Files
UnrealEngineUWP/Engine/Source/Developer/ShaderFormatOpenGL/Private/ShaderFormatOpenGL.cpp
Ben Marsh 4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00

238 lines
6.1 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
//
#include "ShaderFormatOpenGL.h"
#include "HAL/FileManager.h"
#include "Modules/ModuleManager.h"
#include "Interfaces/IShaderFormat.h"
#include "Interfaces/IShaderFormatModule.h"
#include "ShaderCore.h"
static FName NAME_GLSL_150(TEXT("GLSL_150"));
static FName NAME_GLSL_150_MAC(TEXT("GLSL_150_MAC"));
static FName NAME_GLSL_430(TEXT("GLSL_430"));
static FName NAME_GLSL_ES2(TEXT("GLSL_ES2"));
static FName NAME_GLSL_ES2_WEBGL(TEXT("GLSL_ES2_WEBGL"));
static FName NAME_GLSL_150_ES2(TEXT("GLSL_150_ES2"));
static FName NAME_GLSL_150_ES2_NOUB(TEXT("GLSL_150_ES2_NOUB"));
static FName NAME_GLSL_150_ES3_1(TEXT("GLSL_150_ES31"));
static FName NAME_GLSL_ES2_IOS(TEXT("GLSL_ES2_IOS"));
static FName NAME_GLSL_310_ES_EXT(TEXT("GLSL_310_ES_EXT"));
static FName NAME_GLSL_ES3_1_ANDROID(TEXT("GLSL_ES3_1_ANDROID"));
class FShaderFormatGLSL : public IShaderFormat
{
enum
{
/** Version for shader format, this becomes part of the DDC key. */
UE_SHADER_GLSL_150_VER = 61,
UE_SHADER_GLSL_150_MAC_VER = 61,
UE_SHADER_GLSL_430_VER = 62,
UE_SHADER_GLSL_ES2_VER = 61,
UE_SHADER_GLSL_150ES2_VER = 61,
UE_SHADER_GLSL_150ES2NOUB_VER = 61,
UE_SHADER_GLSL_150ES3_1_VER = 61,
UE_SHADER_GLSL_ES2_VER_WEBGL = 61,
UE_SHADER_GLSL_ES2_IOS_VER = 61,
UE_SHADER_GLSL_310_ES_EXT_VER = 62,
UE_SHADER_GLSL_ES3_1_ANDROID_VER = 61,
};
void CheckFormat(FName Format) const
{
check( Format == NAME_GLSL_150 ||
Format == NAME_GLSL_150_MAC ||
Format == NAME_GLSL_430 ||
Format == NAME_GLSL_ES2 ||
Format == NAME_GLSL_150_ES2 ||
Format == NAME_GLSL_150_ES2_NOUB ||
Format == NAME_GLSL_150_ES3_1 ||
Format == NAME_GLSL_ES2_WEBGL ||
Format == NAME_GLSL_ES2_IOS ||
Format == NAME_GLSL_310_ES_EXT ||
Format == NAME_GLSL_ES3_1_ANDROID
);
}
public:
virtual uint16 GetVersion(FName Format) const override
{
CheckFormat(Format);
uint32 GLSLVersion = 0;
if (Format == NAME_GLSL_150)
{
GLSLVersion = UE_SHADER_GLSL_150_VER;
}
else if (Format == NAME_GLSL_150_MAC)
{
GLSLVersion = UE_SHADER_GLSL_150_MAC_VER;
}
else if (Format == NAME_GLSL_430)
{
GLSLVersion = UE_SHADER_GLSL_430_VER;
}
else if (Format == NAME_GLSL_ES2)
{
GLSLVersion = UE_SHADER_GLSL_ES2_VER;
}
else if (Format == NAME_GLSL_150_ES2)
{
GLSLVersion = UE_SHADER_GLSL_150ES2_VER;
}
else if (Format == NAME_GLSL_150_ES3_1)
{
GLSLVersion = UE_SHADER_GLSL_150ES3_1_VER;
}
else if (Format == NAME_GLSL_150_ES2_NOUB)
{
GLSLVersion = UE_SHADER_GLSL_150ES2NOUB_VER;
}
else if (Format == NAME_GLSL_ES2_WEBGL)
{
GLSLVersion = UE_SHADER_GLSL_ES2_VER_WEBGL;
}
else if (Format == NAME_GLSL_ES2_IOS)
{
GLSLVersion = UE_SHADER_GLSL_ES2_IOS_VER;
}
else if (Format == NAME_GLSL_310_ES_EXT)
{
GLSLVersion = UE_SHADER_GLSL_310_ES_EXT_VER;
}
else if (Format == NAME_GLSL_ES3_1_ANDROID)
{
GLSLVersion = UE_SHADER_GLSL_ES3_1_ANDROID_VER;
}
else
{
check(0);
}
const uint16 Version = ((HLSLCC_VersionMinor & 0xff) << 8) | (GLSLVersion & 0xff);
return Version;
}
virtual void GetSupportedFormats(TArray<FName>& OutFormats) const override
{
OutFormats.Add(NAME_GLSL_150);
OutFormats.Add(NAME_GLSL_150_MAC);
OutFormats.Add(NAME_GLSL_430);
OutFormats.Add(NAME_GLSL_ES2);
OutFormats.Add(NAME_GLSL_ES2_WEBGL);
OutFormats.Add(NAME_GLSL_150_ES2);
OutFormats.Add(NAME_GLSL_150_ES3_1);
OutFormats.Add(NAME_GLSL_ES2_IOS);
OutFormats.Add(NAME_GLSL_310_ES_EXT);
OutFormats.Add(NAME_GLSL_150_ES2_NOUB);
OutFormats.Add(NAME_GLSL_ES3_1_ANDROID);
}
static GLSLVersion TranslateFormatNameToEnum(FName Format)
{
if (Format == NAME_GLSL_150)
{
return GLSL_150;
}
else if (Format == NAME_GLSL_150_MAC)
{
return GLSL_150_MAC;
}
else if (Format == NAME_GLSL_430)
{
return GLSL_430;
}
else if (Format == NAME_GLSL_ES2)
{
return GLSL_ES2;
}
else if (Format == NAME_GLSL_ES2_WEBGL )
{
return GLSL_ES2_WEBGL;
}
else if (Format == NAME_GLSL_ES2_IOS )
{
return GLSL_ES2_IOS;
}
else if (Format == NAME_GLSL_150_ES3_1)
{
return GLSL_150_ES3_1;
}
else if (Format == NAME_GLSL_150_ES2_NOUB)
{
return GLSL_150_ES2_NOUB;
}
else if (Format == NAME_GLSL_150_ES2)
{
return GLSL_150_ES2;
}
else if (Format == NAME_GLSL_310_ES_EXT)
{
return GLSL_310_ES_EXT;
}
else if (Format == NAME_GLSL_ES3_1_ANDROID)
{
return GLSL_ES3_1_ANDROID;
}
else
{
check(0);
return GLSL_MAX;
}
}
virtual void CompileShader(FName Format, const struct FShaderCompilerInput& Input, struct FShaderCompilerOutput& Output,const FString& WorkingDirectory) const override
{
CheckFormat(Format);
GLSLVersion Version = TranslateFormatNameToEnum(Format);
FOpenGLFrontend Frontend;
// the frontend will run the cross compiler
Frontend.CompileShader(Input, Output, WorkingDirectory, Version);
if (Version == GLSL_ES2 || Version == GLSL_150_ES2)
{
if (Input.DumpDebugInfoPath != TEXT("") && IFileManager::Get().DirectoryExists(*Input.DumpDebugInfoPath))
{
FShaderCompilerInput ES2Input = Input;
ES2Input.DumpDebugInfoPath = ES2Input.DumpDebugInfoPath.Replace(
TEXT("GLSL_150_ES2"),
(Version == GLSL_ES2 ? TEXT("GLSL_ES2") : TEXT("GLSL_ES2_150")),
ESearchCase::CaseSensitive);
if (!IFileManager::Get().DirectoryExists(*ES2Input.DumpDebugInfoPath))
{
verifyf(IFileManager::Get().MakeDirectory(*ES2Input.DumpDebugInfoPath, true), TEXT("Failed to create directory for shader debug info '%s'"), *ES2Input.DumpDebugInfoPath);
}
FShaderCompilerOutput ES2Output;
Frontend.CompileShader(ES2Input, ES2Output, WorkingDirectory, GLSL_ES2);
}
}
}
};
/**
* Module for OpenGL shaders
*/
static IShaderFormat* Singleton = NULL;
class FShaderFormatOpenGLModule : public IShaderFormatModule
{
public:
virtual ~FShaderFormatOpenGLModule()
{
delete Singleton;
Singleton = NULL;
}
virtual IShaderFormat* GetShaderFormat()
{
if (!Singleton)
{
Singleton = new FShaderFormatGLSL();
}
return Singleton;
}
};
IMPLEMENT_MODULE( FShaderFormatOpenGLModule, ShaderFormatOpenGL);