bDirectMode)
{
DirectCompile(ShaderFormats);
}
else
{
#if PLATFORM_WINDOWS
//@todo - would be nice to change application name or description to have the ThreadId in it for debugging purposes
SetConsoleTitle(argv[3]);
#endif
FWorkLoop WorkLoop(argv[2], argv[1], argv[4], argv[5], FormatVersionMap);
WorkLoop.Loop();
}
return 0;
}
static int32 GuardedMainWrapper(int32 ArgC, TCHAR* ArgV[], const TCHAR* CrashOutputFile, bool bDirectMode)
{
// We need to know whether we are using XGE now, in case an exception
// is thrown before we parse the command line inside GuardedMain.
if ((ArgC > 6) && FCString::Strcmp(ArgV[6], TEXT("-xge_int")) == 0)
{
GXGEMode = EXGEMode::Intercept;
}
else if ((ArgC > 6) && FCString::Strcmp(ArgV[6], TEXT("-xge_xml")) == 0)
{
GXGEMode = EXGEMode::Xml;
}
else
{
GXGEMode = EXGEMode::None;
}
int32 ReturnCode = 0;
#if PLATFORM_WINDOWS
if (FPlatformMisc::IsDebuggerPresent())
#endif
{
ReturnCode = GuardedMain(ArgC, ArgV, bDirectMode);
}
#if PLATFORM_WINDOWS
else
{
// Don't want 32 dialogs popping up when SCW fails
GUseCrashReportClient = false;
__try
{
GIsGuarded = 1;
ReturnCode = GuardedMain(ArgC, ArgV, bDirectMode);
GIsGuarded = 0;
}
__except( ReportCrash( GetExceptionInformation() ) )
{
FArchive& OutputFile = *IFileManager::Get().CreateFileWriter(CrashOutputFile,FILEWRITE_NoFail);
if (GFailedErrorCode == ESCWErrorCode::Success)
{
// Something else failed before we could set the error code, so mark it as a General Crash
GFailedErrorCode = ESCWErrorCode::GeneralCrash;
}
int64 FileSizePosition = WriteOutputFileHeader(OutputFile, (int32)GFailedErrorCode, FCString::Strlen(GErrorHist), GErrorHist,
FCString::Strlen(GErrorExceptionDescription), GErrorExceptionDescription);
int32 NumBatches = 0;
OutputFile << NumBatches;
OutputFile << NumBatches;
UpdateFileSize(OutputFile, FileSizePosition);
// Close the output file.
delete &OutputFile;
if (IsUsingXGE())
{
ReturnCode = 1;
OnXGEJobCompleted(ArgV[1]);
}
}
}
#endif
FEngineLoop::AppPreExit();
FModuleManager::Get().UnloadModulesAtShutdown();
FEngineLoop::AppExit();
return ReturnCode;
}
IMPLEMENT_APPLICATION(ShaderCompileWorker, "ShaderCompileWorker")
/**
* Application entry point
*
* @param ArgC Command-line argument count
* @param ArgV Argument strings
*/
INT32_MAIN_INT32_ARGC_TCHAR_ARGV()
{
#if PLATFORM_WINDOWS
// Redirect for special XGE utilities...
extern bool XGEMain(int ArgC, TCHAR* ArgV[], int32& ReturnCode);
{
int32 ReturnCode;
if (XGEMain(ArgC, ArgV, ReturnCode))
{
return ReturnCode;
}
}
#endif
FString OutputFilePath;
bool bDirectMode = false;
for (int32 Index = 1; Index < ArgC; ++Index)
{
if (FCString::Strcmp(ArgV[Index], TEXT("-directcompile")) == 0)
{
bDirectMode = true;
break;
}
}
if (!bDirectMode)
{
if (ArgC < 6)
{
printf("ShaderCompileWorker is called by UE4, it requires specific command like arguments.\n");
return -1;
}
// Game exe can pass any number of parameters through with appGetSubprocessCommandline
// so just make sure we have at least the minimum number of parameters.
check(ArgC >= 6);
OutputFilePath = ArgV[1];
OutputFilePath += ArgV[5];
}
return GuardedMainWrapper(ArgC, ArgV, *OutputFilePath, bDirectMode);
}