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This represents UE4/Main @ 14432125 + some cherrypick fixes [CL 14468207 by Marc Audy in ue5-main branch]
2734 lines
85 KiB
C++
2734 lines
85 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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// ..
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#include "CoreMinimal.h"
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#include "HAL/FileManager.h"
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#include "Misc/FileHelper.h"
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#include "Misc/Paths.h"
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#include "Serialization/MemoryWriter.h"
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#include "ShaderFormatOpenGL.h"
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#if PLATFORM_WINDOWS
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#include "Windows/AllowWindowsPlatformTypes.h"
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#include "Windows/PreWindowsApi.h"
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#include <objbase.h>
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#include <assert.h>
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#include <stdio.h>
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#include "Windows/PostWindowsApi.h"
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#include "Windows/MinWindows.h"
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#include "Windows/HideWindowsPlatformTypes.h"
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#endif
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#include "ShaderCore.h"
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#include "ShaderPreprocessor.h"
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#include "ShaderCompilerCommon.h"
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#include "GlslBackend.h"
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#if PLATFORM_WINDOWS
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#include "Windows/AllowWindowsPlatformTypes.h"
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#include <GL/glcorearb.h>
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#include <GL/glext.h>
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#include <GL/wglext.h>
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#include "Windows/HideWindowsPlatformTypes.h"
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#elif PLATFORM_LINUX
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#include <GL/glcorearb.h>
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#include <GL/glext.h>
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#include "SDL.h"
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#include <stdio.h>
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#include <wchar.h>
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typedef SDL_Window* SDL_HWindow;
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typedef SDL_GLContext SDL_HGLContext;
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struct FPlatformOpenGLContext
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{
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SDL_HWindow hWnd;
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SDL_HGLContext hGLContext; // this is a (void*) pointer
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};
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#elif PLATFORM_MAC
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#include <OpenGL/OpenGL.h>
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#include <OpenGL/gl3.h>
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#include <OpenGL/gl3ext.h>
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#ifndef GL_COMPUTE_SHADER
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#define GL_COMPUTE_SHADER 0x91B9
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#endif
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#ifndef GL_TESS_EVALUATION_SHADER
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#define GL_TESS_EVALUATION_SHADER 0x8E87
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#endif
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#ifndef GL_TESS_CONTROL_SHADER
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#define GL_TESS_CONTROL_SHADER 0x8E88
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#endif
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#endif
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#include "OpenGLUtil.h"
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#include "OpenGLShaderResources.h"
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#ifndef DXC_SUPPORTED
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#define DXC_SUPPORTED (PLATFORM_MAC || PLATFORM_WINDOWS || PLATFORM_LINUX)
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#endif
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#if DXC_SUPPORTED
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THIRD_PARTY_INCLUDES_START
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#include "spirv_reflect.h"
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#include <map>
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THIRD_PARTY_INCLUDES_END
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#endif // DXC_SUPPORTED
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DEFINE_LOG_CATEGORY_STATIC(LogOpenGLShaderCompiler, Log, All);
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#define VALIDATE_GLSL_WITH_DRIVER 0
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#define ENABLE_IMAGINATION_COMPILER 1
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static FORCEINLINE bool IsPCESPlatform(GLSLVersion Version)
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{
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return (Version == GLSL_150_ES3_1);
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}
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// This function should match OpenGLShaderPlatformSeparable
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bool FOpenGLFrontend::SupportsSeparateShaderObjects(GLSLVersion Version)
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{
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// Only desktop shader platforms can use separable shaders for now,
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// the generated code relies on macros supplied at runtime to determine whether
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// shaders may be separable and/or linked.
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return Version == GLSL_150_ES3_1 || Version == GLSL_430;
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}
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/*------------------------------------------------------------------------------
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Shader compiling.
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------------------------------------------------------------------------------*/
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#if PLATFORM_WINDOWS
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/** List all OpenGL entry points needed for shader compilation. */
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#define ENUM_GL_ENTRYPOINTS(EnumMacro) \
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EnumMacro(PFNGLCOMPILESHADERPROC,glCompileShader) \
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EnumMacro(PFNGLCREATESHADERPROC,glCreateShader) \
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EnumMacro(PFNGLDELETESHADERPROC,glDeleteShader) \
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EnumMacro(PFNGLGETSHADERIVPROC,glGetShaderiv) \
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EnumMacro(PFNGLGETSHADERINFOLOGPROC,glGetShaderInfoLog) \
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EnumMacro(PFNGLSHADERSOURCEPROC,glShaderSource) \
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EnumMacro(PFNGLDELETEBUFFERSPROC,glDeleteBuffers)
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/** Define all GL functions. */
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#define DEFINE_GL_ENTRYPOINTS(Type,Func) static Type Func = NULL;
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ENUM_GL_ENTRYPOINTS(DEFINE_GL_ENTRYPOINTS);
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/** This function is handled separately because it is used to get a real context. */
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static PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB;
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/** Platform specific OpenGL context. */
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struct FPlatformOpenGLContext
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{
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HWND WindowHandle;
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HDC DeviceContext;
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HGLRC OpenGLContext;
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};
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/**
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* A dummy wndproc.
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*/
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static LRESULT CALLBACK PlatformDummyGLWndproc(HWND hWnd, uint32 Message, WPARAM wParam, LPARAM lParam)
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{
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return DefWindowProc(hWnd, Message, wParam, lParam);
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}
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/**
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* Initialize a pixel format descriptor for the given window handle.
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*/
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static void PlatformInitPixelFormatForDevice(HDC DeviceContext)
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{
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// Pixel format descriptor for the context.
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PIXELFORMATDESCRIPTOR PixelFormatDesc;
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FMemory::Memzero(PixelFormatDesc);
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PixelFormatDesc.nSize = sizeof(PIXELFORMATDESCRIPTOR);
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PixelFormatDesc.nVersion = 1;
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PixelFormatDesc.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
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PixelFormatDesc.iPixelType = PFD_TYPE_RGBA;
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PixelFormatDesc.cColorBits = 32;
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PixelFormatDesc.cDepthBits = 0;
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PixelFormatDesc.cStencilBits = 0;
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PixelFormatDesc.iLayerType = PFD_MAIN_PLANE;
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// Set the pixel format and create the context.
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int32 PixelFormat = ChoosePixelFormat(DeviceContext, &PixelFormatDesc);
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if (!PixelFormat || !SetPixelFormat(DeviceContext, PixelFormat, &PixelFormatDesc))
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{
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UE_LOG(LogOpenGLShaderCompiler, Fatal,TEXT("Failed to set pixel format for device context."));
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}
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}
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/**
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* Create a dummy window used to construct OpenGL contexts.
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*/
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static void PlatformCreateDummyGLWindow(FPlatformOpenGLContext* OutContext)
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{
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const TCHAR* WindowClassName = TEXT("DummyGLToolsWindow");
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// Register a dummy window class.
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static bool bInitializedWindowClass = false;
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if (!bInitializedWindowClass)
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{
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WNDCLASS wc;
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bInitializedWindowClass = true;
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FMemory::Memzero(wc);
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wc.style = CS_OWNDC;
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wc.lpfnWndProc = PlatformDummyGLWndproc;
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wc.cbClsExtra = 0;
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wc.cbWndExtra = 0;
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wc.hInstance = NULL;
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wc.hIcon = NULL;
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wc.hCursor = NULL;
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wc.hbrBackground = (HBRUSH)(COLOR_MENUTEXT);
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wc.lpszMenuName = NULL;
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wc.lpszClassName = WindowClassName;
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ATOM ClassAtom = ::RegisterClass(&wc);
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check(ClassAtom);
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}
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// Create a dummy window.
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OutContext->WindowHandle = CreateWindowEx(
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WS_EX_WINDOWEDGE,
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WindowClassName,
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NULL,
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WS_POPUP,
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CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT,
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NULL, NULL, NULL, NULL);
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check(OutContext->WindowHandle);
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// Get the device context.
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OutContext->DeviceContext = GetDC(OutContext->WindowHandle);
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check(OutContext->DeviceContext);
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PlatformInitPixelFormatForDevice(OutContext->DeviceContext);
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}
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/**
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* Create a core profile OpenGL context.
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*/
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static void PlatformCreateOpenGLContextCore(FPlatformOpenGLContext* OutContext, int MajorVersion, int MinorVersion, HGLRC InParentContext)
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{
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check(wglCreateContextAttribsARB);
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check(OutContext);
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check(OutContext->DeviceContext);
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int AttribList[] =
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{
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WGL_CONTEXT_MAJOR_VERSION_ARB, MajorVersion,
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WGL_CONTEXT_MINOR_VERSION_ARB, MinorVersion,
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WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB | WGL_CONTEXT_DEBUG_BIT_ARB,
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WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
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0
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};
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OutContext->OpenGLContext = wglCreateContextAttribsARB(OutContext->DeviceContext, InParentContext, AttribList);
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check(OutContext->OpenGLContext);
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}
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/**
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* Make the context current.
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*/
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static void PlatformMakeGLContextCurrent(FPlatformOpenGLContext* Context)
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{
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check(Context && Context->OpenGLContext && Context->DeviceContext);
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wglMakeCurrent(Context->DeviceContext, Context->OpenGLContext);
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}
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/**
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* Initialize an OpenGL context so that shaders can be compiled.
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*/
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static void PlatformInitOpenGL(void*& ContextPtr, void*& PrevContextPtr, int InMajorVersion, int InMinorVersion)
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{
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static FPlatformOpenGLContext ShaderCompileContext = {0};
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ContextPtr = (void*)wglGetCurrentDC();
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PrevContextPtr = (void*)wglGetCurrentContext();
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if (ShaderCompileContext.OpenGLContext == NULL && InMajorVersion && InMinorVersion)
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{
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PlatformCreateDummyGLWindow(&ShaderCompileContext);
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// Disable warning C4191: 'type cast' : unsafe conversion from 'PROC' to 'XXX' while getting GL entry points.
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#pragma warning(push)
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#pragma warning(disable:4191)
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if (wglCreateContextAttribsARB == NULL)
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{
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// Create a dummy context so that wglCreateContextAttribsARB can be initialized.
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ShaderCompileContext.OpenGLContext = wglCreateContext(ShaderCompileContext.DeviceContext);
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check(ShaderCompileContext.OpenGLContext);
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PlatformMakeGLContextCurrent(&ShaderCompileContext);
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wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
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check(wglCreateContextAttribsARB);
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wglDeleteContext(ShaderCompileContext.OpenGLContext);
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}
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// Create a context so that remaining GL function pointers can be initialized.
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PlatformCreateOpenGLContextCore(&ShaderCompileContext, InMajorVersion, InMinorVersion, /*InParentContext=*/ NULL);
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check(ShaderCompileContext.OpenGLContext);
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PlatformMakeGLContextCurrent(&ShaderCompileContext);
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if (glCreateShader == NULL)
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{
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// Initialize all entry points.
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#define GET_GL_ENTRYPOINTS(Type,Func) Func = (Type)wglGetProcAddress(#Func);
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ENUM_GL_ENTRYPOINTS(GET_GL_ENTRYPOINTS);
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// Check that all of the entry points have been initialized.
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bool bFoundAllEntryPoints = true;
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#define CHECK_GL_ENTRYPOINTS(Type,Func) if (Func == NULL) { bFoundAllEntryPoints = false; UE_LOG(LogOpenGLShaderCompiler, Warning, TEXT("Failed to find entry point for %s"), TEXT(#Func)); }
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ENUM_GL_ENTRYPOINTS(CHECK_GL_ENTRYPOINTS);
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checkf(bFoundAllEntryPoints, TEXT("Failed to find all OpenGL entry points."));
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}
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// Restore warning C4191.
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#pragma warning(pop)
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}
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PlatformMakeGLContextCurrent(&ShaderCompileContext);
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}
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static void PlatformReleaseOpenGL(void* ContextPtr, void* PrevContextPtr)
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{
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wglMakeCurrent((HDC)ContextPtr, (HGLRC)PrevContextPtr);
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}
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#elif PLATFORM_LINUX
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/** List all OpenGL entry points needed for shader compilation. */
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#define ENUM_GL_ENTRYPOINTS(EnumMacro) \
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EnumMacro(PFNGLCOMPILESHADERPROC,glCompileShader) \
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EnumMacro(PFNGLCREATESHADERPROC,glCreateShader) \
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EnumMacro(PFNGLDELETESHADERPROC,glDeleteShader) \
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EnumMacro(PFNGLGETSHADERIVPROC,glGetShaderiv) \
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EnumMacro(PFNGLGETSHADERINFOLOGPROC,glGetShaderInfoLog) \
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EnumMacro(PFNGLSHADERSOURCEPROC,glShaderSource) \
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EnumMacro(PFNGLDELETEBUFFERSPROC,glDeleteBuffers)
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/** Define all GL functions. */
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// We need to make pointer names different from GL functions otherwise we may end up getting
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// addresses of those symbols when looking for extensions.
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namespace GLFuncPointers
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{
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#define DEFINE_GL_ENTRYPOINTS(Type,Func) static Type Func = NULL;
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ENUM_GL_ENTRYPOINTS(DEFINE_GL_ENTRYPOINTS);
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};
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using namespace GLFuncPointers;
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static void _PlatformCreateDummyGLWindow(FPlatformOpenGLContext *OutContext)
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{
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static bool bInitializedWindowClass = false;
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// Create a dummy window.
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OutContext->hWnd = SDL_CreateWindow(NULL,
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0, 0, 1, 1,
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SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS | SDL_WINDOW_HIDDEN | SDL_WINDOW_SKIP_TASKBAR );
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}
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static void _PlatformCreateOpenGLContextCore(FPlatformOpenGLContext* OutContext)
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{
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check(OutContext);
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SDL_HWindow PrevWindow = SDL_GL_GetCurrentWindow();
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SDL_HGLContext PrevContext = SDL_GL_GetCurrentContext();
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OutContext->hGLContext = SDL_GL_CreateContext(OutContext->hWnd);
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SDL_GL_MakeCurrent(PrevWindow, PrevContext);
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}
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static void _ContextMakeCurrent(SDL_HWindow hWnd, SDL_HGLContext hGLDC)
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{
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GLint Result = SDL_GL_MakeCurrent( hWnd, hGLDC );
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check(!Result);
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}
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static void PlatformInitOpenGL(void*& ContextPtr, void*& PrevContextPtr, int InMajorVersion, int InMinorVersion)
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{
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static bool bInitialized = (SDL_GL_GetCurrentWindow() != NULL) && (SDL_GL_GetCurrentContext() != NULL);
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if (!bInitialized)
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{
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check(InMajorVersion > 3 || (InMajorVersion == 3 && InMinorVersion >= 2));
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if (SDL_WasInit(0) == 0)
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{
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SDL_Init(SDL_INIT_VIDEO);
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}
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else
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{
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Uint32 InitializedSubsystemsMask = SDL_WasInit(SDL_INIT_EVERYTHING);
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if ((InitializedSubsystemsMask & SDL_INIT_VIDEO) == 0)
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{
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SDL_InitSubSystem(SDL_INIT_VIDEO);
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}
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}
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if (SDL_GL_LoadLibrary(NULL))
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{
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UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Unable to dynamically load libGL: %s"), ANSI_TO_TCHAR(SDL_GetError()));
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}
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if (glCreateShader == nullptr)
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{
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// Initialize all entry points.
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#define GET_GL_ENTRYPOINTS(Type,Func) GLFuncPointers::Func = reinterpret_cast<Type>(SDL_GL_GetProcAddress(#Func));
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ENUM_GL_ENTRYPOINTS(GET_GL_ENTRYPOINTS);
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// Check that all of the entry points have been initialized.
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bool bFoundAllEntryPoints = true;
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#define CHECK_GL_ENTRYPOINTS(Type,Func) if (Func == nullptr) { bFoundAllEntryPoints = false; UE_LOG(LogOpenGLShaderCompiler, Warning, TEXT("Failed to find entry point for %s"), TEXT(#Func)); }
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ENUM_GL_ENTRYPOINTS(CHECK_GL_ENTRYPOINTS);
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checkf(bFoundAllEntryPoints, TEXT("Failed to find all OpenGL entry points."));
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}
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if (SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, InMajorVersion))
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{
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UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Failed to set GL major version: %s"), ANSI_TO_TCHAR(SDL_GetError()));
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}
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if (SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, InMinorVersion))
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{
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UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Failed to set GL minor version: %s"), ANSI_TO_TCHAR(SDL_GetError()));
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}
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if (SDL_GL_SetAttribute( SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG))
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{
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UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Failed to set GL flags: %s"), ANSI_TO_TCHAR(SDL_GetError()));
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}
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if (SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE))
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{
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UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Failed to set GL mask/profile: %s"), ANSI_TO_TCHAR(SDL_GetError()));
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}
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// Create a dummy context to verify opengl support.
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FPlatformOpenGLContext DummyContext;
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_PlatformCreateDummyGLWindow(&DummyContext);
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_PlatformCreateOpenGLContextCore(&DummyContext);
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if (DummyContext.hGLContext)
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{
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_ContextMakeCurrent(DummyContext.hWnd, DummyContext.hGLContext);
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}
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else
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{
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UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("OpenGL %d.%d not supported by driver"), InMajorVersion, InMinorVersion);
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return;
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}
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PrevContextPtr = NULL;
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ContextPtr = DummyContext.hGLContext;
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bInitialized = true;
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}
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PrevContextPtr = reinterpret_cast<void*>(SDL_GL_GetCurrentContext());
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SDL_HGLContext NewContext = SDL_GL_CreateContext(SDL_GL_GetCurrentWindow());
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SDL_GL_MakeCurrent(SDL_GL_GetCurrentWindow(), NewContext);
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ContextPtr = reinterpret_cast<void*>(NewContext);
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}
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static void PlatformReleaseOpenGL(void* ContextPtr, void* PrevContextPtr)
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{
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SDL_GL_MakeCurrent(SDL_GL_GetCurrentWindow(), reinterpret_cast<SDL_HGLContext>(PrevContextPtr));
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SDL_GL_DeleteContext(reinterpret_cast<SDL_HGLContext>(ContextPtr));
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}
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#elif PLATFORM_MAC
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static void PlatformInitOpenGL(void*& ContextPtr, void*& PrevContextPtr, int InMajorVersion, int InMinorVersion)
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{
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check(InMajorVersion > 3 || (InMajorVersion == 3 && InMinorVersion >= 2));
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CGLPixelFormatAttribute AttribList[] =
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{
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kCGLPFANoRecovery,
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kCGLPFAAccelerated,
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kCGLPFAOpenGLProfile,
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(CGLPixelFormatAttribute)kCGLOGLPVersion_3_2_Core,
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(CGLPixelFormatAttribute)0
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};
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CGLPixelFormatObj PixelFormat;
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GLint NumFormats = 0;
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CGLError Error = CGLChoosePixelFormat(AttribList, &PixelFormat, &NumFormats);
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check(Error == kCGLNoError);
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CGLContextObj ShaderCompileContext;
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Error = CGLCreateContext(PixelFormat, NULL, &ShaderCompileContext);
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check(Error == kCGLNoError);
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Error = CGLDestroyPixelFormat(PixelFormat);
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check(Error == kCGLNoError);
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PrevContextPtr = (void*)CGLGetCurrentContext();
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Error = CGLSetCurrentContext(ShaderCompileContext);
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check(Error == kCGLNoError);
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ContextPtr = (void*)ShaderCompileContext;
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}
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static void PlatformReleaseOpenGL(void* ContextPtr, void* PrevContextPtr)
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{
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CGLContextObj ShaderCompileContext = (CGLContextObj)ContextPtr;
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CGLContextObj PreviousShaderCompileContext = (CGLContextObj)PrevContextPtr;
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CGLError Error;
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Error = CGLSetCurrentContext(PreviousShaderCompileContext);
|
|
check(Error == kCGLNoError);
|
|
|
|
Error = CGLDestroyContext(ShaderCompileContext);
|
|
check(Error == kCGLNoError);
|
|
}
|
|
#endif
|
|
|
|
/** Map shader frequency -> GL shader type. */
|
|
GLenum GLFrequencyTable[] =
|
|
{
|
|
GL_VERTEX_SHADER, // SF_Vertex
|
|
GL_TESS_CONTROL_SHADER, // SF_Hull
|
|
GL_TESS_EVALUATION_SHADER, // SF_Domain
|
|
GL_FRAGMENT_SHADER, // SF_Pixel
|
|
GL_GEOMETRY_SHADER, // SF_Geometry
|
|
GL_COMPUTE_SHADER, // SF_Compute
|
|
// Ray tracing shaders are not supported in OpenGL
|
|
GLenum(0), // SF_RayGen
|
|
GLenum(0), // SF_RayMiss
|
|
GLenum(0), // SF_RayHitGroup (closest hit, any hit, intersection)
|
|
GLenum(0), // SF_RayCallable
|
|
};
|
|
|
|
static_assert(UE_ARRAY_COUNT(GLFrequencyTable) == SF_NumFrequencies, "Frequency table size mismatch.");
|
|
|
|
static inline bool IsDigit(TCHAR Char)
|
|
{
|
|
return Char >= '0' && Char <= '9';
|
|
}
|
|
|
|
/**
|
|
* Parse a GLSL error.
|
|
* @param OutErrors - Storage for shader compiler errors.
|
|
* @param InLine - A single line from the compile error log.
|
|
*/
|
|
void ParseGlslError(TArray<FShaderCompilerError>& OutErrors, const FString& InLine)
|
|
{
|
|
const TCHAR* ErrorPrefix = TEXT("error: 0:");
|
|
const TCHAR* p = *InLine;
|
|
if (FCString::Strnicmp(p, ErrorPrefix, 9) == 0)
|
|
{
|
|
FString ErrorMsg;
|
|
int32 LineNumber = 0;
|
|
p += FCString::Strlen(ErrorPrefix);
|
|
|
|
// Skip to a number, take that to be the line number.
|
|
while (*p && !IsDigit(*p)) { p++; }
|
|
while (*p && IsDigit(*p))
|
|
{
|
|
LineNumber = 10 * LineNumber + (*p++ - TEXT('0'));
|
|
}
|
|
|
|
// Skip to the next alphanumeric value, treat that as the error message.
|
|
while (*p && !FChar::IsAlnum(*p)) { p++; }
|
|
ErrorMsg = p;
|
|
|
|
// Generate a compiler error.
|
|
if (ErrorMsg.Len() > 0)
|
|
{
|
|
// Note that no mapping exists from the GLSL source to the original
|
|
// HLSL source.
|
|
FShaderCompilerError* CompilerError = new(OutErrors) FShaderCompilerError;
|
|
CompilerError->StrippedErrorMessage = FString::Printf(
|
|
TEXT("driver compile error(%d): %s"),
|
|
LineNumber,
|
|
*ErrorMsg
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
static TArray<ANSICHAR> ParseIdentifierANSI(const FString& Str)
|
|
{
|
|
TArray<ANSICHAR> Result;
|
|
Result.Reserve(Str.Len());
|
|
for (int32 Index = 0; Index < Str.Len(); ++Index)
|
|
{
|
|
Result.Add(FChar::ToLower((ANSICHAR)Str[Index]));
|
|
}
|
|
Result.Add('\0');
|
|
|
|
return Result;
|
|
}
|
|
|
|
static uint32 ParseNumber(const TCHAR* Str)
|
|
{
|
|
uint32 Num = 0;
|
|
while (*Str && IsDigit(*Str))
|
|
{
|
|
Num = Num * 10 + *Str++ - '0';
|
|
}
|
|
return Num;
|
|
}
|
|
|
|
|
|
static ANSICHAR TranslateFrequencyToCrossCompilerPrefix(int32 Frequency)
|
|
{
|
|
switch (Frequency)
|
|
{
|
|
case SF_Vertex: return 'v';
|
|
case SF_Pixel: return 'p';
|
|
case SF_Hull: return 'h';
|
|
case SF_Domain: return 'd';
|
|
case SF_Geometry: return 'g';
|
|
case SF_Compute: return 'c';
|
|
}
|
|
return '\0';
|
|
}
|
|
|
|
static TCHAR* SetIndex(TCHAR* Str, int32 Offset, int32 Index)
|
|
{
|
|
check(Index >= 0 && Index < 100);
|
|
|
|
Str += Offset;
|
|
if (Index >= 10)
|
|
{
|
|
*Str++ = '0' + (TCHAR)(Index / 10);
|
|
}
|
|
*Str++ = '0' + (TCHAR)(Index % 10);
|
|
*Str = '\0';
|
|
return Str;
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
* Construct the final microcode from the compiled and verified shader source.
|
|
* @param ShaderOutput - Where to store the microcode and parameter map.
|
|
* @param InShaderSource - GLSL source with input/output signature.
|
|
* @param SourceLen - The length of the GLSL source code.
|
|
*/
|
|
void FOpenGLFrontend::BuildShaderOutput(
|
|
FShaderCompilerOutput& ShaderOutput,
|
|
const FShaderCompilerInput& ShaderInput,
|
|
const ANSICHAR* InShaderSource,
|
|
int32 SourceLen,
|
|
GLSLVersion Version
|
|
)
|
|
{
|
|
const ANSICHAR* USFSource = InShaderSource;
|
|
CrossCompiler::FHlslccHeader CCHeader;
|
|
if (!CCHeader.Read(USFSource, SourceLen))
|
|
{
|
|
UE_LOG(LogOpenGLShaderCompiler, Error, TEXT("Bad hlslcc header found"));
|
|
}
|
|
|
|
if (*USFSource != '#')
|
|
{
|
|
UE_LOG(LogOpenGLShaderCompiler, Error, TEXT("Bad hlslcc header found! Missing '#'!"));
|
|
}
|
|
|
|
FOpenGLCodeHeader Header = {0};
|
|
FShaderParameterMap& ParameterMap = ShaderOutput.ParameterMap;
|
|
EShaderFrequency Frequency = (EShaderFrequency)ShaderOutput.Target.Frequency;
|
|
|
|
TBitArray<> UsedUniformBufferSlots;
|
|
UsedUniformBufferSlots.Init(false, 32);
|
|
|
|
// Write out the magic markers.
|
|
Header.GlslMarker = 0x474c534c;
|
|
switch (Frequency)
|
|
{
|
|
case SF_Vertex:
|
|
Header.FrequencyMarker = 0x5653;
|
|
break;
|
|
case SF_Pixel:
|
|
Header.FrequencyMarker = 0x5053;
|
|
break;
|
|
case SF_Geometry:
|
|
Header.FrequencyMarker = 0x4753;
|
|
break;
|
|
case SF_Hull:
|
|
Header.FrequencyMarker = 0x4853;
|
|
break;
|
|
case SF_Domain:
|
|
Header.FrequencyMarker = 0x4453;
|
|
break;
|
|
case SF_Compute:
|
|
Header.FrequencyMarker = 0x4353;
|
|
break;
|
|
default:
|
|
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Invalid shader frequency: %d"), (int32)Frequency);
|
|
}
|
|
|
|
static const FString AttributePrefix = TEXT("in_ATTRIBUTE");
|
|
static const FString AttributeVarPrefix = TEXT("in_var_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.Bindings.InOutMask |= (1 << AttributeIndex);
|
|
}
|
|
else if (Frequency == SF_Vertex && Input.Name.StartsWith(AttributeVarPrefix))
|
|
{
|
|
int32 AttributeIndex = ParseNumber(*Input.Name + AttributeVarPrefix.Len());
|
|
Header.Bindings.InOutMask |= (1 << AttributeIndex);
|
|
}
|
|
// Record user-defined input varyings
|
|
else if (!Input.Name.StartsWith(GL_Prefix))
|
|
{
|
|
FOpenGLShaderVarying Var;
|
|
Var.Location = Input.Index;
|
|
Var.Varying = ParseIdentifierANSI(Input.Name);
|
|
Header.Bindings.InputVaryings.Add(Var);
|
|
}
|
|
}
|
|
|
|
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.Bindings.InOutMask |= (1 << TargetIndex);
|
|
}
|
|
// Only depth writes for pixel shaders must be tracked.
|
|
else if (Frequency == SF_Pixel && Output.Name.Equals(GL_FragDepth))
|
|
{
|
|
Header.Bindings.InOutMask |= 0x8000;
|
|
}
|
|
// Record user-defined output varyings
|
|
else if (!Output.Name.StartsWith(GL_Prefix))
|
|
{
|
|
FOpenGLShaderVarying Var;
|
|
Var.Location = Output.Index;
|
|
Var.Varying = ParseIdentifierANSI(Output.Name);
|
|
Header.Bindings.OutputVaryings.Add(Var);
|
|
}
|
|
}
|
|
|
|
// general purpose binding name
|
|
TCHAR BindingName[] = TEXT("XYZ\0\0\0\0\0\0\0\0");
|
|
BindingName[0] = TranslateFrequencyToCrossCompilerPrefix(Frequency);
|
|
|
|
TMap<FString, FString> BindingNameMap;
|
|
|
|
// Then 'normal' uniform buffers.
|
|
for (auto& UniformBlock : CCHeader.UniformBlocks)
|
|
{
|
|
uint16 UBIndex = UniformBlock.Index;
|
|
check(UBIndex == Header.Bindings.NumUniformBuffers);
|
|
UsedUniformBufferSlots[UBIndex] = true;
|
|
if (OutputTrueParameterNames())
|
|
{
|
|
// make the final name this will be in the shader
|
|
BindingName[1] = 'b';
|
|
SetIndex(BindingName, 2, UBIndex);
|
|
BindingNameMap.Add(BindingName, UniformBlock.Name);
|
|
}
|
|
else
|
|
{
|
|
ParameterMap.AddParameterAllocation(*UniformBlock.Name, Header.Bindings.NumUniformBuffers, 0, 0, EShaderParameterType::UniformBuffer);
|
|
}
|
|
Header.Bindings.NumUniformBuffers++;
|
|
}
|
|
|
|
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,
|
|
EShaderParameterType::LooseData
|
|
);
|
|
|
|
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)
|
|
{
|
|
checkf(OutputTrueParameterNames() == false, TEXT("Unexpected Packed UBs used with a shader format that needs true parameter names - If this is hit, we need to figure out how to handle them"));
|
|
|
|
check(PackedUB.Attribute.Index == Header.Bindings.NumUniformBuffers);
|
|
UsedUniformBufferSlots[PackedUB.Attribute.Index] = true;
|
|
if (OutputTrueParameterNames())
|
|
{
|
|
BindingName[1] = 'b';
|
|
// ???
|
|
}
|
|
else
|
|
{
|
|
ParameterMap.AddParameterAllocation(*PackedUB.Attribute.Name, Header.Bindings.NumUniformBuffers, 0, 0, EShaderParameterType::UniformBuffer);
|
|
}
|
|
Header.Bindings.NumUniformBuffers++;
|
|
|
|
// 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.Bindings.bFlattenUB = (UBState == FlattenedUBs);
|
|
|
|
// Setup Packed Array info
|
|
Header.Bindings.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.Bindings.PackedGlobalArrays.Add(Info);
|
|
}
|
|
|
|
// Setup Packed Uniform Buffers info
|
|
Header.Bindings.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);
|
|
}
|
|
|
|
// Sort by TypeIndex as expected by eUB uloading code
|
|
InfoArray.Sort([](const CrossCompiler::FPackedArrayInfo& A, const CrossCompiler::FPackedArrayInfo& B)
|
|
{
|
|
return A.TypeIndex < B.TypeIndex;
|
|
});
|
|
|
|
Header.Bindings.PackedUniformBuffers.Add(InfoArray);
|
|
}
|
|
|
|
// Then samplers.
|
|
for (auto& Sampler : CCHeader.Samplers)
|
|
{
|
|
if (OutputTrueParameterNames())
|
|
{
|
|
BindingName[1] = 's';
|
|
SetIndex(BindingName, 2, Sampler.Offset);
|
|
BindingNameMap.Add(BindingName, Sampler.Name);
|
|
}
|
|
else
|
|
{
|
|
ParameterMap.AddParameterAllocation(
|
|
*Sampler.Name,
|
|
0,
|
|
Sampler.Offset,
|
|
Sampler.Count,
|
|
EShaderParameterType::SRV
|
|
);
|
|
}
|
|
|
|
Header.Bindings.NumSamplers = FMath::Max<uint8>(
|
|
Header.Bindings.NumSamplers,
|
|
Sampler.Offset + Sampler.Count
|
|
);
|
|
|
|
for (auto& SamplerState : Sampler.SamplerStates)
|
|
{
|
|
if (OutputTrueParameterNames())
|
|
{
|
|
// add an entry for the sampler parameter as well
|
|
BindingNameMap.Add(FString(BindingName) + TEXT("_samp"), SamplerState);
|
|
}
|
|
else
|
|
{
|
|
ParameterMap.AddParameterAllocation(
|
|
*SamplerState,
|
|
0,
|
|
Sampler.Offset,
|
|
Sampler.Count,
|
|
EShaderParameterType::Sampler
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Then UAVs (images in GLSL)
|
|
for (auto& UAV : CCHeader.UAVs)
|
|
{
|
|
if (OutputTrueParameterNames())
|
|
{
|
|
// make the final name this will be in the shader
|
|
BindingName[1] = 'i';
|
|
SetIndex(BindingName, 2, UAV.Offset);
|
|
BindingNameMap.Add(BindingName, UAV.Name);
|
|
}
|
|
else
|
|
{
|
|
ParameterMap.AddParameterAllocation(
|
|
*UAV.Name,
|
|
0,
|
|
UAV.Offset,
|
|
UAV.Count,
|
|
EShaderParameterType::UAV
|
|
);
|
|
}
|
|
|
|
Header.Bindings.NumUAVs = FMath::Max<uint8>(
|
|
Header.Bindings.NumSamplers,
|
|
UAV.Offset + UAV.Count
|
|
);
|
|
}
|
|
|
|
Header.ShaderName = CCHeader.Name;
|
|
|
|
// perform any post processing this frontend class may need to do
|
|
ShaderOutput.bSucceeded = PostProcessShaderSource(Version, Frequency, USFSource, SourceLen + 1 - (USFSource - InShaderSource), ParameterMap, BindingNameMap, ShaderOutput.Errors, ShaderInput);
|
|
|
|
// 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, GenericSRT);
|
|
CullGlobalUniformBuffers(ShaderInput.Environment.ResourceTableLayoutSlots, ShaderOutput.ParameterMap);
|
|
|
|
// Copy over the bits indicating which resource tables are active.
|
|
Header.Bindings.ShaderResourceTable.ResourceTableBits = GenericSRT.ResourceTableBits;
|
|
|
|
Header.Bindings.ShaderResourceTable.ResourceTableLayoutHashes = GenericSRT.ResourceTableLayoutHashes;
|
|
|
|
// Now build our token streams.
|
|
BuildResourceTableTokenStream(GenericSRT.TextureMap, GenericSRT.MaxBoundResourceTable, Header.Bindings.ShaderResourceTable.TextureMap);
|
|
BuildResourceTableTokenStream(GenericSRT.ShaderResourceViewMap, GenericSRT.MaxBoundResourceTable, Header.Bindings.ShaderResourceTable.ShaderResourceViewMap);
|
|
BuildResourceTableTokenStream(GenericSRT.SamplerMap, GenericSRT.MaxBoundResourceTable, Header.Bindings.ShaderResourceTable.SamplerMap);
|
|
BuildResourceTableTokenStream(GenericSRT.UnorderedAccessViewMap, GenericSRT.MaxBoundResourceTable, Header.Bindings.ShaderResourceTable.UnorderedAccessViewMap);
|
|
}
|
|
|
|
const int32 MaxSamplers = GetMaxSamplers(Version);
|
|
|
|
if (Header.Bindings.NumSamplers > MaxSamplers)
|
|
{
|
|
ShaderOutput.bSucceeded = false;
|
|
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
|
|
NewError->StrippedErrorMessage =
|
|
FString::Printf(TEXT("shader uses %d samplers exceeding the limit of %d"),
|
|
Header.Bindings.NumSamplers, MaxSamplers);
|
|
}
|
|
else if (ShaderOutput.bSucceeded)
|
|
{
|
|
// Write out the header
|
|
FMemoryWriter Ar(ShaderOutput.ShaderCode.GetWriteAccess(), true);
|
|
Ar << Header;
|
|
|
|
if (OptionalSerializeOutputAndReturnIfSerialized(Ar) == false)
|
|
{
|
|
Ar.Serialize((void*)USFSource, SourceLen + 1 - (USFSource - InShaderSource));
|
|
ShaderOutput.bSucceeded = true;
|
|
}
|
|
|
|
// 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()));
|
|
|
|
// extract final source code as requested by the Material Editor
|
|
if (ShaderInput.ExtraSettings.bExtractShaderSource)
|
|
{
|
|
TArray<ANSICHAR> GlslCodeOriginal;
|
|
GlslCodeOriginal.Append(USFSource, FCStringAnsi::Strlen(USFSource) + 1);
|
|
ShaderOutput.OptionalFinalShaderSource = FString(GlslCodeOriginal.GetData());
|
|
}
|
|
|
|
// if available, attempt run an offline compilation and extract statistics
|
|
if (ShaderInput.ExtraSettings.OfflineCompilerPath.Len() > 0)
|
|
{
|
|
CompileOffline(ShaderInput, ShaderOutput, Version, USFSource);
|
|
}
|
|
else
|
|
{
|
|
ShaderOutput.NumInstructions = 0;
|
|
}
|
|
|
|
ShaderOutput.NumTextureSamplers = Header.Bindings.NumSamplers;
|
|
}
|
|
}
|
|
|
|
void FOpenGLFrontend::ConvertOpenGLVersionFromGLSLVersion(GLSLVersion InVersion, int& OutMajorVersion, int& OutMinorVersion)
|
|
{
|
|
switch(InVersion)
|
|
{
|
|
case GLSL_310_ES_EXT:
|
|
case GLSL_430:
|
|
OutMajorVersion = 4;
|
|
OutMinorVersion = 3;
|
|
break;
|
|
case GLSL_150_ES3_1:
|
|
OutMajorVersion = 3;
|
|
OutMinorVersion = 2;
|
|
break;
|
|
case GLSL_ES3_1_ANDROID:
|
|
OutMajorVersion = 0;
|
|
OutMinorVersion = 0;
|
|
break;
|
|
default:
|
|
// Invalid enum
|
|
check(0);
|
|
OutMajorVersion = 0;
|
|
OutMinorVersion = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Precompile a GLSL shader.
|
|
* @param ShaderOutput - The precompiled shader.
|
|
* @param ShaderInput - The shader input.
|
|
* @param InPreprocessedShader - The preprocessed source code.
|
|
*/
|
|
void FOpenGLFrontend::PrecompileShader(FShaderCompilerOutput& ShaderOutput, const FShaderCompilerInput& ShaderInput, const ANSICHAR* ShaderSource, GLSLVersion Version, EHlslShaderFrequency Frequency)
|
|
{
|
|
check(ShaderInput.Target.Frequency < SF_NumFrequencies);
|
|
|
|
// Lookup the GL shader type.
|
|
GLenum GLFrequency = GLFrequencyTable[ShaderInput.Target.Frequency];
|
|
if (GLFrequency == GL_NONE)
|
|
{
|
|
ShaderOutput.bSucceeded = false;
|
|
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
|
|
NewError->StrippedErrorMessage = FString::Printf(TEXT("%s shaders not supported for use in OpenGL."), CrossCompiler::GetFrequencyName((EShaderFrequency)ShaderInput.Target.Frequency));
|
|
return;
|
|
}
|
|
|
|
|
|
// Create the shader with the preprocessed source code.
|
|
void* ContextPtr;
|
|
void* PrevContextPtr;
|
|
int MajorVersion = 0;
|
|
int MinorVersion = 0;
|
|
ConvertOpenGLVersionFromGLSLVersion(Version, MajorVersion, MinorVersion);
|
|
PlatformInitOpenGL(ContextPtr, PrevContextPtr, MajorVersion, MinorVersion);
|
|
|
|
GLint SourceLen = FCStringAnsi::Strlen(ShaderSource);
|
|
GLuint Shader = glCreateShader(GLFrequency);
|
|
{
|
|
const GLchar* SourcePtr = ShaderSource;
|
|
glShaderSource(Shader, 1, &SourcePtr, &SourceLen);
|
|
}
|
|
|
|
// Compile and get results.
|
|
glCompileShader(Shader);
|
|
{
|
|
GLint CompileStatus;
|
|
glGetShaderiv(Shader, GL_COMPILE_STATUS, &CompileStatus);
|
|
if (CompileStatus == GL_TRUE)
|
|
{
|
|
ShaderOutput.Target = ShaderInput.Target;
|
|
BuildShaderOutput(
|
|
ShaderOutput,
|
|
ShaderInput,
|
|
ShaderSource,
|
|
(int32)SourceLen,
|
|
Version
|
|
);
|
|
}
|
|
else
|
|
{
|
|
GLint LogLength;
|
|
glGetShaderiv(Shader, GL_INFO_LOG_LENGTH, &LogLength);
|
|
if (LogLength > 1)
|
|
{
|
|
TArray<ANSICHAR> RawCompileLog;
|
|
FString CompileLog;
|
|
TArray<FString> LogLines;
|
|
|
|
RawCompileLog.Empty(LogLength);
|
|
RawCompileLog.AddZeroed(LogLength);
|
|
glGetShaderInfoLog(Shader, LogLength, /*OutLength=*/ NULL, RawCompileLog.GetData());
|
|
CompileLog = ANSI_TO_TCHAR(RawCompileLog.GetData());
|
|
CompileLog.ParseIntoArray(LogLines, TEXT("\n"), true);
|
|
|
|
for (int32 Line = 0; Line < LogLines.Num(); ++Line)
|
|
{
|
|
ParseGlslError(ShaderOutput.Errors, LogLines[Line]);
|
|
}
|
|
|
|
if (ShaderOutput.Errors.Num() == 0)
|
|
{
|
|
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
|
|
NewError->StrippedErrorMessage = FString::Printf(
|
|
TEXT("GLSL source:\n%sGL compile log: %s\n"),
|
|
ANSI_TO_TCHAR(ShaderSource),
|
|
ANSI_TO_TCHAR(RawCompileLog.GetData())
|
|
);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
|
|
NewError->StrippedErrorMessage = TEXT("Shader compile failed without errors.");
|
|
}
|
|
|
|
ShaderOutput.bSucceeded = false;
|
|
}
|
|
}
|
|
glDeleteShader(Shader);
|
|
PlatformReleaseOpenGL(ContextPtr, PrevContextPtr);
|
|
}
|
|
|
|
void FOpenGLFrontend::SetupPerVersionCompilationEnvironment(GLSLVersion Version, FShaderCompilerDefinitions& AdditionalDefines, EHlslCompileTarget& HlslCompilerTarget)
|
|
{
|
|
switch (Version)
|
|
{
|
|
case GLSL_ES3_1_ANDROID:
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL_ES3_1"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("ES3_1_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelES3_1;
|
|
break;
|
|
|
|
case GLSL_310_ES_EXT:
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL_ES3_1_EXT"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("ESDEFERRED_PROFILE"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("GL4_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelES3_1Ext;
|
|
break;
|
|
|
|
case GLSL_430:
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("GL4_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelSM5;
|
|
break;
|
|
|
|
case GLSL_150_ES3_1:
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("ES3_1_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelES3_1;
|
|
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
|
|
break;
|
|
|
|
default:
|
|
check(0);
|
|
}
|
|
|
|
AdditionalDefines.SetDefine(TEXT("OPENGL_PROFILE"), 1);
|
|
}
|
|
|
|
uint32 FOpenGLFrontend::GetMaxSamplers(GLSLVersion Version)
|
|
{
|
|
switch (Version)
|
|
{
|
|
// Assume that GL4.3 targets support 32 samplers as we don't currently support separate sampler objects
|
|
case GLSL_430:
|
|
return 32;
|
|
|
|
default:
|
|
return 16;
|
|
}
|
|
}
|
|
|
|
uint32 FOpenGLFrontend::CalculateCrossCompilerFlags(GLSLVersion Version, const TArray<uint32>& CompilerFlags)
|
|
{
|
|
uint32 CCFlags = HLSLCC_NoPreprocess | HLSLCC_PackUniforms | HLSLCC_DX11ClipSpace | HLSLCC_RetainSizes;
|
|
|
|
if (CompilerFlags.Contains(CFLAG_UseFullPrecisionInPS))
|
|
{
|
|
CCFlags |= HLSLCC_UseFullPrecisionInPS;
|
|
}
|
|
|
|
if (CompilerFlags.Contains(CFLAG_UseEmulatedUB))
|
|
{
|
|
CCFlags |= HLSLCC_FlattenUniformBuffers | HLSLCC_FlattenUniformBufferStructures;
|
|
// Enabling HLSLCC_GroupFlattenedUniformBuffers, see FORT-159483.
|
|
CCFlags |= HLSLCC_GroupFlattenedUniformBuffers;
|
|
CCFlags |= HLSLCC_ExpandUBMemberArrays;
|
|
}
|
|
|
|
if (SupportsSeparateShaderObjects(Version))
|
|
{
|
|
CCFlags |= HLSLCC_SeparateShaderObjects;
|
|
}
|
|
|
|
if (CompilerFlags.Contains(CFLAG_UsesExternalTexture))
|
|
{
|
|
CCFlags |= HLSLCC_UsesExternalTexture;
|
|
}
|
|
|
|
return CCFlags;
|
|
}
|
|
|
|
FGlslCodeBackend* FOpenGLFrontend::CreateBackend(GLSLVersion Version, uint32 CCFlags, EHlslCompileTarget HlslCompilerTarget)
|
|
{
|
|
return new FGlslCodeBackend(CCFlags, HlslCompilerTarget);
|
|
}
|
|
|
|
class FGlsl430LanguageSpec : public FGlslLanguageSpec
|
|
{
|
|
public:
|
|
FGlsl430LanguageSpec(bool bInDefaultPrecisionIsHalf)
|
|
: FGlslLanguageSpec(bInDefaultPrecisionIsHalf)
|
|
{}
|
|
virtual bool EmulateStructuredWithTypedBuffers() const override { return false; }
|
|
};
|
|
|
|
FGlslLanguageSpec* FOpenGLFrontend::CreateLanguageSpec(GLSLVersion Version, bool bDefaultPrecisionIsHalf)
|
|
{
|
|
if (Version == GLSL_430)
|
|
{
|
|
return new FGlsl430LanguageSpec(bDefaultPrecisionIsHalf);
|
|
}
|
|
return new FGlslLanguageSpec(bDefaultPrecisionIsHalf);
|
|
}
|
|
|
|
#if DXC_SUPPORTED
|
|
|
|
static const ANSICHAR* GetFrequencyPrefix(EHlslShaderFrequency Frequency)
|
|
{
|
|
switch (Frequency)
|
|
{
|
|
case HSF_VertexShader: return "v";
|
|
case HSF_PixelShader: return "p";
|
|
case HSF_GeometryShader: return "g";
|
|
case HSF_HullShader: return "h";
|
|
case HSF_DomainShader: return "d";
|
|
case HSF_ComputeShader: return "c";
|
|
default: return "";
|
|
}
|
|
}
|
|
|
|
static const TCHAR* GetFrequencyFileExt(EHlslShaderFrequency Frequency)
|
|
{
|
|
switch (Frequency)
|
|
{
|
|
case HSF_VertexShader: return TEXT("vert");
|
|
case HSF_PixelShader: return TEXT("frag");
|
|
case HSF_GeometryShader: return TEXT("geom");
|
|
case HSF_HullShader: return TEXT("tesc");
|
|
case HSF_DomainShader: return TEXT("tese");
|
|
case HSF_ComputeShader: return TEXT("comp");
|
|
default: return TEXT("glsl");
|
|
}
|
|
}
|
|
|
|
static bool CompileToGlslWithShaderConductor(
|
|
const FShaderCompilerInput& Input,
|
|
FShaderCompilerOutput& Output,
|
|
const FString& WorkingDirectory,
|
|
GLSLVersion Version,
|
|
const EHlslShaderFrequency Frequency,
|
|
uint32 CCFlags,
|
|
const FString& PreprocessedShader,
|
|
char*& OutGlslShaderSource)
|
|
{
|
|
CrossCompiler::FShaderConductorContext CompilerContext;
|
|
|
|
const bool bDumpDebugInfo = (Input.DumpDebugInfoPath != TEXT("") && IFileManager::Get().DirectoryExists(*Input.DumpDebugInfoPath));
|
|
const bool bRewriteHlslSource = true;
|
|
|
|
// Initialize compilation options for ShaderConductor
|
|
CrossCompiler::FShaderConductorOptions Options;
|
|
Options.bGlobalsAsPushConstants = true;
|
|
|
|
// Convert input strings from FString to ANSI strings
|
|
std::string SourceData(TCHAR_TO_UTF8(*PreprocessedShader));
|
|
std::string FileName(TCHAR_TO_UTF8(*Input.VirtualSourceFilePath));
|
|
std::string EntryPointName(TCHAR_TO_UTF8(*Input.EntryPointName));
|
|
|
|
// HLSL framebuffer declarations. Used to modify HLSL input source.
|
|
const ANSICHAR* HlslFrameBufferDeclarations =
|
|
"float4 gl_FragColor;\n"
|
|
"float4 gl_LastFragColorARM;\n"
|
|
"float gl_LastFragDepthARM;\n"
|
|
"bool ARM_shader_framebuffer_fetch;\n"
|
|
"bool ARM_shader_framebuffer_fetch_depth_stencil;\n"
|
|
"float4 FramebufferFetchES2()\n"
|
|
"{\n"
|
|
" if (!ARM_shader_framebuffer_fetch)\n"
|
|
" {\n"
|
|
" return gl_FragColor;\n"
|
|
" }\n"
|
|
" else\n"
|
|
" {\n"
|
|
" return gl_LastFragColorARM;\n"
|
|
" }\n"
|
|
"}\n"
|
|
"float DepthbufferFetchES2()\n"
|
|
"{\n"
|
|
" return (!ARM_shader_framebuffer_fetch_depth_stencil ? 0.0 : gl_LastFragDepthARM);\n"
|
|
"}\n"
|
|
;
|
|
|
|
SourceData = HlslFrameBufferDeclarations + SourceData;
|
|
|
|
// GLSL framebuffer macro definitions. Used to patch GLSL output source.
|
|
const ANSICHAR* GlslFrameBufferDefines =
|
|
"#ifdef UE_EXT_shader_framebuffer_fetch\n"
|
|
"#define _Globals_ARM_shader_framebuffer_fetch 0\n"
|
|
"#define FRAME_BUFFERFETCH_STORAGE_QUALIFIER inout\n"
|
|
"#define _Globals_gl_FragColor out_var_SV_Target0\n"
|
|
"#define _Globals_gl_LastFragColorARM vec4(0.0, 0.0, 0.0, 0.0)\n"
|
|
"#elif defined( GL_ARM_shader_framebuffer_fetch)\n"
|
|
"#define _Globals_ARM_shader_framebuffer_fetch 1\n"
|
|
"#define FRAME_BUFFERFETCH_STORAGE_QUALIFIER out\n"
|
|
"#define _Globals_gl_FragColor vec4(0.0, 0.0, 0.0, 0.0)\n"
|
|
"#define _Globals_gl_LastFragColorARM gl_LastFragDepthARM\n"
|
|
"#else\n"
|
|
"#define FRAME_BUFFERFETCH_STORAGE_QUALIFIER out\n"
|
|
"#define _Globals_ARM_shader_framebuffer_fetch 0\n"
|
|
"#define _Globals_gl_FragColor vec4(0.0, 0.0, 0.0, 0.0)\n"
|
|
"#define _Globals_gl_LastFragColorARM vec4(0.0, 0.0, 0.0, 0.0)\n"
|
|
"#endif\n"
|
|
"#ifdef GL_ARM_shader_framebuffer_fetch_depth_stencil\n"
|
|
"#define _Globals_ARM_shader_framebuffer_fetch_depth_stencil 1\n"
|
|
"#else\n"
|
|
"#define _Globals_ARM_shader_framebuffer_fetch_depth_stencil 0\n"
|
|
"#endif\n"
|
|
;
|
|
|
|
// Inject additional macro definitions to circumvent missing features: external textures
|
|
FShaderCompilerDefinitions AdditionalDefines;
|
|
AdditionalDefines.SetDefine(TEXT("TextureExternal"), TEXT("Texture2D"));
|
|
|
|
if (bDumpDebugInfo)
|
|
{
|
|
FString DirectCompileLine = CrossCompiler::CreateResourceTableFromEnvironment(Input.Environment);
|
|
|
|
DirectCompileLine += TEXT("#if 0 /*DIRECT COMPILE*/\n");
|
|
DirectCompileLine += CreateShaderCompilerWorkerDirectCommandLine(Input, CCFlags);
|
|
DirectCompileLine += TEXT("\n#endif /*DIRECT COMPILE*/\n");
|
|
|
|
DumpDebugUSF(Input, (PreprocessedShader + DirectCompileLine), CCFlags);
|
|
|
|
if (Input.bGenerateDirectCompileFile)
|
|
{
|
|
FFileHelper::SaveStringToFile(CreateShaderCompilerWorkerDirectCommandLine(Input), *(Input.DumpDebugInfoPath / TEXT("DirectCompile.txt")));
|
|
}
|
|
}
|
|
|
|
// Load shader source into compiler context
|
|
CompilerContext.LoadSource(SourceData.c_str(), FileName.c_str(), EntryPointName.c_str(), Frequency, &AdditionalDefines);
|
|
|
|
bool bCompilationFailed = false;
|
|
|
|
if (bRewriteHlslSource)
|
|
{
|
|
// Rewrite HLSL source code to remove unused global resources and variables
|
|
Options.bRemoveUnusedGlobals = true;
|
|
if (CompilerContext.RewriteHlsl(Options))
|
|
{
|
|
// Adopt new rewritten shader source
|
|
SourceData = CompilerContext.GetSourceString();
|
|
|
|
if (bDumpDebugInfo)
|
|
{
|
|
DumpDebugShaderText(Input, ANSI_TO_TCHAR(SourceData.c_str()), TEXT("rewritten.hlsl"));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CompilerContext.FlushErrors(Output.Errors);
|
|
bCompilationFailed = true;
|
|
}
|
|
Options.bRemoveUnusedGlobals = false;
|
|
}
|
|
|
|
// Compile HLSL source to SPIR-V binary
|
|
TArray<uint32> SpirvData;
|
|
if (!bCompilationFailed && !CompilerContext.CompileHlslToSpirv(Options, SpirvData))
|
|
{
|
|
// Flush compile errors
|
|
CompilerContext.FlushErrors(Output.Errors);
|
|
bCompilationFailed = true;
|
|
}
|
|
|
|
if (!bCompilationFailed)
|
|
{
|
|
FString MetaData;
|
|
|
|
const ANSICHAR* FrequencyPrefix = GetFrequencyPrefix(Frequency);
|
|
|
|
// Now perform reflection on the SPIRV and tweak any decorations that we need to.
|
|
// This used to be done via JSON, but that was slow and alloc happy so use SPIRV-Reflect instead.
|
|
spv_reflect::ShaderModule Reflection(SpirvData.Num() * sizeof(uint32), SpirvData.GetData());
|
|
check(Reflection.GetResult() == SPV_REFLECT_RESULT_SUCCESS);
|
|
|
|
SpvReflectResult SPVRResult = SPV_REFLECT_RESULT_NOT_READY;
|
|
uint32 Count = 0;
|
|
TArray<SpvReflectDescriptorBinding*> Bindings;
|
|
TSet<SpvReflectDescriptorBinding*> Counters;
|
|
TArray<SpvReflectInterfaceVariable*> InputVars;
|
|
TArray<SpvReflectInterfaceVariable*> OutputVars;
|
|
TArray<SpvReflectBlockVariable*> ConstantBindings;
|
|
uint32 GlobalSetId = 32;
|
|
FString SRVString;
|
|
FString UAVString;
|
|
FString UBOString;
|
|
FString SMPString;
|
|
FString INPString;
|
|
FString OUTString;
|
|
FString PAKString;
|
|
TArray<FString> Textures;
|
|
TArray<FString> Samplers;
|
|
uint32 UAVIndices = 0xffffffff;
|
|
uint32 BufferIndices = 0xffffffff;
|
|
uint32 TextureIndices = 0xffffffff;
|
|
uint32 UBOIndices = 0xffffffff;
|
|
uint32 SamplerIndices = 0xffffffff;
|
|
|
|
std::map<std::string, std::string> UniformVarNames;
|
|
Count = 0;
|
|
SPVRResult = Reflection.EnumerateDescriptorBindings(&Count, nullptr);
|
|
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
|
|
Bindings.SetNum(Count);
|
|
SPVRResult = Reflection.EnumerateDescriptorBindings(&Count, Bindings.GetData());
|
|
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
|
|
if (Count > 0)
|
|
{
|
|
TArray<SpvReflectDescriptorBinding*> UniformBindings;
|
|
TArray<SpvReflectDescriptorBinding*> SamplerBindings;
|
|
TArray<SpvReflectDescriptorBinding*> TextureSRVBindings;
|
|
TArray<SpvReflectDescriptorBinding*> TextureUAVBindings;
|
|
TArray<SpvReflectDescriptorBinding*> TBufferSRVBindings;
|
|
TArray<SpvReflectDescriptorBinding*> TBufferUAVBindings;
|
|
TArray<SpvReflectDescriptorBinding*> SBufferSRVBindings;
|
|
TArray<SpvReflectDescriptorBinding*> SBufferUAVBindings;
|
|
|
|
// Extract all the bindings first so that we process them in order - this lets us assign UAVs before other resources
|
|
// Which is necessary to match the D3D binding scheme.
|
|
for (auto const& Binding : Bindings)
|
|
{
|
|
switch (Binding->resource_type)
|
|
{
|
|
case SPV_REFLECT_RESOURCE_FLAG_CBV:
|
|
{
|
|
check(Binding->descriptor_type == SPV_REFLECT_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
|
|
if (Binding->accessed)
|
|
{
|
|
UniformBindings.Add(Binding);
|
|
}
|
|
break;
|
|
}
|
|
case SPV_REFLECT_RESOURCE_FLAG_SAMPLER:
|
|
{
|
|
check(Binding->descriptor_type == SPV_REFLECT_DESCRIPTOR_TYPE_SAMPLER);
|
|
if (Binding->accessed)
|
|
{
|
|
SamplerBindings.Add(Binding);
|
|
}
|
|
break;
|
|
}
|
|
case SPV_REFLECT_RESOURCE_FLAG_SRV:
|
|
{
|
|
switch (Binding->descriptor_type)
|
|
{
|
|
case SPV_REFLECT_DESCRIPTOR_TYPE_SAMPLED_IMAGE:
|
|
{
|
|
if (Binding->accessed)
|
|
{
|
|
TextureSRVBindings.Add(Binding);
|
|
}
|
|
break;
|
|
}
|
|
case SPV_REFLECT_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER:
|
|
{
|
|
if (Binding->accessed)
|
|
{
|
|
TBufferSRVBindings.Add(Binding);
|
|
}
|
|
break;
|
|
}
|
|
case SPV_REFLECT_DESCRIPTOR_TYPE_STORAGE_BUFFER:
|
|
{
|
|
if (Binding->accessed)
|
|
{
|
|
SBufferSRVBindings.Add(Binding);
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
// check(false);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case SPV_REFLECT_RESOURCE_FLAG_UAV:
|
|
{
|
|
if (Binding->uav_counter_binding)
|
|
{
|
|
Counters.Add(Binding->uav_counter_binding);
|
|
}
|
|
|
|
switch (Binding->descriptor_type)
|
|
{
|
|
case SPV_REFLECT_DESCRIPTOR_TYPE_STORAGE_IMAGE:
|
|
{
|
|
TextureUAVBindings.Add(Binding);
|
|
break;
|
|
}
|
|
case SPV_REFLECT_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER:
|
|
{
|
|
TBufferUAVBindings.Add(Binding);
|
|
break;
|
|
}
|
|
case SPV_REFLECT_DESCRIPTOR_TYPE_STORAGE_BUFFER:
|
|
{
|
|
if (!Counters.Contains(Binding) || Binding->accessed)
|
|
{
|
|
SBufferUAVBindings.Add(Binding);
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
// check(false);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
// check(false);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (auto const& Binding : TBufferUAVBindings)
|
|
{
|
|
check(UAVIndices);
|
|
uint32 Index = FPlatformMath::CountTrailingZeros(UAVIndices);
|
|
|
|
// UAVs always claim all slots so we don't have conflicts as D3D expects 0-7
|
|
BufferIndices &= ~(1 << Index);
|
|
TextureIndices &= ~(1llu << uint64(Index));
|
|
UAVIndices &= ~(1 << Index);
|
|
|
|
UAVString += FString::Printf(TEXT("%s%s(%u:%u)"), UAVString.Len() ? TEXT(",") : TEXT(""), UTF8_TO_TCHAR(Binding->name), Index, 1);
|
|
|
|
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Index, GlobalSetId);
|
|
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
|
|
}
|
|
|
|
for (auto const& Binding : SBufferUAVBindings)
|
|
{
|
|
check(UAVIndices);
|
|
uint32 Index = FPlatformMath::CountTrailingZeros(UAVIndices);
|
|
|
|
// UAVs always claim all slots so we don't have conflicts as D3D expects 0-7
|
|
BufferIndices &= ~(1 << Index);
|
|
TextureIndices &= ~(1llu << uint64(Index));
|
|
UAVIndices &= ~(1 << Index);
|
|
|
|
UAVString += FString::Printf(TEXT("%s%s(%u:%u)"), UAVString.Len() ? TEXT(",") : TEXT(""), UTF8_TO_TCHAR(Binding->name), Index, 1);
|
|
|
|
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Index, GlobalSetId);
|
|
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
|
|
}
|
|
|
|
for (auto const& Binding : TextureUAVBindings)
|
|
{
|
|
check(UAVIndices);
|
|
uint32 Index = FPlatformMath::CountTrailingZeros(UAVIndices);
|
|
|
|
// UAVs always claim all slots so we don't have conflicts as D3D expects 0-7
|
|
// For texture2d this allows us to emulate atomics with buffers
|
|
BufferIndices &= ~(1 << Index);
|
|
TextureIndices &= ~(1llu << uint64(Index));
|
|
UAVIndices &= ~(1 << Index);
|
|
|
|
UAVString += FString::Printf(TEXT("%s%s(%u:%u)"), UAVString.Len() ? TEXT(",") : TEXT(""), UTF8_TO_TCHAR(Binding->name), Index, 1);
|
|
|
|
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Index, GlobalSetId);
|
|
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
|
|
}
|
|
|
|
for (auto const& Binding : TBufferSRVBindings)
|
|
{
|
|
check(TextureIndices);
|
|
uint32 Index = FPlatformMath::CountTrailingZeros(TextureIndices);
|
|
|
|
// No support for 3-component types in dxc/SPIRV/MSL - need to expose my workarounds there too
|
|
BufferIndices &= ~(1 << Index);
|
|
TextureIndices &= ~(1llu << uint64(Index));
|
|
|
|
Textures.Add(UTF8_TO_TCHAR(Binding->name));
|
|
|
|
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Index, GlobalSetId);
|
|
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
|
|
}
|
|
|
|
for (auto const& Binding : SBufferSRVBindings)
|
|
{
|
|
check(BufferIndices);
|
|
uint32 Index = FPlatformMath::CountTrailingZeros(BufferIndices);
|
|
|
|
BufferIndices &= ~(1 << Index);
|
|
|
|
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Index, GlobalSetId);
|
|
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
|
|
}
|
|
|
|
for (auto const& Binding : UniformBindings)
|
|
{
|
|
check(UBOIndices);
|
|
uint32 Index = FPlatformMath::CountTrailingZeros(UBOIndices);
|
|
UBOIndices &= ~(1 << Index);
|
|
|
|
// Global uniform buffer - handled specially as we care about the internal layout
|
|
if (strstr(Binding->name, "$Globals"))
|
|
{
|
|
for (uint32 i = 0; i < Binding->block.member_count; i++)
|
|
{
|
|
SpvReflectBlockVariable& member = Binding->block.members[i];
|
|
uint32 MbrOffset = member.absolute_offset / sizeof(float);
|
|
uint32 MbrSize = member.size / sizeof(float);
|
|
|
|
PAKString += FString::Printf(TEXT("%s%s(h:%u,%u)"), PAKString.Len() ? TEXT(",") : TEXT(""), UTF8_TO_TCHAR(member.name), MbrOffset, MbrSize);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
std::string OldName = "type_";
|
|
OldName += Binding->name;
|
|
std::string NewName = FrequencyPrefix;
|
|
NewName += "b";
|
|
NewName += std::to_string(Index);
|
|
UniformVarNames[OldName] = NewName;
|
|
// Regular uniform buffer - we only care about the binding index
|
|
UBOString += FString::Printf(TEXT("%s%s(%u)"), UBOString.Len() ? TEXT(",") : TEXT(""), UTF8_TO_TCHAR(Binding->name), Index);
|
|
}
|
|
|
|
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Index, GlobalSetId);
|
|
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
|
|
}
|
|
|
|
for (auto const& Binding : TextureSRVBindings)
|
|
{
|
|
check(TextureIndices);
|
|
uint32 Index = FPlatformMath::CountTrailingZeros64(TextureIndices);
|
|
TextureIndices &= ~(1llu << uint64(Index));
|
|
|
|
Textures.Add(UTF8_TO_TCHAR(Binding->name));
|
|
|
|
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Index, GlobalSetId);
|
|
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
|
|
}
|
|
|
|
for (auto const& Binding : SamplerBindings)
|
|
{
|
|
check(SamplerIndices);
|
|
uint32 Index = FPlatformMath::CountTrailingZeros(SamplerIndices);
|
|
SamplerIndices &= ~(1 << Index);
|
|
|
|
Samplers.Add(UTF8_TO_TCHAR(Binding->name));
|
|
|
|
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Index, GlobalSetId);
|
|
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
|
|
}
|
|
}
|
|
|
|
TArray<std::string> GlobalRemap;
|
|
TArray<std::string> GlobalArrays;
|
|
TMap<FString, uint32> GlobalOffsets;
|
|
|
|
{
|
|
Count = 0;
|
|
SPVRResult = Reflection.EnumeratePushConstantBlocks(&Count, nullptr);
|
|
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
|
|
ConstantBindings.SetNum(Count);
|
|
SPVRResult = Reflection.EnumeratePushConstantBlocks(&Count, ConstantBindings.GetData());
|
|
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
|
|
if (Count > 0)
|
|
{
|
|
for (auto const& Var : ConstantBindings)
|
|
{
|
|
// Global uniform buffer - handled specially as we care about the internal layout
|
|
if (strstr(Var->name, "$Globals"))
|
|
{
|
|
for (uint32 i = 0; i < Var->member_count; i++)
|
|
{
|
|
SpvReflectBlockVariable& member = Var->members[i];
|
|
|
|
if(!strcmp(member.name, "gl_FragColor") || !strcmp(member.name, "gl_LastFragColorARM") || !strcmp(member.name, "gl_LastFragDepthARM") || !strcmp(member.name, "ARM_shader_framebuffer_fetch") || !strcmp(member.name, "ARM_shader_framebuffer_fetch_depth_stencil"))
|
|
{
|
|
continue;
|
|
}
|
|
auto const type = *member.type_description;
|
|
|
|
uint32 MbrOffset = Align(member.absolute_offset / sizeof(float), 4);
|
|
uint32 MbrSize = member.size / sizeof(float);
|
|
|
|
FString TypeQualifier;
|
|
|
|
uint32_t masked_type = type.type_flags & 0xF;
|
|
|
|
switch (masked_type) {
|
|
default: checkf(false, TEXT("unsupported component type %d"), masked_type); break;
|
|
case SPV_REFLECT_TYPE_FLAG_BOOL:
|
|
case SPV_REFLECT_TYPE_FLAG_INT: TypeQualifier = (type.traits.numeric.scalar.signedness ? TEXT("i") : TEXT("u")); break;
|
|
case SPV_REFLECT_TYPE_FLAG_FLOAT: TypeQualifier = (TEXT("h")); break;
|
|
}
|
|
|
|
FString MemberName = UTF8_TO_TCHAR(member.name);
|
|
|
|
uint32& Offset = GlobalOffsets.FindOrAdd(TypeQualifier);
|
|
|
|
PAKString += FString::Printf(TEXT("%s%s(%s:%u,%u)"), PAKString.Len() ? TEXT(",") : TEXT(""), *MemberName, *TypeQualifier, Offset * 4, MbrSize);
|
|
|
|
bool const bArray = type.traits.array.dims_count > 0;
|
|
|
|
std::string Name = "#define _Globals_";
|
|
std::string OffsetString = std::to_string(Offset);
|
|
Name += member.name;
|
|
if (bArray)
|
|
{
|
|
std::string ArrayName = "_Globals_";
|
|
ArrayName += member.name;
|
|
GlobalArrays.Add(ArrayName);
|
|
Name += "(Offset)";
|
|
if (type.op == SpvOpTypeMatrix)
|
|
OffsetString += " + (Offset * 4)";
|
|
else
|
|
OffsetString += " + Offset";
|
|
}
|
|
Name += " (";
|
|
if (type.op == SpvOpTypeMatrix)
|
|
{
|
|
check(type.traits.numeric.matrix.column_count == 4 && type.traits.numeric.matrix.row_count == 4);
|
|
Name += "mat4(";
|
|
Name += FrequencyPrefix;
|
|
Name += "u_";
|
|
Name += TCHAR_TO_UTF8(*TypeQualifier);
|
|
Name += "[";
|
|
Name += OffsetString;
|
|
Name += "],";
|
|
|
|
Name += FrequencyPrefix;
|
|
Name += "u_";
|
|
Name += TCHAR_TO_UTF8(*TypeQualifier);
|
|
Name += "[";
|
|
Name += OffsetString;
|
|
Name += "+ 1],";
|
|
|
|
Name += FrequencyPrefix;
|
|
Name += "u_";
|
|
Name += TCHAR_TO_UTF8(*TypeQualifier);
|
|
Name += "[";
|
|
Name += OffsetString;
|
|
Name += " + 2],";
|
|
|
|
Name += FrequencyPrefix;
|
|
Name += "u_";
|
|
Name += TCHAR_TO_UTF8(*TypeQualifier);
|
|
Name += "[";
|
|
Name += OffsetString;
|
|
Name += " + 3]";
|
|
Name += ")";
|
|
}
|
|
else
|
|
{
|
|
Name += FrequencyPrefix;
|
|
Name += "u_";
|
|
Name += TCHAR_TO_UTF8(*TypeQualifier);
|
|
Name += "[";
|
|
Name += OffsetString;
|
|
Name += "].";
|
|
switch (type.traits.numeric.vector.component_count)
|
|
{
|
|
case 0:
|
|
case 1:
|
|
Name += "x";
|
|
break;
|
|
case 2:
|
|
Name += "xy";
|
|
break;
|
|
case 3:
|
|
Name += "xyz";
|
|
break;
|
|
case 4:
|
|
default:
|
|
Name += "xyzw";
|
|
break;
|
|
}
|
|
}
|
|
Name += ")\n";
|
|
|
|
GlobalRemap.Add(Name);
|
|
|
|
Offset += Align(MbrSize, 4) / 4;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
TArray<FString> OutputVarNames;
|
|
|
|
{
|
|
Count = 0;
|
|
SPVRResult = Reflection.EnumerateOutputVariables(&Count, nullptr);
|
|
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
|
|
OutputVars.SetNum(Count);
|
|
SPVRResult = Reflection.EnumerateOutputVariables(&Count, OutputVars.GetData());
|
|
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
|
|
if (Count > 0)
|
|
{
|
|
uint32 AssignedInputs = 0;
|
|
|
|
for (auto const& Var : OutputVars)
|
|
{
|
|
if (Var->storage_class == SpvStorageClassOutput && Var->built_in == -1)
|
|
{
|
|
if (Frequency == HSF_PixelShader && strstr(Var->name, "SV_Target"))
|
|
{
|
|
FString TypeQualifier;
|
|
|
|
auto const type = *Var->type_description;
|
|
uint32_t masked_type = type.type_flags & 0xF;
|
|
|
|
switch (masked_type) {
|
|
default: checkf(false, TEXT("unsupported component type %d"), masked_type); break;
|
|
case SPV_REFLECT_TYPE_FLAG_BOOL: TypeQualifier = TEXT("b"); break;
|
|
case SPV_REFLECT_TYPE_FLAG_INT: TypeQualifier = (type.traits.numeric.scalar.signedness ? TEXT("i") : TEXT("u")); break;
|
|
case SPV_REFLECT_TYPE_FLAG_FLOAT: TypeQualifier = (type.traits.numeric.scalar.width == 32 ? TEXT("f") : TEXT("h")); break;
|
|
}
|
|
|
|
if (type.type_flags & SPV_REFLECT_TYPE_FLAG_MATRIX)
|
|
{
|
|
TypeQualifier += FString::Printf(TEXT("%d%d"), type.traits.numeric.matrix.row_count, type.traits.numeric.matrix.column_count);
|
|
}
|
|
else if (type.type_flags & SPV_REFLECT_TYPE_FLAG_VECTOR)
|
|
{
|
|
TypeQualifier += FString::Printf(TEXT("%d"), type.traits.numeric.vector.component_count);
|
|
}
|
|
else
|
|
{
|
|
TypeQualifier += TEXT("1");
|
|
}
|
|
|
|
FString Name = ANSI_TO_TCHAR(Var->name);
|
|
Name.ReplaceInline(TEXT("."), TEXT("_"));
|
|
OutputVarNames.Add(Name);
|
|
OUTString += FString::Printf(TEXT("%s%s;%d:out_Target%d"), OUTString.Len() ? TEXT(",") : TEXT(""), *TypeQualifier, Var->location, Var->location);
|
|
}
|
|
else
|
|
{
|
|
unsigned Location = Var->location;
|
|
unsigned SemanticIndex = Location;
|
|
check(Var->semantic);
|
|
unsigned i = (unsigned)strlen(Var->semantic);
|
|
check(i);
|
|
while (isdigit((unsigned char)(Var->semantic[i - 1])))
|
|
{
|
|
i--;
|
|
}
|
|
if (i < strlen(Var->semantic))
|
|
{
|
|
SemanticIndex = (unsigned)atoi(Var->semantic + i);
|
|
if (Location != SemanticIndex)
|
|
{
|
|
Location = SemanticIndex;
|
|
}
|
|
}
|
|
|
|
while ((1 << Location) & AssignedInputs)
|
|
{
|
|
Location++;
|
|
}
|
|
|
|
if (Location != Var->location)
|
|
{
|
|
SPVRResult = Reflection.ChangeOutputVariableLocation(Var, Location);
|
|
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
|
|
}
|
|
|
|
uint32 ArrayCount = 1;
|
|
for (uint32 Dim = 0; Dim < Var->array.dims_count; Dim++)
|
|
{
|
|
ArrayCount *= Var->array.dims[Dim];
|
|
}
|
|
|
|
FString TypeQualifier;
|
|
|
|
auto const type = *Var->type_description;
|
|
uint32_t masked_type = type.type_flags & 0xF;
|
|
|
|
switch (masked_type) {
|
|
default: checkf(false, TEXT("unsupported component type %d"), masked_type); break;
|
|
case SPV_REFLECT_TYPE_FLAG_BOOL: TypeQualifier = TEXT("b"); break;
|
|
case SPV_REFLECT_TYPE_FLAG_INT: TypeQualifier = (type.traits.numeric.scalar.signedness ? TEXT("i") : TEXT("u")); break;
|
|
case SPV_REFLECT_TYPE_FLAG_FLOAT: TypeQualifier = (type.traits.numeric.scalar.width == 32 ? TEXT("f") : TEXT("h")); break;
|
|
}
|
|
|
|
if (type.type_flags & SPV_REFLECT_TYPE_FLAG_MATRIX)
|
|
{
|
|
TypeQualifier += FString::Printf(TEXT("%d%d"), type.traits.numeric.matrix.row_count, type.traits.numeric.matrix.column_count);
|
|
}
|
|
else if (type.type_flags & SPV_REFLECT_TYPE_FLAG_VECTOR)
|
|
{
|
|
TypeQualifier += FString::Printf(TEXT("%d"), type.traits.numeric.vector.component_count);
|
|
}
|
|
else
|
|
{
|
|
TypeQualifier += TEXT("1");
|
|
}
|
|
|
|
for (uint32 j = 0; j < ArrayCount; j++)
|
|
{
|
|
AssignedInputs |= (1 << (Location + j));
|
|
}
|
|
|
|
FString Name = ANSI_TO_TCHAR(Var->name);
|
|
Name.ReplaceInline(TEXT("."), TEXT("_"));
|
|
OUTString += FString::Printf(TEXT("%s%s;%d:%s"), OUTString.Len() ? TEXT(",") : TEXT(""), *TypeQualifier, Location, *Name);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
TArray<FString> InputVarNames;
|
|
|
|
{
|
|
Count = 0;
|
|
SPVRResult = Reflection.EnumerateInputVariables(&Count, nullptr);
|
|
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
|
|
InputVars.SetNum(Count);
|
|
SPVRResult = Reflection.EnumerateInputVariables(&Count, InputVars.GetData());
|
|
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
|
|
if (Count > 0)
|
|
{
|
|
uint32 AssignedInputs = 0;
|
|
|
|
for (auto const& Var : InputVars)
|
|
{
|
|
if (Var->storage_class == SpvStorageClassInput && Var->built_in == -1)
|
|
{
|
|
unsigned Location = Var->location;
|
|
unsigned SemanticIndex = Location;
|
|
check(Var->semantic);
|
|
unsigned i = (unsigned)strlen(Var->semantic);
|
|
check(i);
|
|
while (isdigit((unsigned char)(Var->semantic[i - 1])))
|
|
{
|
|
i--;
|
|
}
|
|
if (i < strlen(Var->semantic))
|
|
{
|
|
SemanticIndex = (unsigned)atoi(Var->semantic + i);
|
|
if (Location != SemanticIndex)
|
|
{
|
|
Location = SemanticIndex;
|
|
}
|
|
}
|
|
|
|
while ((1 << Location) & AssignedInputs)
|
|
{
|
|
Location++;
|
|
}
|
|
|
|
if (Location != Var->location)
|
|
{
|
|
SPVRResult = Reflection.ChangeInputVariableLocation(Var, Location);
|
|
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
|
|
}
|
|
|
|
uint32 ArrayCount = 1;
|
|
for (uint32 Dim = 0; Dim < Var->array.dims_count; Dim++)
|
|
{
|
|
ArrayCount *= Var->array.dims[Dim];
|
|
}
|
|
|
|
FString TypeQualifier;
|
|
|
|
auto const type = *Var->type_description;
|
|
uint32_t masked_type = type.type_flags & 0xF;
|
|
|
|
switch (masked_type) {
|
|
default: checkf(false, TEXT("unsupported component type %d"), masked_type); break;
|
|
case SPV_REFLECT_TYPE_FLAG_BOOL: TypeQualifier = TEXT("b"); break;
|
|
case SPV_REFLECT_TYPE_FLAG_INT: TypeQualifier = (type.traits.numeric.scalar.signedness ? TEXT("i") : TEXT("u")); break;
|
|
case SPV_REFLECT_TYPE_FLAG_FLOAT: TypeQualifier = (type.traits.numeric.scalar.width == 32 ? TEXT("f") : TEXT("h")); break;
|
|
}
|
|
|
|
if (type.type_flags & SPV_REFLECT_TYPE_FLAG_MATRIX)
|
|
{
|
|
TypeQualifier += FString::Printf(TEXT("%d%d"), type.traits.numeric.matrix.row_count, type.traits.numeric.matrix.column_count);
|
|
}
|
|
else if (type.type_flags & SPV_REFLECT_TYPE_FLAG_VECTOR)
|
|
{
|
|
TypeQualifier += FString::Printf(TEXT("%d"), type.traits.numeric.vector.component_count);
|
|
}
|
|
else
|
|
{
|
|
TypeQualifier += TEXT("1");
|
|
}
|
|
|
|
for (uint32 j = 0; j < ArrayCount; j++)
|
|
{
|
|
AssignedInputs |= (1 << (Location + j));
|
|
}
|
|
|
|
FString Name = ANSI_TO_TCHAR(Var->name);
|
|
Name.ReplaceInline(TEXT("."), TEXT("_"));
|
|
InputVarNames.Add(Name);
|
|
INPString += FString::Printf(TEXT("%s%s;%d:%s"), INPString.Len() ? TEXT(",") : TEXT(""), *TypeQualifier, Location, *Name);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Overwrite updated SPIRV code
|
|
SpirvData = TArray<uint32>(Reflection.GetCode(), Reflection.GetCodeSize() / 4);
|
|
|
|
if (bDumpDebugInfo)
|
|
{
|
|
// SPIR-V file (Binary)
|
|
DumpDebugShaderBinary(Input, SpirvData.GetData(), SpirvData.Num() * sizeof(uint32), TEXT("spv"));
|
|
}
|
|
|
|
CrossCompiler::FShaderConductorTarget TargetDesc;
|
|
|
|
switch (Version)
|
|
{
|
|
case GLSL_150_ES3_1: // ES3.1 Emulation
|
|
TargetDesc.Language = CrossCompiler::EShaderConductorLanguage::Glsl;
|
|
TargetDesc.Version = 330;
|
|
break;
|
|
case GLSL_SWITCH_FORWARD:
|
|
TargetDesc.Language = CrossCompiler::EShaderConductorLanguage::Essl;
|
|
TargetDesc.Version = 320;
|
|
break;
|
|
case GLSL_430:
|
|
case GLSL_SWITCH:
|
|
TargetDesc.Language = CrossCompiler::EShaderConductorLanguage::Glsl;
|
|
TargetDesc.Version = 430;
|
|
break;
|
|
case GLSL_310_ES_EXT:
|
|
case GLSL_ES3_1_ANDROID:
|
|
default:
|
|
TargetDesc.Language = CrossCompiler::EShaderConductorLanguage::Essl;
|
|
TargetDesc.Version = 310;
|
|
break;
|
|
}
|
|
|
|
TSet<FString> ExternalTextures;
|
|
int32 Pos = 0;
|
|
#if !PLATFORM_MAC
|
|
TCHAR TextureExternalName[256];
|
|
#else
|
|
ANSICHAR TextureExternalName[256];
|
|
#endif
|
|
do
|
|
{
|
|
Pos = PreprocessedShader.Find(TEXT("TextureExternal"), ESearchCase::CaseSensitive, ESearchDir::FromStart, Pos + 15);
|
|
if (Pos != INDEX_NONE)
|
|
{
|
|
#if PLATFORM_WINDOWS
|
|
if (swscanf_s(&PreprocessedShader[Pos], TEXT("TextureExternal %ls"), TextureExternalName, 256) == 1)
|
|
#elif PLATFORM_MAC
|
|
if (sscanf(TCHAR_TO_ANSI(&PreprocessedShader[Pos]), "TextureExternal %s", TextureExternalName) == 1)
|
|
#else // PLATFORM_LINUX
|
|
if (swscanf(TCHAR_TO_WCHAR(&PreprocessedShader[Pos]), L"TextureExternal %ls", TextureExternalName) == 1)
|
|
#endif
|
|
{
|
|
FString Name = TextureExternalName;
|
|
if (Name.RemoveFromEnd(TEXT(";")))
|
|
{
|
|
ExternalTextures.Add(TEXT("SPIRV_Cross_Combined") + Name);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
while (Pos != INDEX_NONE);
|
|
|
|
// Define type renaming callback after all external texture types have been gathered
|
|
TargetDesc.VariableTypeRenameCallback = [&ExternalTextures](const FAnsiStringView& VariableName, const FAnsiStringView& TypeName, FString& OutRenamedTypeName) -> bool
|
|
{
|
|
for (const FString& ExternalTex : ExternalTextures)
|
|
{
|
|
if (VariableName.Len() == ExternalTex.Len() && FCStringWide::Strncmp(ANSI_TO_TCHAR(VariableName.GetData()), *ExternalTex, ExternalTex.Len()) == 0)
|
|
{
|
|
OutRenamedTypeName = TEXT("samplerExternalOES");
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
};
|
|
|
|
std::string GlslSource;
|
|
const bool bGlslSourceCompileSucceeded = CompilerContext.CompileSpirvToSourceBuffer(
|
|
Options, TargetDesc, SpirvData.GetData(), SpirvData.Num() * sizeof(uint32),
|
|
[&GlslSource](const void* Data, uint32 Size)
|
|
{
|
|
GlslSource = std::string(reinterpret_cast<const ANSICHAR*>(Data), Size);
|
|
}
|
|
);
|
|
|
|
if (!bGlslSourceCompileSucceeded)
|
|
{
|
|
CompilerContext.FlushErrors(Output.Errors);
|
|
bCompilationFailed = true;
|
|
}
|
|
else
|
|
{
|
|
std::string LayoutString = "#extension ";
|
|
size_t LayoutPos = GlslSource.find(LayoutString);
|
|
if (LayoutPos != std::string::npos)
|
|
{
|
|
for (FString Name : InputVarNames)
|
|
{
|
|
std::string DefineString = "#define ";
|
|
DefineString += TCHAR_TO_ANSI(*Name);
|
|
DefineString += " ";
|
|
DefineString += TCHAR_TO_ANSI(*Name.Replace(TEXT("in_var_"), TEXT("in_")));
|
|
DefineString += "\n";
|
|
|
|
GlslSource.insert(LayoutPos, DefineString);
|
|
}
|
|
for (FString Name : OutputVarNames)
|
|
{
|
|
std::string DefineString = "#define ";
|
|
DefineString += TCHAR_TO_ANSI(*Name);
|
|
DefineString += " ";
|
|
DefineString += TCHAR_TO_ANSI(*Name.Replace(TEXT("out_var_SV_"), TEXT("out_")));
|
|
DefineString += "\n";
|
|
|
|
GlslSource.insert(LayoutPos, DefineString);
|
|
}
|
|
for (auto const& Pair : UniformVarNames)
|
|
{
|
|
std::string DefineString = "#define ";
|
|
DefineString += Pair.first;
|
|
DefineString += " ";
|
|
DefineString += Pair.second;
|
|
DefineString += "\n";
|
|
|
|
GlslSource.insert(LayoutPos, DefineString);
|
|
}
|
|
}
|
|
|
|
std::string GlobalsSearchString = "uniform type_Globals _Globals;";
|
|
std::string GlobalsString = "//";
|
|
|
|
size_t GlobalPos = GlslSource.find(GlobalsSearchString);
|
|
if (GlobalPos != std::string::npos)
|
|
{
|
|
GlslSource.insert(GlobalPos, GlobalsString);
|
|
|
|
bool UsesFramebufferFetch = Frequency == HSF_PixelShader && GlslSource.find("_Globals.ARM_shader_framebuffer_fetch") != std::string::npos;
|
|
|
|
std::string GlobalVarString = "_Globals.";
|
|
size_t GlobalVarPos = 0;
|
|
do
|
|
{
|
|
GlobalVarPos = GlslSource.find(GlobalVarString, GlobalVarPos);
|
|
if (GlobalVarPos != std::string::npos)
|
|
{
|
|
GlslSource.replace(GlobalVarPos, GlobalVarString.length(), "_Globals_");
|
|
for (std::string const& SearchString : GlobalArrays)
|
|
{
|
|
if (!GlslSource.compare(GlobalVarPos, SearchString.length(), SearchString))
|
|
{
|
|
GlslSource.replace(GlobalVarPos + SearchString.length(), 1, "(");
|
|
|
|
size_t ClosingBrace = GlslSource.find("]", GlobalVarPos + SearchString.length());
|
|
if (ClosingBrace != std::string::npos)
|
|
GlslSource.replace(ClosingBrace, 1, ")");
|
|
}
|
|
}
|
|
}
|
|
} while (GlobalVarPos != std::string::npos);
|
|
|
|
for (auto const& Pair : GlobalOffsets)
|
|
{
|
|
if (Pair.Value > 0)
|
|
{
|
|
std::string NewUniforms;
|
|
if (Pair.Key == TEXT("u"))
|
|
{
|
|
NewUniforms = "uniform uvec4 ";
|
|
NewUniforms += FrequencyPrefix;
|
|
NewUniforms += "u_u[";
|
|
NewUniforms += std::to_string(Pair.Value);
|
|
NewUniforms += "];\n";
|
|
}
|
|
else if (Pair.Key == TEXT("i"))
|
|
{
|
|
NewUniforms = "uniform ivec4 ";
|
|
NewUniforms += FrequencyPrefix;
|
|
NewUniforms += "u_i[";
|
|
NewUniforms += std::to_string(Pair.Value);
|
|
NewUniforms += "];\n";
|
|
}
|
|
else if (Pair.Key == TEXT("h"))
|
|
{
|
|
NewUniforms = "uniform vec4 ";
|
|
NewUniforms += FrequencyPrefix;
|
|
NewUniforms += "u_h[";
|
|
NewUniforms += std::to_string(Pair.Value);
|
|
NewUniforms += "];\n";
|
|
}
|
|
GlslSource.insert(GlobalPos, NewUniforms);
|
|
}
|
|
}
|
|
|
|
for (std::string const& Define : GlobalRemap)
|
|
{
|
|
GlslSource.insert(GlobalPos, Define);
|
|
}
|
|
|
|
if (UsesFramebufferFetch)
|
|
{
|
|
size_t MainPos = GlslSource.find("struct type_Globals");
|
|
if (MainPos != std::string::npos)
|
|
GlslSource.insert(MainPos, GlslFrameBufferDefines);
|
|
|
|
size_t OutColor = GlslSource.find("0) out ");
|
|
if (OutColor != std::string::npos)
|
|
GlslSource.replace(OutColor, 7, "0) FRAME_BUFFERFETCH_STORAGE_QUALIFIER ");
|
|
}
|
|
}
|
|
|
|
size_t GlslSourceLen = GlslSource.length();
|
|
if (GlslSourceLen > 0)
|
|
{
|
|
size_t SamplerPos = GlslSource.find("\nuniform ");
|
|
|
|
uint32 TextureIndex = 0;
|
|
for (FString& Texture : Textures)
|
|
{
|
|
TArray<FString> UsedSamplers;
|
|
FString SamplerString;
|
|
for (FString& Sampler : Samplers)
|
|
{
|
|
std::string SamplerName = TCHAR_TO_ANSI(*(Texture + Sampler));
|
|
size_t FindCombinedSampler = GlslSource.find(SamplerName.c_str());
|
|
if (FindCombinedSampler != std::string::npos)
|
|
{
|
|
uint32 NewIndex = TextureIndex + UsedSamplers.Num();
|
|
std::string NewDefine = "#define SPIRV_Cross_Combined";
|
|
NewDefine += SamplerName;
|
|
NewDefine += " ";
|
|
NewDefine += FrequencyPrefix;
|
|
NewDefine += "s";
|
|
NewDefine += std::to_string(NewIndex);
|
|
NewDefine += "\n";
|
|
GlslSource.insert(SamplerPos+1, NewDefine);
|
|
|
|
UsedSamplers.Add(Sampler);
|
|
SamplerString += FString::Printf(TEXT("%s%s"), SamplerString.Len() ? TEXT(",") : TEXT(""), *Sampler);
|
|
}
|
|
}
|
|
if (UsedSamplers.Num() > 0)
|
|
{
|
|
SRVString += FString::Printf(TEXT("%s%s(%u:%u[%s])"), SRVString.Len() ? TEXT(",") : TEXT(""), *Texture, TextureIndex, UsedSamplers.Num(), *SamplerString);
|
|
TextureIndex += UsedSamplers.Num();
|
|
}
|
|
else
|
|
{
|
|
SRVString += FString::Printf(TEXT("%s%s(%u:%u)"), SRVString.Len() ? TEXT(",") : TEXT(""), *Texture, TextureIndex++, 1);
|
|
}
|
|
}
|
|
|
|
MetaData += TEXT("// Compiled by ShaderConductor\n");
|
|
if (INPString.Len())
|
|
{
|
|
MetaData += FString::Printf(TEXT("// @Inputs: %s\n"), *INPString);
|
|
}
|
|
if (OUTString.Len())
|
|
{
|
|
MetaData += FString::Printf(TEXT("// @Outputs: %s\n"), *OUTString);
|
|
}
|
|
if (UBOString.Len())
|
|
{
|
|
MetaData += FString::Printf(TEXT("// @UniformBlocks: %s\n"), *UBOString);
|
|
}
|
|
if (PAKString.Len())
|
|
{
|
|
MetaData += FString::Printf(TEXT("// @PackedGlobals: %s\n"), *PAKString);
|
|
}
|
|
if (SRVString.Len())
|
|
{
|
|
MetaData += FString::Printf(TEXT("// @Samplers: %s\n"), *SRVString);
|
|
}
|
|
if (UAVString.Len())
|
|
{
|
|
MetaData += FString::Printf(TEXT("// @UAVs: %s\n"), *UAVString);
|
|
}
|
|
if (SMPString.Len())
|
|
{
|
|
MetaData += FString::Printf(TEXT("// @SamplerStates: %s\n"), *SMPString);
|
|
}
|
|
|
|
// Merge meta data and GLSL source to output string
|
|
const int32 GlslShaderSourceLen = MetaData.Len() + static_cast<int32>(GlslSource.size()) + 1;
|
|
OutGlslShaderSource = (char*)malloc(GlslShaderSourceLen);
|
|
FCStringAnsi::Snprintf(OutGlslShaderSource, GlslShaderSourceLen, "%s%s", TCHAR_TO_ANSI(*MetaData), GlslSource.c_str());
|
|
}
|
|
}
|
|
}
|
|
|
|
if (bDumpDebugInfo && OutGlslShaderSource != nullptr)
|
|
{
|
|
DumpDebugShaderText(Input, OutGlslShaderSource, FCStringAnsi::Strlen(OutGlslShaderSource), GetFrequencyFileExt(Frequency));
|
|
}
|
|
|
|
return !bCompilationFailed;
|
|
}
|
|
|
|
#endif // DXC_SUPPORTED
|
|
|
|
/**
|
|
* Compile a shader for OpenGL on Windows.
|
|
* @param Input - The input shader code and environment.
|
|
* @param Output - Contains shader compilation results upon return.
|
|
*/
|
|
void FOpenGLFrontend::CompileShader(const FShaderCompilerInput& Input, FShaderCompilerOutput& Output, const FString& WorkingDirectory, GLSLVersion Version)
|
|
{
|
|
FString PreprocessedShader;
|
|
FShaderCompilerDefinitions AdditionalDefines;
|
|
EHlslCompileTarget HlslCompilerTarget = HCT_InvalidTarget;
|
|
ECompilerFlags PlatformFlowControl = CFLAG_AvoidFlowControl;
|
|
|
|
// set up compiler env based on version
|
|
SetupPerVersionCompilationEnvironment(Version, AdditionalDefines, HlslCompilerTarget);
|
|
|
|
#if DXC_SUPPORTED
|
|
const bool bUseSC = Input.Environment.CompilerFlags.Contains(CFLAG_ForceDXC);
|
|
#else
|
|
const bool bUseSC = false;
|
|
#endif
|
|
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_HLSLCC"), bUseSC ? 2 : 1);
|
|
|
|
const bool bDumpDebugInfo = (Input.DumpDebugInfoPath != TEXT("") && IFileManager::Get().DirectoryExists(*Input.DumpDebugInfoPath));
|
|
|
|
if (Input.Environment.CompilerFlags.Contains(CFLAG_AvoidFlowControl) || PlatformFlowControl == CFLAG_AvoidFlowControl)
|
|
{
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_SUPPORTS_ATTRIBUTES"), (uint32)1);
|
|
}
|
|
else
|
|
{
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_SUPPORTS_ATTRIBUTES"), (uint32)0);
|
|
}
|
|
|
|
if (Input.Environment.CompilerFlags.Contains(CFLAG_UseFullPrecisionInPS))
|
|
{
|
|
AdditionalDefines.SetDefine(TEXT("FORCE_FLOATS"), (uint32)1);
|
|
}
|
|
|
|
if (Input.bSkipPreprocessedCache)
|
|
{
|
|
if (!FFileHelper::LoadFileToString(PreprocessedShader, *Input.VirtualSourceFilePath))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Remove const as we are on debug-only mode
|
|
CrossCompiler::CreateEnvironmentFromResourceTable(PreprocessedShader, (FShaderCompilerEnvironment&)Input.Environment);
|
|
}
|
|
else
|
|
{
|
|
if (!PreprocessShader(PreprocessedShader, Output, Input, AdditionalDefines))
|
|
{
|
|
// The preprocessing stage will add any relevant errors.
|
|
return;
|
|
}
|
|
}
|
|
|
|
char* GlslShaderSource = NULL;
|
|
char* ErrorLog = NULL;
|
|
const bool bIsSM5 = IsSM5(Version);
|
|
|
|
const EHlslShaderFrequency FrequencyTable[] =
|
|
{
|
|
HSF_VertexShader,
|
|
bIsSM5 ? HSF_HullShader : HSF_InvalidFrequency,
|
|
bIsSM5 ? HSF_DomainShader : HSF_InvalidFrequency,
|
|
HSF_PixelShader,
|
|
HSF_GeometryShader,
|
|
RHISupportsComputeShaders(Input.Target.GetPlatform()) ? 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 OpenGL."),
|
|
CrossCompiler::GetFrequencyName((EShaderFrequency)Input.Target.Frequency)
|
|
);
|
|
return;
|
|
}
|
|
|
|
FShaderParameterParser ShaderParameterParser;
|
|
if (!ShaderParameterParser.ParseAndMoveShaderParametersToRootConstantBuffer(
|
|
Input, Output, PreprocessedShader, /* ConstantBufferType = */ nullptr))
|
|
{
|
|
// The FShaderParameterParser will add any relevant errors.
|
|
return;
|
|
}
|
|
|
|
// This requires removing the HLSLCC_NoPreprocess flag later on!
|
|
RemoveUniformBuffersFromSource(Input.Environment, PreprocessedShader);
|
|
|
|
uint32 CCFlags = CalculateCrossCompilerFlags(Version, Input.Environment.CompilerFlags);
|
|
|
|
// Required as we added the RemoveUniformBuffersFromSource() function (the cross-compiler won't be able to interpret comments w/o a preprocessor)
|
|
CCFlags &= ~HLSLCC_NoPreprocess;
|
|
|
|
bool bCompilationSucceeded = false;
|
|
|
|
#if DXC_SUPPORTED
|
|
if (bUseSC)
|
|
{
|
|
bCompilationSucceeded = CompileToGlslWithShaderConductor(Input, Output, WorkingDirectory, Version, Frequency, CCFlags, PreprocessedShader, GlslShaderSource);
|
|
}
|
|
else
|
|
#endif // DXC_SUPPORTED
|
|
{
|
|
// Write out the preprocessed file and a batch file to compile it if requested (DumpDebugInfoPath is valid)
|
|
if (bDumpDebugInfo)
|
|
{
|
|
DumpDebugUSF(Input, PreprocessedShader, CCFlags);
|
|
|
|
if (Input.bGenerateDirectCompileFile)
|
|
{
|
|
FFileHelper::SaveStringToFile(CreateShaderCompilerWorkerDirectCommandLine(Input), *(Input.DumpDebugInfoPath / TEXT("DirectCompile.txt")));
|
|
}
|
|
}
|
|
|
|
FGlslCodeBackend* BackEnd = CreateBackend(Version, CCFlags, HlslCompilerTarget);
|
|
|
|
bool bDefaultPrecisionIsHalf = (CCFlags & HLSLCC_UseFullPrecisionInPS) == 0;
|
|
FGlslLanguageSpec* LanguageSpec = CreateLanguageSpec(Version, bDefaultPrecisionIsHalf);
|
|
|
|
FHlslCrossCompilerContext CrossCompilerContext(CCFlags, Frequency, HlslCompilerTarget);
|
|
if (CrossCompilerContext.Init(TCHAR_TO_ANSI(*Input.VirtualSourceFilePath), LanguageSpec))
|
|
{
|
|
bCompilationSucceeded = CrossCompilerContext.Run(
|
|
TCHAR_TO_ANSI(*PreprocessedShader),
|
|
TCHAR_TO_ANSI(*Input.EntryPointName),
|
|
BackEnd,
|
|
&GlslShaderSource,
|
|
&ErrorLog
|
|
);
|
|
}
|
|
|
|
delete BackEnd;
|
|
delete LanguageSpec;
|
|
}
|
|
|
|
static const bool bDirectCompile = FParse::Param(FCommandLine::Get(), TEXT("directcompile"));
|
|
if (bCompilationSucceeded)
|
|
{
|
|
if (bDirectCompile)
|
|
{
|
|
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("%s\n"), ANSI_TO_TCHAR(GlslShaderSource));
|
|
}
|
|
|
|
#if VALIDATE_GLSL_WITH_DRIVER
|
|
PrecompileShader(Output, Input, GlslShaderSource, Version, Frequency);
|
|
#else // VALIDATE_GLSL_WITH_DRIVER
|
|
int32 SourceLen = FCStringAnsi::Strlen(GlslShaderSource);
|
|
Output.Target = Input.Target;
|
|
BuildShaderOutput(Output, Input, GlslShaderSource, SourceLen, Version);
|
|
#endif // VALIDATE_GLSL_WITH_DRIVER
|
|
}
|
|
else if (!bUseSC)
|
|
{
|
|
const bool bUseAbsolutePaths = bDirectCompile;
|
|
|
|
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, bUseAbsolutePaths);
|
|
}
|
|
}
|
|
|
|
if (GlslShaderSource)
|
|
{
|
|
free(GlslShaderSource);
|
|
}
|
|
if (ErrorLog)
|
|
{
|
|
free(ErrorLog);
|
|
}
|
|
|
|
// Do not validate as global halfN != UB's halfN
|
|
//ShaderParameterParser.ValidateShaderParameterTypes(Input, Output);
|
|
}
|
|
|
|
enum class EPlatformType
|
|
{
|
|
Android,
|
|
IOS,
|
|
Web,
|
|
Desktop
|
|
};
|
|
|
|
struct FDeviceCapabilities
|
|
{
|
|
EPlatformType TargetPlatform = EPlatformType::Android;
|
|
bool bSupportsSeparateShaderObjects;
|
|
bool bRequiresUEShaderFramebufferFetchDef;
|
|
};
|
|
|
|
void FOpenGLFrontend::FillDeviceCapsOfflineCompilation(struct FDeviceCapabilities& Capabilities, const GLSLVersion ShaderVersion) const
|
|
{
|
|
FMemory::Memzero(Capabilities);
|
|
|
|
if (ShaderVersion == GLSL_ES3_1_ANDROID)
|
|
{
|
|
Capabilities.TargetPlatform = EPlatformType::Android;
|
|
Capabilities.bRequiresUEShaderFramebufferFetchDef = true;
|
|
}
|
|
else
|
|
{
|
|
Capabilities.TargetPlatform = EPlatformType::Desktop;
|
|
Capabilities.bSupportsSeparateShaderObjects = true;
|
|
}
|
|
}
|
|
|
|
static bool MoveHashLines(FString& Destination, FString &Source)
|
|
{
|
|
int32 Index = 0;
|
|
int32 LineStart = 0;
|
|
|
|
bool bFound = false;
|
|
while (Index != INDEX_NONE && !bFound)
|
|
{
|
|
LineStart = Index;
|
|
Index = Source.Find(TEXT("\n"), ESearchCase::IgnoreCase, ESearchDir::FromStart, Index);
|
|
|
|
for (int32 i = LineStart; i < Index; ++i)
|
|
{
|
|
const auto CharValue = Source[i];
|
|
if (CharValue == '#')
|
|
{
|
|
break;
|
|
}
|
|
else if (!FChar::IsWhitespace(CharValue))
|
|
{
|
|
bFound = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
++Index;
|
|
}
|
|
|
|
if (bFound)
|
|
{
|
|
Destination.Append(Source.Left(LineStart));
|
|
Source.RemoveAt(0, LineStart);
|
|
}
|
|
|
|
return bFound;
|
|
}
|
|
|
|
inline bool OpenGLShaderPlatformSeparable(const GLSLVersion InShaderPlatform)
|
|
{
|
|
switch (InShaderPlatform)
|
|
{
|
|
case GLSL_430:
|
|
case GLSL_150_ES3_1:
|
|
return true;
|
|
|
|
case GLSL_310_ES_EXT:
|
|
case GLSL_ES3_1_ANDROID:
|
|
return false;
|
|
|
|
default:
|
|
return true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
TSharedPtr<ANSICHAR> FOpenGLFrontend::PrepareCodeForOfflineCompilation(const GLSLVersion ShaderVersion, EShaderFrequency Frequency, const ANSICHAR* InShaderSource) const
|
|
{
|
|
FString OriginalShaderSource(ANSI_TO_TCHAR(InShaderSource));
|
|
FString StrOutSource;
|
|
|
|
FDeviceCapabilities Capabilities;
|
|
FillDeviceCapsOfflineCompilation(Capabilities, ShaderVersion);
|
|
|
|
// Whether we need to emit mobile multi-view code or not.
|
|
const bool bEmitMobileMultiView = OriginalShaderSource.Find(TEXT("gl_ViewID_OVR")) != INDEX_NONE;
|
|
|
|
// Whether we need to emit texture external code or not.
|
|
const bool bEmitTextureExternal = OriginalShaderSource.Find(TEXT("samplerExternalOES")) != INDEX_NONE;
|
|
|
|
bool bNeedsExtDrawInstancedDefine = false;
|
|
if (Capabilities.TargetPlatform == EPlatformType::Android || Capabilities.TargetPlatform == EPlatformType::Web)
|
|
{
|
|
const TCHAR *ES310Version = TEXT("#version 310 es");
|
|
StrOutSource.Append(ES310Version);
|
|
StrOutSource.Append(TEXT("\n"));
|
|
OriginalShaderSource.RemoveFromStart(ES310Version);
|
|
}
|
|
|
|
const GLenum TypeEnum = GLFrequencyTable[Frequency];
|
|
// The incoming glsl may have preprocessor code that is dependent on defines introduced via the engine.
|
|
// This is the place to insert such engine preprocessor defines, immediately after the glsl version declaration.
|
|
if (Capabilities.bRequiresUEShaderFramebufferFetchDef && TypeEnum == GL_FRAGMENT_SHADER)
|
|
{
|
|
// Mali offline shader compiler does not support GL_EXT_shader_framebuffer_fetch
|
|
//StrOutSource.Append(TEXT("#define UE_EXT_shader_framebuffer_fetch 1\n"));
|
|
}
|
|
|
|
if (bEmitMobileMultiView)
|
|
{
|
|
MoveHashLines(StrOutSource, OriginalShaderSource);
|
|
|
|
StrOutSource.Append(TEXT("\n\n"));
|
|
StrOutSource.Append(TEXT("#extension GL_OVR_multiview2 : enable\n"));
|
|
StrOutSource.Append(TEXT("\n\n"));
|
|
}
|
|
|
|
if (bEmitTextureExternal)
|
|
{
|
|
MoveHashLines(StrOutSource, OriginalShaderSource);
|
|
StrOutSource.Append(TEXT("#define samplerExternalOES sampler2D\n"));
|
|
}
|
|
|
|
// Move version tag & extensions before beginning all other operations
|
|
MoveHashLines(StrOutSource, OriginalShaderSource);
|
|
|
|
// OpenGL SM5 shader platforms require location declarations for the layout, but don't necessarily use SSOs
|
|
if (Capabilities.TargetPlatform == EPlatformType::Desktop)
|
|
{
|
|
StrOutSource.Append(TEXT("#extension GL_ARB_separate_shader_objects : enable\n"));
|
|
StrOutSource.Append(TEXT("#define INTERFACE_BLOCK(Pos, Interp, Modifiers, Semantic, PreType, PostType) layout(location=Pos) Interp Modifiers struct { PreType PostType; }\n"));
|
|
}
|
|
else
|
|
{
|
|
StrOutSource.Append(TEXT("#define INTERFACE_BLOCK(Pos, Interp, Modifiers, Semantic, PreType, PostType) layout(location=Pos) Modifiers Semantic { PreType PostType; }\n"));
|
|
}
|
|
|
|
if (Capabilities.TargetPlatform == EPlatformType::Desktop)
|
|
{
|
|
// If we're running <= featurelevel es3.1 shaders then enable this extension which adds support for uintBitsToFloat etc.
|
|
if (StrOutSource.Contains(TEXT("#version 150")))
|
|
{
|
|
StrOutSource.Append(TEXT("\n\n"));
|
|
StrOutSource.Append(TEXT("#extension GL_ARB_gpu_shader5 : enable\n"));
|
|
StrOutSource.Append(TEXT("\n\n"));
|
|
}
|
|
}
|
|
|
|
StrOutSource.Append(TEXT("#define HLSLCC_DX11ClipSpace 1 \n"));
|
|
|
|
// Append the possibly edited shader to the one we will compile.
|
|
// This is to make it easier to debug as we can see the whole
|
|
// shader source.
|
|
StrOutSource.Append(TEXT("\n\n"));
|
|
StrOutSource.Append(OriginalShaderSource);
|
|
|
|
const int32 SourceLen = StrOutSource.Len();
|
|
TSharedPtr<ANSICHAR> RetShaderSource = MakeShareable(new ANSICHAR[SourceLen + 1]);
|
|
FCStringAnsi::Strcpy(RetShaderSource.Get(), SourceLen + 1, TCHAR_TO_ANSI(*StrOutSource));
|
|
|
|
return RetShaderSource;
|
|
}
|
|
|
|
bool FOpenGLFrontend::PlatformSupportsOfflineCompilation(const GLSLVersion ShaderVersion) const
|
|
{
|
|
switch (ShaderVersion)
|
|
{
|
|
// desktop
|
|
case GLSL_430:
|
|
case GLSL_150_ES3_1:
|
|
case GLSL_310_ES_EXT:
|
|
// switch
|
|
case GLSL_SWITCH:
|
|
case GLSL_SWITCH_FORWARD:
|
|
return false;
|
|
break;
|
|
case GLSL_ES3_1_ANDROID:
|
|
return true;
|
|
break;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void FOpenGLFrontend::CompileOffline(const FShaderCompilerInput& Input, FShaderCompilerOutput& Output, const GLSLVersion ShaderVersion, const ANSICHAR* InShaderSource)
|
|
{
|
|
const bool bSupportsOfflineCompilation = PlatformSupportsOfflineCompilation(ShaderVersion);
|
|
|
|
if (!bSupportsOfflineCompilation)
|
|
{
|
|
return;
|
|
}
|
|
|
|
TSharedPtr<ANSICHAR> ShaderSource = PrepareCodeForOfflineCompilation(ShaderVersion, (EShaderFrequency)Input.Target.Frequency, InShaderSource);
|
|
|
|
PlatformCompileOffline(Input, Output, ShaderSource.Get(), ShaderVersion);
|
|
}
|
|
|
|
void FOpenGLFrontend::PlatformCompileOffline(const FShaderCompilerInput& Input, FShaderCompilerOutput& ShaderOutput, const ANSICHAR* ShaderSource, const GLSLVersion ShaderVersion)
|
|
{
|
|
if (ShaderVersion == GLSL_ES3_1_ANDROID)
|
|
{
|
|
CompileOfflineMali(Input, ShaderOutput, ShaderSource, FPlatformString::Strlen(ShaderSource), false);
|
|
}
|
|
}
|