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#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2943963 on 2016/04/14 by Daniel.Wright
Shader compile errors are unsuppressed
Change 2943978 on 2016/04/14 by Gil.Gribb
UE4 - First pass at async loading improvements....mostly disabled.
Change 2944021 on 2016/04/14 by Martin.Mittring
fixed HLSL compiler warning
Change 2944031 on 2016/04/14 by Martin.Mittring
fixed ensures, wrapped some members behind get accessor functions
Change 2944086 on 2016/04/14 by Martin.Mittring
cleanup: removed not needed code
Change 2944177 on 2016/04/14 by Daniel.Wright
Clamp on FarShadowCascadeCount, prevents crashing from huge values
Change 2944182 on 2016/04/14 by Martin.Mittring
removed not needed code
Change 2944250 on 2016/04/14 by Rolando.Caloca
DR - vk - Minor fixes
Change 2944286 on 2016/04/14 by Daniel.Wright
Added bRenderSceneTwoSided to planar reflections, which can be useful to limit leaking
Added ShowOnlyActors and HiddenActors to SceneCaptureComponent for easy use without having to call BP functions
Added bShowPreviewPlane to planar reflection actors
The view state is recreated on planar reflection edit, which resets the Temporal AA history, allowing instant previewing of changes
Change 2944288 on 2016/04/14 by Daniel.Wright
Fixed refraction with a world space normal
Change 2944291 on 2016/04/14 by Daniel.Wright
Panner nodes have an optional speed input
Change 2944346 on 2016/04/14 by Rolando.Caloca
DR - Fix Vulkan shader platform on Android
- Added more info on checks()
Change 2945007 on 2016/04/15 by Gil.Gribb
Merging //UE4/Dev-Main@2944911 to Dev-Rendering (//UE4/Dev-Rendering)
Change 2945348 on 2016/04/15 by Daniel.Wright
Fixed compile error
Change 2945358 on 2016/04/15 by Olaf.Piesche
#jira UE-29241
Sequential particle selection code was all sorts of weird. Rewrote and simplified.
Change 2945941 on 2016/04/15 by Martin.Mittring
added r.DisplayInternals to debug determinism for screen shot comparison
Change 2945999 on 2016/04/15 by Martin.Mittring
improved r.DisplayInternal output
Change 2946023 on 2016/04/15 by Olaf.Piesche
Adding missing call to Super::PostEditChangeProperty; UDN 286717
Change 2947155 on 2016/04/18 by Martin.Mittring
started minor cleanup of transluceny rendering, use Sort key to support SeparateTransluceny, not fully hooked up
#test:PC
Change 2947207 on 2016/04/18 by Martin.Mittring
fixed engine compiling in shipping/test
#code_review:Uriel.Doyan
Change 2947212 on 2016/04/18 by Uriel.Doyon
Lightmap density viewmode now shows the wanted resolution when the lighting isn't build.
#jira UE-29317
Change 2947374 on 2016/04/18 by Uriel.Doyon
Fixed support for resolution scale for the PostProcessVisualizeComplexity
#jira UE-29473
Change 2947903 on 2016/04/19 by Gil.Gribb
Merging //UE4/Dev-Main@2947728 to Dev-Rendering (//UE4/Dev-Rendering)
Change 2948019 on 2016/04/19 by Rolando.Caloca
DR - Allow vk format as a target format for win
Change 2948162 on 2016/04/19 by Simon.Tovey
Fix for crash with Collision visualization.
Change 2948419 on 2016/04/19 by Martin.Mittring
fixed sort priority of translucent rendering (caused by recent checkin)
Change 2948433 on 2016/04/19 by Martin.Mittring
fixed memory handling of FRendererViewExtension
Change 2948631 on 2016/04/19 by Martin.Mittring
fixed compile error on Mac
Change 2948832 on 2016/04/19 by Martin.Mittring
fixed UE-29572 (should result in less CPU cost and it might even fix some rendeirng issues)
Change 2949013 on 2016/04/19 by Martin.Mittring
refactored Transluceny rendering, SepTrans and non SepTrans is now in the same container, sorted by that critera first and rendered with ranges. This makes it easier to extend it to more transluceny types e.g. after TemporalAA, after Tonemapping
this is useful for MeshDecals
#test:PC, parallel on and off
Change 2949620 on 2016/04/20 by Martin.Mittring
fixed compiler warning
Change 2949639 on 2016/04/20 by Uriel.Doyon
Fixed Material TexCoord Analysis not compiling when sampling textures for shader frequency other than PixelShader
Change 2949721 on 2016/04/20 by Chris.Bunner
Avoid creating additional inline code fragment casting matching uniform types.
#jira UE-29089
Change 2949722 on 2016/04/20 by Chris.Bunner
Prevent nullptr crash and added additional logging.
#jira UE-28387
Change 2949913 on 2016/04/20 by Martin.Mittring
marked ccommand as cheat
Change 2950064 on 2016/04/20 by Martin.Mittring
added MatineeTime to r.DisplayInternals to track down rendering determinsim issues, added dark background
Change 2950065 on 2016/04/20 by Martin.Mittring
nicer debug printout
Change 2950201 on 2016/04/20 by Martin.Mittring
fixed UE-29752 Console commands input with " = " should display an error message
Change 2950531 on 2016/04/20 by Martin.Mittring
fixed comment
Change 2951737 on 2016/04/21 by HaarmPieter.Duiker
Adds support forHDR displays using Dolby PQ output
Change 2951869 on 2016/04/21 by Martin.Mittring
polish r.DisplayInternal
Change 2951950 on 2016/04/21 by HaarmPieter.Duiker
Reordered variable definition to address build warning
Change 2951996 on 2016/04/21 by Martin.Mittring
fixed PerformanceCapture code, added AutomationTest "Rendering.RenderOutputValidation",
changed directory order
to run locally it currently requires "r.ScreenshotDelegate=0"
#code_review:Ben.Salem, Michael.Noland
Change 2952146 on 2016/04/21 by Olaf.Piesche
make sure that ST PDI primitives render through regular translucency if ST is disabled; fixes light shapes in scene/reflection captures
Change 2952230 on 2016/04/21 by Martin.Mittring
* Fixed automated ScreenshotVerify difference because of not streamed in texture, wait for up to 5sec .
* changed some GFrameNumberRenderThread usage to ViewFamily.FrameNumber
#code_review:Daniel.Wright
Change 2953173 on 2016/04/22 by Olaf.Piesche
Adding UI for easilly browsing and switching in a folder full of stats dumps
Change 2953213 on 2016/04/22 by Olaf.Piesche
Renaming a stat to be more descriptive
Change 2953393 on 2016/04/22 by Zabir.Hoque
Get DX12 running again:
- Port Shader Resource Table change
- Line up VS outputs and ps inputs
- Fix incorrectly defining a static global in a .h
Change 2953453 on 2016/04/22 by Martin.Mittring
polished r.DisplayInternal
Change 2954618 on 2016/04/25 by Zabir.Hoque
2 Fixes:
- GLSL does not understand "unsigned int", converted to "uint"
- Refactored problematic prev buffer allocation code to be more inline with proper level of abstraction.
Change 2955369 on 2016/04/25 by Rolando.Caloca
DR - hlslcc - Fix some memory leaks in the frontend
Change 2955403 on 2016/04/25 by Uriel.Doyon
Fixed texture streaming build on OpenGL. Probably more likely to work on other platforms like Mac and Linux.
Enabled debug view shaders on PCD3D_SM4 and OPENGL_SM4
#jira UE-28840
Change 2955419 on 2016/04/25 by Rolando.Caloca
DR - hlslcc - Reenabled support for static global variables being not const
Change 2955432 on 2016/04/25 by Zabir.Hoque
Fix build break from not undef'ing LOCTEXT_NAMESPACE
Change 2955459 on 2016/04/25 by Zabir.Hoque
TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque.
Change 2956292 on 2016/04/26 by Zabir.Hoque
Fix OpenGL shader compile break from CL: 2951737 (Adds support forHDR displays using Dolby PQ output).
#CodeReview: Jack.Porter, Allan.Bentham
Change 2956662 on 2016/04/26 by Chris.Bunner
Temporary fix for new Tonemapper issues.
#jira UE-29935
Change 2957614 on 2016/04/27 by Marcus.Wassmer
Fix PS4 shader compiler errors.
Change 2958468 on 2016/04/27 by Rolando.Caloca
DR - Fix hlslcc validation issue
- Show error on SCW if shader format not found when running with -directcompile
#jira UE-29982
Change 2959105 on 2016/04/28 by Rolando.Caloca
DR - Rebuilt hlslcc for Mac
Change 2959891 on 2016/04/28 by Daniel.Wright
Shader compiler does a recreate render state even during blocking compile - fixes saving a material giving different behavior from applying changes with global distance fields
Change 2959895 on 2016/04/28 by Daniel.Wright
Work around build machine string matching heuristics that will cause a cook to fail
Change 2959902 on 2016/04/28 by Daniel.Wright
Added LowerHemisphereSolidColor to sky lights
Change 2959930 on 2016/04/28 by Daniel.Wright
Added OpacitySourceMode to SubUVAnimation, which is useful with textures created for additive particles
Change 2959933 on 2016/04/28 by Daniel.Wright
Substring matching for console command suggestions
* Only implemented in the editor, game uses UConsole which needs an entirely different implementation
* Not sorting starting matches first, although that is desired
Change 2959942 on 2016/04/28 by Daniel.Wright
Gracefully handle when input string doesn't match search results
Change 2960743 on 2016/04/29 by Gil.Gribb
UE4 - UAT - Add map name to editortest command line.
Change 2960940 on 2016/04/29 by Chris.Bunner
Allow custom material nodes to be used with tessellation outputs.
#jira UE-29586
Change 2960955 on 2016/04/29 by Gil.Gribb
UE4 - Improved the CPU burden of loading in several places. Made substantial progress on the complete loading revamp (currently disabled).
Change 2960961 on 2016/04/29 by Chris.Bunner
Potential material translator Lerp node pre-computations/optimizations.
#jira OR-20138
Change 2961087 on 2016/04/29 by Gil.Gribb
Fixed compile error in preflight relating to load time test rig
Change 2962565 on 2016/05/02 by Gil.Gribb
Merging //UE4/Dev-Main@2962478 to Dev-Rendering (//UE4/Dev-Rendering)
Change 2965058 on 2016/05/03 by Chris.Bunner
Shader version bump.
#lockdown Gil.Gribb
#jira UE-30206
Change 2966554 on 2016/05/04 by Chris.Bunner
Bumping shader version again, unintentionally polluted DDC previously.
#lockdown Gil.Gribb
#jira UE-30329
Change 2967183 on 2016/05/05 by Gil.Gribb
UE4 - Fixed a bad hash on landscape grass components. Simple, safe.
#lockdown nick.penwarden
[CL 2967480 by Gil Gribb in Main branch]
1511 lines
46 KiB
C++
1511 lines
46 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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// ...
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#include "VulkanShaderFormat.h"
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#include "Core.h"
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#include "ShaderPreprocessor.h"
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#include "ShaderCompilerCommon.h"
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#include "hlslcc.h"
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#include "VulkanBackend.h"
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#include "VulkanShaderResources.h"
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DEFINE_LOG_CATEGORY_STATIC(LogVulkanShaderCompiler, Log, All);
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static int32 GUseExternalShaderCompiler = 0;
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static FAutoConsoleVariableRef CVarVulkanUseExternalShaderCompiler(
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TEXT("r.Vulkan.UseExternalShaderCompiler"),
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GUseExternalShaderCompiler,
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TEXT("Whether to use the internal shader compiling library or the external glslang tool.\n")
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TEXT(" 0: Internal compiler\n")
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TEXT(" 1: External compiler)"),
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ECVF_Default
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);
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extern bool GenerateSpirv(const ANSICHAR* Source, FCompilerInfo& CompilerInfo, FString& OutErrors, const FString& DumpDebugInfoPath, TArray<uint8>& OutSpirv);
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static TArray<ANSICHAR> ParseIdentifierANSI(const FString& Str)
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{
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TArray<ANSICHAR> Result;
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Result.Reserve(Str.Len());
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for (int32 Index = 0; Index < Str.Len(); ++Index)
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{
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Result.Add(FChar::ToLower((ANSICHAR)Str[Index]));
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}
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Result.Add('\0');
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return Result;
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}
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inline const ANSICHAR * CStringEndOfLine(const ANSICHAR * Text)
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{
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const ANSICHAR * LineEnd = FCStringAnsi::Strchr(Text, '\n');
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if (nullptr == LineEnd)
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{
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LineEnd = Text + FCStringAnsi::Strlen(Text);
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}
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return LineEnd;
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}
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inline bool CStringIsBlankLine(const ANSICHAR * Text)
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{
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while (!FCharAnsi::IsLinebreak(*Text))
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{
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if (!FCharAnsi::IsWhitespace(*Text))
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{
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return false;
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}
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++Text;
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}
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return true;
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}
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static FString ParseIdentifier(const ANSICHAR* &Str)
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{
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FString Result;
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while ((*Str >= 'A' && *Str <= 'Z')
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|| (*Str >= 'a' && *Str <= 'z')
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|| (*Str >= '0' && *Str <= '9')
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|| *Str == '_')
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{
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Result += *Str;
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++Str;
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}
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return Result;
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}
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inline void AppendCString(TArray<ANSICHAR> & Dest, const ANSICHAR * Source)
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{
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if (Dest.Num() > 0)
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{
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Dest.Insert(Source, FCStringAnsi::Strlen(Source), Dest.Num() - 1);;
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}
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else
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{
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Dest.Append(Source, FCStringAnsi::Strlen(Source) + 1);
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}
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}
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inline bool MoveHashLines(TArray<ANSICHAR> & Dest, TArray<ANSICHAR> & Source)
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{
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// Walk through the lines to find the first non-# line...
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const ANSICHAR * LineStart = Source.GetData();
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for (bool FoundNonHashLine = false; !FoundNonHashLine;)
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{
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const ANSICHAR * LineEnd = CStringEndOfLine(LineStart);
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if (LineStart[0] != '#' && !CStringIsBlankLine(LineStart))
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{
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FoundNonHashLine = true;
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}
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else if (LineEnd[0] == '\n')
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{
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LineStart = LineEnd + 1;
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}
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else
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{
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LineStart = LineEnd;
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}
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}
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// Copy the hash lines over, if we found any. And delete from
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// the source.
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if (LineStart > Source.GetData())
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{
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int32 LineLength = LineStart - Source.GetData();
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if (Dest.Num() > 0)
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{
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Dest.Insert(Source.GetData(), LineLength, Dest.Num() - 1);
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}
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else
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{
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Dest.Append(Source.GetData(), LineLength);
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Dest.Append("", 1);
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}
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if (Dest.Last(1) != '\n')
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{
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Dest.Insert("\n", 1, Dest.Num() - 1);
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}
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Source.RemoveAt(0, LineStart - Source.GetData());
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return true;
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}
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return false;
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}
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static bool Match(const ANSICHAR* &Str, ANSICHAR Char)
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{
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if (*Str == Char)
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{
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++Str;
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return true;
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}
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return false;
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}
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template <typename T>
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uint32 ParseNumber(const T* Str)
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{
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check(Str);
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uint32 Num = 0;
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int32 Len = 0;
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// Find terminating character
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for(int32 Index=0; Index<128; Index++)
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{
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if(Str[Index] == 0)
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{
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Len = Index;
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break;
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}
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}
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check(Len > 0);
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// Find offset to integer type
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int32 Offset = -1;
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for(int32 Index=0; Index<Len; Index++)
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{
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if (*(Str + Index) >= '0' && *(Str + Index) <= '9')
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{
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Offset = Index;
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break;
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}
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}
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// Check if we found a number
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check(Offset >= 0);
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Str += Offset;
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while (*(Str) && *Str >= '0' && *Str <= '9')
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{
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Num = Num * 10 + *Str++ - '0';
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}
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return Num;
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}
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static inline FString GetExtension(EHlslShaderFrequency Frequency, bool bAddDot = true)
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{
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switch (Frequency)
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{
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default:
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check(0);
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// fallthrough...
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case HSF_PixelShader:
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return TEXT(".frag") + (bAddDot ? 0 : 1);
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case HSF_VertexShader:
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return TEXT(".vert") + (bAddDot ? 0 : 1);
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case HSF_ComputeShader:
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return TEXT(".comp") + (bAddDot ? 0 : 1);
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case HSF_GeometryShader:
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return TEXT(".geom") + (bAddDot ? 0 : 1);
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case HSF_HullShader:
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return TEXT(".tesc") + (bAddDot ? 0 : 1);
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case HSF_DomainShader:
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return TEXT(".tese") + (bAddDot ? 0 : 1);
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}
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}
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static uint32 GetTypeComponents(const FString& Type)
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{
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static const FString TypePrefix[] = { "f", "i", "u" };
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uint32 Components = 0;
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int32 PrefixLength = 0;
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for (uint32 i = 0; i<ARRAY_COUNT(TypePrefix); i++)
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{
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const FString& Prefix = TypePrefix[i];
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const int32 CmpLength = Type.Contains(Prefix, ESearchCase::CaseSensitive, ESearchDir::FromStart);
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if (CmpLength == Prefix.Len())
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{
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PrefixLength = CmpLength;
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break;
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}
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}
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check(PrefixLength > 0);
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Components = ParseNumber(*Type + PrefixLength);
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check(Components > 0);
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return Components;
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}
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static void GenerateBindingTable(const FVulkanShaderSerializedBindings& SerializedBindings, FVulkanShaderBindingTable& OutBindingTable)
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{
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int32 NumSamplers = 0;
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int32 NumSamplerBuffers = 0;
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int32 NumUniformBuffers = 0;
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auto& Layouts = SerializedBindings.Bindings;
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//#todo-rco: FIX! SamplerBuffers share numbering with Samplers
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NumSamplers = Layouts[FVulkanShaderSerializedBindings::TYPE_SAMPLER].Num() + Layouts[FVulkanShaderSerializedBindings::TYPE_SAMPLER_BUFFER].Num();
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NumSamplerBuffers = Layouts[FVulkanShaderSerializedBindings::TYPE_SAMPLER].Num() + Layouts[FVulkanShaderSerializedBindings::TYPE_SAMPLER_BUFFER].Num();
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NumUniformBuffers = Layouts[FVulkanShaderSerializedBindings::TYPE_PACKED_UNIFORM_BUFFER].Num() + Layouts[FVulkanShaderSerializedBindings::TYPE_UNIFORM_BUFFER].Num();
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for (int32 Index = 0; Index < CrossCompiler::PACKED_TYPEINDEX_MAX; ++Index)
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{
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OutBindingTable.PackedGlobalUBsIndices[Index] = -1;
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}
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OutBindingTable.SamplerBindingIndices.AddUninitialized(NumSamplers);
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//#todo-rco: FIX! SamplerBuffers share numbering with Samplers
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OutBindingTable.SamplerBufferBindingIndices.AddUninitialized(NumSamplerBuffers);
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OutBindingTable.UniformBufferBindingIndices.AddUninitialized(NumUniformBuffers);
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for (int32 Index = 0; Index < Layouts[FVulkanShaderSerializedBindings::TYPE_SAMPLER].Num(); ++Index)
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{
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auto& Mapping = Layouts[FVulkanShaderSerializedBindings::TYPE_SAMPLER][Index];
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OutBindingTable.SamplerBindingIndices[Mapping.EngineBindingIndex] = Mapping.VulkanBindingIndex;
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//#todo-rco: FIX! SamplerBuffers share numbering with Samplers
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OutBindingTable.SamplerBufferBindingIndices[Mapping.EngineBindingIndex] = Mapping.VulkanBindingIndex;
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}
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for (int32 Index = 0; Index < Layouts[FVulkanShaderSerializedBindings::TYPE_SAMPLER_BUFFER].Num(); ++Index)
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{
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auto& Mapping = Layouts[FVulkanShaderSerializedBindings::TYPE_SAMPLER_BUFFER][Index];
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OutBindingTable.SamplerBindingIndices[Mapping.EngineBindingIndex] = Mapping.VulkanBindingIndex;
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//#todo-rco: FIX! SamplerBuffers share numbering with Samplers
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OutBindingTable.SamplerBufferBindingIndices[Mapping.EngineBindingIndex] = Mapping.VulkanBindingIndex;
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}
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for (int32 Index = 0; Index < Layouts[FVulkanShaderSerializedBindings::TYPE_UNIFORM_BUFFER].Num(); ++Index)
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{
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auto& Mapping = Layouts[FVulkanShaderSerializedBindings::TYPE_UNIFORM_BUFFER][Index];
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OutBindingTable.UniformBufferBindingIndices[Mapping.EngineBindingIndex] = Mapping.VulkanBindingIndex;
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}
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for (int32 Index = 0; Index < Layouts[FVulkanShaderSerializedBindings::TYPE_PACKED_UNIFORM_BUFFER].Num(); ++Index)
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{
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auto& Mapping = Layouts[FVulkanShaderSerializedBindings::TYPE_PACKED_UNIFORM_BUFFER][Index];
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OutBindingTable.UniformBufferBindingIndices[Mapping.EngineBindingIndex] = Mapping.VulkanBindingIndex;
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uint8 PackedIndex = SerializedBindings.PackedUBTypeIndex[Index];
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check(PackedIndex != (uint8)-1);
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OutBindingTable.PackedGlobalUBsIndices[PackedIndex] = Mapping.EngineBindingIndex;
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}
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// Do not share numbers here
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OutBindingTable.NumDescriptorsWithoutPackedUniformBuffers = Layouts[FVulkanShaderSerializedBindings::TYPE_SAMPLER].Num() + Layouts[FVulkanShaderSerializedBindings::TYPE_SAMPLER_BUFFER].Num() + Layouts[FVulkanShaderSerializedBindings::TYPE_UNIFORM_BUFFER].Num();
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OutBindingTable.NumDescriptors = OutBindingTable.NumDescriptorsWithoutPackedUniformBuffers + Layouts[FVulkanShaderSerializedBindings::TYPE_PACKED_UNIFORM_BUFFER].Num();
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}
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static void BuildShaderOutput(
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FShaderCompilerOutput& ShaderOutput,
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const FShaderCompilerInput& ShaderInput,
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const ANSICHAR* InShaderSource,
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int32 SourceLen,
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const FVulkanBindingTable& BindingTable,
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const ANSICHAR* InShaderSourceES,
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int32 SourceLenES,
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TArray<uint8>& Spirv,
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const FString& DebugName
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)
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{
|
|
const ANSICHAR* USFSource = InShaderSource;
|
|
CrossCompiler::FHlslccHeader CCHeader;
|
|
if (!CCHeader.Read(USFSource, SourceLen))
|
|
{
|
|
UE_LOG(LogVulkanShaderCompiler, Error, TEXT("Bad hlslcc header found"));
|
|
return;
|
|
}
|
|
|
|
if (*USFSource != '#')
|
|
{
|
|
UE_LOG(LogVulkanShaderCompiler, Error, TEXT("Bad hlslcc header found! Missing '#'!"));
|
|
return;
|
|
}
|
|
|
|
FVulkanCodeHeader Header;
|
|
|
|
FShaderParameterMap& ParameterMap = ShaderOutput.ParameterMap;
|
|
EShaderFrequency Frequency = (EShaderFrequency)ShaderOutput.Target.Frequency;
|
|
|
|
TBitArray<> UsedUniformBufferSlots;
|
|
UsedUniformBufferSlots.Init(false, 32);
|
|
|
|
|
|
static const FString AttributePrefix = TEXT("in_ATTRIBUTE");
|
|
static const FString GL_Prefix = TEXT("gl_");
|
|
for (auto& Input : CCHeader.Inputs)
|
|
{
|
|
// Only process attributes for vertex shaders.
|
|
if (Frequency == SF_Vertex && Input.Name.StartsWith(AttributePrefix))
|
|
{
|
|
int32 AttributeIndex = ParseNumber(*Input.Name + AttributePrefix.Len());
|
|
Header.SerializedBindings.InOutMask |= (1 << AttributeIndex);
|
|
}
|
|
#if 0
|
|
// Record user-defined input varyings
|
|
else if (!Input.Name.StartsWith(GL_Prefix))
|
|
{
|
|
FVulkanShaderVarying Var;
|
|
Var.Location = Input.Index;
|
|
Var.Varying = ParseIdentifierANSI(Input.Name);
|
|
Var.Components = GetTypeComponents(Input.Type);
|
|
Header.SerializedBindings.InputVaryings.Add(Var);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
static const FString TargetPrefix = "out_Target";
|
|
static const FString GL_FragDepth = "gl_FragDepth";
|
|
for (auto& Output : CCHeader.Outputs)
|
|
{
|
|
// Only targets for pixel shaders must be tracked.
|
|
if (Frequency == SF_Pixel && Output.Name.StartsWith(TargetPrefix))
|
|
{
|
|
uint8 TargetIndex = ParseNumber(*Output.Name + TargetPrefix.Len());
|
|
Header.SerializedBindings.InOutMask |= (1 << TargetIndex);
|
|
}
|
|
// Only depth writes for pixel shaders must be tracked.
|
|
else if (Frequency == SF_Pixel && Output.Name.Equals(GL_FragDepth))
|
|
{
|
|
Header.SerializedBindings.InOutMask |= 0x8000;
|
|
}
|
|
#if 0
|
|
// Record user-defined output varyings
|
|
else if (!Output.Name.StartsWith(GL_Prefix))
|
|
{
|
|
FVulkanShaderVarying Var;
|
|
Var.Location = Output.Index;
|
|
Var.Varying = ParseIdentifierANSI(Output.Name);
|
|
Var.Components = GetTypeComponents(Output.Type);
|
|
Header.SerializedBindings.OutputVaryings.Add(Var);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
TMap<uint8, uint32> PackedGlobalUBs;
|
|
// Then 'normal' uniform buffers.
|
|
static const FString CBPrefix = "HLSLCC_CB";
|
|
for (auto& UniformBlock : CCHeader.UniformBlocks)
|
|
{
|
|
uint16 UBIndex = UniformBlock.Index;
|
|
UsedUniformBufferSlots[UBIndex] = true;
|
|
if (UniformBlock.Name.StartsWith(CBPrefix))
|
|
{
|
|
// This is a uniform buffer that holds the array for packed global uniforms
|
|
ANSICHAR Type = (ANSICHAR)UniformBlock.Name[CBPrefix.Len()];
|
|
PackedGlobalUBs.Add(Type) = UBIndex;
|
|
}
|
|
else
|
|
{
|
|
// Regular UB
|
|
ParameterMap.AddParameterAllocation(*UniformBlock.Name, Header.SerializedBindings.NumUniformBuffers++, 0, 0);
|
|
}
|
|
}
|
|
|
|
// Parse binding table; categorize by type
|
|
FMemory::Memset(Header.SerializedBindings.PackedUBTypeIndex, (uint8)-1);
|
|
for (const auto& CurrBinding : BindingTable.GetBindings())
|
|
{
|
|
FVulkanShaderSerializedBindings::FBindMap NewBinding;
|
|
NewBinding.VulkanBindingIndex = CurrBinding.Index;
|
|
auto NewBindingName = ParseIdentifierANSI(CurrBinding.Name);
|
|
NewBinding.EngineBindingIndex = ParseNumber(NewBindingName.GetData());
|
|
|
|
auto Type = FVulkanShaderSerializedBindings::TYPE_MAX;
|
|
switch (CurrBinding.Type)
|
|
{
|
|
case FVulkanBindingTable::TYPE_SAMPLER:
|
|
Type = FVulkanShaderSerializedBindings::TYPE_SAMPLER;
|
|
break;
|
|
case FVulkanBindingTable::TYPE_SAMPLER_BUFFER:
|
|
Type = FVulkanShaderSerializedBindings::TYPE_SAMPLER_BUFFER;
|
|
break;
|
|
case FVulkanBindingTable::TYPE_UNIFORM_BUFFER:
|
|
Type = FVulkanShaderSerializedBindings::TYPE_UNIFORM_BUFFER;
|
|
break;
|
|
case FVulkanBindingTable::TYPE_PACKED_UNIFORM_BUFFER:
|
|
Type = FVulkanShaderSerializedBindings::TYPE_PACKED_UNIFORM_BUFFER;
|
|
check(Header.SerializedBindings.Bindings[Type].Num() < CrossCompiler::PACKED_TYPEINDEX_MAX);
|
|
Header.SerializedBindings.PackedUBTypeIndex[Header.SerializedBindings.Bindings[Type].Num()] = CrossCompiler::PackedTypeNameToTypeIndex(CurrBinding.SubType);
|
|
break;
|
|
default:
|
|
checkf(0, TEXT("Binding Type %d not found"), (int32)CurrBinding.Type);
|
|
break;
|
|
}
|
|
|
|
Header.SerializedBindings.Bindings[Type].Add(NewBinding);
|
|
}
|
|
|
|
// Fix up packed global layouts so they are in packed name type index order
|
|
{
|
|
// Simple bubble sort of 5 elements
|
|
bool bChanged = false;
|
|
do
|
|
{
|
|
bChanged = false;
|
|
|
|
auto& Bindings = Header.SerializedBindings.Bindings[FVulkanShaderSerializedBindings::TYPE_PACKED_UNIFORM_BUFFER];
|
|
auto& PackedTypes = Header.SerializedBindings.PackedUBTypeIndex;
|
|
for (int32 Index = 0; Index < Bindings.Num() - 1; ++Index)
|
|
{
|
|
if (PackedTypes[Index] > PackedTypes[Index + 1])
|
|
{
|
|
Swap(PackedTypes[Index], PackedTypes[Index + 1]);
|
|
Swap(Bindings[Index], Bindings[Index + 1]);
|
|
bChanged = true;
|
|
}
|
|
}
|
|
}
|
|
while (bChanged);
|
|
}
|
|
|
|
const uint16 BytesPerComponent = 4;
|
|
|
|
// Packed global uniforms
|
|
TMap<ANSICHAR, uint16> PackedGlobalArraySize;
|
|
for (auto& PackedGlobal : CCHeader.PackedGlobals)
|
|
{
|
|
ParameterMap.AddParameterAllocation(
|
|
*PackedGlobal.Name,
|
|
PackedGlobal.PackedType,
|
|
PackedGlobal.Offset * BytesPerComponent,
|
|
PackedGlobal.Count * BytesPerComponent
|
|
);
|
|
|
|
uint16& Size = PackedGlobalArraySize.FindOrAdd(PackedGlobal.PackedType);
|
|
Size = FMath::Max<uint16>(BytesPerComponent * (PackedGlobal.Offset + PackedGlobal.Count), Size);
|
|
}
|
|
|
|
// Packed Uniform Buffers
|
|
TMap<int, TMap<ANSICHAR, uint16> > PackedUniformBuffersSize;
|
|
for (auto& PackedUB : CCHeader.PackedUBs)
|
|
{
|
|
check(PackedUB.Attribute.Index == Header.SerializedBindings.NumUniformBuffers);
|
|
UsedUniformBufferSlots[PackedUB.Attribute.Index] = true;
|
|
ParameterMap.AddParameterAllocation(*PackedUB.Attribute.Name, Header.SerializedBindings.NumUniformBuffers++, 0, 0);
|
|
|
|
// Nothing else...
|
|
//for (auto& Member : PackedUB.Members)
|
|
//{
|
|
//}
|
|
}
|
|
|
|
// Packed Uniform Buffers copy lists & setup sizes for each UB/Precision entry
|
|
enum EFlattenUBState
|
|
{
|
|
Unknown,
|
|
GroupedUBs,
|
|
FlattenedUBs,
|
|
};
|
|
|
|
EFlattenUBState UBState = Unknown;
|
|
|
|
for (auto& PackedUBCopy : CCHeader.PackedUBCopies)
|
|
{
|
|
CrossCompiler::FUniformBufferCopyInfo CopyInfo;
|
|
CopyInfo.SourceUBIndex = PackedUBCopy.SourceUB;
|
|
CopyInfo.SourceOffsetInFloats = PackedUBCopy.SourceOffset;
|
|
CopyInfo.DestUBIndex = PackedUBCopy.DestUB;
|
|
CopyInfo.DestUBTypeName = PackedUBCopy.DestPackedType;
|
|
CopyInfo.DestUBTypeIndex = CrossCompiler::PackedTypeNameToTypeIndex(CopyInfo.DestUBTypeName);
|
|
CopyInfo.DestOffsetInFloats = PackedUBCopy.DestOffset;
|
|
CopyInfo.SizeInFloats = PackedUBCopy.Count;
|
|
|
|
Header.UniformBuffersCopyInfo.Add(CopyInfo);
|
|
|
|
auto& UniformBufferSize = PackedUniformBuffersSize.FindOrAdd(CopyInfo.DestUBIndex);
|
|
uint16& Size = UniformBufferSize.FindOrAdd(CopyInfo.DestUBTypeName);
|
|
Size = FMath::Max<uint16>(BytesPerComponent * (CopyInfo.DestOffsetInFloats + CopyInfo.SizeInFloats), Size);
|
|
|
|
check(UBState == Unknown || UBState == GroupedUBs);
|
|
UBState = GroupedUBs;
|
|
}
|
|
|
|
for (auto& PackedUBCopy : CCHeader.PackedUBGlobalCopies)
|
|
{
|
|
CrossCompiler::FUniformBufferCopyInfo CopyInfo;
|
|
CopyInfo.SourceUBIndex = PackedUBCopy.SourceUB;
|
|
CopyInfo.SourceOffsetInFloats = PackedUBCopy.SourceOffset;
|
|
CopyInfo.DestUBIndex = PackedUBCopy.DestUB;
|
|
CopyInfo.DestUBTypeName = PackedUBCopy.DestPackedType;
|
|
CopyInfo.DestUBTypeIndex = CrossCompiler::PackedTypeNameToTypeIndex(CopyInfo.DestUBTypeName);
|
|
CopyInfo.DestOffsetInFloats = PackedUBCopy.DestOffset;
|
|
CopyInfo.SizeInFloats = PackedUBCopy.Count;
|
|
|
|
Header.UniformBuffersCopyInfo.Add(CopyInfo);
|
|
|
|
uint16& Size = PackedGlobalArraySize.FindOrAdd(CopyInfo.DestUBTypeName);
|
|
Size = FMath::Max<uint16>(BytesPerComponent * (CopyInfo.DestOffsetInFloats + CopyInfo.SizeInFloats), Size);
|
|
|
|
check(UBState == Unknown || UBState == FlattenedUBs);
|
|
UBState = FlattenedUBs;
|
|
}
|
|
|
|
Header.SerializedBindings.bFlattenUB = (UBState == FlattenedUBs);
|
|
|
|
// Setup Packed Array info
|
|
Header.SerializedBindings.PackedGlobalArrays.Reserve(PackedGlobalArraySize.Num());
|
|
for (auto Iterator = PackedGlobalArraySize.CreateIterator(); Iterator; ++Iterator)
|
|
{
|
|
ANSICHAR TypeName = Iterator.Key();
|
|
uint16 Size = Iterator.Value();
|
|
Size = (Size + 0xf) & (~0xf);
|
|
CrossCompiler::FPackedArrayInfo Info;
|
|
Info.Size = Size;
|
|
Info.TypeName = TypeName;
|
|
Info.TypeIndex = CrossCompiler::PackedTypeNameToTypeIndex(TypeName);
|
|
Header.SerializedBindings.PackedGlobalArrays.Add(Info);
|
|
}
|
|
|
|
// Setup Packed Uniform Buffers info
|
|
Header.SerializedBindings.PackedUniformBuffers.Reserve(PackedUniformBuffersSize.Num());
|
|
for (auto Iterator = PackedUniformBuffersSize.CreateIterator(); Iterator; ++Iterator)
|
|
{
|
|
int BufferIndex = Iterator.Key();
|
|
auto& ArraySizes = Iterator.Value();
|
|
TArray<CrossCompiler::FPackedArrayInfo> InfoArray;
|
|
InfoArray.Reserve(ArraySizes.Num());
|
|
for (auto IterSizes = ArraySizes.CreateIterator(); IterSizes; ++IterSizes)
|
|
{
|
|
ANSICHAR TypeName = IterSizes.Key();
|
|
uint16 Size = IterSizes.Value();
|
|
Size = (Size + 0xf) & (~0xf);
|
|
CrossCompiler::FPackedArrayInfo Info;
|
|
Info.Size = Size;
|
|
Info.TypeName = TypeName;
|
|
Info.TypeIndex = CrossCompiler::PackedTypeNameToTypeIndex(TypeName);
|
|
InfoArray.Add(Info);
|
|
}
|
|
|
|
Header.SerializedBindings.PackedUniformBuffers.Add(InfoArray);
|
|
}
|
|
|
|
// Then samplers.
|
|
for (auto& Sampler : CCHeader.Samplers)
|
|
{
|
|
ParameterMap.AddParameterAllocation(
|
|
*Sampler.Name,
|
|
0,
|
|
Sampler.Offset,
|
|
Sampler.Count
|
|
);
|
|
|
|
Header.SerializedBindings.NumSamplers = FMath::Max<uint8>(
|
|
Header.SerializedBindings.NumSamplers,
|
|
Sampler.Offset + Sampler.Count
|
|
);
|
|
|
|
for (auto& SamplerState : Sampler.SamplerStates)
|
|
{
|
|
ParameterMap.AddParameterAllocation(
|
|
*SamplerState,
|
|
0,
|
|
Sampler.Offset,
|
|
Sampler.Count
|
|
);
|
|
}
|
|
}
|
|
|
|
// Then UAVs (images in GLSL)
|
|
for (auto& UAV : CCHeader.UAVs)
|
|
{
|
|
ParameterMap.AddParameterAllocation(
|
|
*UAV.Name,
|
|
0,
|
|
UAV.Offset,
|
|
UAV.Count
|
|
);
|
|
|
|
Header.SerializedBindings.NumUAVs = FMath::Max<uint8>(
|
|
Header.SerializedBindings.NumSamplers,
|
|
UAV.Offset + UAV.Count
|
|
);
|
|
}
|
|
|
|
// Lats make sure that there is some type of name visible
|
|
Header.ShaderName = CCHeader.Name.Len() > 0 ? CCHeader.Name : DebugName;
|
|
|
|
FSHA1::HashBuffer(USFSource, FCStringAnsi::Strlen(USFSource), (uint8*)&Header.SourceHash);
|
|
|
|
// Build the SRT for this shader.
|
|
{
|
|
// Build the generic SRT for this shader.
|
|
FShaderCompilerResourceTable GenericSRT;
|
|
BuildResourceTableMapping(ShaderInput.Environment.ResourceTableMap, ShaderInput.Environment.ResourceTableLayoutHashes, UsedUniformBufferSlots, ShaderOutput.ParameterMap, /*MaxBoundResourceTable, */GenericSRT);
|
|
|
|
// Copy over the bits indicating which resource tables are active.
|
|
Header.SerializedBindings.ShaderResourceTable.ResourceTableBits = GenericSRT.ResourceTableBits;
|
|
|
|
Header.SerializedBindings.ShaderResourceTable.ResourceTableLayoutHashes = GenericSRT.ResourceTableLayoutHashes;
|
|
|
|
// Now build our token streams.
|
|
BuildResourceTableTokenStream(GenericSRT.TextureMap, GenericSRT.MaxBoundResourceTable, Header.SerializedBindings.ShaderResourceTable.TextureMap);
|
|
BuildResourceTableTokenStream(GenericSRT.ShaderResourceViewMap, GenericSRT.MaxBoundResourceTable, Header.SerializedBindings.ShaderResourceTable.ShaderResourceViewMap);
|
|
BuildResourceTableTokenStream(GenericSRT.SamplerMap, GenericSRT.MaxBoundResourceTable, Header.SerializedBindings.ShaderResourceTable.SamplerMap);
|
|
BuildResourceTableTokenStream(GenericSRT.UnorderedAccessViewMap, GenericSRT.MaxBoundResourceTable, Header.SerializedBindings.ShaderResourceTable.UnorderedAccessViewMap);
|
|
}
|
|
|
|
// Write out the header and shader source code.
|
|
FMemoryWriter Ar(ShaderOutput.ShaderCode.GetWriteAccess(), true);
|
|
Ar << Header;
|
|
|
|
FVulkanShaderBindingTable ShaderBindingTable;
|
|
GenerateBindingTable(Header.SerializedBindings, ShaderBindingTable);
|
|
|
|
Ar << ShaderBindingTable;
|
|
|
|
TArray<ANSICHAR> DebugNameArray;
|
|
AppendCString(DebugNameArray, TCHAR_TO_ANSI(*DebugName));
|
|
Ar << DebugNameArray;
|
|
|
|
Ar << Spirv;
|
|
|
|
TArray<ANSICHAR> GlslSourceArray;
|
|
AppendCString(GlslSourceArray, InShaderSource);
|
|
Ar << GlslSourceArray;
|
|
|
|
// store data we can pickup later with ShaderCode.FindOptionalData('n'), could be removed for shipping
|
|
// Daniel L: This GenerateShaderName does not generate a deterministic output among shaders as the shader code can be shared.
|
|
// uncommenting this will cause the project to have non deterministic materials and will hurt patch sizes
|
|
// ShaderOutput.ShaderCode.AddOptionalData('n', TCHAR_TO_UTF8(*ShaderInput.GenerateShaderName()));
|
|
|
|
ShaderOutput.NumInstructions = 0;
|
|
ShaderOutput.NumTextureSamplers = Header.SerializedBindings.NumSamplers;
|
|
ShaderOutput.bSucceeded = true;
|
|
}
|
|
|
|
static void BuildShaderOutput(
|
|
FShaderCompilerOutput& ShaderOutput,
|
|
const FShaderCompilerInput& ShaderInput,
|
|
const ANSICHAR* InShaderSource,
|
|
int32 SourceLen,
|
|
const FVulkanBindingTable& BindingTable,
|
|
const ANSICHAR* InShaderSourceES,
|
|
int32 SourceLenES,
|
|
const FString& SPVFile,
|
|
const FString& DebugName
|
|
)
|
|
{
|
|
TArray<uint8> Spirv;
|
|
FFileHelper::LoadFileToArray(Spirv, *SPVFile);
|
|
|
|
BuildShaderOutput(
|
|
ShaderOutput,
|
|
ShaderInput,
|
|
InShaderSource,
|
|
SourceLen,
|
|
BindingTable,
|
|
InShaderSourceES,
|
|
SourceLenES,
|
|
Spirv,
|
|
DebugName
|
|
);
|
|
}
|
|
|
|
static bool StringToFile(const FString& Filepath, const char* str)
|
|
{
|
|
int32 StrLength = str ? FCStringAnsi::Strlen(str) : 0;
|
|
|
|
if(StrLength == 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
FArchive* FileWriter = IFileManager::Get().CreateFileWriter(*Filepath);
|
|
if (FileWriter)
|
|
{
|
|
// const cast...
|
|
FileWriter->Serialize((void*)str, StrLength+1);
|
|
FileWriter->Close();
|
|
delete FileWriter;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static char* PatchGLSLVersionPosition(const char* InSourceGLSL)
|
|
{
|
|
if(!InSourceGLSL)
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
const int32 InSrcLength = FCStringAnsi::Strlen(InSourceGLSL);
|
|
if(InSrcLength <= 0)
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
char* GlslSource = (char*)malloc(InSrcLength+1);
|
|
memcpy(GlslSource, InSourceGLSL, InSrcLength+1);
|
|
|
|
// Find begin of "#version" line
|
|
char* VersionBegin = strstr(GlslSource, "#version");
|
|
|
|
// Find end of "#version line"
|
|
char* VersionEnd = VersionBegin ? strstr(VersionBegin, "\n") : nullptr;
|
|
|
|
if(VersionEnd)
|
|
{
|
|
// Add '\n' character
|
|
VersionEnd++;
|
|
|
|
const int32 VersionLineLength = VersionEnd - VersionBegin - 1;
|
|
|
|
// Copy version line into a temporary buffer (+1 for term-char).
|
|
const int32 TmpStrBytes = (VersionEnd - VersionBegin) + 1;
|
|
char* TmpVersionLine = (char*)malloc(TmpStrBytes);
|
|
memset(TmpVersionLine, 0, TmpStrBytes);
|
|
memcpy(TmpVersionLine, VersionBegin, TmpStrBytes-1);
|
|
|
|
// Erase current version number, just replace it with spaces...
|
|
for(char* str=VersionBegin; str<(VersionEnd-1); str++)
|
|
{
|
|
*str=' ';
|
|
}
|
|
|
|
// Allocate new source buffer to place version string on the first line.
|
|
char* NewSource = (char*)malloc(InSrcLength + TmpStrBytes);
|
|
|
|
// Copy version line
|
|
memcpy(NewSource, TmpVersionLine, TmpStrBytes);
|
|
|
|
// Copy original source after the source line
|
|
// -1 to offset back from the term-char
|
|
memcpy(NewSource + TmpStrBytes - 1, GlslSource, InSrcLength + 1);
|
|
|
|
free(TmpVersionLine);
|
|
TmpVersionLine = nullptr;
|
|
|
|
// Update string pointer
|
|
free(GlslSource);
|
|
GlslSource = NewSource;
|
|
}
|
|
|
|
return GlslSource;
|
|
}
|
|
|
|
static void PatchForToWhileLoop(char** InOutSourceGLSL)
|
|
{
|
|
//checkf(InOutSourceGLSL, TEXT("Attempting to patch an invalid glsl source-string"));
|
|
|
|
char* srcGlsl = *InOutSourceGLSL;
|
|
//checkf(srcGlsl, TEXT("Attempting to patch an invalid glsl source-string"));
|
|
|
|
const size_t InSrcLength = strlen(srcGlsl);
|
|
//checkf(InSrcLength > 0, TEXT("Attempting to patch an empty glsl source-string."));
|
|
|
|
// This is what we are relacing
|
|
const char* srcPatchable = "for (;;)";
|
|
const size_t srcPatchableLength = strlen(srcPatchable);
|
|
|
|
// This is where we are replacing with
|
|
const char* dstPatchable = "while(true)";
|
|
const size_t dstPatchableLength = strlen(dstPatchable);
|
|
|
|
// Find number of occurances
|
|
int numNumberOfOccurances = 0;
|
|
for(char* dstReplacePos = strstr(srcGlsl, srcPatchable);
|
|
dstReplacePos != NULL;
|
|
dstReplacePos = strstr(dstReplacePos+srcPatchableLength, srcPatchable))
|
|
{
|
|
numNumberOfOccurances++;
|
|
}
|
|
|
|
// No patching needed
|
|
if(numNumberOfOccurances == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Calc new required string-length
|
|
const size_t newLength = InSrcLength + (dstPatchableLength-srcPatchableLength)*numNumberOfOccurances;
|
|
|
|
// Allocate destination buffer + 1 char for terminating character
|
|
char* GlslSource = (char*)malloc(newLength+1);
|
|
memset(GlslSource, 0, sizeof(char)*(newLength+1));
|
|
memcpy(GlslSource, srcGlsl, InSrcLength);
|
|
|
|
// Scan and replace
|
|
char* dstReplacePos = strstr(GlslSource, srcPatchable);
|
|
char* srcReplacePos = strstr(srcGlsl, srcPatchable);
|
|
int bytesRemaining = (int)newLength;
|
|
while(dstReplacePos != NULL && srcReplacePos != NULL)
|
|
{
|
|
// Replace the string
|
|
bytesRemaining = (int)newLength - (int)(dstReplacePos - GlslSource);
|
|
memcpy(dstReplacePos, dstPatchable, dstPatchableLength);
|
|
|
|
// Increment positions
|
|
dstReplacePos+=dstPatchableLength;
|
|
srcReplacePos+=srcPatchableLength;
|
|
|
|
// Append remaining code
|
|
int bytesToCopy = InSrcLength - (int)(srcReplacePos - srcGlsl);
|
|
memcpy(dstReplacePos, srcReplacePos, bytesToCopy);
|
|
|
|
dstReplacePos = strstr(dstReplacePos, srcPatchable);
|
|
srcReplacePos = strstr(srcReplacePos, srcPatchable);
|
|
}
|
|
|
|
free(*InOutSourceGLSL);
|
|
|
|
*InOutSourceGLSL = GlslSource;
|
|
}
|
|
|
|
static char* PatchForToWhileLoop(const char* InSourceGLSL)
|
|
{
|
|
const int32 InSrcLength = FCStringAnsi::Strlen(InSourceGLSL);
|
|
if(InSrcLength <= 0)
|
|
{
|
|
check(!"Attempting to patch an empty glsl source-string.");
|
|
return nullptr;
|
|
}
|
|
|
|
// This is what we are relacing
|
|
const char* srcPatchable = "for (;;)";
|
|
const int srcPatchableLength = FCStringAnsi::Strlen(srcPatchable);
|
|
|
|
// This is where we are replacing with
|
|
const char* dstPatchable = "while(true)";
|
|
const int dstPatchableLength = FCStringAnsi::Strlen(dstPatchable);
|
|
|
|
const int newLength = InSrcLength + (dstPatchableLength-srcPatchableLength);
|
|
|
|
// Allocate destination buffer + 1 char for terminating character
|
|
char* GlslSource = (char*)malloc(newLength+1);
|
|
memset(GlslSource, 0, sizeof(char)*(newLength+1));
|
|
memcpy(GlslSource, InSourceGLSL, InSrcLength);
|
|
|
|
char* replaceBegin = strstr(GlslSource, srcPatchable);
|
|
|
|
if(replaceBegin == NULL)
|
|
{
|
|
// Nothing to replace
|
|
return GlslSource;
|
|
}
|
|
}
|
|
|
|
static FString CreateShaderCompileCommandLine(FCompilerInfo& CompilerInfo, EHlslCompileTarget Target)
|
|
{
|
|
//const FString OutputFileNoExt = FPaths::GetBaseFilename(OutputFile);
|
|
FString CmdLine;
|
|
FString GLSLFile = CompilerInfo.Input.DumpDebugInfoPath / (TEXT("Output") + GetExtension(CompilerInfo.Frequency));
|
|
FString SPVFile = CompilerInfo.Input.DumpDebugInfoPath / TEXT("Output.spv");
|
|
FString SPVDisasmFile = CompilerInfo.Input.DumpDebugInfoPath / TEXT("Output.spvasm");
|
|
|
|
FString DumpedUSFFile = CompilerInfo.Input.DumpDebugInfoPath / (CompilerInfo.BaseSourceFilename + TEXT(".usf"));
|
|
const TCHAR* VersionSwitch = TEXT("-es31");
|
|
switch (Target)
|
|
{
|
|
case HCT_FeatureLevelES3_1Ext:
|
|
case HCT_FeatureLevelES3_1:
|
|
VersionSwitch = TEXT("-vulkan");
|
|
break;
|
|
case HCT_FeatureLevelSM4:
|
|
VersionSwitch = TEXT("-vulkansm4");
|
|
break;
|
|
case HCT_FeatureLevelSM5:
|
|
VersionSwitch = TEXT("-vulkansm5");
|
|
break;
|
|
default:
|
|
check(0);
|
|
}
|
|
CmdLine += CrossCompiler::CreateBatchFileContents(DumpedUSFFile, GLSLFile, CompilerInfo.Frequency, CompilerInfo.Input.EntryPointName, VersionSwitch, CompilerInfo.CCFlags);
|
|
|
|
CmdLine += TEXT("\n\"");
|
|
CmdLine += *(FPaths::RootDir() / TEXT("Engine/Binaries/ThirdParty/glslang/glslangValidator.exe"));
|
|
CmdLine += TEXT("\"");
|
|
CmdLine += TEXT(" -V -H -r -o \"") + SPVFile + TEXT("\" \"") + GLSLFile + TEXT("\" > \"" + SPVDisasmFile + "\"");
|
|
CmdLine += TEXT("\npause\n");
|
|
|
|
return CmdLine;
|
|
}
|
|
|
|
|
|
FCompilerInfo::FCompilerInfo(const FShaderCompilerInput& InInput, const FString& InWorkingDirectory, EHlslShaderFrequency InFrequency) :
|
|
Input(InInput),
|
|
WorkingDirectory(InWorkingDirectory),
|
|
CCFlags(0),
|
|
Frequency(InFrequency),
|
|
bDebugDump(false)
|
|
{
|
|
bDebugDump = Input.DumpDebugInfoPath != TEXT("") && IFileManager::Get().DirectoryExists(*Input.DumpDebugInfoPath);
|
|
BaseSourceFilename = FPaths::GetBaseFilename(Input.SourceFilename);
|
|
}
|
|
|
|
|
|
/**
|
|
* Compile a shader using the external shader compiler
|
|
*/
|
|
static void CompileUsingExternal(const struct FShaderCompilerInput& Input, struct FShaderCompilerOutput& Output, const class FString& WorkingDirectory, EVulkanShaderVersion Version)
|
|
{
|
|
FString PreprocessedShader;
|
|
FShaderCompilerDefinitions AdditionalDefines;
|
|
EHlslCompileTarget HlslCompilerTarget = HCT_FeatureLevelES3_1Ext;
|
|
EHlslCompileTarget HlslCompilerTargetES = HCT_FeatureLevelES3_1Ext;
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_HLSLCC"), 1);
|
|
if (Version == EVulkanShaderVersion::ES3_1 || Version == EVulkanShaderVersion::ES3_1_ANDROID || Version == EVulkanShaderVersion::ES3_1_UB)
|
|
{
|
|
HlslCompilerTarget = HCT_FeatureLevelES3_1Ext;
|
|
HlslCompilerTargetES = HCT_FeatureLevelES3_1Ext;
|
|
AdditionalDefines.SetDefine(TEXT("USE_LOWER_PRECISION"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("ES2_PROFILE"), 1);
|
|
}
|
|
else if (Version == EVulkanShaderVersion::SM4)
|
|
{
|
|
HlslCompilerTarget = HCT_FeatureLevelSM4;
|
|
HlslCompilerTargetES = HCT_FeatureLevelSM4;
|
|
}
|
|
else if (Version == EVulkanShaderVersion::SM5)
|
|
{
|
|
HlslCompilerTarget = HCT_FeatureLevelSM5;
|
|
HlslCompilerTargetES = HCT_FeatureLevelSM5;
|
|
}
|
|
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
|
|
AdditionalDefines.SetDefine(TEXT("VULKAN_PROFILE"), 1);
|
|
|
|
FString DebugName = Input.DumpDebugInfoPath.Right(Input.DumpDebugInfoPath.Len() - Input.DumpDebugInfoRootPath.Len());
|
|
|
|
const bool bDumpDebugInfo = (Input.DumpDebugInfoPath != TEXT("") && IFileManager::Get().DirectoryExists(*Input.DumpDebugInfoPath));
|
|
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_SUPPORTS_ATTRIBUTES"), (uint32)1);
|
|
|
|
auto DoPreprocess = [&]() -> bool
|
|
{
|
|
if (Input.bSkipPreprocessedCache)
|
|
{
|
|
return FFileHelper::LoadFileToString(PreprocessedShader, *Input.SourceFilename);
|
|
}
|
|
else
|
|
{
|
|
return PreprocessShader(PreprocessedShader, Output, Input, AdditionalDefines);
|
|
}
|
|
};
|
|
|
|
if (DoPreprocess())
|
|
{
|
|
char* GlslShaderSource = NULL;
|
|
char* ESShaderSource = NULL;
|
|
char* ErrorLog = NULL;
|
|
|
|
const bool bIsSM5 = (Version == EVulkanShaderVersion::SM5);
|
|
|
|
const EHlslShaderFrequency FrequencyTable[] =
|
|
{
|
|
HSF_VertexShader,
|
|
bIsSM5 ? HSF_HullShader : HSF_InvalidFrequency,
|
|
bIsSM5 ? HSF_DomainShader : HSF_InvalidFrequency,
|
|
HSF_PixelShader,
|
|
bIsSM5 ? HSF_GeometryShader : HSF_InvalidFrequency,
|
|
bIsSM5 ? HSF_ComputeShader : HSF_InvalidFrequency
|
|
};
|
|
|
|
const EHlslShaderFrequency Frequency = FrequencyTable[Input.Target.Frequency];
|
|
if (Frequency == HSF_InvalidFrequency)
|
|
{
|
|
Output.bSucceeded = false;
|
|
FShaderCompilerError* NewError = new(Output.Errors) FShaderCompilerError();
|
|
NewError->StrippedErrorMessage = FString::Printf(
|
|
TEXT("%s shaders not supported for use in Vulkan."),
|
|
CrossCompiler::GetFrequencyName((EShaderFrequency)Input.Target.Frequency));
|
|
return;
|
|
}
|
|
|
|
// This requires removing the HLSLCC_NoPreprocess flag later on!
|
|
if (!RemoveUniformBuffersFromSource(PreprocessedShader))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Write out the preprocessed file and a batch file to compile it if requested (DumpDebugInfoPath is valid)
|
|
if (bDumpDebugInfo && !Input.bSkipPreprocessedCache)
|
|
{
|
|
FArchive* FileWriter = IFileManager::Get().CreateFileWriter(*(Input.DumpDebugInfoPath / Input.SourceFilename + TEXT(".usf")));
|
|
if (FileWriter)
|
|
{
|
|
auto AnsiSourceFile = StringCast<ANSICHAR>(*PreprocessedShader);
|
|
FileWriter->Serialize((ANSICHAR*)AnsiSourceFile.Get(), AnsiSourceFile.Length());
|
|
FileWriter->Close();
|
|
delete FileWriter;
|
|
}
|
|
}
|
|
|
|
uint32 CCFlags = 0;
|
|
CCFlags |= HLSLCC_NoPreprocess;
|
|
//if (!bIsSM5)
|
|
{
|
|
CCFlags |= HLSLCC_PackUniformsIntoUniformBuffers;
|
|
CCFlags |= HLSLCC_FlattenUniformBuffers;
|
|
CCFlags |= HLSLCC_SeparateShaderObjects;
|
|
}
|
|
//CCFlags |= HLSLCC_DX11ClipSpace;
|
|
|
|
// Required as we added the RemoveUniformBuffersFromSource() function (the cross-compiler won't be able to interpret comments w/o a preprocessor)
|
|
CCFlags &= ~HLSLCC_NoPreprocess;
|
|
|
|
// ES SL doesn't support origin layout
|
|
uint32 CCFlagsES = CCFlags | HLSLCC_DX11ClipSpace;
|
|
|
|
FVulkanBindingTable BindingTableES(Frequency);
|
|
|
|
FVulkanCodeBackend VulkanBackendES(CCFlagsES, BindingTableES, HlslCompilerTargetES);
|
|
FVulkanLanguageSpec VulkanLanguageSpec(false);
|
|
|
|
int32 Result = 0;
|
|
if (!bIsSM5)
|
|
{
|
|
FHlslCrossCompilerContext CrossCompilerContextES(CCFlagsES, Frequency, HlslCompilerTargetES);
|
|
if (CrossCompilerContextES.Init(TCHAR_TO_ANSI(*Input.SourceFilename), &VulkanLanguageSpec))
|
|
{
|
|
Result = CrossCompilerContextES.Run(
|
|
TCHAR_TO_ANSI(*PreprocessedShader),
|
|
TCHAR_TO_ANSI(*Input.EntryPointName),
|
|
&VulkanBackendES,
|
|
&ESShaderSource,
|
|
&ErrorLog
|
|
) ? 1 : 0;
|
|
}
|
|
|
|
if (Result != 0)
|
|
{
|
|
if (bDumpDebugInfo)
|
|
{
|
|
int32 ESSourceLen = ESShaderSource ? FCStringAnsi::Strlen(ESShaderSource) : 0;
|
|
const FString ESFile = (Input.DumpDebugInfoPath / TEXT("Output_ES") + GetExtension(Frequency));
|
|
|
|
StringToFile(ESFile, ESShaderSource);
|
|
}
|
|
}
|
|
}
|
|
|
|
FVulkanBindingTable BindingTable(Frequency);
|
|
FVulkanCodeBackend VulkanBackend(CCFlags, BindingTable, HlslCompilerTarget);
|
|
|
|
FHlslCrossCompilerContext CrossCompilerContext(CCFlags, Frequency, HlslCompilerTarget);
|
|
if (CrossCompilerContext.Init(TCHAR_TO_ANSI(*Input.SourceFilename), &VulkanLanguageSpec))
|
|
{
|
|
Result = CrossCompilerContext.Run(
|
|
TCHAR_TO_ANSI(*PreprocessedShader),
|
|
TCHAR_TO_ANSI(*Input.EntryPointName),
|
|
&VulkanBackend,
|
|
&GlslShaderSource,
|
|
&ErrorLog
|
|
) ? 1 : 0;
|
|
}
|
|
|
|
if (Result != 0)
|
|
{
|
|
int32 GlslSourceLen = GlslShaderSource ? FCStringAnsi::Strlen(GlslShaderSource) : 0;
|
|
|
|
// If no GLSL file is generated, we cannot generate SPIR-V, there for we have to generate an error
|
|
if (GlslSourceLen > 0)
|
|
{
|
|
FString GLSLFile;
|
|
if (bDumpDebugInfo)
|
|
{
|
|
GLSLFile = (Input.DumpDebugInfoPath / TEXT("Output") + GetExtension(Frequency));
|
|
|
|
// Store unchanged GLSL source
|
|
StringToFile(GLSLFile, GlslShaderSource);
|
|
}
|
|
|
|
// Convert GLSL to SPIRV
|
|
{
|
|
// In order to convert GLSL to SPIRV, we need to bypass the signature and set the version on the first line.
|
|
// This is probably glsl to spriv converter bug, since it only occurs some versions of glsl.
|
|
|
|
// Patch GLSL source
|
|
char* PatchedGlslSource = PatchGLSLVersionPosition(GlslShaderSource);
|
|
check(PatchedGlslSource);
|
|
PatchForToWhileLoop(&PatchedGlslSource);
|
|
|
|
FString SPVFile;
|
|
if (bDumpDebugInfo)
|
|
{
|
|
// Change output file name to patched filename and store
|
|
GLSLFile = (Input.DumpDebugInfoPath / TEXT("patched") + GetExtension(Frequency));
|
|
if (GLSLFile.Len() >= MAX_PATH)
|
|
{
|
|
FShaderCompilerError* Error = new(Output.Errors) FShaderCompilerError();
|
|
Error->ErrorLineString = FString::Printf(TEXT("Filepath exeeding %d characters: "), MAX_PATH, *GLSLFile);
|
|
Output.bSucceeded = false;
|
|
|
|
if (PatchedGlslSource)
|
|
{
|
|
free(PatchedGlslSource);
|
|
}
|
|
if (ESShaderSource)
|
|
{
|
|
free(ESShaderSource);
|
|
}
|
|
if (GlslShaderSource)
|
|
{
|
|
free(GlslShaderSource);
|
|
}
|
|
if (ErrorLog)
|
|
{
|
|
free(ErrorLog);
|
|
}
|
|
return;
|
|
}
|
|
|
|
StringToFile(GLSLFile, PatchedGlslSource);
|
|
free(PatchedGlslSource);
|
|
|
|
SPVFile = Input.DumpDebugInfoPath / GetExtension(Frequency, false) + TEXT(".spv");
|
|
}
|
|
else
|
|
{
|
|
FString WorkDirectory = *(FPaths::Combine(*(FPaths::ConvertRelativePathToFull(*FPaths::GameSavedDir())), TEXT("VulkanShaderWork")));
|
|
|
|
GLSLFile = FPaths::CreateTempFilename(*WorkDirectory, TEXT("VSW"), *(TEXT(".") + GetExtension(Frequency, false)));
|
|
StringToFile(GLSLFile, PatchedGlslSource);
|
|
free(PatchedGlslSource);
|
|
|
|
SPVFile = *(FPaths::GetBaseFilename(GLSLFile, false) + TEXT(".spv"));
|
|
}
|
|
|
|
int32 ReturnCode = 0;
|
|
FString Out, Err;
|
|
const FString ConverterToolPath = *(FPaths::RootDir() / TEXT("Engine/Binaries/ThirdParty/glslang/glslangValidator.exe"));
|
|
const FString InputArguments = TEXT(" -V -H -r -o \"") + SPVFile + TEXT("\" \"") + GLSLFile + TEXT("\"");
|
|
bool bResult = FPlatformProcess::ExecProcess(*ConverterToolPath, *InputArguments, &ReturnCode, &Out, &Err);
|
|
|
|
if (bResult && FPaths::FileExists(SPVFile))
|
|
{
|
|
if (bDumpDebugInfo)
|
|
{
|
|
FArchive* FileWriter = IFileManager::Get().CreateFileWriter(*(SPVFile + TEXT("asm"))); // So it becomes *.spvasm
|
|
if (FileWriter)
|
|
{
|
|
FileWriter->Serialize(TCHAR_TO_ANSI(*Out), Out.Len() + 1);
|
|
FileWriter->Close();
|
|
delete FileWriter;
|
|
}
|
|
}
|
|
|
|
Output.Target = Input.Target;
|
|
BuildShaderOutput(Output, Input,
|
|
GlslShaderSource, GlslSourceLen,
|
|
BindingTable,
|
|
ESShaderSource, ESShaderSource ? FCStringAnsi::Strlen(ESShaderSource) : 0 ,
|
|
SPVFile, DebugName);
|
|
|
|
if (!bDumpDebugInfo)
|
|
{
|
|
IFileManager::Get().Delete(*SPVFile, false, true);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FShaderCompilerError* Error = new(Output.Errors) FShaderCompilerError();
|
|
Error->ErrorLineString = Out;
|
|
Output.bSucceeded = false;
|
|
}
|
|
|
|
if (!bDumpDebugInfo)
|
|
{
|
|
IFileManager::Get().Delete(*GLSLFile, false, true);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FShaderCompilerError* Error = new(Output.Errors) FShaderCompilerError();
|
|
if (bDumpDebugInfo)
|
|
{
|
|
Error->ErrorLineString = FString::Printf(TEXT("No GLSL code generated for SPIR-V conversion. Shader: '%s'"), *Input.DumpDebugInfoPath);
|
|
}
|
|
else
|
|
{
|
|
Error->ErrorLineString = FString::Printf(TEXT("No GLSL code generated for SPIR-V conversion. Shader: '%s'"), *DebugName);
|
|
}
|
|
Output.bSucceeded = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FString Tmp = ANSI_TO_TCHAR(ErrorLog);
|
|
TArray<FString> ErrorLines;
|
|
Tmp.ParseIntoArray(ErrorLines, TEXT("\n"), true);
|
|
for (int32 LineIndex = 0; LineIndex < ErrorLines.Num(); ++LineIndex)
|
|
{
|
|
const FString& Line = ErrorLines[LineIndex];
|
|
CrossCompiler::ParseHlslccError(Output.Errors, Line);
|
|
}
|
|
}
|
|
|
|
if (ESShaderSource)
|
|
{
|
|
free(ESShaderSource);
|
|
}
|
|
if (GlslShaderSource)
|
|
{
|
|
free(GlslShaderSource);
|
|
}
|
|
if (ErrorLog)
|
|
{
|
|
free(ErrorLog);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Compile a shader using the internal shader compiling library
|
|
*/
|
|
static void CompileUsingInternal(FCompilerInfo& CompilerInfo, FVulkanBindingTable& BindingTable, TArray<ANSICHAR>& GlslSource, FString& EntryPointName, FShaderCompilerOutput& Output)
|
|
{
|
|
FString Errors;
|
|
TArray<uint8> Spirv;
|
|
if (GenerateSpirv(GlslSource.GetData(), CompilerInfo, Errors, CompilerInfo.Input.DumpDebugInfoPath, Spirv))
|
|
{
|
|
FString DebugName = CompilerInfo.Input.DumpDebugInfoPath.Right(CompilerInfo.Input.DumpDebugInfoPath.Len() - CompilerInfo.Input.DumpDebugInfoRootPath.Len());
|
|
|
|
Output.Target = CompilerInfo.Input.Target;
|
|
BuildShaderOutput(Output, CompilerInfo.Input,
|
|
GlslSource.GetData(), GlslSource.Num(),
|
|
BindingTable, nullptr, 0, Spirv, DebugName);
|
|
}
|
|
else
|
|
{
|
|
if (Errors.Len() > 0)
|
|
{
|
|
FShaderCompilerError* Error = new(Output.Errors) FShaderCompilerError();
|
|
Error->ErrorLineString = Errors;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static bool CallHlslcc(const FString& PreprocessedShader, FVulkanBindingTable& BindingTable, FCompilerInfo& CompilerInfo, FString& EntryPointName, EHlslCompileTarget HlslCompilerTarget, FShaderCompilerOutput& Output, TArray<ANSICHAR>& OutGlsl)
|
|
{
|
|
char* GlslShaderSource = nullptr;
|
|
char* ErrorLog = nullptr;
|
|
|
|
auto InnerFunction = [&]()
|
|
{
|
|
// Call hlslcc
|
|
FVulkanCodeBackend VulkanBackend(CompilerInfo.CCFlags, BindingTable, HlslCompilerTarget);
|
|
FHlslCrossCompilerContext CrossCompilerContext(CompilerInfo.CCFlags, CompilerInfo.Frequency, HlslCompilerTarget);
|
|
//#todo-rco: Always false?
|
|
FVulkanLanguageSpec VulkanLanguageSpec(false);
|
|
int32 Result = 0;
|
|
if (CrossCompilerContext.Init(TCHAR_TO_ANSI(*CompilerInfo.Input.SourceFilename), &VulkanLanguageSpec))
|
|
{
|
|
Result = CrossCompilerContext.Run(
|
|
TCHAR_TO_ANSI(*PreprocessedShader),
|
|
TCHAR_TO_ANSI(*EntryPointName),
|
|
&VulkanBackend,
|
|
&GlslShaderSource,
|
|
&ErrorLog
|
|
) ? 1 : 0;
|
|
}
|
|
|
|
if (Result == 0)
|
|
{
|
|
FString Tmp = ANSI_TO_TCHAR(ErrorLog);
|
|
TArray<FString> ErrorLines;
|
|
Tmp.ParseIntoArray(ErrorLines, TEXT("\n"), true);
|
|
for (int32 LineIndex = 0; LineIndex < ErrorLines.Num(); ++LineIndex)
|
|
{
|
|
const FString& Line = ErrorLines[LineIndex];
|
|
CrossCompiler::ParseHlslccError(Output.Errors, Line);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
check(GlslShaderSource);
|
|
|
|
// Patch GLSL source
|
|
PatchForToWhileLoop(&GlslShaderSource);
|
|
|
|
if (CompilerInfo.bDebugDump)
|
|
{
|
|
FString DumpedGlslFile = CompilerInfo.Input.DumpDebugInfoPath / (TEXT("Output") + GetExtension(CompilerInfo.Frequency));
|
|
FArchive* FileWriter = IFileManager::Get().CreateFileWriter(*DumpedGlslFile);
|
|
if (FileWriter)
|
|
{
|
|
FileWriter->Serialize(GlslShaderSource, FCStringAnsi::Strlen(GlslShaderSource));
|
|
FileWriter->Close();
|
|
delete FileWriter;
|
|
}
|
|
}
|
|
|
|
int32 Length = FCStringAnsi::Strlen(GlslShaderSource);
|
|
OutGlsl.AddUninitialized(Length + 1);
|
|
FCStringAnsi::Strcpy(OutGlsl.GetData(), Length + 1, GlslShaderSource);
|
|
|
|
return true;
|
|
};
|
|
|
|
bool bResult = InnerFunction();
|
|
|
|
if (ErrorLog)
|
|
{
|
|
free(ErrorLog);
|
|
}
|
|
|
|
if (GlslShaderSource)
|
|
{
|
|
free(GlslShaderSource);
|
|
}
|
|
|
|
return bResult;
|
|
}
|
|
|
|
|
|
void CompileShader_Windows_Vulkan(const FShaderCompilerInput& Input, FShaderCompilerOutput& Output, const class FString& WorkingDirectory, EVulkanShaderVersion Version)
|
|
{
|
|
check(IsVulkanPlatform((EShaderPlatform)Input.Target.Platform));
|
|
|
|
if (GUseExternalShaderCompiler)
|
|
{
|
|
// Old path...
|
|
CompileUsingExternal(Input, Output, WorkingDirectory, Version);
|
|
return;
|
|
}
|
|
|
|
const bool bIsSM5 = (Version == EVulkanShaderVersion::SM5);
|
|
const bool bIsSM4 = (Version == EVulkanShaderVersion::SM4);
|
|
|
|
const EHlslShaderFrequency FrequencyTable[] =
|
|
{
|
|
HSF_VertexShader,
|
|
bIsSM5 ? HSF_HullShader : HSF_InvalidFrequency,
|
|
bIsSM5 ? HSF_DomainShader : HSF_InvalidFrequency,
|
|
HSF_PixelShader,
|
|
(bIsSM4 || bIsSM5) ? HSF_GeometryShader : HSF_InvalidFrequency,
|
|
bIsSM5 ? HSF_ComputeShader : HSF_InvalidFrequency
|
|
};
|
|
|
|
const EHlslShaderFrequency Frequency = FrequencyTable[Input.Target.Frequency];
|
|
if (Frequency == HSF_InvalidFrequency)
|
|
{
|
|
Output.bSucceeded = false;
|
|
FShaderCompilerError* NewError = new(Output.Errors) FShaderCompilerError();
|
|
NewError->StrippedErrorMessage = FString::Printf(
|
|
TEXT("%s shaders not supported for use in Vulkan."),
|
|
CrossCompiler::GetFrequencyName((EShaderFrequency)Input.Target.Frequency));
|
|
return;
|
|
}
|
|
|
|
FString PreprocessedShader;
|
|
FShaderCompilerDefinitions AdditionalDefines;
|
|
EHlslCompileTarget HlslCompilerTarget = HCT_FeatureLevelES3_1Ext;
|
|
EHlslCompileTarget HlslCompilerTargetES = HCT_FeatureLevelES3_1Ext;
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_HLSLCC"), 1);
|
|
if (Version == EVulkanShaderVersion::ES3_1 || Version == EVulkanShaderVersion::ES3_1_ANDROID || Version == EVulkanShaderVersion::ES3_1_UB)
|
|
{
|
|
HlslCompilerTarget = HCT_FeatureLevelES3_1Ext;
|
|
HlslCompilerTargetES = HCT_FeatureLevelES3_1Ext;
|
|
AdditionalDefines.SetDefine(TEXT("USE_LOWER_PRECISION"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("ES2_PROFILE"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("VULKAN_PROFILE"), 1);
|
|
}
|
|
else if (Version == EVulkanShaderVersion::SM4)
|
|
{
|
|
HlslCompilerTarget = HCT_FeatureLevelSM4;
|
|
HlslCompilerTargetES = HCT_FeatureLevelSM4;
|
|
AdditionalDefines.SetDefine(TEXT("VULKAN_PROFILE_SM4"), 1);
|
|
}
|
|
else if (Version == EVulkanShaderVersion::SM5)
|
|
{
|
|
HlslCompilerTarget = HCT_FeatureLevelSM5;
|
|
HlslCompilerTargetES = HCT_FeatureLevelSM5;
|
|
AdditionalDefines.SetDefine(TEXT("VULKAN_PROFILE_SM5"), 1);
|
|
}
|
|
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
|
|
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_SUPPORTS_ATTRIBUTES"), (uint32)1);
|
|
|
|
//#todo-rco: Glslang doesn't allow this yet
|
|
AdditionalDefines.SetDefine(TEXT("noperspective"), TEXT(""));
|
|
|
|
// Preprocess the shader.
|
|
FString PreprocessedShaderSource;
|
|
if (Input.bSkipPreprocessedCache)
|
|
{
|
|
if (!FFileHelper::LoadFileToString(PreprocessedShaderSource, *Input.SourceFilename))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!PreprocessShader(PreprocessedShaderSource, Output, Input, AdditionalDefines))
|
|
{
|
|
// The preprocessing stage will add any relevant errors.
|
|
return;
|
|
}
|
|
|
|
// Disable instanced stereo until supported for Vulkan
|
|
StripInstancedStereo(PreprocessedShaderSource);
|
|
}
|
|
|
|
FString EntryPointName = Input.EntryPointName;
|
|
|
|
if (!RemoveUniformBuffersFromSource(PreprocessedShaderSource))
|
|
{
|
|
return;
|
|
}
|
|
|
|
FCompilerInfo CompilerInfo(Input, WorkingDirectory, Frequency);
|
|
|
|
CompilerInfo.CCFlags |= HLSLCC_PackUniforms;
|
|
CompilerInfo.CCFlags |= HLSLCC_PackUniformsIntoUniformBuffers;
|
|
//#todo-rco: All version using packed currently
|
|
//if (Version == EVulkanShaderVersion::ES3_1 || Version == EVulkanShaderVersion::ES3_1_ANDROID)
|
|
{
|
|
CompilerInfo.CCFlags |= HLSLCC_FlattenUniformBuffers;
|
|
}
|
|
|
|
CompilerInfo.CCFlags |= HLSLCC_SeparateShaderObjects;
|
|
|
|
// ES doesn't support origin layout
|
|
CompilerInfo.CCFlags |= HLSLCC_DX11ClipSpace;
|
|
|
|
// Required as we added the RemoveUniformBuffersFromSource() function (the cross-compiler won't be able to interpret comments w/o a preprocessor)
|
|
CompilerInfo.CCFlags &= ~HLSLCC_NoPreprocess;
|
|
|
|
// Write out the preprocessed file and a batch file to compile it if requested (DumpDebugInfoPath is valid)
|
|
if (CompilerInfo.bDebugDump)
|
|
{
|
|
FString DumpedUSFFile = CompilerInfo.Input.DumpDebugInfoPath / (CompilerInfo.BaseSourceFilename + TEXT(".usf"));
|
|
FArchive* FileWriter = IFileManager::Get().CreateFileWriter(*DumpedUSFFile);
|
|
if (FileWriter)
|
|
{
|
|
auto AnsiSourceFile = StringCast<ANSICHAR>(*PreprocessedShaderSource);
|
|
FileWriter->Serialize((ANSICHAR*)AnsiSourceFile.Get(), AnsiSourceFile.Length());
|
|
FileWriter->Close();
|
|
delete FileWriter;
|
|
}
|
|
|
|
const FString BatchFileContents = CreateShaderCompileCommandLine(CompilerInfo, HlslCompilerTarget);
|
|
FFileHelper::SaveStringToFile(BatchFileContents, *(CompilerInfo.Input.DumpDebugInfoPath / TEXT("CompileSPIRV.bat")));
|
|
}
|
|
|
|
TArray<ANSICHAR> GeneratedGlslSource;
|
|
FVulkanBindingTable BindingTable(CompilerInfo.Frequency);
|
|
if (CallHlslcc(PreprocessedShaderSource, BindingTable, CompilerInfo, EntryPointName, HlslCompilerTarget, Output, GeneratedGlslSource))
|
|
{
|
|
//#todo-rco: Once it's all cleaned up...
|
|
//if (GUseExternalShaderCompiler)
|
|
//{
|
|
// CompileUsingExternal(CompilerInfo, BindingTable, GeneratedGlslSource, EntryPointName, Output);
|
|
//}
|
|
//else
|
|
{
|
|
// For debugging...
|
|
auto* Code = GeneratedGlslSource.GetData();
|
|
CompileUsingInternal(CompilerInfo, BindingTable, GeneratedGlslSource, EntryPointName, Output);
|
|
}
|
|
}
|
|
}
|