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294 lines
8.3 KiB
C++
294 lines
8.3 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "ShaderPreprocessor.h"
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#include "Misc/FileHelper.h"
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#include "Misc/Paths.h"
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#include "Misc/ScopeLock.h"
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#include "Modules/ModuleManager.h"
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#include "PreprocessorPrivate.h"
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IMPLEMENT_MODULE(FDefaultModuleImpl, ShaderPreprocessor);
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/**
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* Append defines to an MCPP command line.
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* @param OutOptions - Upon return contains MCPP command line parameters as an array of strings.
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* @param Definitions - Definitions to add.
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*/
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static void AddMcppDefines(TArray<TArray<ANSICHAR>>& OutOptions, const TMap<FString, FString>& Definitions)
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{
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for (TMap<FString, FString>::TConstIterator It(Definitions); It; ++It)
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{
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FString Argument(FString::Printf(TEXT("-D%s=%s"), *(It.Key()), *(It.Value())));
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FTCHARToUTF8 Converter(Argument.GetCharArray().GetData());
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OutOptions.Emplace(Converter.Get(), Converter.Length() + 1);
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}
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}
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/**
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* Helper class used to load shader source files for MCPP.
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*/
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class FMcppFileLoader
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{
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public:
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/** Initialization constructor. */
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explicit FMcppFileLoader(const FShaderCompilerInput& InShaderInput, FShaderCompilerOutput& InShaderOutput)
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: ShaderInput(InShaderInput)
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, ShaderOutput(InShaderOutput)
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{
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FString InputShaderSource;
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if (LoadShaderSourceFile(*InShaderInput.VirtualSourceFilePath, InShaderInput.Target.GetPlatform(), &InputShaderSource, nullptr))
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{
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InputShaderSource = FString::Printf(TEXT("%s\n#line 1\n%s"), *ShaderInput.SourceFilePrefix, *InputShaderSource);
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CachedFileContents.Add(InShaderInput.VirtualSourceFilePath, StringToArray<ANSICHAR>(*InputShaderSource, InputShaderSource.Len() + 1));
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}
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}
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/** Retrieves the MCPP file loader interface. */
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file_loader GetMcppInterface()
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{
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file_loader Loader;
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Loader.get_file_contents = GetFileContents;
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Loader.user_data = (void*)this;
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return Loader;
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}
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private:
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/** Holder for shader contents (string + size). */
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typedef TArray<ANSICHAR> FShaderContents;
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/** MCPP callback for retrieving file contents. */
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static int GetFileContents(void* InUserData, const ANSICHAR* InVirtualFilePath, const ANSICHAR** OutContents, size_t* OutContentSize)
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{
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FMcppFileLoader* This = (FMcppFileLoader*)InUserData;
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FUTF8ToTCHAR UTF8Converter(InVirtualFilePath);
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FString VirtualFilePath = UTF8Converter.Get();
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// Substitute virtual platform path here to make sure that #line directives refer to the platform-specific file.
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ReplaceVirtualFilePathForShaderPlatform(VirtualFilePath, This->ShaderInput.Target.GetPlatform());
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// Collapse any relative directories to allow #include "../MyFile.ush"
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FPaths::CollapseRelativeDirectories(VirtualFilePath);
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FShaderContents* CachedContents = This->CachedFileContents.Find(VirtualFilePath);
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if (!CachedContents)
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{
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FString FileContents;
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if (This->ShaderInput.Environment.IncludeVirtualPathToContentsMap.Contains(VirtualFilePath))
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{
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FileContents = This->ShaderInput.Environment.IncludeVirtualPathToContentsMap.FindRef(VirtualFilePath);
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}
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else if (This->ShaderInput.Environment.IncludeVirtualPathToExternalContentsMap.Contains(VirtualFilePath))
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{
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FileContents = *This->ShaderInput.Environment.IncludeVirtualPathToExternalContentsMap.FindRef(VirtualFilePath);
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}
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else
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{
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CheckShaderHashCacheInclude(VirtualFilePath, This->ShaderInput.Target.GetPlatform());
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LoadShaderSourceFile(*VirtualFilePath, This->ShaderInput.Target.GetPlatform(), &FileContents, &This->ShaderOutput.Errors);
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}
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if (FileContents.Len() > 0)
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{
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// Adds a #line 1 "<Absolute file path>" on top of every file content to have nice absolute virtual source
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// file path in error messages.
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FileContents = FString::Printf(TEXT("#line 1 \"%s\"\n%s"), *VirtualFilePath, *FileContents);
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CachedContents = &This->CachedFileContents.Add(VirtualFilePath, StringToArray<ANSICHAR>(*FileContents, FileContents.Len() + 1));
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}
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}
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if (OutContents)
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{
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*OutContents = CachedContents ? CachedContents->GetData() : NULL;
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}
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if (OutContentSize)
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{
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*OutContentSize = CachedContents ? CachedContents->Num() : 0;
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}
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return CachedContents != nullptr;
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}
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/** Shader input data. */
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const FShaderCompilerInput& ShaderInput;
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/** Shader output data. */
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FShaderCompilerOutput& ShaderOutput;
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/** File contents are cached as needed. */
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TMap<FString,FShaderContents> CachedFileContents;
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};
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//////////////////////////////////////////////////////////////////////////
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//
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// MCPP memory management callbacks
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//
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// Without these, the shader compilation process ends up spending
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// most of its time in malloc/free on Windows.
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//
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#if PLATFORM_WINDOWS
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# define USE_UE_MALLOC_FOR_MCPP 1
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#else
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# define USE_UE_MALLOC_FOR_MCPP 0
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#endif
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#if USE_UE_MALLOC_FOR_MCPP == 2
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class FMcppAllocator
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{
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public:
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void* Alloc(size_t sz)
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{
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return ::malloc(sz);
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}
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void* Realloc(void* ptr, size_t sz)
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{
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return ::realloc(ptr, sz);
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}
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void Free(void* ptr)
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{
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::free(ptr);
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}
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};
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#elif USE_UE_MALLOC_FOR_MCPP == 1
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class FMcppAllocator
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{
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public:
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void* Alloc(size_t sz)
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{
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return FMemory::Malloc(sz);
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}
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void* Realloc(void* ptr, size_t sz)
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{
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return FMemory::Realloc(ptr, sz);
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}
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void Free(void* ptr)
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{
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FMemory::Free(ptr);
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}
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};
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#endif
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#if USE_UE_MALLOC_FOR_MCPP
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FMcppAllocator GMcppAlloc;
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#endif
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static void DumpShaderDefinesAsCommentedCode(const FShaderCompilerInput& ShaderInput, FString* OutDefines)
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{
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const TMap<FString, FString>& Definitions = ShaderInput.Environment.GetDefinitions();
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TArray<FString> Keys;
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Definitions.GetKeys(/* out */ Keys);
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Keys.Sort();
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for (const FString& Key : Keys)
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{
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*OutDefines += FString::Printf(TEXT("// #define %s %s\n"), *Key, *Definitions[Key]);
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}
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}
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//////////////////////////////////////////////////////////////////////////
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/**
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* Preprocess a shader.
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* @param OutPreprocessedShader - Upon return contains the preprocessed source code.
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* @param ShaderOutput - ShaderOutput to which errors can be added.
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* @param ShaderInput - The shader compiler input.
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* @param AdditionalDefines - Additional defines with which to preprocess the shader.
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* @param bShaderDumpDefinesAsCommentedCode - Whether to add shader definitions as comments.
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* @returns true if the shader is preprocessed without error.
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*/
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bool PreprocessShader(
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FString& OutPreprocessedShader,
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FShaderCompilerOutput& ShaderOutput,
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const FShaderCompilerInput& ShaderInput,
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const FShaderCompilerDefinitions& AdditionalDefines,
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bool bShaderDumpDefinesAsCommentedCode
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)
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{
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// Skip the cache system and directly load the file path (used for debugging)
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if (ShaderInput.bSkipPreprocessedCache)
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{
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return FFileHelper::LoadFileToString(OutPreprocessedShader, *ShaderInput.VirtualSourceFilePath);
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}
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else
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{
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check(CheckVirtualShaderFilePath(ShaderInput.VirtualSourceFilePath));
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}
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FString McppOutput, McppErrors;
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static FCriticalSection McppCriticalSection;
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{
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FMcppFileLoader FileLoader(ShaderInput, ShaderOutput);
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TArray<TArray<ANSICHAR>> McppOptions;
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AddMcppDefines(McppOptions, ShaderInput.Environment.GetDefinitions());
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AddMcppDefines(McppOptions, AdditionalDefines.GetDefinitionMap());
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// MCPP is not threadsafe.
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FScopeLock McppLock(&McppCriticalSection);
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#if USE_UE_MALLOC_FOR_MCPP
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auto spp_malloc = [](size_t sz) { return GMcppAlloc.Alloc(sz); };
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auto spp_realloc = [](void* ptr, size_t sz) { return GMcppAlloc.Realloc(ptr, sz); };
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auto spp_free = [](void* ptr) { GMcppAlloc.Free(ptr); };
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mcpp_setmalloc(spp_malloc, spp_realloc, spp_free);
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#endif
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// Convert MCPP options to array of ANSI-C strings
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TArray<const ANSICHAR*> McppOptionsANSI;
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for (const TArray<ANSICHAR>& Option : McppOptions)
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{
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McppOptionsANSI.Add(Option.GetData());
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}
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// Append additional options as C-string literal
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McppOptionsANSI.Add("-V199901L");
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ANSICHAR* McppOutAnsi = NULL;
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ANSICHAR* McppErrAnsi = NULL;
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int32 Result = mcpp_run(
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McppOptionsANSI.GetData(),
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McppOptionsANSI.Num(),
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TCHAR_TO_ANSI(*ShaderInput.VirtualSourceFilePath),
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&McppOutAnsi,
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&McppErrAnsi,
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FileLoader.GetMcppInterface()
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);
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McppOutput = McppOutAnsi;
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McppErrors = McppErrAnsi;
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}
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if (!ParseMcppErrors(ShaderOutput.Errors, ShaderOutput.PragmaDirectives, McppErrors))
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{
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return false;
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}
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// List the defines used for compilation in the preprocessed shaders, especially to know witch permutation vector this shader is.
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if (bShaderDumpDefinesAsCommentedCode)
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{
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DumpShaderDefinesAsCommentedCode(ShaderInput, &OutPreprocessedShader);
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}
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OutPreprocessedShader += McppOutput;
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return true;
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}
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