Files
UnrealEngineUWP/Engine/Source/Developer/VulkanShaderFormat/Private/VulkanShaderFormat.cpp
christopher waters a1af36037f Shader versioning cleanup
- Changing all shader versions to Guid.
- Fixing shader version guids in shaders to not be in comments.
- Adding a shader version to RayTracingCommon.ush.

#rb dan.elksnitis, Jason.Nadro, Yuriy.ODonnell, Laura.Hermanns

[CL 29168287 by christopher waters in ue5-main branch]
2023-10-26 23:06:40 -04:00

148 lines
4.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "VulkanShaderFormat.h"
#include "VulkanCommon.h"
#include "Modules/ModuleInterface.h"
#include "Modules/ModuleManager.h"
#include "Interfaces/IShaderFormat.h"
#include "Interfaces/IShaderFormatModule.h"
#include "hlslcc.h"
#include "ShaderCore.h"
#include "ShaderCompilerCore.h"
#include "ShaderPreprocessTypes.h"
#include "DXCWrapper.h"
#include "ShaderConductorContext.h"
#include "RHIShaderFormatDefinitions.inl"
extern bool PreprocessVulkanShader(
const FShaderCompilerInput& Input,
const FShaderCompilerEnvironment& Environment,
FShaderPreprocessOutput& PreprocessOutput);
extern void CompileVulkanShader(
const FShaderCompilerInput& Input,
const FString& InPreprocessedSource,
FShaderCompilerOutput& Output,
const FString& WorkingDirectory);
extern void OutputVulkanDebugData(
const FShaderCompilerInput& Input,
const FShaderPreprocessOutput& PreprocessOutput,
const FShaderCompilerOutput& Output);
static const FGuid UE_SHADER_VULKAN_ES3_1_VER = FGuid("6D333063-D2F7-4AA5-A79D-BA73F32C898E");
static const FGuid UE_SHADER_VULKAN_SM5_VER = FGuid("6EC81E81-BDE8-4F09-8A70-AD09A817B32A");
static const FGuid UE_SHADER_VULKAN_SM6_VER = FGuid("C732FBB7-4CAD-4249-A760-912777047233");
class FShaderFormatVulkan : public IShaderFormat
{
FGuid InternalGetVersion(FName Format) const
{
if (Format == NAME_VULKAN_SM6)
{
return UE_SHADER_VULKAN_SM6_VER;
}
if (Format == NAME_VULKAN_SM5 || Format == NAME_VULKAN_SM5_ANDROID)
{
return UE_SHADER_VULKAN_SM5_VER;
}
if (Format == NAME_VULKAN_ES3_1_ANDROID || Format == NAME_VULKAN_ES3_1)
{
return UE_SHADER_VULKAN_ES3_1_VER;
}
FString FormatStr = Format.ToString();
checkf(0, TEXT("Invalid shader format passed to Vulkan shader compiler: %s"), *FormatStr);
return FGuid();
}
uint32 ShaderConductorVersionHash;
public:
FShaderFormatVulkan(uint32 InShaderConductorVersionHash)
: ShaderConductorVersionHash(InShaderConductorVersionHash)
{
}
virtual uint32 GetVersion(FName Format) const override
{
uint32 Version = HashCombine(GetTypeHash(HLSLCC_VersionMajor), GetTypeHash(HLSLCC_VersionMinor));
Version = HashCombine(Version, GetTypeHash(InternalGetVersion(Format)));
Version = HashCombine(Version, GetTypeHash(ShaderConductorVersionHash));
#if VULKAN_ENABLE_BINDING_DEBUG_NAMES
Version = HashCombine(Version, 0xFC0848E2);
#endif
#if UE_VULKAN_SHADER_COMPILER_ALLOW_DEAD_CODE_REMOVAL
Version = HashCombine(Version, 0x75E2FE85);
#endif // UE_VULKAN_SHADER_COMPILER_ALLOW_DEAD_CODE_REMOVAL
return Version;
}
virtual void GetSupportedFormats(TArray<FName>& OutFormats) const
{
OutFormats.Add(NAME_VULKAN_SM5);
OutFormats.Add(NAME_VULKAN_ES3_1_ANDROID);
OutFormats.Add(NAME_VULKAN_ES3_1);
OutFormats.Add(NAME_VULKAN_SM5_ANDROID);
OutFormats.Add(NAME_VULKAN_SM6);
}
virtual bool PreprocessShader(const FShaderCompilerInput& Input, const FShaderCompilerEnvironment& Environment, FShaderPreprocessOutput& PreprocessOutput) const
{
return PreprocessVulkanShader(Input, Environment, PreprocessOutput);
}
virtual void CompilePreprocessedShader(const FShaderCompilerInput& Input, const FShaderPreprocessOutput& PreprocessOutput, FShaderCompilerOutput& Output,const FString& WorkingDirectory) const override
{
CompileVulkanShader(Input, PreprocessOutput.GetSource(), Output, WorkingDirectory);
}
virtual void OutputDebugData(const FShaderCompilerInput& Input, const FShaderPreprocessOutput& PreprocessOutput, const FShaderCompilerOutput& Output) const override
{
OutputVulkanDebugData(Input, PreprocessOutput, Output);
}
virtual const TCHAR* GetPlatformIncludeDirectory() const
{
return TEXT("Vulkan");
}
};
/**
* Module for Vulkan shaders
*/
static IShaderFormat* Singleton = nullptr;
class FVulkanShaderFormatModule : public IShaderFormatModule, public FShaderConductorModuleWrapper
{
public:
virtual ~FVulkanShaderFormatModule()
{
delete Singleton;
Singleton = nullptr;
}
virtual IShaderFormat* GetShaderFormat()
{
if (!Singleton)
{
Singleton = new FShaderFormatVulkan(FShaderConductorModuleWrapper::GetModuleVersionHash());
}
return Singleton;
}
virtual void ShutdownModule() override
{
CrossCompiler::FShaderConductorContext::Shutdown();
}
};
IMPLEMENT_MODULE( FVulkanShaderFormatModule, VulkanShaderFormat);