Files
yuriy odonnell aff3ec7f8f Suppress false positive static analysis warning
#jira UE-208257

[CL 32498927 by yuriy odonnell in 5.4 branch]
2024-03-26 02:09:02 -04:00

2707 lines
83 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ShaderMinifier.h"
#include "HAL/PlatformTime.h"
#include "Hash/xxhash.h"
#include "Logging/LogMacros.h"
#include "Misc/AutomationTest.h"
#include "String/Find.h"
#include "Algo/BinarySearch.h"
#include "Misc/MemStack.h"
#define UE_SHADER_MINIFIER_SSE (PLATFORM_CPU_X86_FAMILY && PLATFORM_ENABLE_VECTORINTRINSICS && PLATFORM_ALWAYS_HAS_SSE4_2)
#if UE_SHADER_MINIFIER_SSE
#include <emmintrin.h>
#include <nmmintrin.h>
#endif
DEFINE_LOG_CATEGORY_STATIC(LogShaderMinifier, Log, All);
// TODO:
// - preserve multi-line #define
namespace UE::ShaderMinifier
{
using FMemStackSetAllocator = TSetAllocator<TSparseArrayAllocator<TMemStackAllocator<>, TMemStackAllocator<>>, TMemStackAllocator<>>;
using FMemStackAllocator = TMemStackAllocator<>;
static FShaderSource::FViewType SubStrView(FShaderSource::FViewType S, int32 Start)
{
Start = FMath::Min(Start, S.Len());
int32 Len = S.Len() - Start;
return FShaderSource::FViewType(S.GetData() + Start, Len);
}
static FShaderSource::FViewType SubStrView(FShaderSource::FViewType S, int32 Start, int32 Len)
{
Start = FMath::Min(Start, S.Len());
Len = FMath::Min(Len, S.Len() - Start);
return FShaderSource::FViewType(S.GetData() + Start, Len);
}
template<typename TCondition>
static FShaderSource::FViewType SkipUntil(FShaderSource::FViewType Source, TCondition Cond)
{
int32 Cursor = 0;
const int32 SourceLen = Source.Len();
while (Cursor < SourceLen)
{
if (Cond(FShaderSource::FViewType(Source.GetData() + Cursor, SourceLen - Cursor)))
{
break;
}
++Cursor;
}
return FShaderSource::FViewType(Source.GetData() + Cursor, SourceLen - Cursor);
}
static bool Equals(FShaderSource::FViewType A, FShaderSource::FViewType B)
{
int32 Len = A.Len();
if (Len != B.Len())
{
return false;
}
const FShaderSource::CharType* DataA = A.GetData();
const FShaderSource::CharType* DataB = B.GetData();
for (int32 I = 0; I < Len; ++I)
{
if (DataA[I] != DataB[I])
{
return false;
}
}
return true;
}
static bool StartsWith(FShaderSource::FViewType Source, FShaderSource::FViewType Prefix)
{
const int32 SourceLen = Source.Len();
const int32 PrefixLen = Prefix.Len();
if (PrefixLen > SourceLen)
{
return false;
}
FShaderSource::FViewType SourceView(Source.GetData(), PrefixLen);
return Equals(SourceView, Prefix);
}
struct FCharacterFlags
{
static constexpr uint8 None = 0;
static constexpr uint8 Letter = 1 << 0;
static constexpr uint8 Number = 1 << 1;
static constexpr uint8 Underscore = 1 << 2;
static constexpr uint8 Space = 1 << 3;
static constexpr uint8 Special = 1 << 4;
static constexpr uint8 PossibleIdentifierMask = Letter | Number | Underscore;
FCharacterFlags()
{
for (char C = '0'; C <= '9'; ++C)
{
Flags[uint8(C)] |= Number;
}
for (char C = 'a'; C <= 'z'; ++C)
{
Flags[uint8(C)] |= Letter;
}
for (char C = 'A'; C <= 'Z'; ++C)
{
Flags[uint8(C)] |= Letter;
}
Flags[uint8('_')] |= Underscore;
Flags[uint8(' ')] |= Space;
Flags[uint8('\f')] |= Space;
Flags[uint8('\r')] |= Space;
Flags[uint8('\n')] |= Space;
Flags[uint8('\t')] |= Space;
Flags[uint8('\v')] |= Space;
Flags[uint8('\\')] |= Special;
Flags[uint8('/')] |= Special;
Flags[uint8('#')] |= Special;
Flags[uint8('{')] |= Special;
Flags[uint8('}')] |= Special;
Flags[uint8('(')] |= Special;
Flags[uint8(')')] |= Special;
}
bool IsSpace(FShaderSource::CharType C) const
{
return (Flags[uint8(C)] & Space) != 0;
}
bool IsNumber(FShaderSource::CharType C) const
{
return (Flags[uint8(C)] & Number) != 0;
}
bool IsPossibleIdentifierCharacter(FShaderSource::CharType C) const
{
return (Flags[uint8(C)] & PossibleIdentifierMask) != 0;
}
bool IsSpecial(FShaderSource::CharType C) const
{
return (Flags[uint8(C)] & Special) != 0;
}
uint8 Flags[256] = {};
};
static const FCharacterFlags GCharacterFlags;
static bool IsSpace(FShaderSource::CharType C)
{
return GCharacterFlags.IsSpace(C);
}
static bool IsNumber(FShaderSource::CharType C)
{
return GCharacterFlags.IsNumber(C);
}
static bool IsPossibleIdentifierCharacter(FShaderSource::CharType C)
{
return GCharacterFlags.IsPossibleIdentifierCharacter(C);
}
static FShaderSource::FViewType ExtractOperator(FShaderSource::FViewType Source)
{
FShaderSource::FViewType Result;
if (Source.IsEmpty() || IsPossibleIdentifierCharacter(Source[0]))
{
return Result;
}
// NOTE: array is sorted by length to match complete operator character sequences first
static const FShaderSource::FViewType SupportedOperators[] =
{
// three-character operators
SHADER_SOURCE_VIEWLITERAL("<<="),
SHADER_SOURCE_VIEWLITERAL(">>="),
SHADER_SOURCE_VIEWLITERAL("->*"),
// two-character operators
SHADER_SOURCE_VIEWLITERAL("+="),
SHADER_SOURCE_VIEWLITERAL("++"),
SHADER_SOURCE_VIEWLITERAL("-="),
SHADER_SOURCE_VIEWLITERAL("--"),
SHADER_SOURCE_VIEWLITERAL("->"),
SHADER_SOURCE_VIEWLITERAL("*="),
SHADER_SOURCE_VIEWLITERAL("/="),
SHADER_SOURCE_VIEWLITERAL("%="),
SHADER_SOURCE_VIEWLITERAL("^="),
SHADER_SOURCE_VIEWLITERAL("&="),
SHADER_SOURCE_VIEWLITERAL("&&"),
SHADER_SOURCE_VIEWLITERAL("|="),
SHADER_SOURCE_VIEWLITERAL("||"),
SHADER_SOURCE_VIEWLITERAL("<<"),
SHADER_SOURCE_VIEWLITERAL("<="),
SHADER_SOURCE_VIEWLITERAL(">>"),
SHADER_SOURCE_VIEWLITERAL(">="),
SHADER_SOURCE_VIEWLITERAL("=="),
SHADER_SOURCE_VIEWLITERAL("!="),
SHADER_SOURCE_VIEWLITERAL("()"),
SHADER_SOURCE_VIEWLITERAL("[]"),
// single character operators
SHADER_SOURCE_VIEWLITERAL("+"),
SHADER_SOURCE_VIEWLITERAL("-"),
SHADER_SOURCE_VIEWLITERAL("*"),
SHADER_SOURCE_VIEWLITERAL("/"),
SHADER_SOURCE_VIEWLITERAL("%"),
SHADER_SOURCE_VIEWLITERAL("^"),
SHADER_SOURCE_VIEWLITERAL("&"),
SHADER_SOURCE_VIEWLITERAL("|"),
SHADER_SOURCE_VIEWLITERAL("~"),
SHADER_SOURCE_VIEWLITERAL("!"),
SHADER_SOURCE_VIEWLITERAL("="),
SHADER_SOURCE_VIEWLITERAL("<"),
SHADER_SOURCE_VIEWLITERAL(">"),
};
for (FShaderSource::FViewType Operator : SupportedOperators)
{
if (StartsWith(Source, Operator))
{
Result = Source.SubStr(0, Operator.Len());
break;
}
}
return Result;
}
#if UE_SHADER_MINIFIER_SSE
template <int CompareType>
inline int32 ScanPastCharactersSimd(const FShaderSource::CharType* Source, int32 SourceLen, __m128i NeedleVec)
{
constexpr int32 Mode = (FShaderSource::IsWide() ? _SIDD_UWORD_OPS : _SIDD_UBYTE_OPS) | CompareType | _SIDD_MASKED_NEGATIVE_POLARITY;
int32 Cursor = 0;
while (Cursor < SourceLen)
{
__m128i Chunk = _mm_loadu_si128(reinterpret_cast<const __m128i*>(Source + Cursor));
const int32 CompareResult = _mm_cmpistrc(NeedleVec, Chunk, Mode);
if (CompareResult)
{
Cursor += _mm_cmpistri(NeedleVec, Chunk, Mode);
break;
}
Cursor += FShaderSource::GetSimdCharCount();
}
return Cursor;
}
#endif // UE_SHADER_MINIFIER_SSE
static FShaderSource::FViewType SkipUntilNonIdentifierCharacter(FShaderSource::FViewType Source)
{
const int32 SourceLen = Source.Len();
int32 Cursor = 0;
const FShaderSource::CharType* SourceData = Source.GetData();
#if UE_SHADER_MINIFIER_SSE
const __m128i NeedleVec = FShaderSource::IsWide()
? _mm_setr_epi16(L'0', L'9', L'a', L'z', L'A', L'Z', L'_', L'_')
: _mm_setr_epi8('0', '9', 'a', 'z', 'A', 'Z', '_', '_', 0, 0, 0, 0, 0, 0, 0, 0);
Cursor = ScanPastCharactersSimd<_SIDD_CMP_RANGES>(SourceData, SourceLen, NeedleVec);
#else
while (Cursor < SourceLen)
{
if (!IsPossibleIdentifierCharacter(SourceData[Cursor]))
{
break;
}
++Cursor;
}
#endif // UE_SHADER_MINIFIER_SSE
return FShaderSource::FViewType(SourceData + Cursor, FMath::Max(SourceLen - Cursor, 0));
}
static FShaderSource::FViewType SkipUntilNonNumber(FShaderSource::FViewType Source)
{
const int32 SourceLen = Source.Len();
int32 Cursor = 0;
const FShaderSource::CharType* SourceData = Source.GetData();
while (Cursor < SourceLen)
{
if (!IsNumber(SourceData[Cursor]))
{
break;
}
++Cursor;
}
return FShaderSource::FViewType(SourceData + Cursor, SourceLen - Cursor);
}
static FShaderSource::FViewType SkipSpace(FShaderSource::FViewType Source)
{
const int32 SourceLen = Source.Len();
int32 Cursor = 0;
const FShaderSource::CharType* SourceData = Source.GetData();
#if UE_SHADER_MINIFIER_SSE
const __m128i NeedleVec = FShaderSource::IsWide()
? _mm_setr_epi16(L' ', L'\f', L'\r', L'\n', L'\t', L'\v', 0, 0)
: _mm_setr_epi8(' ', '\f', '\r', '\n', '\t', '\v', 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
Cursor = ScanPastCharactersSimd<_SIDD_CMP_EQUAL_ANY>(SourceData, SourceLen, NeedleVec);
#else
while (Cursor < SourceLen)
{
if (!IsSpace(SourceData[Cursor]))
{
break;
}
++Cursor;
}
#endif // UE_SHADER_MINIFIER_SSE
return FShaderSource::FViewType(SourceData + Cursor, FMath::Max(SourceLen - Cursor, 0));
}
static FShaderSource::FViewType TrimSpace(FShaderSource::FViewType Source)
{
int32 CursorBegin = 0;
int32 CursorEnd = Source.Len();
while (CursorBegin != CursorEnd)
{
if (!IsSpace(Source[CursorBegin]))
{
break;
}
++CursorBegin;
}
while (CursorBegin != CursorEnd)
{
if (!IsSpace(Source[CursorEnd-1]))
{
break;
}
--CursorEnd;
}
FShaderSource::FViewType Result = SubStrView(Source, CursorBegin, CursorEnd-CursorBegin);
return Result;
}
static FShaderSource::FViewType SkipUntilNextLine(FShaderSource::FViewType Source)
{
int32 Index = INDEX_NONE;
if (Source.FindChar('\n', Index))
{
return FShaderSource::FViewType(Source.GetData() + Index, Source.Len() - Index);
}
else
{
return FShaderSource::FViewType {};
}
}
static FShaderSource::FViewType SkipUntilStr(FShaderSource::FViewType Haystack, FShaderSource::FViewType Needle)
{
return SkipUntil(Haystack, [Needle](FShaderSource::FViewType S) { return StartsWith(S, Needle); });
}
static FShaderSource::FViewType ExtractBlock(FShaderSource::FViewType Source, FShaderSource::CharType DelimBegin, FShaderSource::CharType DelimEnd, TArray<FShaderSource::FViewType>& OutLineDirectives)
{
// TODO: handle comments
// TODO: handle #if 0 blocks
int32 PosEnd = INDEX_NONE;
int32 Stack = 0;
const int32 SourceLen = Source.Len();
const FShaderSource::CharType* SourceData = Source.GetData();
int32 Cursor = 0;
enum class EStatus
{
Finished,
Continue,
};
EStatus Status = EStatus::Continue;
auto ProcessCharacter = [&Stack, &PosEnd, &OutLineDirectives, SourceData, SourceLen, DelimBegin, DelimEnd](int32 Cursor) -> EStatus
{
FShaderSource::CharType C = SourceData[Cursor];
if (C == DelimBegin)
{
Stack++;
}
else if (C == DelimEnd)
{
if (Stack == 0)
{
// delimiter mismatch
return EStatus::Finished;
}
Stack--;
if (Stack == 0)
{
PosEnd = Cursor;
return EStatus::Finished;
}
}
else if (C == '#')
{
FShaderSource::FViewType Source(SourceData + Cursor, SourceLen - Cursor);
if (StartsWith(Source, SHADER_SOURCE_VIEWLITERAL("#line")))
{
FShaderSource::FViewType Remainder = SkipUntilNextLine(Source);
FShaderSource::FViewType Block = SubStrView(Source, 0, Source.Len() - Remainder.Len());
OutLineDirectives.Add(Block);
}
}
return EStatus::Continue;
};
#if UE_SHADER_MINIFIER_SSE
const __m128i NeedleVec = FShaderSource::IsWide()
? _mm_setr_epi16(DelimBegin, DelimEnd, L'#', 0, 0, 0, 0, 0)
: _mm_setr_epi8(DelimBegin, DelimEnd, '#', 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
while (Cursor < SourceLen && Status != EStatus::Finished)
{
__m128i Chunk = _mm_loadu_si128(reinterpret_cast<const __m128i*>(SourceData + Cursor));
constexpr int32 Mode = (FShaderSource::IsWide() ? _SIDD_UWORD_OPS : _SIDD_UBYTE_OPS) | _SIDD_CMP_EQUAL_ANY | _SIDD_MOST_SIGNIFICANT;
const int32 CompareResult = _mm_cmpistrc(NeedleVec, Chunk, Mode);
if (CompareResult)
{
__m128i MaskVec = _mm_cmpistrm(NeedleVec, Chunk, Mode);
uint32 Mask = _mm_movemask_epi8(MaskVec);
while (Mask != 0 && Status != EStatus::Finished)
{
const uint32 BitIndex = FMath::CountTrailingZeros(Mask);
const uint32 ChunkCharIndex = BitIndex / sizeof(FShaderSource::CharType);
Status = ProcessCharacter(Cursor + ChunkCharIndex);
Mask &= ~(FShaderSource::GetSingleCharMask() << BitIndex);
}
}
Cursor += FShaderSource::GetSimdCharCount();
}
#else
while (Cursor < SourceLen && Status != EStatus::Finished)
{
Status = ProcessCharacter(Cursor);
++Cursor;
}
#endif // UE_SHADER_MINIFIER_SSE
if (Stack == 0 && PosEnd != INDEX_NONE)
{
return FShaderSource::FViewType(Source.GetData(), PosEnd + 1);
}
else
{
return FShaderSource::FViewType{};
}
}
enum class EBlockType : uint8 {
Unknown, // various identifiers and keywords that we did not need to or could not identify
Keyword, // e.g. struct, switch, register
Attribute, // e.g. `[numthreads(8,8,1)]`
Type, // return type of function or struct/cbuffer/variable type
Base, // inheritance base type
Name, // struct/variable/function name
Binding, // e.g. `register(t0, space1)` or `SV_Target0`
Args,
Body,
Subscript,
TemplateArgs,
Expression,
Directive, // #define, #pragma, #line, etc.
NamespaceDelimiter, // e.g. :: in an identifier like Foo::bar
PtrOrRef, // e.g. '*' or '&' as part of the type
OperatorName, // overladed operator, e.g. '+', '+=', etc.
};
struct FCodeBlock
{
const FShaderSource::CharType* CodePtr = nullptr;
int32 CodeLen = 0;
EBlockType Type = EBlockType::Unknown;
uint8 Padding[3] = {};
operator FShaderSource::FViewType () const
{
return GetCode();
}
bool operator == (const FShaderSource::FViewType S) const
{
return Equals(GetCode(), S);
}
void SetCode(FShaderSource::FViewType Code)
{
CodePtr = Code.GetData();
CodeLen = Code.Len();
}
FShaderSource::FViewType GetCode() const
{
return FShaderSource::FViewType(CodePtr, CodeLen);
}
};
static_assert(sizeof(FCodeBlock) == 16, "Unexpected FCodeBlock size");
enum class ECodeChunkType {
Unknown,
Struct,
CBuffer, // HLSL cbuffer block possibly without trailing ';'
Function,
Operator,
Variable,
Enum,
Define,
Pragma,
CommentLine, // Single line comment
Namespace,
Using,
Typedef,
};
struct FNamespace
{
FNamespace() = default;
FNamespace(TConstArrayView<FShaderSource::FViewType> InStack)
{
if (!InStack.IsEmpty())
{
for (const FShaderSource::FViewType& Part : InStack)
{
FullName += Part;
FullName += SHADER_SOURCE_LITERAL("::");
}
FullName.LeftChopInline(2);
}
Stack = InStack;
}
FString FullName; // i.e. Foo::Bar::Baz
TArray<FShaderSource::FViewType> Stack; // i.e. [Foo, Bar, Baz]
};
using FCodeBlockArray = TArray<FCodeBlock, TInlineAllocator<6>>;
struct FCodeChunk
{
ECodeChunkType Type = ECodeChunkType::Unknown;
FCodeBlockArray Blocks;
int32 Namespace = INDEX_NONE; // Unique namespace ID (INDEX_NONE = global)
// Indicates whether the code for this chunk can be used as-is.
// One example where we have to do custom code emission is when a named struct and a variable are declared in one chunk.
// The struct type may be referenced, but the variable may be removed. In this case we have to emit the type declaration only.
bool bVerbatim = true;
FShaderSource::FViewType FindFirstBlockByType(EBlockType InType) const
{
for (const FCodeBlock& Block : Blocks)
{
if (Block.Type == InType)
{
return Block;
}
}
return {};
}
// String view covering the entire code chunk
FShaderSource::FViewType GetCode() const
{
if (Blocks.IsEmpty())
{
return {};
}
else
{
const FCodeBlock& FirstBlock = Blocks[0];
const FCodeBlock& LastBlock = Blocks[Blocks.Num()-1];
const FShaderSource::CharType* Begin = FirstBlock.CodePtr;
const FShaderSource::CharType* End = LastBlock.CodePtr + LastBlock.CodeLen;
return FShaderSource::FViewType(Begin, int32(End-Begin));
}
}
};
struct FParsedShader
{
FShaderSource::FViewType Source;
TArray<FCodeChunk> Chunks;
TArray<FNamespace> Namespaces;
TArray<FShaderSource::FViewType> LineDirectives;
};
struct FNamespaceTracker
{
TMap<FString, int32> UniqueNamespaceMap;
TArray<FNamespace> UniqueNamespaceArray;
TArray<FShaderSource::FViewType> NamespaceStack;
TArray<int32> NamespaceIdStack;
FNamespaceTracker() = default;
void Push(FShaderSource::FViewType Name)
{
NamespaceStack.Push(Name);
FNamespace NamespaceEntry(NamespaceStack);
int32& EntryIndex = UniqueNamespaceMap.FindOrAdd(NamespaceEntry.FullName, INDEX_NONE);
if (EntryIndex == INDEX_NONE)
{
EntryIndex = UniqueNamespaceArray.Num();
UniqueNamespaceArray.Add(MoveTemp(NamespaceEntry));
}
NamespaceIdStack.Push(EntryIndex);
}
bool Pop()
{
if (NamespaceStack.IsEmpty())
{
return false;
}
else
{
NamespaceStack.Pop();
NamespaceIdStack.Pop();
return true;
}
}
int32 CurrentId() const
{
return NamespaceIdStack.IsEmpty() ? INDEX_NONE : NamespaceIdStack.Last();
}
};
FShaderSource::FViewType ExtractNextIdentifier(FShaderSource::FViewType Source)
{
FShaderSource::FViewType Remainder = SkipUntilNonIdentifierCharacter(Source);
FShaderSource::FViewType Identifier = SubStrView(Source, 0, Source.Len() - Remainder.Len());
return Identifier;
}
static FParsedShader ParseShader(const FShaderSource& InSource, FDiagnostics& Output)
{
FParsedShader Result;
Result.Source = InSource.GetView();
FShaderSource::FViewType Source = InSource.GetView();
FCodeBlockArray PendingBlocks;
TArray<FCodeChunk> Chunks;
ECodeChunkType ChunkType = ECodeChunkType::Unknown;
bool bFoundBody = false;
bool bFoundColon = false;
bool bFoundIdentifier = false;
bool bFoundAssignment = false;
int32 ArgsBlockIndex = INDEX_NONE;
int32 CbufferBlockIndex = INDEX_NONE;
int32 StructBlockIndex = INDEX_NONE;
int32 EnumBlockIndex = INDEX_NONE;
int32 BodyBlockIndex = INDEX_NONE;
int32 ExpressionBlockIndex = INDEX_NONE;
int32 OperatorKeywordBlockIndex = INDEX_NONE;
FNamespaceTracker NamespaceTracker;
FShaderSource::FViewType PendingNamespace;
auto AddDiagnostic = [InSource, &Source](TArray<FDiagnosticMessage>& Output, FStringView Message)
{
FDiagnosticMessage Diagnostic;
Diagnostic.Message = FString(Message);
Diagnostic.Offset = int32(Source.GetData() - InSource.GetView().GetData());
// Diagnostic.Line = ...; // TODO
// Diagnostic.Column = ...; // TODO
Output.Add(MoveTemp(Diagnostic));
};
auto AddBlock = [&PendingBlocks](EBlockType Type, FShaderSource::FViewType Code)
{
FCodeBlock NewBlock;
NewBlock.Type = Type;
NewBlock.SetCode(Code);
PendingBlocks.Push(NewBlock);
};
auto FinalizeChunk = [&]()
{
const bool bFoundArgs = ArgsBlockIndex >= 0;
bool bHasType = false;
bool bHasName = false;
if (!PendingBlocks.IsEmpty())
{
if (ChunkType == ECodeChunkType::Unknown)
{
if (bFoundIdentifier && bFoundArgs && bFoundBody)
{
ChunkType = ECodeChunkType::Function;
}
else if (bFoundIdentifier)
{
ChunkType = ECodeChunkType::Variable;
}
}
int32 NameBlockIndex = INDEX_NONE;
if (ChunkType == ECodeChunkType::Struct)
{
check(StructBlockIndex >= 0);
PendingBlocks[StructBlockIndex].Type = EBlockType::Keyword;
int32 TypeBlockIndex = StructBlockIndex + 1;
if (TypeBlockIndex != BodyBlockIndex && TypeBlockIndex < PendingBlocks.Num())
{
PendingBlocks[TypeBlockIndex].Type = EBlockType::Type;
bHasType = true;
}
// If struct body is not the last block, it must be followed by a variable name
// i.e. `struct Foo { ... } Blah;` or `struct { ... } Blah;` or `struct Foo { ... } Blah = { expression };`
if (BodyBlockIndex > 0 && BodyBlockIndex + 1 < PendingBlocks.Num())
{
NameBlockIndex = BodyBlockIndex + 1;
PendingBlocks[NameBlockIndex].Type = EBlockType::Name;
bHasName = true;
}
// If there is an expression block, we expect a named variable to also exist
// i.e. `struct Foo { ... } Blah = { expression };`
if (ExpressionBlockIndex > 0 && NameBlockIndex == INDEX_NONE)
{
AddDiagnostic(Output.Errors, TEXTVIEW("Initialized struct variables must be named"));
return;
}
}
else if (ChunkType == ECodeChunkType::CBuffer)
{
check(CbufferBlockIndex >= 0);
PendingBlocks[CbufferBlockIndex].Type = EBlockType::Keyword;
int32 TypeBlockIndex = CbufferBlockIndex + 1;
if (TypeBlockIndex != BodyBlockIndex && TypeBlockIndex < PendingBlocks.Num())
{
PendingBlocks[TypeBlockIndex].Type = EBlockType::Type;
}
}
else if (ChunkType == ECodeChunkType::Enum)
{
check(EnumBlockIndex >= 0);
PendingBlocks[EnumBlockIndex].Type = EBlockType::Keyword;
if (BodyBlockIndex > 1)
{
PendingBlocks[BodyBlockIndex - 1].Type = EBlockType::Type;
}
}
else if (ChunkType == ECodeChunkType::Function)
{
NameBlockIndex = ArgsBlockIndex - 1;
if (NameBlockIndex >= 0)
{
PendingBlocks[NameBlockIndex].Type = EBlockType::Name;
}
}
else if (ChunkType == ECodeChunkType::Variable)
{
// TODO: tag name / type / binding
}
else if (ChunkType == ECodeChunkType::Typedef)
{
NameBlockIndex = PendingBlocks.Num() - 1;
for (int32 Index = 1; Index < NameBlockIndex; Index++)
{
PendingBlocks[Index].Type = EBlockType::Type;
}
PendingBlocks[NameBlockIndex].Type = EBlockType::Name;
}
else if (ChunkType == ECodeChunkType::Operator)
{
// Treat any uncategorized blocks as part of the type
for (int32 Index = 0; Index < OperatorKeywordBlockIndex; Index++)
{
if (PendingBlocks[Index].Type == EBlockType::Unknown)
{
PendingBlocks[Index].Type = EBlockType::Type;
}
}
}
if (ChunkType == ECodeChunkType::Struct && bHasName && !bHasType)
{
ChunkType = ECodeChunkType::Variable;
}
const int32 Namespace = NamespaceTracker.CurrentId();
if (ChunkType == ECodeChunkType::Struct && bHasName && bHasType)
{
// Handle simultaneous struct type and variable declaration
FCodeChunk StructChunk;
StructChunk.Type = ECodeChunkType::Struct;
StructChunk.bVerbatim = false;
for (int32 i = int32(StructBlockIndex); i < NameBlockIndex; ++i)
{
StructChunk.Blocks.Push(PendingBlocks[i]);
}
FCodeChunk VarChunk;
VarChunk.Type = ECodeChunkType::Variable;
VarChunk.bVerbatim = false;
for (int32 i = 0; i < PendingBlocks.Num(); ++i)
{
if (i == StructBlockIndex || i == BodyBlockIndex)
{
continue;
}
VarChunk.Blocks.Push(PendingBlocks[i]);
}
StructChunk.Namespace = Namespace;
VarChunk.Namespace = Namespace;
Chunks.Push(StructChunk);
Chunks.Push(VarChunk);
}
else
{
FCodeChunk Chunk;
Chunk.Type = ChunkType;
Chunk.Namespace = Namespace;
Swap(Chunk.Blocks, PendingBlocks);
Chunks.Push(Chunk);
}
ChunkType = ECodeChunkType::Unknown;
ArgsBlockIndex = INDEX_NONE;
CbufferBlockIndex = INDEX_NONE;
StructBlockIndex = INDEX_NONE;
EnumBlockIndex = INDEX_NONE;
BodyBlockIndex = INDEX_NONE;
ExpressionBlockIndex = INDEX_NONE;
OperatorKeywordBlockIndex = INDEX_NONE;
bFoundBody = false;
bFoundColon = false;
bFoundIdentifier = false;
bFoundAssignment = false;
PendingBlocks.Reset();
}
};
while (Output.Errors.IsEmpty())
{
Source = SkipSpace(Source);
if (Source.IsEmpty())
{
break;
}
const FShaderSource::CharType FirstChar = *Source.GetData();
if (GCharacterFlags.IsSpecial(FirstChar))
{
if (FirstChar == '/')
{
if (StartsWith(Source, SHADER_SOURCE_VIEWLITERAL("//")))
{
FShaderSource::FViewType Remainder = SkipUntilNextLine(Source);
// Save comment lines that are outside of blocks
if (PendingBlocks.IsEmpty())
{
FShaderSource::FViewType Block = SubStrView(Source, 0, Source.Len() - Remainder.Len());
AddBlock(EBlockType::Unknown, Block);
ChunkType = ECodeChunkType::CommentLine;
FinalizeChunk();
}
Source = Remainder;
continue;
}
else if (StartsWith(Source, SHADER_SOURCE_VIEWLITERAL("/*")))
{
Source = SkipUntilStr(Source, SHADER_SOURCE_VIEWLITERAL("*/"));
if (Source.Len() >= 2)
{
Source = SubStrView(Source, 2);
}
continue;
}
}
else if (FirstChar == '#')
{
if (StartsWith(Source, SHADER_SOURCE_VIEWLITERAL("#line")))
{
FShaderSource::FViewType Remainder = SkipUntilNextLine(Source);
FShaderSource::FViewType Block = SubStrView(Source, 0, Source.Len() - Remainder.Len());
Result.LineDirectives.Add(Block);
Source = Remainder;
continue;
}
else if (StartsWith(Source, SHADER_SOURCE_VIEWLITERAL("#pragma")))
{
FShaderSource::FViewType Remainder = SkipUntilNextLine(Source);
FShaderSource::FViewType Block = SubStrView(Source, 0, Source.Len() - Remainder.Len());
AddBlock(EBlockType::Directive, Block);
ChunkType = ECodeChunkType::Pragma;
FinalizeChunk();
Source = Remainder;
continue;
}
else if (StartsWith(Source, SHADER_SOURCE_VIEWLITERAL("#define")))
{
// TODO: handle `\` new lines in defines
FShaderSource::FViewType Remainder = SkipUntilNextLine(Source);
FShaderSource::FViewType Block = SubStrView(Source, 0, Source.Len() - Remainder.Len());
AddBlock(EBlockType::Directive, Block);
ChunkType = ECodeChunkType::Define;
FinalizeChunk();
Source = Remainder;
continue;
}
else if (StartsWith(Source, SHADER_SOURCE_VIEWLITERAL("#if 0")))
{
Source = SkipUntilStr(Source, SHADER_SOURCE_VIEWLITERAL("#endif"));
if (Source.Len() >= 6)
{
Source = SubStrView(Source, 6);
}
continue;
}
}
else if (PendingBlocks.IsEmpty() && (FirstChar == '{' || FirstChar == '}'))
{
if (StartsWith(Source, SHADER_SOURCE_VIEWLITERAL("{")))
{
if (ChunkType == ECodeChunkType::Namespace)
{
if (PendingNamespace.IsEmpty())
{
AddDiagnostic(Output.Errors, TEXTVIEW("HLSL does not support anonymous namespaces"));
break;
}
else
{
NamespaceTracker.Push(PendingNamespace);
ChunkType = ECodeChunkType::Unknown;
PendingNamespace = {};
Source = Source.Mid(1);
}
continue;
}
else
{
AddDiagnostic(Output.Errors, TEXTVIEW("Expected token '{'"));
}
continue;
}
else if (StartsWith(Source, SHADER_SOURCE_VIEWLITERAL("}")))
{
if (NamespaceTracker.Pop())
{
Source = Source.Mid(1);
continue;
}
else
{
AddDiagnostic(Output.Errors, TEXTVIEW("Expected token '}'"));
break;
}
}
}
}
if (ChunkType == ECodeChunkType::Operator
&& !PendingBlocks.IsEmpty()
&& OperatorKeywordBlockIndex == (PendingBlocks.Num()-1))
{
// Operator keyword found in the last processed block. Expect to find operator name character sequence next.
FShaderSource::FViewType OperatorName = ExtractOperator(Source);
if (OperatorName.IsEmpty())
{
AddDiagnostic(Output.Errors, TEXTVIEW("Unexpected operator overload type"));
break;
}
AddBlock(EBlockType::OperatorName, OperatorName);
Source = SubStrView(Source, OperatorName.Len());
continue;
}
FShaderSource::FViewType Remainder = SkipUntilNonIdentifierCharacter(Source);
FShaderSource::FViewType Identifier = SubStrView(Source, 0, Source.Len() - Remainder.Len());
if (Identifier.Len())
{
if (ChunkType == ECodeChunkType::Unknown)
{
if (Equals(Identifier, SHADER_SOURCE_VIEWLITERAL("struct")))
{
ChunkType = ECodeChunkType::Struct;
StructBlockIndex = PendingBlocks.Num();
}
else if (Equals(Identifier, SHADER_SOURCE_VIEWLITERAL("cbuffer")) || Equals(Identifier, SHADER_SOURCE_VIEWLITERAL("ConstantBuffer")))
{
ChunkType = ECodeChunkType::CBuffer;
CbufferBlockIndex = PendingBlocks.Num();
}
else if (Equals(Identifier, SHADER_SOURCE_VIEWLITERAL("enum")))
{
ChunkType = ECodeChunkType::Enum;
EnumBlockIndex = PendingBlocks.Num();
}
else if (Equals(Identifier, SHADER_SOURCE_VIEWLITERAL("namespace")))
{
ChunkType = ECodeChunkType::Namespace;
Source = Remainder;
continue;
}
else if (Equals(Identifier, SHADER_SOURCE_VIEWLITERAL("using")))
{
ChunkType = ECodeChunkType::Using;
Source = Remainder;
AddBlock(EBlockType::Keyword, Identifier);
continue;
}
else if (Equals(Identifier, SHADER_SOURCE_VIEWLITERAL("typedef")))
{
ChunkType = ECodeChunkType::Typedef;
Source = Remainder;
AddBlock(EBlockType::Keyword, Identifier);
continue;
}
else if (Equals(Identifier, SHADER_SOURCE_VIEWLITERAL("template")))
{
Source = Remainder;
AddBlock(EBlockType::Keyword, Identifier);
continue;
}
else if (Equals(Identifier, SHADER_SOURCE_VIEWLITERAL("operator")))
{
ChunkType = ECodeChunkType::Operator;
Source = Remainder;
OperatorKeywordBlockIndex = PendingBlocks.Num();
AddBlock(EBlockType::Keyword, Identifier);
continue;
}
}
else if (ChunkType == ECodeChunkType::Namespace)
{
PendingNamespace = Identifier;
Source = Remainder;
continue;
}
EBlockType BlockType = EBlockType::Unknown;
if (bFoundColon)
{
if (ChunkType == ECodeChunkType::Struct)
{
BlockType = EBlockType::Base;
}
else
{
BlockType = EBlockType::Binding;
}
bFoundColon = false;
}
AddBlock(BlockType, Identifier);
Source = Remainder;
bFoundIdentifier = true;
continue;
}
FShaderSource::FViewType Block;
FShaderSource::CharType C = Source[0];
EBlockType BlockType = EBlockType::Unknown;
if (StartsWith(Source, SHADER_SOURCE_VIEWLITERAL("==")))
{
AddDiagnostic(Output.Errors, TEXTVIEW("Unexpected sequence '=='"));
break;
}
else if (StartsWith(Source, SHADER_SOURCE_VIEWLITERAL("::")))
{
Block = SubStrView(Source, 0, 2);
Source = SubStrView(Source, 2);
AddBlock(EBlockType::NamespaceDelimiter, Block);
continue;
}
else if (C == '=')
{
bFoundAssignment = true;
Source = SkipSpace(Source.Mid(1));
char C2 = Source[0];
if (C2 == '{')
{
// extract block on the next loop iteration
continue;
}
else
{
int32 Pos = INDEX_NONE;
if (!Source.FindChar(FShaderSource::CharType(';'), Pos))
{
AddDiagnostic(Output.Errors, TEXTVIEW("Expected semicolon after assignment expression"));
break;
}
Block = SubStrView(Source, 0, Pos);
Block = TrimSpace(Block);
int32 BlockOffset = int32(Block.GetData() - Source.GetData());
Source = SubStrView(Source, BlockOffset);
BlockType = EBlockType::Expression;
ExpressionBlockIndex = int32(PendingBlocks.Num());
}
}
else if (C == ':')
{
Source = SubStrView(Source, 1);
bFoundColon = true;
continue;
}
else if (C == '(')
{
Block = ExtractBlock(Source, '(', ')', Result.LineDirectives);
BlockType = EBlockType::Args;
if (ArgsBlockIndex < 0)
{
ArgsBlockIndex = PendingBlocks.Num();
}
}
else if (C == '{')
{
Block = ExtractBlock(Source, '{', '}', Result.LineDirectives);
if (BodyBlockIndex == INDEX_NONE && !bFoundAssignment)
{
BlockType = EBlockType::Body;
BodyBlockIndex = PendingBlocks.Num();
bFoundBody = true;
}
else if (bFoundAssignment)
{
BlockType = EBlockType::Expression;
ExpressionBlockIndex = PendingBlocks.Num();
}
}
else if (C == '[')
{
Block = ExtractBlock(Source, '[', ']', Result.LineDirectives);
if (bFoundIdentifier)
{
BlockType = EBlockType::Subscript;
}
else
{
BlockType = EBlockType::Attribute;
}
}
else if (C == '<')
{
Block = ExtractBlock(Source, '<', '>', Result.LineDirectives);
BlockType = EBlockType::TemplateArgs;
if (ChunkType == ECodeChunkType::CBuffer)
{
// `ConstantBuffer<Foo>` is treated as a variable/resource declaration rather than a cbuffer block
ChunkType = ECodeChunkType::Variable;
}
}
else if (C == ';')
{
FinalizeChunk();
Source = SubStrView(Source, 1);
continue;
}
else if ((C == '*' || C == '&') && !PendingBlocks.IsEmpty()) // Part of a pointer or reference declaration
{
Block = SubStrView(Source, 0, 1);
Source = SubStrView(Source, 1);
AddBlock(EBlockType::PtrOrRef, Block);
continue;
}
else
{
AddDiagnostic(Output.Errors, FString::Printf(TEXT("Unexpected character '%c'"), C));
break;
}
if (Block.IsEmpty())
{
AddDiagnostic(Output.Errors, TEXTVIEW("Failed to extract code block"));
break;
}
else
{
AddBlock(BlockType, Block);
Source = SubStrView(Source, Block.Len());
if (BlockType == EBlockType::Body && ArgsBlockIndex != INDEX_NONE)
{
FinalizeChunk();
}
else if (BlockType == EBlockType::Body && CbufferBlockIndex != INDEX_NONE)
{
FinalizeChunk();
}
else if (BlockType == EBlockType::Expression)
{
FinalizeChunk();
}
}
}
Swap(Result.Chunks, Chunks);
Swap(Result.Namespaces, NamespaceTracker.UniqueNamespaceArray);
return Result;
}
template<typename CallbackT>
void FindChunksByIdentifier(TConstArrayView<FCodeChunk> Chunks, FShaderSource::FViewType Identifier, CallbackT Callback)
{
for (const FCodeChunk& Chunk : Chunks)
{
for (const FCodeBlock& Block : Chunk.Blocks)
{
if (Block == Identifier)
{
Callback(Chunk);
}
}
}
}
static TArray<FShaderSource::FViewType> SplitByChar(FShaderSource::FViewType Source, FShaderSource::CharType Delimiter)
{
TArray<FShaderSource::FViewType> Result;
int32 Start = 0;
const int32 SourceLen = Source.Len();
for (int32 I = 0; I < SourceLen; ++I)
{
FShaderSource::CharType C = Source[I];
if (C == Delimiter)
{
size_t Len = I - Start;
Result.Push(SubStrView(Source, Start, Len));
Start = I + 1;
}
}
if (Start != Source.Len())
{
int32 Len = Source.Len() - Start;
Result.Push(SubStrView(Source, Start, Len));
}
return Result;
}
static void ExtractIdentifiers(FShaderSource::FViewType InSource, TArray<FShaderSource::FViewType, FMemStackAllocator>& Result)
{
FShaderSource::FViewType Source = InSource;
while (!Source.IsEmpty())
{
FShaderSource::CharType FirstChar = Source.GetData()[0];
if (FirstChar == '#')
{
if (StartsWith(Source, SHADER_SOURCE_VIEWLITERAL("#line"))
|| StartsWith(Source, SHADER_SOURCE_VIEWLITERAL("#pragma")))
{
Source = SkipUntilNextLine(Source);
Source = SkipSpace(Source);
continue;
}
else if (StartsWith(Source, SHADER_SOURCE_VIEWLITERAL("#if 0")))
{
Source = SkipUntilStr(Source, SHADER_SOURCE_VIEWLITERAL("#endif"));
if (Source.Len() >= 6)
{
Source = SubStrView(Source, 6);
}
Source = SkipSpace(Source);
continue;
}
}
else if (FirstChar == '/')
{
if (StartsWith(Source, SHADER_SOURCE_VIEWLITERAL("//")))
{
Source = SkipUntilNextLine(Source);
Source = SkipSpace(Source);
continue;
}
else if (StartsWith(Source, SHADER_SOURCE_VIEWLITERAL("/*")))
{
Source = SkipUntilStr(Source, SHADER_SOURCE_VIEWLITERAL("*/"));
if (Source.Len() >= 2)
{
Source = SubStrView(Source, 2);
}
Source = SkipSpace(Source);
continue;
}
}
FShaderSource::FViewType Remainder = SkipUntilNonIdentifierCharacter(Source);
FShaderSource::FViewType Identifier = SubStrView(Source, 0, Source.Len() - Remainder.Len());
if (Identifier.IsEmpty())
{
if (!Remainder.IsEmpty())
{
Remainder = SubStrView(Remainder, 1);
}
}
else
{
if (!IsNumber(Identifier[0])) // Identifiers can't start with numbers
{
Result.Push(Identifier);
}
}
Source = SkipSpace(Remainder);
}
}
static void ExtractIdentifiers(const FCodeChunk& Chunk, TArray<FShaderSource::FViewType, FMemStackAllocator>& Result)
{
for (const FCodeBlock& Block : Chunk.Blocks)
{
ExtractIdentifiers(Block, Result);
}
}
static void OutputChunk(const FCodeChunk& Chunk, FShaderSource::FStringType& OutputStream)
{
if (Chunk.Blocks.IsEmpty())
{
return;
}
if (Chunk.bVerbatim)
{
// Fast path to output entire code block verbatim, preserving any new lines and whitespace
OutputStream.Append(Chunk.GetCode());
}
else
{
int32 Index = 0;
for (const FCodeBlock& Block : Chunk.Blocks)
{
if (Index != 0)
{
OutputStream.AppendChar(' ');
}
if (Block.Type == EBlockType::Expression)
{
OutputStream.Append(SHADER_SOURCE_VIEWLITERAL("= "));
}
else if (Block.Type == EBlockType::Body)
{
OutputStream.AppendChar('\n');
}
if (Block.Type == EBlockType::Binding || Block.Type == EBlockType::Base)
{
OutputStream.Append(SHADER_SOURCE_VIEWLITERAL(": "));
}
OutputStream.Append(Block.GetCode());
++Index;
}
}
if (Chunk.Type != ECodeChunkType::Function
&& Chunk.Type != ECodeChunkType::Operator
&& Chunk.Type != ECodeChunkType::CBuffer
&& Chunk.Type != ECodeChunkType::Pragma
&& Chunk.Type != ECodeChunkType::Define
&& Chunk.Type != ECodeChunkType::CommentLine)
{
OutputStream.AppendChar(';');
}
OutputStream.AppendChar('\n');
}
struct FCasedStringViewKeyFuncs : public DefaultKeyFuncs<FShaderSource::FViewType>
{
static FORCEINLINE FShaderSource::FViewType GetSetKey(FShaderSource::FViewType K) { return K; }
template <typename T>
static FORCEINLINE FShaderSource::FViewType GetSetKey(const TPair<FShaderSource::FViewType, T>& P) { return P.Key; }
static FORCEINLINE bool Matches(FShaderSource::FViewType A, FShaderSource::FViewType B) { return Equals(A, B); }
static FORCEINLINE uint32 GetKeyHash(FShaderSource::FViewType Key)
{
return FXxHash64::HashBuffer(Key.GetData(), Key.Len() * sizeof(*Key.GetData())).Hash;
}
};
static void BuildLineBreakMap(FShaderSource::FViewType Source, TArray<int32, FMemStackAllocator>& OutLineBreakMap)
{
OutLineBreakMap.Reset();
OutLineBreakMap.Add(0); // Lines numbers are 1-based, so add a dummy element to make UpperBound later return the line number directly
const int32 SourceLen = Source.Len();
const FShaderSource::CharType* Chars = Source.GetData(); // avoid bounds check overhead in [] operator
int32 Cursor = 0;
#if UE_SHADER_MINIFIER_SSE
const __m128i Needle = FShaderSource::IsWide() ? _mm_set1_epi16(L'\n') : _mm_set1_epi8('\n');
while (Cursor < SourceLen)
{
__m128i Chunk = _mm_loadu_si128(reinterpret_cast<const __m128i*>(Chars + Cursor));
__m128i MaskVec = FShaderSource::IsWide() ? _mm_cmpeq_epi16(Chunk, Needle) : _mm_cmpeq_epi8(Chunk, Needle);
uint32 Mask = _mm_movemask_epi8(MaskVec);
while (Mask != 0)
{
const uint32 BitIndex = FMath::CountTrailingZeros(Mask);
const uint32 ChunkCharIndex = BitIndex / sizeof(FShaderSource::CharType);
OutLineBreakMap.Add(Cursor + ChunkCharIndex);
Mask &= ~(FShaderSource::GetSingleCharMask() << BitIndex);
}
Cursor += FShaderSource::GetSimdCharCount();
}
#else
while (Cursor < SourceLen)
{
if (Chars[Cursor] == FShaderSource::CharType('\n'))
{
OutLineBreakMap.Add(Cursor);
}
++Cursor;
}
#endif //UE_SHADER_MINIFIER_SSE
}
static int32 FindLineDirective(const TArray<FShaderSource::FViewType>& LineDirectives, const FShaderSource::CharType* Ptr)
{
int32 FoundIndex = Algo::UpperBoundBy(LineDirectives, Ptr, [](FShaderSource::FViewType Item)
{
return Item.GetData();
});
if (FoundIndex < 1 || FoundIndex > LineDirectives.Num())
{
return INDEX_NONE;
}
// UpperBound returns element that's greater than predicate, but we need the closest preceeding line directive.
return FoundIndex - 1;
}
static int32 FindLineNumber(FShaderSource::FViewType Source, const TArray<int32, FMemStackAllocator>& LineBreakMap, const FShaderSource::CharType* Ptr)
{
if (Ptr < Source.GetData() || Ptr >= Source.GetData() + Source.Len())
{
return INDEX_NONE;
}
const int32 Index = int32(Ptr - Source.GetData());
int32 FoundLineNumber = Algo::UpperBound(LineBreakMap, Index);
return FoundLineNumber;
}
static bool ParseLineDirective(FShaderSource::FViewType Input, int32& OutLineNumber, FShaderSource::FViewType& OutFileName)
{
if (!StartsWith(Input, SHADER_SOURCE_VIEWLITERAL("#line")))
{
return false;
}
Input = Input.Mid(5); // skip `#line` itself
Input = SkipSpace(Input);
if (Input.IsEmpty() || !IsNumber(Input[0]))
{
return false;
}
OutLineNumber = FShaderSource::FCStringType::Atoi(Input.GetData());
int32 FileNameBeginIndex = INDEX_NONE;
if (Input.FindChar(FShaderSource::CharType('"'), FileNameBeginIndex))
{
int32 FileNameEndIndex = INDEX_NONE;
Input.MidInline(FileNameBeginIndex + 1);
if (Input.FindChar(FShaderSource::CharType('"'), FileNameEndIndex))
{
OutFileName = Input.Mid(0, FileNameEndIndex);
}
else
{
return false;
}
}
return true;
}
static void OpenNamespace(FShaderSource::FStringType& OutputStream, const FNamespace& Namespace)
{
for (const FShaderSource::FViewType& Name : Namespace.Stack)
{
OutputStream.Append(SHADER_SOURCE_VIEWLITERAL("namespace "));
OutputStream.Append(Name);
OutputStream.Append(SHADER_SOURCE_VIEWLITERAL(" { "));
}
}
static void CloseNamespace(FShaderSource::FStringType& OutputStream, const FNamespace& Namespace)
{
for (const FShaderSource::FViewType& Name : Namespace.Stack)
{
OutputStream.AppendChar('}');
}
OutputStream.Append(SHADER_SOURCE_VIEWLITERAL(" // namespace "));
OutputStream.Append(Namespace.FullName);
}
static FShaderSource::FStringType MinifyShader(const FParsedShader& Parsed, TConstArrayView<FShaderSource::FViewType> RequiredSymbols, EMinifyShaderFlags Flags, FDiagnostics& Diagnostics)
{
FMemMark Mark(FMemStack::Get());
FShaderSource::FStringType OutputStream;
OutputStream.Reserve(Parsed.Source.Len() / 3); // Heuristic pre-allocation based on average measured reduced code size
TSet<FShaderSource::FViewType, FCasedStringViewKeyFuncs, FMemStackSetAllocator> RelevantIdentifiers;
TSet<const FCodeChunk*, DefaultKeyFuncs<const FCodeChunk*>, FMemStackSetAllocator> RelevantChunks;
TSet<FShaderSource::FViewType, FCasedStringViewKeyFuncs, FMemStackSetAllocator> ProcessedIdentifiers;
TArray<const FCodeChunk*, FMemStackAllocator> PendingChunks;
for (FShaderSource::FViewType Entry : RequiredSymbols)
{
RelevantIdentifiers.Add(Entry);
ProcessedIdentifiers.Add(Entry);
FindChunksByIdentifier(Parsed.Chunks, Entry, [&PendingChunks](const FCodeChunk& Chunk) { PendingChunks.Push(&Chunk); });
}
for (const FCodeChunk* Chunk : PendingChunks)
{
RelevantChunks.Add(Chunk);
}
{
// Some known builtin words to ignore
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("asfloat"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("asint"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("asuint"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("bool"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("bool2"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("bool3"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("bool4"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("break"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("cbuffer"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("const"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("else"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("extern"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("false"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("float"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("float2"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("float3"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("float3x3"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("float3x4"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("float4"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("float4x4"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("for"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("groupshared"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("if"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("in"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("inout"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("int"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("int2"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("int3"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("int4"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("interface"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("out"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("packoffset"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("precise"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("register"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("return"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("static"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("struct"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("switch"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("tbuffer"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("true"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("uint"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("uint2"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("uint3"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("uint4"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("void"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("while"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("typedef"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("template"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("operator"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("enum"));
// HLSL resource types
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("TextureCubeArray"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("TextureCube"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("TextureBuffer"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("Texture3D"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("Texture2DMSArray"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("Texture2DMS"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("Texture2DArray"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("Texture2D"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("Texture1DArray"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("Texture1D"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("StructuredBuffer"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("SamplerState"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("SamplerComparisonState"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RWTextureCubeArray"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RWTextureCube"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RWTexture3D"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RWTexture2DMSArray"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RWTexture2DMS"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RWTexture2DArray"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RWTexture2D"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RWTexture1DArray"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RWTexture1D"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RWStructuredBuffer"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RWByteAddressBuffer"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RWBuffer"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RaytracingAccelerationStructure"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RasterizerOrderedTexture3D"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RasterizerOrderedTexture2DArray"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RasterizerOrderedTexture2D"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RasterizerOrderedTexture1DArray"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RasterizerOrderedTexture1D"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RasterizerOrderedStructuredBuffer"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RasterizerOrderedByteAddressBuffer"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RasterizerOrderedBuffer"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("FeedbackTexture2DArray"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("FeedbackTexture2D"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("ConsumeStructuredBuffer"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("ConstantBuffer"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("ByteAddressBuffer"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("Buffer"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("AppendStructuredBuffer"));
// Alternative spelling of some resource types
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("AppendRegularBuffer"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("ByteBuffer"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("ConsumeRegularBuffer"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("DataBuffer"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("MS_Texture2D"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("MS_Texture2D_Array"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RegularBuffer"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RW_ByteBuffer"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RW_DataBuffer"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RW_RegularBuffer"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RW_Texture1D"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RW_Texture1D_Array"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RW_Texture2D"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RW_Texture2D_Array"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RW_Texture3D"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("RW_TextureCube"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("Texture1D_Array"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("Texture2D_Array"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("TextureBuffer"));
ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("TextureCube_Array"));
// Some shaders define template versions of some built-in functions, so we can't trivially ignore them
//ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("abs"));
//ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("any"));
//ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("clamp"));
//ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("clip"));
//ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("cos"));
//ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("cross"));
//ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("dot"));
//ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("frac"));
//ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("lerp"));
//ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("max"));
//ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("min"));
//ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("mul"));
//ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("normalize"));
//ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("pow"));
//ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("saturate"));
//ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("sign"));
//ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("sin"));
//ProcessedIdentifiers.Add(SHADER_SOURCE_LITERAL("sqrt"));
}
if (PendingChunks.IsEmpty())
{
// Entry point chunk is not found in the shader
return {};
}
TArray<FShaderSource::FViewType, FMemStackAllocator> TempIdentifiers;
TMap<FShaderSource::FViewType, TArray<const FCodeChunk*, FMemStackAllocator>, FMemStackSetAllocator, FCasedStringViewKeyFuncs> ChunksByIdentifier;
for (const FCodeChunk& Chunk : Parsed.Chunks)
{
for (const FCodeBlock& Block : Chunk.Blocks)
{
if (Block.Type == EBlockType::Keyword)
{
continue;
}
if (Chunk.Type == ECodeChunkType::Function && Block.Type != EBlockType::Name)
{
continue;
}
if (Chunk.Type == ECodeChunkType::Struct && Block.Type != EBlockType::Type)
{
continue;
}
if (Chunk.Type == ECodeChunkType::Typedef && Block.Type != EBlockType::Name)
{
continue;
}
if ((Chunk.Type == ECodeChunkType::CBuffer || Chunk.Type == ECodeChunkType::Enum) && Block.Type == EBlockType::Body)
{
TempIdentifiers.Reset();
ExtractIdentifiers(Block, TempIdentifiers);
for (FShaderSource::FViewType Identifier : TempIdentifiers)
{
ChunksByIdentifier.FindOrAdd(Identifier).Push(&Chunk);
}
continue;
}
if (Chunk.Type == ECodeChunkType::Operator
&& Block.Type != EBlockType::Type
&& Block.Type != EBlockType::Args)
{
continue;
}
ChunksByIdentifier.FindOrAdd(Block).Push(&Chunk);
}
}
TMap<const FCodeChunk*, const FCodeChunk*, FMemStackSetAllocator> ChunkRequestedBy;
while (!PendingChunks.IsEmpty())
{
TempIdentifiers.Reset();
const FCodeChunk* CurrentChunk = PendingChunks.Last();
PendingChunks.Pop();
ExtractIdentifiers(*CurrentChunk, TempIdentifiers);
for (FShaderSource::FViewType Identifier : TempIdentifiers)
{
bool bIdentifierWasAlreadyInSet = false;
ProcessedIdentifiers.Add(Identifier, &bIdentifierWasAlreadyInSet);
if (!bIdentifierWasAlreadyInSet)
{
auto FoundChunks = ChunksByIdentifier.Find(Identifier);
if (FoundChunks == nullptr)
{
continue;
}
for (const FCodeChunk* Chunk : *FoundChunks)
{
if (Chunk == CurrentChunk)
{
continue;
}
bool bChunkWasAlreadyInSet = false;
RelevantChunks.Add(Chunk, &bChunkWasAlreadyInSet);
if (!bChunkWasAlreadyInSet)
{
PendingChunks.Push(Chunk);
if (Chunk->Type == ECodeChunkType::Function
|| Chunk->Type == ECodeChunkType::Struct
|| Chunk->Type == ECodeChunkType::CBuffer
|| Chunk->Type == ECodeChunkType::Variable)
{
ChunkRequestedBy.FindOrAdd(Chunk) = CurrentChunk;
}
}
}
}
}
}
uint32 NumFunctions = 0;
uint32 NumStructs = 0;
uint32 NumVariables = 0;
uint32 NumCBuffers = 0;
uint32 NumOtherChunks = 0;
for (const FCodeChunk& Chunk : Parsed.Chunks)
{
if (RelevantChunks.Find(&Chunk) == nullptr)
{
continue;
}
if (Chunk.Type == ECodeChunkType::Function)
{
NumFunctions += 1;
}
else if (Chunk.Type == ECodeChunkType::Struct)
{
NumStructs += 1;
}
else if (Chunk.Type == ECodeChunkType::Variable)
{
NumVariables += 1;
}
else if (Chunk.Type == ECodeChunkType::CBuffer)
{
NumCBuffers += 1;
}
else
{
NumOtherChunks += 1;
}
}
if (EnumHasAnyFlags(Flags, EMinifyShaderFlags::OutputStats))
{
OutputStream.Append(SHADER_SOURCE_VIEWLITERAL("// Total code chunks: "));
OutputStream.AppendInt(RelevantChunks.Num());
OutputStream.AppendChar('\n');
OutputStream.Append(SHADER_SOURCE_VIEWLITERAL("// - Functions: "));
OutputStream.AppendInt(NumFunctions);
OutputStream.AppendChar('\n');
OutputStream.Append(SHADER_SOURCE_VIEWLITERAL("// - Structs: "));
OutputStream.AppendInt(NumStructs);
OutputStream.AppendChar('\n');
OutputStream.Append(SHADER_SOURCE_VIEWLITERAL("// - CBuffers: "));
OutputStream.AppendInt(NumCBuffers);
OutputStream.AppendChar('\n');
OutputStream.Append(SHADER_SOURCE_VIEWLITERAL("// - Variables: "));
OutputStream.AppendInt(NumVariables);
OutputStream.AppendChar('\n');
OutputStream.Append(SHADER_SOURCE_VIEWLITERAL("// - Other: "));
OutputStream.AppendInt(NumOtherChunks);
OutputStream.AppendChar('\n');
OutputStream.AppendChar('\n');
}
TArray<int32, FMemStackAllocator> LineBreakMap;
const TArray<FShaderSource::FViewType>& LineDirectives = Parsed.LineDirectives;
if (EnumHasAnyFlags(Flags, EMinifyShaderFlags::OutputLines))
{
BuildLineBreakMap(Parsed.Source, LineBreakMap);
}
const FNamespace* CurrentNamespace = nullptr;
int32 LastLineNumber = -1;
FShaderSource::FViewType LastLineFileName;
for (const FCodeChunk& Chunk : Parsed.Chunks)
{
auto ShouldSkipChunk = [&RelevantChunks, &Chunk, Flags]()
{
// Pragmas and defines that remain after preprocessing must be preserved as they may control important compiler behaviors.
if (Chunk.Type == ECodeChunkType::Pragma || Chunk.Type == ECodeChunkType::Define)
{
return false;
}
// The preprocessed shader may have auto-generated comments such as `// #define FOO 123` that may be useful to keep for debugging.
if (Chunk.Type == ECodeChunkType::CommentLine && EnumHasAnyFlags(Flags, EMinifyShaderFlags::OutputCommentLines))
{
return false;
}
// Always include `using` statements if they are present in the global scope
if (Chunk.Type == ECodeChunkType::Using)
{
return false;
}
if (RelevantChunks.Find(&Chunk))
{
return false;
}
return true;
};
if (ShouldSkipChunk())
{
continue;
}
const FNamespace* PendingNamespace = Chunk.Namespace != INDEX_NONE ? &Parsed.Namespaces[Chunk.Namespace] : nullptr;
if (PendingNamespace != CurrentNamespace)
{
if (CurrentNamespace)
{
CloseNamespace(OutputStream, *CurrentNamespace);
OutputStream.Append(SHADER_SOURCE_VIEWLITERAL("\n\n"));
}
if (PendingNamespace)
{
OpenNamespace(OutputStream, *PendingNamespace);
OutputStream.Append(SHADER_SOURCE_VIEWLITERAL("\n\n"));
}
CurrentNamespace = PendingNamespace;
}
if (EnumHasAnyFlags(Flags, EMinifyShaderFlags::OutputReasons))
{
auto RequestedBy = ChunkRequestedBy.Find(&Chunk);
if (RequestedBy != nullptr)
{
const FCodeChunk* RequestedByChunk = *RequestedBy;
FShaderSource::FViewType RequestedByName = RequestedByChunk->FindFirstBlockByType(EBlockType::Name);
if (!RequestedByName.IsEmpty())
{
OutputStream.Append(SHADER_SOURCE_VIEWLITERAL("// REASON: "));
OutputStream.Append(RequestedByName);
OutputStream.AppendChar('\n');
}
}
}
if (EnumHasAnyFlags(Flags, EMinifyShaderFlags::OutputLines))
{
const FShaderSource::FViewType ChunkCode = Chunk.Blocks[0];
int32 LineDirectiveIndex = FindLineDirective(LineDirectives, ChunkCode.GetData());
int32 ChunkLine = FindLineNumber(Parsed.Source, LineBreakMap, ChunkCode.GetData());
if (ChunkLine != INDEX_NONE && LineDirectiveIndex == INDEX_NONE)
{
// There was no valid line directive for this chunk, but we do know the line in the input source, so just emit that.
if (ChunkLine > LastLineNumber + 1 || !LastLineFileName.IsEmpty())
{
OutputStream.Append(SHADER_SOURCE_VIEWLITERAL("#line "));
OutputStream.AppendInt(ChunkLine);
OutputStream.AppendChar('\n');
}
LastLineNumber = ChunkLine;
LastLineFileName = FShaderSource::FViewType();
}
else if (ChunkLine != INDEX_NONE && LineDirectiveIndex != INDEX_NONE)
{
// We have a valid line directive and line number in the input source.
// Some of the input source code may have been removed, so we need to adjust
// the line number before emitting the line directive.
FShaderSource::FViewType LineDirective = LineDirectives[LineDirectiveIndex];
int32 LineDirectiveLine = FindLineNumber(Parsed.Source, LineBreakMap, LineDirective.GetData());
int32 ParsedLineNumber = INDEX_NONE;
FShaderSource::FViewType ParsedFileName;
if (LineDirectiveLine != INDEX_NONE && ParseLineDirective(LineDirective, ParsedLineNumber, ParsedFileName))
{
int32 OffsetFromLineDirective = ChunkLine - (LineDirectiveLine + 1); // Line directive identifies the *next* line, hence +1 when computing the offset
int32 PatchedLineNumber = ParsedLineNumber + OffsetFromLineDirective;
if (PatchedLineNumber > LastLineNumber + 1 || LastLineFileName != ParsedFileName)
{
// Separate the next block from the previous one when it starts with a line directive
if (OutputStream.Len())
{
OutputStream.AppendChar('\n');
}
OutputStream.Append(SHADER_SOURCE_VIEWLITERAL("#line "));
OutputStream.AppendInt(PatchedLineNumber);
if (!ParsedFileName.IsEmpty())
{
OutputStream.Append(SHADER_SOURCE_VIEWLITERAL(" \""));
OutputStream.Append(ParsedFileName);
OutputStream.AppendChar('\"');
}
OutputStream.AppendChar('\n');
}
LastLineNumber = PatchedLineNumber;
LastLineFileName = ParsedFileName;
}
}
}
OutputChunk(Chunk, OutputStream);
}
if (CurrentNamespace)
{
CloseNamespace(OutputStream, *CurrentNamespace);
OutputStream.AppendChar('\n');
CurrentNamespace = nullptr;
}
return OutputStream;
}
static FShaderSource::FStringType MinifyShader(const FParsedShader& Parsed, FShaderSource::FViewType EntryPoint, EMinifyShaderFlags Flags, FDiagnostics& Diagnostics)
{
TArray<FShaderSource::FViewType> RequiredSymbols = SplitByChar(EntryPoint, ';');
return MinifyShader(Parsed, RequiredSymbols, Flags, Diagnostics);
}
FMinifiedShader Minify(const FShaderSource& PreprocessedShader, TConstArrayView<FShaderSource::FViewType> RequiredSymbols, EMinifyShaderFlags Flags)
{
FMinifiedShader Result;
FParsedShader Parsed = ParseShader(PreprocessedShader, Result.Diagnostics);
if (!Parsed.Chunks.IsEmpty())
{
Result.Code = MinifyShader(Parsed, RequiredSymbols, Flags, Result.Diagnostics);
}
return Result;
}
FMinifiedShader Minify(const FShaderSource& PreprocessedShader, const FShaderSource::FViewType EntryPoint, EMinifyShaderFlags Flags)
{
return Minify(PreprocessedShader, MakeArrayView(&EntryPoint, 1), Flags);
}
} // namespace UE::ShaderMinifier
#if WITH_AUTOMATION_TESTS
IMPLEMENT_SIMPLE_AUTOMATION_TEST(FShaderMinifierParserTest, "System.Shaders.ShaderMinifier.Parse", EAutomationTestFlags::EditorContext | EAutomationTestFlags::EngineFilter);
namespace UE::ShaderMinifier
{
// Convenience wrapper for tests where we don't care about diagnostic messages
static FParsedShader ParseShader(const FShaderSource& InSource)
{
FDiagnostics Diagnostics;
return ParseShader(InSource, Diagnostics);
}
}
bool FShaderMinifierParserTest::RunTest(const FString& Parameters)
{
using namespace UE::ShaderMinifier;
{
FShaderSource S(SHADER_SOURCE_LITERAL(" \n\r\f \tHello"));
TestEqual(TEXT("SkipSpace"),
FString(SkipSpace(S.GetView())),
FString(SHADER_SOURCE_LITERAL("Hello")));
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("Hello World"));
TestEqual(TEXT("SkipUntilStr (found)"),
FString(SkipUntilStr(S.GetView(), SHADER_SOURCE_LITERAL("World"))),
FString(SHADER_SOURCE_LITERAL("World")));
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("Hello World"));
TestEqual(TEXT("SkipUntilStr (not found)"),
FString(SkipUntilStr(S.GetView(), SHADER_SOURCE_LITERAL("Blah"))),
FString());
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("static const struct { int Blah; } Foo = { 123; };"));
auto P = ParseShader(S);
TestEqual(TEXT("Anonymous struct variable with initializer, total chunks"), P.Chunks.Num(), 1);
if (P.Chunks.Num() == 1)
{
TestEqual(TEXT("Anonymous struct variable with initializer, main chunk type"), P.Chunks[0].Type, ECodeChunkType::Variable);
}
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("float4 PSMain() : SV_Target { return float4(1,0,0,1); };"));
auto P = ParseShader(S);
TestEqual(TEXT("Pixel shader entry point, total chunks"), P.Chunks.Num(), 1);
if (P.Chunks.Num() == 1)
{
TestEqual(TEXT("Pixel shader entry point, main chunk type"), P.Chunks[0].Type, ECodeChunkType::Function);
}
}
{
FMemMark Mark(FMemStack::Get());
TArray<FShaderSource::FViewType, FMemStackAllocator> R;
FShaderSource S(SHADER_SOURCE_LITERAL("Hello[World]; Foo[0];\n"));
ExtractIdentifiers(S.GetView(), R);
if (TestEqual(TEXT("ExtractIdentifiers1: Num"), R.Num(), 3))
{
TestEqual(TEXT("ExtractIdentifiers1: R[0]"), FString(R[0]), SHADER_SOURCE_LITERAL("Hello"));
TestEqual(TEXT("ExtractIdentifiers1: R[1]"), FString(R[1]), SHADER_SOURCE_LITERAL("World"));
TestEqual(TEXT("ExtractIdentifiers1: R[2]"), FString(R[2]), SHADER_SOURCE_LITERAL("Foo"));
}
}
{
FMemMark Mark(FMemStack::Get());
TArray<FShaderSource::FViewType, FMemStackAllocator> R;
FShaderSource S(SHADER_SOURCE_LITERAL("#line 0\nStructuredBuffer<uint4> Blah : register(t0, space123);#line 1\n#pragma foo\n"));
ExtractIdentifiers(S.GetView(), R);
if (TestEqual(TEXT("ExtractIdentifiers2: Num"), R.Num(), 6))
{
TestEqual(TEXT("ExtractIdentifiers2: R[0]"), FString(R[0]), SHADER_SOURCE_LITERAL("StructuredBuffer"));
TestEqual(TEXT("ExtractIdentifiers2: R[1]"), FString(R[1]), SHADER_SOURCE_LITERAL("uint4"));
TestEqual(TEXT("ExtractIdentifiers2: R[2]"), FString(R[2]), SHADER_SOURCE_LITERAL("Blah"));
TestEqual(TEXT("ExtractIdentifiers2: R[3]"), FString(R[3]), SHADER_SOURCE_LITERAL("register"));
TestEqual(TEXT("ExtractIdentifiers2: R[4]"), FString(R[4]), SHADER_SOURCE_LITERAL("t0"));
TestEqual(TEXT("ExtractIdentifiers2: R[5]"), FString(R[5]), SHADER_SOURCE_LITERAL("space123"));
}
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("StructuredBuffer<uint4> Blah : register(t0, space123);"));
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: structured buffer: num chunks"), P.Chunks.Num(), 1))
{
TestEqual(TEXT("ParseShader: structured buffer: chunk"), P.Chunks[0].Type, ECodeChunkType::Variable);
}
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("const float Foo = 123.45f;"));
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: const float with initializer: num chunks"), P.Chunks.Num(), 1))
{
TestEqual(TEXT("ParseShader: const float with initializer: chunk type"), P.Chunks[0].Type, ECodeChunkType::Variable);
}
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("struct Blah { int A; };"));
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: struct: num chunks"), P.Chunks.Num(), 1))
{
TestEqual(TEXT("ParseShader: struct: chunk type"), P.Chunks[0].Type, ECodeChunkType::Struct);
}
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("struct Foo { int FooA; }; struct Bar : Foo { int BarA; };"));
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: inherited struct: num chunks"), P.Chunks.Num(), 2))
{
TestEqual(TEXT("ParseShader: inherited struct: chunk 0 type"), P.Chunks[0].Type, ECodeChunkType::Struct);
TestEqual(TEXT("ParseShader: inherited struct: chunk 1 type"), P.Chunks[1].Type, ECodeChunkType::Struct);
}
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("[numthreads(8,8,1)] void Main() {};"));
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: compute shader entry point: num chunks"), P.Chunks.Num(), 1))
{
TestEqual(TEXT("ParseShader: compute shader entry point: chunk type"), P.Chunks[0].Type, ECodeChunkType::Function);
if (TestEqual(TEXT("ParseShader: compute shader entry point: num blocks"), P.Chunks[0].Blocks.Num(), 5))
{
TestEqual(TEXT("ParseShader: compute shader entry point: attribute block type"), P.Chunks[0].Blocks[0].Type, EBlockType::Attribute);
}
}
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("Texture2D Blah : register(t0);"));
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: texture with register: num chunks"), P.Chunks.Num(), 1))
{
TestEqual(TEXT("ParseShader: texture with register: chunk type"), P.Chunks[0].Type, ECodeChunkType::Variable);
}
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("Texture2D Blah;"));
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: texture: num chunks"), P.Chunks.Num(), 1))
{
TestEqual(TEXT("ParseShader: texture: chunk type"), P.Chunks[0].Type, ECodeChunkType::Variable);
}
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("SamplerState Blah : register(s0, space123);"));
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: sampler state with register: num chunks"), P.Chunks.Num(), 1))
{
TestEqual(TEXT("ParseShader: sampler state with register: chunk type"), P.Chunks[0].Type, ECodeChunkType::Variable);
}
}
#if 0
{
// TODO: handle function forward declarations
FShaderSource S(SHADER_SOURCE_LITERAL("Foo Fun(int a);"));
auto P = ParseShader(S);
TestEqual(TEXT("ParseShader: function forward declaration"), P.Chunks[0].Type, ECodeChunkType::FunctionDecl);
}
#endif
{
FShaderSource S(SHADER_SOURCE_LITERAL("void Fun(int a) {};"));
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: function with trailing semicolon: num chunks"), P.Chunks.Num(), 1))
{
TestEqual(TEXT("ParseShader: function with trailing semicolon: chunk type"), P.Chunks[0].Type, ECodeChunkType::Function);
}
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("void Fun(int a) {}"));
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: function: num chunks"), P.Chunks.Num(), 1))
{
TestEqual(TEXT("ParseShader: function: chunk type"), P.Chunks[0].Type, ECodeChunkType::Function);
}
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("cbuffer Foo {blah} SamplerState S;"));
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: cbuffer and sampler state: num chunks"), P.Chunks.Num(), 2))
{
TestEqual(TEXT("ParseShader: cbuffer and sampler state: chunk type [0]"), P.Chunks[0].Type, ECodeChunkType::CBuffer);
TestEqual(TEXT("ParseShader: cbuffer and sampler state: chunk type [1]"), P.Chunks[1].Type, ECodeChunkType::Variable);
}
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("struct Foo { int a; };"));
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: struct: num chunks"), P.Chunks.Num(), 1))
{
TestEqual(TEXT("ParseShader: struct: chunk type"), P.Chunks[0].Type, ECodeChunkType::Struct);
}
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("struct { int a; } Foo = { 123; };"));
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: anonymous struct with variable and initializer: num chunks"), P.Chunks.Num(), 1))
{
TestEqual(TEXT("ParseShader: anonymous struct with variable and initializer: chunk type [0]"), P.Chunks[0].Type, ECodeChunkType::Variable);
}
}
#if 0
{
// TODO: handle struct forward declarations
FShaderSource S(SHADER_SOURCE_LITERAL("struct Foo;"));
auto P = ParseShader(S);
}
#endif
{
FShaderSource S(
SHADER_SOURCE_LITERAL(
"cbuffer MyBuffer : register(b3)"
"{ float4 Element1 : packoffset(c0); float1 Element2 : packoffset(c1); float1 Element3 : packoffset(c1.y); }")
);
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: cbuffer with packoffset: num chunks"), P.Chunks.Num(), 1))
{
TestEqual(TEXT("ParseShader: cbuffer with packoffset: chunk type"), P.Chunks[0].Type, ECodeChunkType::CBuffer);
}
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("static const struct { float4 Param; } Foo;"));
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: static const anonymous struct with variable: num chunks"), P.Chunks.Num(), 1))
{
TestEqual(TEXT("ParseShader: static const anonymous struct with variable: chunk type"), P.Chunks[0].Type, ECodeChunkType::Variable);
}
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("static const struct { float4 Param; } Foo = { FooCB_Param; };"));
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: static const anonymous struct with variable and initializer: num chunks"), P.Chunks.Num(), 1))
{
TestEqual(TEXT("ParseShader: static const anonymous struct with variable and initializer: chunk type"), P.Chunks[0].Type, ECodeChunkType::Variable);
}
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("template <typename T> float Fun(T x) { return (float)x; }"));
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: template function: num chunks"), P.Chunks.Num(), 1))
{
TestEqual(TEXT("ParseShader: template function: chunk type"), P.Chunks[0].Type, ECodeChunkType::Function);
}
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("enum EFoo { A, B = 123 };"));
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: enum: num chunks"), P.Chunks.Num(), 1))
{
TestEqual(TEXT("ParseShader: enum: chunk type"), P.Chunks[0].Type, ECodeChunkType::Enum);
}
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("enum class EFoo { A, B };"));
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: enum class: num chunks"), P.Chunks.Num(), 1))
{
TestEqual(TEXT("ParseShader: enum class: chunk type"), P.Chunks[0].Type, ECodeChunkType::Enum);
}
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("#define Foo 123"));
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: define: num chunks"), P.Chunks.Num(), 1))
{
TestEqual(TEXT("ParseShader: define: chunk type"), P.Chunks[0].Type, ECodeChunkType::Define);
}
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("#pragma Foo"));
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: pragma: num chunks"), P.Chunks.Num(), 1))
{
TestEqual(TEXT("ParseShader: pragma: chunk type"), P.Chunks[0].Type, ECodeChunkType::Pragma);
}
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("ConstantBuffer<Foo> CB : register ( b123, space456);"));
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: ConstantBuffer<Foo>: num chunks"), P.Chunks.Num(), 1))
{
TestEqual(TEXT("ParseShader: ConstantBuffer<Foo>: chunk type"), P.Chunks[0].Type, ECodeChunkType::Variable);
}
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("namespace NS1 { void Fun() {}; } namespace NS2 { void Fun() {}; }"));
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: namespaces: num chunks"), P.Chunks.Num(), 2)
&& TestEqual(TEXT("ParseShader: namespaces: num namespaces"), P.Namespaces.Num(), 2))
{
TestEqual(TEXT("ParseShader: namespaces: chunk 0 namespace"), P.Chunks[0].Namespace, 0);
TestEqual(TEXT("ParseShader: namespaces: chunk 1 namespace"), P.Chunks[1].Namespace, 1);
}
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("template< typename T > TMyStruct<T> operator + ( TMyStruct<T> A, T B ) { /*...*/ }"));
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: operators: num chunks"), P.Chunks.Num(), 1))
{
TestEqual(TEXT("ParseShader: operators: chunk type"), P.Chunks[0].Type, ECodeChunkType::Operator);
if (TestEqual(TEXT("ParseShader: operators: chunk 0: num blocks"), P.Chunks[0].Blocks.Num(), 8))
{
FString Args = FString(P.Chunks[0].FindFirstBlockByType(EBlockType::Args));
TestEqual(TEXT("ParseShader: operators: chunk 0: type name"), *Args, SHADER_SOURCE_LITERAL("( TMyStruct<T> A, T B )"));
FString TypeName = FString(P.Chunks[0].FindFirstBlockByType(EBlockType::Type));
TestEqual(TEXT("ParseShader: operators: chunk 0: type name"), *TypeName, SHADER_SOURCE_LITERAL("TMyStruct"));
FString OperatorName = FString(P.Chunks[0].FindFirstBlockByType(EBlockType::OperatorName));
TestEqual(TEXT("ParseShader: operators: chunk 0: operator name"), *OperatorName, SHADER_SOURCE_LITERAL("+"));
}
}
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("typedef Bar Foo;"));
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: standard typedef: num chunks"), P.Chunks.Num(), 1))
{
TestEqual(TEXT("ParseShader: standard typedef: chunk type"), P.Chunks[0].Type, ECodeChunkType::Typedef);
}
}
{
FShaderSource S(SHADER_SOURCE_LITERAL("typedef Bar Foo; static const Foo = Bar(0);"));
auto P = ParseShader(S);
if (TestEqual(TEXT("ParseShader: standard typedef: num chunks"), P.Chunks.Num(), 2))
{
TestEqual(TEXT("ParseShader: standard typedef: chunk type"), P.Chunks[0].Type, ECodeChunkType::Typedef);
TestEqual(TEXT("ParseShader: standard typedef: chunk type"), P.Chunks[1].Type, ECodeChunkType::Variable);
}
}
int32 NumErrors = ExecutionInfo.GetErrorTotal();
return NumErrors == 0;
}
IMPLEMENT_SIMPLE_AUTOMATION_TEST(FShaderMinifierTest, "System.Shaders.ShaderMinifier.Minify", EAutomationTestFlags::EditorContext | EAutomationTestFlags::EngineFilter);
bool FShaderMinifierTest::RunTest(const FString& Parameters)
{
using namespace UE::ShaderMinifier;
FShaderSource TestShaderCode(
SHADER_SOURCE_LITERAL(R"(// dxc /T cs_6_6 /E MainCS MinifierTest.hlsl
struct FFoo
{
float X;
float Y;
};
#pragma test_pragma
struct FBar
{
FFoo Foo;
};
uint GUnreferencedParameter;
struct FUnreferencedStruct
{
uint X;
};
uint UnreferencedFunction()
{
return GUnreferencedParameter;
}
typedef Texture2D<float4> UnreferencedTypedef;
#define COMPILER_DEFINITION_TEST 123
float Sum(in FBar Param)
{
return Param.Foo.X + Param.Foo.Y;
}
float FunA()
{
// Comment inside function
FBar Temp;
Temp.Foo.X = 1;
Temp.Foo.Y = 2;
return Sum(Temp);
}
float FunB(int Param)
{
return FunA() * (float)Param;
}
#line 1000 "MinifierTest.hlsl" //-V011
// Test comment 1
void EmptyFunction(){}
struct
{
int Foo;
int Bar;
} GAnonymousStruct;
struct FStructA
{
int Foo;
int Bar;
} GStructA;
namespace NS1 {
namespace NS2 {
static const struct FStructB
{
int Foo;
} GStructB = {123};
static const struct FStructC
{
int Foo;
} GStructC = { GStructA.Foo };
}} // NS1::NS2
namespace NS3 {
static const struct
{
int Foo;
} GInitializedAnonymousStructA = { GStructA.Foo };
} // NS3
static const struct
{
int Foo;
} GInitializedAnonymousStructB = { 123 };
typedef RWBuffer<float4> OutputBufferType;
OutputBufferType OutputBuffer;
struct FTypedefUsedStruct
{
float Foo;
};
typedef StructuredBuffer<FTypedefUsedStruct> FTypedefUsed;
typedef FTypedefUsed FTypedefUsedChained;
typedef FTypedefUsedChained FTypedefUsedChainedUnused;
FTypedefUsedChained TypedefUsedBuffer;
struct FTypedefUnusedStruct
{
float Foo;
};
typedef StructuredBuffer<FTypedefUnusedStruct> FTypedefUnused;
FTypedefUnused TypedefUnusedBuffer;
template<typename T> struct TUsedTemplate { T Value; };
template<typename T> TUsedTemplate<T> operator*(TUsedTemplate<T> A, T B) { return (TUsedTemplate<T>)0; }
template<typename T> struct TUnusedTemplate { T Value[2]; };
template<typename T> TUnusedTemplate<T> operator%(TUnusedTemplate<T> A, T B) { return (TUnusedTemplate<T>)0; }
enum EEnumUsed : int
{
ENUM_USED_PART_1 = 0,
ENUM_USED_PART_2 = 1,
};
enum EEnumUnused
{
ENUM_UNUSED_PART_1,
ENUM_UNUSED_PART_2,
};
// Test comment 2
[numthreads(1,1,1)]
// Comment during function declaration
void MainCS()
{
using namespace NS1::NS2;
using namespace NS3;
TUsedTemplate Foo;
float A = FunB(GAnonymousStruct.Foo);
float B = FunB(GStructA.Bar + GStructB.Foo + GStructC.Foo);
float C = FunB(GInitializedAnonymousStructA.Foo + GInitializedAnonymousStructB.Foo);
float D = TypedefUsedBuffer[ENUM_USED_PART_1].Foo;
OutputBuffer[0] = A + B + D;
}
)"));
auto ChunkPresent = [](const FParsedShader& Parsed, FShaderSource::FViewType Name)
{
for (const FCodeChunk& Chunk : Parsed.Chunks)
{
for (const FCodeBlock& Block : Chunk.Blocks)
{
if (Block == Name)
{
return true;
}
}
}
return false;
};
FParsedShader Parsed = ParseShader(TestShaderCode);
{
FDiagnostics Diagnostics;
FShaderSource Minified = FShaderSource(MinifyShader(Parsed, SHADER_SOURCE_LITERAL("EmptyFunction"), EMinifyShaderFlags::None, Diagnostics));
FParsedShader MinifiedParsed = ParseShader(Minified);
if (TestEqual(TEXT("MinifyShader: EmptyFunction: num chunks"), MinifiedParsed.Chunks.Num(), 3))
{
TestEqual(TEXT("MinifyShader: EmptyFunction: pragma"), *FString(MinifiedParsed.Chunks[0].GetCode()), SHADER_SOURCE_LITERAL("#pragma test_pragma"));
TestEqual(TEXT("MinifyShader: EmptyFunction: define"), *FString(MinifiedParsed.Chunks[1].GetCode()), SHADER_SOURCE_LITERAL("#define COMPILER_DEFINITION_TEST 123"));
TestEqual(TEXT("MinifyShader: EmptyFunction: function"), *FString(MinifiedParsed.Chunks[2].GetCode()), SHADER_SOURCE_LITERAL("void EmptyFunction(){}"));
}
}
{
FDiagnostics Diagnostics;
FShaderSource Minified = FShaderSource(MinifyShader(Parsed, SHADER_SOURCE_LITERAL("MainCS"), EMinifyShaderFlags::OutputReasons, Diagnostics));
FParsedShader MinifiedParsed = ParseShader(Minified);
// Expect true:
TestTrue(TEXT("MinifyShader: MainCS: contains MainCS"), ChunkPresent(MinifiedParsed, SHADER_SOURCE_LITERAL("MainCS")));
TestTrue(TEXT("MinifyShader: MainCS: contains FFoo"), ChunkPresent(MinifiedParsed, SHADER_SOURCE_LITERAL("FFoo")));
TestTrue(TEXT("MinifyShader: MainCS: contains FBar"), ChunkPresent(MinifiedParsed, SHADER_SOURCE_LITERAL("FBar")));
TestTrue(TEXT("MinifyShader: MainCS: contains Sum"), ChunkPresent(MinifiedParsed, SHADER_SOURCE_LITERAL("Sum")));
TestTrue(TEXT("MinifyShader: MainCS: contains FunA"), ChunkPresent(MinifiedParsed, SHADER_SOURCE_LITERAL("FunA")));
TestTrue(TEXT("MinifyShader: MainCS: contains FunB"), ChunkPresent(MinifiedParsed, SHADER_SOURCE_LITERAL("FunB")));
TestTrue(TEXT("MinifyShader: MainCS: contains GAnonymousStruct"), ChunkPresent(MinifiedParsed, SHADER_SOURCE_LITERAL("GAnonymousStruct")));
TestTrue(TEXT("MinifyShader: MainCS: contains GStructA"), ChunkPresent(MinifiedParsed, SHADER_SOURCE_LITERAL("GStructA")));
TestTrue(TEXT("MinifyShader: MainCS: contains GStructB"), ChunkPresent(MinifiedParsed, SHADER_SOURCE_LITERAL("GStructB")));
TestTrue(TEXT("MinifyShader: MainCS: contains GStructC"), ChunkPresent(MinifiedParsed, SHADER_SOURCE_LITERAL("GStructC")));
TestTrue(TEXT("MinifyShader: MainCS: contains GInitializedAnonymousStructA"), ChunkPresent(MinifiedParsed, SHADER_SOURCE_LITERAL("GInitializedAnonymousStructA")));
TestTrue(TEXT("MinifyShader: MainCS: contains GInitializedAnonymousStructB"), ChunkPresent(MinifiedParsed, SHADER_SOURCE_LITERAL("GInitializedAnonymousStructB")));
TestTrue(TEXT("MinifyShader: MainCS: contains OutputBufferType"), ChunkPresent(MinifiedParsed, SHADER_SOURCE_LITERAL("OutputBufferType")));
TestTrue(TEXT("MinifyShader: MainCS: contains OutputBuffer"), ChunkPresent(MinifiedParsed, SHADER_SOURCE_LITERAL("OutputBuffer")));
TestTrue(TEXT("MinifyShader: MainCS: contains FTypedefUsedStruct"), ChunkPresent(MinifiedParsed, SHADER_SOURCE_LITERAL("FTypedefUsedStruct")));
TestTrue(TEXT("MinifyShader: MainCS: contains FTypedefUsed"), ChunkPresent(MinifiedParsed, SHADER_SOURCE_LITERAL("FTypedefUsed")));
TestTrue(TEXT("MinifyShader: MainCS: contains FTypedefUsedChained"), ChunkPresent(MinifiedParsed, SHADER_SOURCE_LITERAL("FTypedefUsedChained")));
TestTrue(TEXT("MinifyShader: MainCS: contains TypedefUsedBuffer"), ChunkPresent(MinifiedParsed, SHADER_SOURCE_LITERAL("TypedefUsedBuffer")));
TestTrue(TEXT("MinifyShader: MainCS: contains struct TUnusedTemplate"), MinifiedParsed.Source.Contains(SHADER_SOURCE_LITERAL("struct TUsedTemplate")));
TestTrue(TEXT("MinifyShader: MainCS: contains TUsedTemplate<T> operator*"), MinifiedParsed.Source.Contains(SHADER_SOURCE_LITERAL("TUsedTemplate<T> operator*")));
TestTrue(TEXT("MinifyShader: MainCS: contains EEnumUsed"), MinifiedParsed.Source.Contains(SHADER_SOURCE_LITERAL("EEnumUsed")));
TestTrue(TEXT("MinifyShader: MainCS: contains ENUM_USED_PART_1"), MinifiedParsed.Source.Contains(SHADER_SOURCE_LITERAL("ENUM_USED_PART_1")));
TestTrue(TEXT("MinifyShader: MainCS: contains ENUM_USED_PART_2"), MinifiedParsed.Source.Contains(SHADER_SOURCE_LITERAL("ENUM_USED_PART_2")));
// Expect false:
TestFalse(TEXT("MinifyShader: MainCS: contains UnreferencedFunction"), ChunkPresent(MinifiedParsed, SHADER_SOURCE_LITERAL("UnreferencedFunction")));
TestFalse(TEXT("MinifyShader: MainCS: contains FUnreferencedStruct"), ChunkPresent(MinifiedParsed, SHADER_SOURCE_LITERAL("FUnreferencedStruct")));
TestFalse(TEXT("MinifyShader: MainCS: contains GUnreferencedParameter"), ChunkPresent(MinifiedParsed, SHADER_SOURCE_LITERAL("GUnreferencedParameter")));
TestFalse(TEXT("MinifyShader: MainCS: contains FTypedefUsedChainedUnused"), ChunkPresent(MinifiedParsed, SHADER_SOURCE_LITERAL("FTypedefUsedChainedUnused")));
TestFalse(TEXT("MinifyShader: MainCS: contains FTypedefUnusedStruct"), ChunkPresent(MinifiedParsed, SHADER_SOURCE_LITERAL("FTypedefUnusedStruct")));
TestFalse(TEXT("MinifyShader: MainCS: contains FTypedefUnused"), ChunkPresent(MinifiedParsed, SHADER_SOURCE_LITERAL("FTypedefUnused")));
TestFalse(TEXT("MinifyShader: MainCS: contains TypedefUnusedBuffer"), ChunkPresent(MinifiedParsed, SHADER_SOURCE_LITERAL("TypedefUnusedBuffer")));
TestFalse(TEXT("MinifyShader: MainCS: contains struct TUnusedTemplate"), MinifiedParsed.Source.Contains(SHADER_SOURCE_LITERAL("struct TUnusedTemplate")));
TestFalse(TEXT("MinifyShader: MainCS: contains TUnusedTemplate<T> operator%"), MinifiedParsed.Source.Contains(SHADER_SOURCE_LITERAL("TUnusedTemplate<T> operator%")));
TestFalse(TEXT("MinifyShader: MainCS: contains EEnumUnused"), MinifiedParsed.Source.Contains(SHADER_SOURCE_LITERAL("EEnumUnused")));
TestFalse(TEXT("MinifyShader: MainCS: contains ENUM_UNUSED_PART_1"), MinifiedParsed.Source.Contains(SHADER_SOURCE_LITERAL("ENUM_UNUSED_PART_1")));
TestFalse(TEXT("MinifyShader: MainCS: contains ENUM_UNUSED_PART_2"), MinifiedParsed.Source.Contains(SHADER_SOURCE_LITERAL("ENUM_UNUSED_PART_2")));
}
int32 NumErrors = ExecutionInfo.GetErrorTotal();
return NumErrors == 0;
}
#endif // WITH_AUTOMATION_TESTS