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We don't want to restrict other shaders to resource binding tier 2 or higher even for CFLAG_ForceDXC or CFLAG_WaveOperations. Invalidating PCD3D_SM5 and PCD3D_SM6 shaders. #rb yuriy.odonnell #preflight 646cd8d764351d76f32b449c [CL 25585973 by christopher waters in ue5-main branch]
217 lines
6.0 KiB
C++
217 lines
6.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "ShaderFormatD3D.h"
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#include "ShaderCompilerCommon.h"
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#include "Modules/ModuleInterface.h"
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#include "Modules/ModuleManager.h"
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#include "Interfaces/IShaderFormat.h"
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#include "Interfaces/IShaderFormatModule.h"
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#include "DXCWrapper.h"
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static FName NAME_PCD3D_SM6(TEXT("PCD3D_SM6"));
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static FName NAME_PCD3D_SM5(TEXT("PCD3D_SM5"));
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static FName NAME_PCD3D_ES3_1(TEXT("PCD3D_ES31"));
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class FShaderFormatD3D : public UE::ShaderCompilerCommon::FBaseShaderFormat
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{
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enum EVersion
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{
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UE_SHADER_PCD3D_SHARED_VER = 5,
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/** Version for shader format, this becomes part of the DDC key. */
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UE_SHADER_PCD3D_SM6_VER = 8,
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UE_SHADER_PCD3D_SM5_VER = 13,
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UE_SHADER_PCD3D_ES3_1_VER = 8,
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};
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uint32 DxcVersionHash = 0;
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public:
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FShaderFormatD3D(uint32 InDxcVersionHash)
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: DxcVersionHash(InDxcVersionHash)
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{
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}
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inline uint32 GetVersionHash(EVersion InVersion) const
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{
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const uint32 BaseHash = GetTypeHash(UE_SHADER_PCD3D_SHARED_VER);
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uint32 VersionHash = GetTypeHash(InVersion);
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#if UE_D3D_SHADER_COMPILER_ALLOW_DEAD_CODE_REMOVAL
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VersionHash = HashCombine(VersionHash, 0x75E2FE85);
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#endif // UE_D3D_SHADER_COMPILER_ALLOW_DEAD_CODE_REMOVAL
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return HashCombine(BaseHash, VersionHash);
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}
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virtual uint32 GetVersion(FName Format) const override
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{
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if (Format == NAME_PCD3D_SM6)
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{
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uint32 ShaderModelHash = GetVersionHash(UE_SHADER_PCD3D_SM6_VER);
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#if USE_SHADER_MODEL_6_6
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ShaderModelHash ^= 0x96ED7F56;
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#endif
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// Make sure we recompile if EShaderCodeFeatures gets bigger
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ShaderModelHash = HashCombine(ShaderModelHash, GetTypeHash(sizeof(EShaderCodeFeatures)));
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return HashCombine(DxcVersionHash, ShaderModelHash);
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}
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else if (Format == NAME_PCD3D_SM5)
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{
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uint32 ShaderModelHash = GetVersionHash(UE_SHADER_PCD3D_SM6_VER);
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// Make sure we recompile if EShaderCodeFeatures gets bigger
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ShaderModelHash = HashCombine(ShaderModelHash, GetTypeHash(sizeof(EShaderCodeFeatures)));
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// Technically not needed for regular SM5 compiled with legacy compiler,
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// but PCD3D_SM5 currently includes ray tracing shaders that are compiled with new compiler stack.
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return HashCombine(DxcVersionHash, ShaderModelHash);
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}
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else if (Format == NAME_PCD3D_ES3_1)
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{
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// Shader DXC signature is intentionally not included, as ES3_1 target always uses legacy compiler.
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return GetVersionHash(UE_SHADER_PCD3D_ES3_1_VER);
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}
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checkf(0, TEXT("Unknown Format %s"), *Format.ToString());
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return 0;
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}
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virtual void GetSupportedFormats(TArray<FName>& OutFormats) const
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{
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OutFormats.Add(NAME_PCD3D_SM6);
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OutFormats.Add(NAME_PCD3D_SM5);
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OutFormats.Add(NAME_PCD3D_ES3_1);
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}
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ELanguage FormatToLanguage(FName Format) const
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{
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if (Format == NAME_PCD3D_SM6)
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{
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return ELanguage::SM6;
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}
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else if (Format == NAME_PCD3D_SM5)
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{
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return ELanguage::SM5;
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}
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else if (Format == NAME_PCD3D_ES3_1)
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{
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return ELanguage::ES3_1;
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}
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else
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{
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checkf(0, TEXT("Unknown format %s"), *Format.ToString());
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return ELanguage::Invalid;
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}
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}
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virtual bool PreprocessShader(const struct FShaderCompilerInput& Input, const struct FShaderCompilerEnvironment& MergedEnvironment, class FShaderPreprocessOutput& PreprocessOutput) const
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{
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return PreprocessD3DShader(Input, MergedEnvironment, PreprocessOutput, FormatToLanguage(Input.ShaderFormat));
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}
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virtual void CompilePreprocessedShader(
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const struct FShaderCompilerInput& Input,
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const class FShaderPreprocessOutput& PreprocessOutput,
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struct FShaderCompilerOutput& Output,
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const FString& WorkingDirectory) const
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{
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CompileD3DShader(Input, PreprocessOutput, Output, WorkingDirectory, FormatToLanguage(Input.ShaderFormat));
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}
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virtual bool SupportsIndependentPreprocessing() const
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{
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return true;
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}
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void AddShaderTargetDefines(FShaderCompilerInput& Input, uint32 ShaderTargetMajor, uint32 ShaderTargetMinor) const
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{
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// Inserting our own versions of these defines since we preprocess our shader source before we actually use something that defines them.
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Input.Environment.SetDefine(TEXT("__SHADER_TARGET_MAJOR"), ShaderTargetMajor);
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Input.Environment.SetDefine(TEXT("__SHADER_TARGET_MINOR"), ShaderTargetMinor);
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}
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void ModifyShaderCompilerInput(FShaderCompilerInput& Input) const final
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{
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if (Input.ShaderFormat == NAME_PCD3D_SM6 || Input.IsRayTracingShader())
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{
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Input.Environment.SetDefine(TEXT("SM6_PROFILE"), 1);
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Input.Environment.SetDefine(TEXT("COMPILER_DXC"), 1);
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Input.Environment.SetDefine(TEXT("PLATFORM_SUPPORTS_UB_STRUCT"), 1);
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if (USE_SHADER_MODEL_6_6)
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{
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AddShaderTargetDefines(Input, 6, 6);
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}
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else
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{
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AddShaderTargetDefines(Input, 6, 5);
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}
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}
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else if (Input.ShaderFormat == NAME_PCD3D_SM5)
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{
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Input.Environment.SetDefine(TEXT("SM5_PROFILE"), 1);
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const bool bUseDXC =
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Input.Environment.CompilerFlags.Contains(CFLAG_WaveOperations)
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|| Input.Environment.CompilerFlags.Contains(CFLAG_ForceDXC);
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Input.Environment.SetDefine(TEXT("COMPILER_DXC"), bUseDXC);
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if (bUseDXC)
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{
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AddShaderTargetDefines(Input, 6, 0);
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}
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else
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{
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AddShaderTargetDefines(Input, 5, 0);
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}
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}
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else if (Input.ShaderFormat == NAME_PCD3D_ES3_1)
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{
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Input.Environment.SetDefine(TEXT("ES3_1_PROFILE"), 1);
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Input.Environment.SetDefine(TEXT("COMPILER_DXC"), 0);
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Input.Environment.SetDefine(TEXT("__SHADER_TARGET_MAJOR"), 5);
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Input.Environment.SetDefine(TEXT("__SHADER_TARGET_MINOR"), 0);
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}
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else
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{
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checkf(0, TEXT("Unknown format %s"), *Input.ShaderFormat.ToString());
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}
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}
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virtual const TCHAR* GetPlatformIncludeDirectory() const
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{
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return TEXT("D3D");
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}
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};
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/**
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* Module for D3D shaders
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*/
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static IShaderFormat* Singleton = nullptr;
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class FShaderFormatD3DModule : public IShaderFormatModule, public FDxcModuleWrapper
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{
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public:
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virtual ~FShaderFormatD3DModule()
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{
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delete Singleton;
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Singleton = nullptr;
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}
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virtual IShaderFormat* GetShaderFormat()
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{
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if (!Singleton)
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{
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Singleton = new FShaderFormatD3D(FDxcModuleWrapper::GetModuleVersionHash());
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}
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return Singleton;
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}
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};
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IMPLEMENT_MODULE( FShaderFormatD3DModule, ShaderFormatD3D);
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