Files
UnrealEngineUWP/Engine/Source/Developer/ShaderFormatOpenGL/Private/OpenGLShaderCompiler.cpp
Rolando Caloca e34e78f26e UE4.22 - Fix glsl dumped shader file paths
- Include cmd line for directcompile
#fyi Dmitriy.Dyomin
#rnx
#jira
#rb none

[CL 5228304 by Rolando Caloca in 4.22 branch]
2019-02-27 14:27:05 -05:00

2030 lines
65 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
// ..
#include "CoreMinimal.h"
#include "HAL/FileManager.h"
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"
#include "Serialization/MemoryWriter.h"
#include "ShaderFormatOpenGL.h"
#if PLATFORM_WINDOWS
#include "Windows/AllowWindowsPlatformTypes.h"
#include "Windows/PreWindowsApi.h"
#include <objbase.h>
#include <assert.h>
#include <stdio.h>
#include "Windows/PostWindowsApi.h"
#include "Windows/MinWindows.h"
#include "Windows/HideWindowsPlatformTypes.h"
#endif
#include "ShaderCore.h"
#include "ShaderPreprocessor.h"
#include "ShaderCompilerCommon.h"
#include "GlslBackend.h"
#if PLATFORM_WINDOWS
#include "Windows/AllowWindowsPlatformTypes.h"
#include <GL/glcorearb.h>
#include <GL/glext.h>
#include <GL/wglext.h>
#include "Windows/HideWindowsPlatformTypes.h"
#elif PLATFORM_LINUX
#define GL_GLEXT_PROTOTYPES 1
#include <GL/glcorearb.h>
#include <GL/glext.h>
#include "SDL.h"
GLAPI GLuint APIENTRY glCreateShader (GLenum type);
GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length);
typedef SDL_Window* SDL_HWindow;
typedef SDL_GLContext SDL_HGLContext;
struct FPlatformOpenGLContext
{
SDL_HWindow hWnd;
SDL_HGLContext hGLContext; // this is a (void*) pointer
};
#elif PLATFORM_MAC
#include <OpenGL/OpenGL.h>
#include <OpenGL/gl3.h>
#include <OpenGL/gl3ext.h>
#ifndef GL_COMPUTE_SHADER
#define GL_COMPUTE_SHADER 0x91B9
#endif
#ifndef GL_TESS_EVALUATION_SHADER
#define GL_TESS_EVALUATION_SHADER 0x8E87
#endif
#ifndef GL_TESS_CONTROL_SHADER
#define GL_TESS_CONTROL_SHADER 0x8E88
#endif
#endif
#include "OpenGLUtil.h"
#include "OpenGLShaderResources.h"
DEFINE_LOG_CATEGORY_STATIC(LogOpenGLShaderCompiler, Log, All);
#define VALIDATE_GLSL_WITH_DRIVER 0
#define ENABLE_IMAGINATION_COMPILER 1
static FORCEINLINE bool IsES2Platform(GLSLVersion Version)
{
return (Version == GLSL_ES2 || Version == GLSL_150_ES2 || Version == GLSL_ES2_WEBGL || Version == GLSL_ES2_IOS || Version == GLSL_150_ES2_NOUB);
}
static FORCEINLINE bool IsPCES2Platform(GLSLVersion Version)
{
return (Version == GLSL_150_ES2 || Version == GLSL_150_ES2_NOUB || Version == GLSL_150_ES3_1);
}
// This function should match OpenGLShaderPlatformSeparable
bool FOpenGLFrontend::SupportsSeparateShaderObjects(GLSLVersion Version)
{
// Only desktop shader platforms can use separable shaders for now,
// the generated code relies on macros supplied at runtime to determine whether
// shaders may be separable and/or linked.
return Version == GLSL_150 || Version == GLSL_150_ES2 || Version == GLSL_150_ES2_NOUB || Version == GLSL_150_ES3_1 || Version == GLSL_430;
}
/*------------------------------------------------------------------------------
Shader compiling.
------------------------------------------------------------------------------*/
#if PLATFORM_WINDOWS
/** List all OpenGL entry points needed for shader compilation. */
#define ENUM_GL_ENTRYPOINTS(EnumMacro) \
EnumMacro(PFNGLCOMPILESHADERPROC,glCompileShader) \
EnumMacro(PFNGLCREATESHADERPROC,glCreateShader) \
EnumMacro(PFNGLDELETESHADERPROC,glDeleteShader) \
EnumMacro(PFNGLGETSHADERIVPROC,glGetShaderiv) \
EnumMacro(PFNGLGETSHADERINFOLOGPROC,glGetShaderInfoLog) \
EnumMacro(PFNGLSHADERSOURCEPROC,glShaderSource) \
EnumMacro(PFNGLDELETEBUFFERSPROC,glDeleteBuffers)
/** Define all GL functions. */
#define DEFINE_GL_ENTRYPOINTS(Type,Func) static Type Func = NULL;
ENUM_GL_ENTRYPOINTS(DEFINE_GL_ENTRYPOINTS);
/** This function is handled separately because it is used to get a real context. */
static PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB;
/** Platform specific OpenGL context. */
struct FPlatformOpenGLContext
{
HWND WindowHandle;
HDC DeviceContext;
HGLRC OpenGLContext;
};
/**
* A dummy wndproc.
*/
static LRESULT CALLBACK PlatformDummyGLWndproc(HWND hWnd, uint32 Message, WPARAM wParam, LPARAM lParam)
{
return DefWindowProc(hWnd, Message, wParam, lParam);
}
/**
* Initialize a pixel format descriptor for the given window handle.
*/
static void PlatformInitPixelFormatForDevice(HDC DeviceContext)
{
// Pixel format descriptor for the context.
PIXELFORMATDESCRIPTOR PixelFormatDesc;
FMemory::Memzero(PixelFormatDesc);
PixelFormatDesc.nSize = sizeof(PIXELFORMATDESCRIPTOR);
PixelFormatDesc.nVersion = 1;
PixelFormatDesc.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
PixelFormatDesc.iPixelType = PFD_TYPE_RGBA;
PixelFormatDesc.cColorBits = 32;
PixelFormatDesc.cDepthBits = 0;
PixelFormatDesc.cStencilBits = 0;
PixelFormatDesc.iLayerType = PFD_MAIN_PLANE;
// Set the pixel format and create the context.
int32 PixelFormat = ChoosePixelFormat(DeviceContext, &PixelFormatDesc);
if (!PixelFormat || !SetPixelFormat(DeviceContext, PixelFormat, &PixelFormatDesc))
{
UE_LOG(LogOpenGLShaderCompiler, Fatal,TEXT("Failed to set pixel format for device context."));
}
}
/**
* Create a dummy window used to construct OpenGL contexts.
*/
static void PlatformCreateDummyGLWindow(FPlatformOpenGLContext* OutContext)
{
const TCHAR* WindowClassName = TEXT("DummyGLToolsWindow");
// Register a dummy window class.
static bool bInitializedWindowClass = false;
if (!bInitializedWindowClass)
{
WNDCLASS wc;
bInitializedWindowClass = true;
FMemory::Memzero(wc);
wc.style = CS_OWNDC;
wc.lpfnWndProc = PlatformDummyGLWndproc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = NULL;
wc.hIcon = NULL;
wc.hCursor = NULL;
wc.hbrBackground = (HBRUSH)(COLOR_MENUTEXT);
wc.lpszMenuName = NULL;
wc.lpszClassName = WindowClassName;
ATOM ClassAtom = ::RegisterClass(&wc);
check(ClassAtom);
}
// Create a dummy window.
OutContext->WindowHandle = CreateWindowEx(
WS_EX_WINDOWEDGE,
WindowClassName,
NULL,
WS_POPUP,
CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT,
NULL, NULL, NULL, NULL);
check(OutContext->WindowHandle);
// Get the device context.
OutContext->DeviceContext = GetDC(OutContext->WindowHandle);
check(OutContext->DeviceContext);
PlatformInitPixelFormatForDevice(OutContext->DeviceContext);
}
/**
* Create a core profile OpenGL context.
*/
static void PlatformCreateOpenGLContextCore(FPlatformOpenGLContext* OutContext, int MajorVersion, int MinorVersion, HGLRC InParentContext)
{
check(wglCreateContextAttribsARB);
check(OutContext);
check(OutContext->DeviceContext);
int AttribList[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, MajorVersion,
WGL_CONTEXT_MINOR_VERSION_ARB, MinorVersion,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB | WGL_CONTEXT_DEBUG_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
OutContext->OpenGLContext = wglCreateContextAttribsARB(OutContext->DeviceContext, InParentContext, AttribList);
check(OutContext->OpenGLContext);
}
/**
* Make the context current.
*/
static void PlatformMakeGLContextCurrent(FPlatformOpenGLContext* Context)
{
check(Context && Context->OpenGLContext && Context->DeviceContext);
wglMakeCurrent(Context->DeviceContext, Context->OpenGLContext);
}
/**
* Initialize an OpenGL context so that shaders can be compiled.
*/
static void PlatformInitOpenGL(void*& ContextPtr, void*& PrevContextPtr, int InMajorVersion, int InMinorVersion)
{
static FPlatformOpenGLContext ShaderCompileContext = {0};
ContextPtr = (void*)wglGetCurrentDC();
PrevContextPtr = (void*)wglGetCurrentContext();
if (ShaderCompileContext.OpenGLContext == NULL && InMajorVersion && InMinorVersion)
{
PlatformCreateDummyGLWindow(&ShaderCompileContext);
// Disable warning C4191: 'type cast' : unsafe conversion from 'PROC' to 'XXX' while getting GL entry points.
#pragma warning(push)
#pragma warning(disable:4191)
if (wglCreateContextAttribsARB == NULL)
{
// Create a dummy context so that wglCreateContextAttribsARB can be initialized.
ShaderCompileContext.OpenGLContext = wglCreateContext(ShaderCompileContext.DeviceContext);
check(ShaderCompileContext.OpenGLContext);
PlatformMakeGLContextCurrent(&ShaderCompileContext);
wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
check(wglCreateContextAttribsARB);
wglDeleteContext(ShaderCompileContext.OpenGLContext);
}
// Create a context so that remaining GL function pointers can be initialized.
PlatformCreateOpenGLContextCore(&ShaderCompileContext, InMajorVersion, InMinorVersion, /*InParentContext=*/ NULL);
check(ShaderCompileContext.OpenGLContext);
PlatformMakeGLContextCurrent(&ShaderCompileContext);
if (glCreateShader == NULL)
{
// Initialize all entry points.
#define GET_GL_ENTRYPOINTS(Type,Func) Func = (Type)wglGetProcAddress(#Func);
ENUM_GL_ENTRYPOINTS(GET_GL_ENTRYPOINTS);
// Check that all of the entry points have been initialized.
bool bFoundAllEntryPoints = true;
#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)); }
ENUM_GL_ENTRYPOINTS(CHECK_GL_ENTRYPOINTS);
checkf(bFoundAllEntryPoints, TEXT("Failed to find all OpenGL entry points."));
}
// Restore warning C4191.
#pragma warning(pop)
}
PlatformMakeGLContextCurrent(&ShaderCompileContext);
}
static void PlatformReleaseOpenGL(void* ContextPtr, void* PrevContextPtr)
{
wglMakeCurrent((HDC)ContextPtr, (HGLRC)PrevContextPtr);
}
#elif PLATFORM_LINUX
static void _PlatformCreateDummyGLWindow(FPlatformOpenGLContext *OutContext)
{
static bool bInitializedWindowClass = false;
// Create a dummy window.
OutContext->hWnd = SDL_CreateWindow(NULL,
0, 0, 1, 1,
SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS | SDL_WINDOW_HIDDEN | SDL_WINDOW_SKIP_TASKBAR );
}
static void _PlatformCreateOpenGLContextCore(FPlatformOpenGLContext* OutContext)
{
check(OutContext);
SDL_HWindow PrevWindow = SDL_GL_GetCurrentWindow();
SDL_HGLContext PrevContext = SDL_GL_GetCurrentContext();
OutContext->hGLContext = SDL_GL_CreateContext(OutContext->hWnd);
SDL_GL_MakeCurrent(PrevWindow, PrevContext);
}
static void _ContextMakeCurrent(SDL_HWindow hWnd, SDL_HGLContext hGLDC)
{
GLint Result = SDL_GL_MakeCurrent( hWnd, hGLDC );
check(!Result);
}
static void PlatformInitOpenGL(void*& ContextPtr, void*& PrevContextPtr, int InMajorVersion, int InMinorVersion)
{
static bool bInitialized = (SDL_GL_GetCurrentWindow() != NULL) && (SDL_GL_GetCurrentContext() != NULL);
if (!bInitialized)
{
check(InMajorVersion > 3 || (InMajorVersion == 3 && InMinorVersion >= 2));
if (SDL_WasInit(0) == 0)
{
SDL_Init(SDL_INIT_VIDEO);
}
else
{
Uint32 InitializedSubsystemsMask = SDL_WasInit(SDL_INIT_EVERYTHING);
if ((InitializedSubsystemsMask & SDL_INIT_VIDEO) == 0)
{
SDL_InitSubSystem(SDL_INIT_VIDEO);
}
}
if (SDL_GL_LoadLibrary(NULL))
{
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Unable to dynamically load libGL: %s"), ANSI_TO_TCHAR(SDL_GetError()));
}
if (SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, InMajorVersion))
{
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Failed to set GL major version: %s"), ANSI_TO_TCHAR(SDL_GetError()));
}
if (SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, InMinorVersion))
{
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Failed to set GL minor version: %s"), ANSI_TO_TCHAR(SDL_GetError()));
}
if (SDL_GL_SetAttribute( SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG))
{
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Failed to set GL flags: %s"), ANSI_TO_TCHAR(SDL_GetError()));
}
if (SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE))
{
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Failed to set GL mask/profile: %s"), ANSI_TO_TCHAR(SDL_GetError()));
}
// Create a dummy context to verify opengl support.
FPlatformOpenGLContext DummyContext;
_PlatformCreateDummyGLWindow(&DummyContext);
_PlatformCreateOpenGLContextCore(&DummyContext);
if (DummyContext.hGLContext)
{
_ContextMakeCurrent(DummyContext.hWnd, DummyContext.hGLContext);
}
else
{
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("OpenGL %d.%d not supported by driver"), InMajorVersion, InMinorVersion);
return;
}
PrevContextPtr = NULL;
ContextPtr = DummyContext.hGLContext;
bInitialized = true;
}
PrevContextPtr = reinterpret_cast<void*>(SDL_GL_GetCurrentContext());
SDL_HGLContext NewContext = SDL_GL_CreateContext(SDL_GL_GetCurrentWindow());
SDL_GL_MakeCurrent(SDL_GL_GetCurrentWindow(), NewContext);
ContextPtr = reinterpret_cast<void*>(NewContext);
}
static void PlatformReleaseOpenGL(void* ContextPtr, void* PrevContextPtr)
{
SDL_GL_MakeCurrent(SDL_GL_GetCurrentWindow(), reinterpret_cast<SDL_HGLContext>(PrevContextPtr));
SDL_GL_DeleteContext(reinterpret_cast<SDL_HGLContext>(ContextPtr));
}
#elif PLATFORM_MAC
static void PlatformInitOpenGL(void*& ContextPtr, void*& PrevContextPtr, int InMajorVersion, int InMinorVersion)
{
check(InMajorVersion > 3 || (InMajorVersion == 3 && InMinorVersion >= 2));
CGLPixelFormatAttribute AttribList[] =
{
kCGLPFANoRecovery,
kCGLPFAAccelerated,
kCGLPFAOpenGLProfile,
(CGLPixelFormatAttribute)kCGLOGLPVersion_3_2_Core,
(CGLPixelFormatAttribute)0
};
CGLPixelFormatObj PixelFormat;
GLint NumFormats = 0;
CGLError Error = CGLChoosePixelFormat(AttribList, &PixelFormat, &NumFormats);
check(Error == kCGLNoError);
CGLContextObj ShaderCompileContext;
Error = CGLCreateContext(PixelFormat, NULL, &ShaderCompileContext);
check(Error == kCGLNoError);
Error = CGLDestroyPixelFormat(PixelFormat);
check(Error == kCGLNoError);
PrevContextPtr = (void*)CGLGetCurrentContext();
Error = CGLSetCurrentContext(ShaderCompileContext);
check(Error == kCGLNoError);
ContextPtr = (void*)ShaderCompileContext;
}
static void PlatformReleaseOpenGL(void* ContextPtr, void* PrevContextPtr)
{
CGLContextObj ShaderCompileContext = (CGLContextObj)ContextPtr;
CGLContextObj PreviousShaderCompileContext = (CGLContextObj)PrevContextPtr;
CGLError Error;
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)
};
static_assert(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 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);
}
// 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);
}
}
// Generate vertex attribute remapping table.
// This is used on devices where GL_MAX_VERTEX_ATTRIBS < 16
if (Frequency == SF_Vertex)
{
uint32 AttributeMask = Header.Bindings.InOutMask;
int32 NextAttributeSlot = 0;
Header.Bindings.VertexRemappedMask = 0;
for (int32 AttributeIndex = 0; AttributeIndex < 16; AttributeIndex++, AttributeMask >>= 1)
{
if (AttributeMask & 0x1)
{
Header.Bindings.VertexRemappedMask |= (1 << NextAttributeSlot);
Header.Bindings.VertexAttributeRemap[AttributeIndex] = NextAttributeSlot++;
}
else
{
Header.Bindings.VertexAttributeRemap[AttributeIndex] = -1;
}
}
}
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);
}
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);
// 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_150:
OutMajorVersion = 3;
OutMinorVersion = 2;
break;
case GLSL_310_ES_EXT:
case GLSL_430:
OutMajorVersion = 4;
OutMinorVersion = 3;
break;
case GLSL_150_ES2:
case GLSL_150_ES2_NOUB:
case GLSL_150_ES3_1:
OutMajorVersion = 3;
OutMinorVersion = 2;
break;
case GLSL_ES2_IOS:
case GLSL_ES2_WEBGL:
case GLSL_ES2:
case GLSL_ES3_1_ANDROID:
OutMajorVersion = 0;
OutMinorVersion = 0;
break;
default:
// Invalid enum
check(0);
OutMajorVersion = 0;
OutMinorVersion = 0;
break;
}
}
static const TCHAR* GetGLSLES2CompilerExecutable(bool bNDACompiler)
{
// Unfortunately no env var is set to handle install path
return (bNDACompiler
? TEXT("C:\\Imagination\\PowerVR\\GraphicsSDK\\Compilers\\OGLES\\Windows_x86_32\\glslcompiler_sgx543_nda.exe")
: TEXT("C:\\Imagination\\PowerVR\\GraphicsSDK\\Compilers\\OGLES\\Windows_x86_32\\glslcompiler_sgx543.exe"));
}
static FString CreateGLSLES2CompilerArguments(const FString& ShaderFile, const FString& OutputFile, EHlslShaderFrequency Frequency, bool bNDACompiler)
{
const TCHAR* FrequencySwitch = TEXT("");
switch (Frequency)
{
case HSF_PixelShader:
FrequencySwitch = TEXT(" -f");
break;
case HSF_VertexShader:
FrequencySwitch = TEXT(" -v");
break;
default:
return TEXT("");
}
FString Arguments = FString::Printf(TEXT("%s %s %s -profile -perfsim"), *FPaths::GetCleanFilename(ShaderFile), *FPaths::GetCleanFilename(OutputFile), FrequencySwitch);
if (bNDACompiler)
{
Arguments += " -disasm";
}
return Arguments;
}
static FString CreateCommandLineGLSLES2(const FString& ShaderFile, const FString& OutputFile, GLSLVersion Version, EHlslShaderFrequency Frequency, bool bNDACompiler)
{
if (Version != GLSL_ES2 && Version != GLSL_ES2_WEBGL && Version != GLSL_ES2_IOS)
{
return TEXT("");
}
FString CmdLine = FString(GetGLSLES2CompilerExecutable(bNDACompiler)) + TEXT(" ") + CreateGLSLES2CompilerArguments(ShaderFile, OutputFile, Frequency, bNDACompiler);
CmdLine += FString(LINE_TERMINATOR) + TEXT("pause");
return CmdLine;
}
/** Precompile a glsl shader for ES2. */
void FOpenGLFrontend::PrecompileGLSLES2(FShaderCompilerOutput& ShaderOutput, const FShaderCompilerInput& ShaderInput, const ANSICHAR* ShaderSource, EHlslShaderFrequency Frequency)
{
const TCHAR* CompilerExecutableName = GetGLSLES2CompilerExecutable(false);
const int32 SourceLen = FCStringAnsi::Strlen(ShaderSource);
const bool bCompilerExecutableExists = FPaths::FileExists(CompilerExecutableName);
// Using the debug info path to write out the files to disk for the PVR shader compiler
if (ShaderInput.DumpDebugInfoPath != TEXT("") && bCompilerExecutableExists)
{
const FString GLSLSourceFile = (ShaderInput.DumpDebugInfoPath / TEXT("GLSLSource.txt"));
bool bSavedSuccessfully = false;
{
FArchive* Ar = IFileManager::Get().CreateFileWriter(*GLSLSourceFile, FILEWRITE_EvenIfReadOnly);
// Save the ansi file to disk so it can be used as input to the PVR shader compiler
if (Ar)
{
bSavedSuccessfully = true;
// @todo: Patch the code so that textureCubeLodEXT gets converted to textureCubeLod to workaround PowerVR issues
const ANSICHAR* VersionString = FCStringAnsi::Strifind(ShaderSource, "#version 100");
check(VersionString);
VersionString += 12; // strlen("# version 100");
Ar->Serialize((void*)ShaderSource, (VersionString - ShaderSource) * sizeof(ANSICHAR));
const char* PVRWorkaround = "\n#ifndef textureCubeLodEXT\n#define textureCubeLodEXT textureCubeLod\n#endif\n";
Ar->Serialize((void*)PVRWorkaround, FCStringAnsi::Strlen(PVRWorkaround));
Ar->Serialize((void*)VersionString, (SourceLen - (VersionString - ShaderSource)) * sizeof(ANSICHAR));
delete Ar;
}
}
if (bSavedSuccessfully && ENABLE_IMAGINATION_COMPILER)
{
const FString Arguments = CreateGLSLES2CompilerArguments(GLSLSourceFile, TEXT("ASM.txt"), Frequency, false);
FString StdOut;
FString StdErr;
int32 ReturnCode = 0;
// Run the PowerVR shader compiler and wait for completion
FPlatformProcess::ExecProcess(GetGLSLES2CompilerExecutable(false), *Arguments, &ReturnCode, &StdOut, &StdErr);
if (ReturnCode >= 0)
{
ShaderOutput.bSucceeded = true;
ShaderOutput.Target = ShaderInput.Target;
BuildShaderOutput(ShaderOutput, ShaderInput, ShaderSource, SourceLen, GLSL_ES2);
// Parse the cycle count
const int32 CycleCountStringLength = FPlatformString::Strlen(TEXT("Cycle count: "));
const int32 CycleCountIndex = StdOut.Find(TEXT("Cycle count: "));
if (CycleCountIndex != INDEX_NONE && CycleCountIndex + CycleCountStringLength < StdOut.Len())
{
const int32 CycleCountEndIndex = StdOut.Find(TEXT("\n"), ESearchCase::IgnoreCase, ESearchDir::FromStart, CycleCountIndex + CycleCountStringLength);
if (CycleCountEndIndex != INDEX_NONE)
{
const FString InstructionSubstring = StdOut.Mid(CycleCountIndex + CycleCountStringLength, CycleCountEndIndex - (CycleCountIndex + CycleCountStringLength));
ShaderOutput.NumInstructions = FCString::Atoi(*InstructionSubstring);
}
}
}
else
{
ShaderOutput.bSucceeded = false;
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
// Print the name of the generated glsl file so we can open it with a double click in the VS.Net output window
NewError->StrippedErrorMessage = FString::Printf(TEXT("%s \nPVR SDK glsl compiler for SGX543: %s"), *GLSLSourceFile, *StdOut);
}
}
else
{
ShaderOutput.bSucceeded = true;
ShaderOutput.Target = ShaderInput.Target;
BuildShaderOutput(ShaderOutput, ShaderInput, ShaderSource, SourceLen, GLSL_ES2);
}
}
else
{
ShaderOutput.bSucceeded = true;
ShaderOutput.Target = ShaderInput.Target;
BuildShaderOutput(ShaderOutput, ShaderInput, ShaderSource, SourceLen, GLSL_ES2);
}
}
/**
* 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;
}
if (Version == GLSL_ES2 || Version == GLSL_ES2_WEBGL || Version == GLSL_ES2_IOS)
{
PrecompileGLSLES2(ShaderOutput, ShaderInput, ShaderSource, Frequency);
}
else
{
// 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:
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
AdditionalDefines.SetDefine(TEXT("GL3_PROFILE"), 1);
HlslCompilerTarget = HCT_FeatureLevelSM4;
break;
case GLSL_ES2_WEBGL:
AdditionalDefines.SetDefine(TEXT("WEBGL"), 1);
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL_ES2"), 1);
AdditionalDefines.SetDefine(TEXT("ES2_PROFILE"), 1);
HlslCompilerTarget = HCT_FeatureLevelES2;
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
break;
case GLSL_ES2_IOS:
AdditionalDefines.SetDefine(TEXT("IOS"), 1);
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL_ES2"), 1);
AdditionalDefines.SetDefine(TEXT("ES2_PROFILE"), 1);
HlslCompilerTarget = HCT_FeatureLevelES2;
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
AdditionalDefines.SetDefine(TEXT("noperspective"), TEXT(""));
break;
case GLSL_ES2:
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL_ES2"), 1);
AdditionalDefines.SetDefine(TEXT("ES2_PROFILE"), 1);
HlslCompilerTarget = HCT_FeatureLevelES2;
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
break;
case GLSL_150_ES2:
case GLSL_150_ES2_NOUB:
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
AdditionalDefines.SetDefine(TEXT("ES2_PROFILE"), 1);
HlslCompilerTarget = HCT_FeatureLevelSM4;
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
break;
case GLSL_150_ES3_1:
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
AdditionalDefines.SetDefine(TEXT("ES3_1_PROFILE"), 1);
HlslCompilerTarget = HCT_FeatureLevelSM4;
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;
// mimicing the old GetFeatureLevelMaxTextureSamplers for the rest
case GLSL_ES2:
case GLSL_ES2_IOS:
case GLSL_150_ES2:
case GLSL_150_ES2_NOUB:
return 8;
case GLSL_ES2_WEBGL:
// For WebGL 1 and 2, GL_MAX_TEXTURE_IMAGE_UNITS is generally much higher than on old GLES 2 Android
// devices, but we only know the limit at runtime. Assume a decent desktop default.
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 (IsES2Platform(Version) && !IsPCES2Platform(Version))
{
CCFlags |= HLSLCC_FlattenUniformBuffers | HLSLCC_FlattenUniformBufferStructures;
// Currently only enabled for ES2, as there are still features to implement for SM4+ (atomics, global store, UAVs, etc)
CCFlags |= HLSLCC_ApplyCommonSubexpressionElimination;
CCFlags |= HLSLCC_ExpandUBMemberArrays;
}
if (CompilerFlags.Contains(CFLAG_UseFullPrecisionInPS) || Version == GLSL_ES2_WEBGL)
{
CCFlags |= HLSLCC_UseFullPrecisionInPS;
}
if (Version == GLSL_150_ES2_NOUB ||
CompilerFlags.Contains(CFLAG_FeatureLevelES31) ||
CompilerFlags.Contains(CFLAG_UseEmulatedUB))
{
CCFlags |= HLSLCC_FlattenUniformBuffers | HLSLCC_FlattenUniformBufferStructures;
// Do not use this flag as it adds too many uniforms.
//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, Version == GLSL_ES2_WEBGL);
}
FGlslLanguageSpec* FOpenGLFrontend::CreateLanguageSpec(GLSLVersion Version)
{
bool bIsES2 = (IsES2Platform(Version) && !IsPCES2Platform(Version));
bool bIsWebGL = (Version == GLSL_ES2_WEBGL);
// For backwards compatibility when targeting WebGL 2 shaders,
// generate GLES2/WebGL 1 style shaders but with GLES3/WebGL 2
// constructs available.
return new FGlslLanguageSpec(bIsES2, bIsWebGL);
}
/**
* 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;
const bool bCompileES2With310 = (Version == GLSL_ES2 && Input.Environment.CompilerFlags.Contains(CFLAG_FeatureLevelES31));
if (bCompileES2With310)
{
Version = GLSL_ES3_1_ANDROID;
}
// set up compiler env based on version
SetupPerVersionCompilationEnvironment(Version, AdditionalDefines, HlslCompilerTarget);
AdditionalDefines.SetDefine(TEXT("COMPILER_HLSLCC"), 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,
IsES2Platform(Version) ? HSF_InvalidFrequency : 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;
}
// 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;
// Write out the preprocessed file and a batch file to compile it if requested (DumpDebugInfoPath is valid)
if (bDumpDebugInfo)
{
FArchive* FileWriter = IFileManager::Get().CreateFileWriter(*(Input.DumpDebugInfoPath / Input.GetSourceFilename()));
if (FileWriter)
{
auto AnsiSourceFile = StringCast<ANSICHAR>(*PreprocessedShader);
FileWriter->Serialize((ANSICHAR*)AnsiSourceFile.Get(), AnsiSourceFile.Length());
{
FString Line = CrossCompiler::CreateResourceTableFromEnvironment(Input.Environment);
Line += TEXT("#if 0 /*DIRECT COMPILE*/\n");
Line += CreateShaderCompilerWorkerDirectCommandLine(Input, CCFlags);
Line += TEXT("\n#endif /*DIRECT COMPILE*/\n");
FileWriter->Serialize(TCHAR_TO_ANSI(*Line), Line.Len());
}
FileWriter->Close();
delete FileWriter;
}
if (Input.bGenerateDirectCompileFile)
{
FFileHelper::SaveStringToFile(CreateShaderCompilerWorkerDirectCommandLine(Input), *(Input.DumpDebugInfoPath / TEXT("DirectCompile.txt")));
}
}
FGlslCodeBackend* BackEnd = CreateBackend(Version, CCFlags, HlslCompilerTarget);
FGlslLanguageSpec* LanguageSpec = CreateLanguageSpec(Version);
int32 Result = 0;
FHlslCrossCompilerContext CrossCompilerContext(CCFlags, Frequency, HlslCompilerTarget);
if (CrossCompilerContext.Init(TCHAR_TO_ANSI(*Input.VirtualSourceFilePath), LanguageSpec))
{
Result = CrossCompilerContext.Run(
TCHAR_TO_ANSI(*PreprocessedShader),
TCHAR_TO_ANSI(*Input.EntryPointName),
BackEnd,
&GlslShaderSource,
&ErrorLog
) ? 1 : 0;
}
delete BackEnd;
delete LanguageSpec;
if (Result != 0)
{
int32 GlslSourceLen = GlslShaderSource ? FCStringAnsi::Strlen(GlslShaderSource) : 0;
if (bDumpDebugInfo)
{
const FString GLSLFile = (Input.DumpDebugInfoPath / TEXT("Output.glsl"));
const FString GLBatchFileContents = CreateCommandLineGLSLES2(GLSLFile, (Input.DumpDebugInfoPath / TEXT("Output.asm")), Version, Frequency, false);
if (!GLBatchFileContents.IsEmpty())
{
FFileHelper::SaveStringToFile(GLBatchFileContents, *(Input.DumpDebugInfoPath / TEXT("GLSLCompile.bat")));
}
const FString NDABatchFileContents = CreateCommandLineGLSLES2(GLSLFile, (Input.DumpDebugInfoPath / TEXT("Output.asm")), Version, Frequency, true);
if (!NDABatchFileContents.IsEmpty())
{
FFileHelper::SaveStringToFile(NDABatchFileContents, *(Input.DumpDebugInfoPath / TEXT("NDAGLSLCompile.bat")));
}
if (GlslSourceLen > 0)
{
uint32 Len = FCStringAnsi::Strlen(TCHAR_TO_ANSI(*Input.VirtualSourceFilePath)) + FCStringAnsi::Strlen(TCHAR_TO_ANSI(*Input.EntryPointName)) + FCStringAnsi::Strlen(GlslShaderSource) + 20;
char* Dest = (char*)malloc(Len);
FCStringAnsi::Snprintf(Dest, Len, "// ! %s:%s\n%s", (const char*)TCHAR_TO_ANSI(*Input.VirtualSourceFilePath), (const char*)TCHAR_TO_ANSI(*Input.EntryPointName), (const char*)GlslShaderSource);
free(GlslShaderSource);
GlslShaderSource = Dest;
GlslSourceLen = FCStringAnsi::Strlen(GlslShaderSource);
FArchive* FileWriter = IFileManager::Get().CreateFileWriter(*GLSLFile);
if (FileWriter)
{
FileWriter->Serialize(GlslShaderSource,GlslSourceLen+1);
FileWriter->Close();
delete FileWriter;
}
}
}
#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 (bDumpDebugInfo)
{
// Generate the batch file to help track down cross-compiler issues if necessary
const FString GLSLFile = (Input.DumpDebugInfoPath / TEXT("Output.glsl"));
const FString GLBatchFileContents = CreateCommandLineGLSLES2(GLSLFile, (Input.DumpDebugInfoPath / TEXT("Output.asm")), Version, Frequency, false);
if (!GLBatchFileContents.IsEmpty())
{
FFileHelper::SaveStringToFile(GLBatchFileContents, *(Input.DumpDebugInfoPath / TEXT("GLSLCompile.bat")));
}
}
FString Tmp = ANSI_TO_TCHAR(ErrorLog);
TArray<FString> ErrorLines;
Tmp.ParseIntoArray(ErrorLines, TEXT("\n"), true);
for (int32 LineIndex = 0; LineIndex < ErrorLines.Num(); ++LineIndex)
{
const FString& Line = ErrorLines[LineIndex];
CrossCompiler::ParseHlslccError(Output.Errors, Line);
}
}
if (GlslShaderSource)
{
free(GlslShaderSource);
}
if (ErrorLog)
{
free(ErrorLog);
}
}
enum class EPlatformType
{
Android,
IOS,
Web,
Desktop
};
struct FDeviceCapabilities
{
EPlatformType TargetPlatform = EPlatformType::Android;
bool bUseES30ShadingLanguage;
bool bSupportsSeparateShaderObjects;
bool bRequiresUEShaderFramebufferFetchDef;
bool bRequiresDontEmitPrecisionForTextureSamplers;
bool bSupportsShaderTextureLod;
bool bSupportsShaderTextureCubeLod;
bool bRequiresTextureCubeLodEXTToTextureCubeLodDefine;
};
void FOpenGLFrontend::FillDeviceCapsOfflineCompilation(struct FDeviceCapabilities& Capabilities, const GLSLVersion ShaderVersion) const
{
FMemory::Memzero(Capabilities);
if (ShaderVersion == GLSL_ES2 || ShaderVersion == GLSL_ES3_1_ANDROID)
{
Capabilities.TargetPlatform = EPlatformType::Android;
Capabilities.bUseES30ShadingLanguage = ShaderVersion == GLSL_ES3_1_ANDROID;
Capabilities.bRequiresUEShaderFramebufferFetchDef = true;
Capabilities.bRequiresDontEmitPrecisionForTextureSamplers = false;
}
else if (ShaderVersion == GLSL_ES2_WEBGL)
{
Capabilities.TargetPlatform = EPlatformType::Web;
Capabilities.bUseES30ShadingLanguage = false; // make sure this matches HTML5OpenGL.h -> FOpenGL::UseES30ShadingLanguage();
}
else if (ShaderVersion == GLSL_ES2_IOS)
{
Capabilities.TargetPlatform = EPlatformType::IOS;
}
else
{
Capabilities.TargetPlatform = EPlatformType::Desktop;
Capabilities.bSupportsSeparateShaderObjects = true;
}
Capabilities.bSupportsShaderTextureLod = true;
Capabilities.bSupportsShaderTextureCubeLod = false;
Capabilities.bRequiresTextureCubeLodEXTToTextureCubeLodDefine = 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;
}
static bool OpenGLShaderPlatformNeedsBindLocation(const GLSLVersion InShaderPlatform)
{
switch (InShaderPlatform)
{
case GLSL_430:
case GLSL_310_ES_EXT:
case GLSL_ES3_1_ANDROID:
case GLSL_150_ES3_1:
return false;
case GLSL_150:
case GLSL_150_ES2:
case GLSL_ES2:
case GLSL_150_ES2_NOUB:
case GLSL_ES2_WEBGL:
case GLSL_ES2_IOS:
return true;
default:
return true;
break;
}
}
inline bool OpenGLShaderPlatformSeparable(const GLSLVersion InShaderPlatform)
{
switch (InShaderPlatform)
{
case GLSL_430:
case GLSL_150:
case GLSL_150_ES2:
case GLSL_150_ES2_NOUB:
case GLSL_150_ES3_1:
return true;
case GLSL_310_ES_EXT:
case GLSL_ES3_1_ANDROID:
case GLSL_ES2:
case GLSL_ES2_WEBGL:
case GLSL_ES2_IOS:
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 shader was compiled for ES 3.1
const TCHAR *ES310Version = TEXT("#version 310 es");
const bool bES31 = OriginalShaderSource.Find(ES310Version) != INDEX_NONE;
// 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;
const bool bUseES30ShadingLanguage = Capabilities.bUseES30ShadingLanguage;
bool bNeedsExtDrawInstancedDefine = false;
if (Capabilities.TargetPlatform == EPlatformType::Android || Capabilities.TargetPlatform == EPlatformType::Web)
{
bNeedsExtDrawInstancedDefine = !bES31;
if (bES31)
{
StrOutSource.Append(ES310Version);
StrOutSource.Append(TEXT("\n"));
OriginalShaderSource.RemoveFromStart(ES310Version);
}
else if (IsES2Platform(ShaderVersion))
{
StrOutSource.Append(TEXT("#version 100\n"));
OriginalShaderSource.RemoveFromStart(TEXT("#version 100"));
}
}
else if (Capabilities.TargetPlatform == EPlatformType::IOS)
{
bNeedsExtDrawInstancedDefine = true;
StrOutSource.Append(TEXT("#version 100\n"));
OriginalShaderSource.RemoveFromStart(TEXT("#version 100"));
}
if (bNeedsExtDrawInstancedDefine)
{
// Check for the GL_EXT_draw_instanced extension if necessary (version < 300)
StrOutSource.Append(TEXT("#ifdef GL_EXT_draw_instanced\n"));
StrOutSource.Append(TEXT("#define UE_EXT_draw_instanced 1\n"));
StrOutSource.Append(TEXT("#endif\n"));
}
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)
{
// Some devices (Zenfone5) support GL_EXT_shader_framebuffer_fetch but do not define GL_EXT_shader_framebuffer_fetch in GLSL compiler
// We can't define anything with GL_, so we use UE_EXT_shader_framebuffer_fetch to enable frame buffer 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"));
}
// Only desktop with separable shader platform can use GL_ARB_separate_shader_objects for reduced shader compile/link hitches
// however ES3.1 relies on layout(location=) support
bool const bNeedsBindLocation = OpenGLShaderPlatformNeedsBindLocation(ShaderVersion) && !bES31;
if (OpenGLShaderPlatformSeparable(ShaderVersion) || !bNeedsBindLocation)
{
// 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.bSupportsSeparateShaderObjects || !bNeedsBindLocation)
{
if (Capabilities.TargetPlatform == EPlatformType::Desktop)
{
StrOutSource.Append(TEXT("#extension GL_ARB_separate_shader_objects : enable\n"));
StrOutSource.Append(TEXT("#define INTERFACE_LOCATION(Pos) layout(location=Pos) \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_LOCATION(Pos) layout(location=Pos) \n"));
StrOutSource.Append(TEXT("#define INTERFACE_BLOCK(Pos, Interp, Modifiers, Semantic, PreType, PostType) layout(location=Pos) Modifiers Semantic { PreType PostType; }\n"));
}
}
else
{
StrOutSource.Append(TEXT("#define INTERFACE_LOCATION(Pos) \n"));
StrOutSource.Append(TEXT("#define INTERFACE_BLOCK(Pos, Interp, Modifiers, Semantic, PreType, PostType) Modifiers Semantic { Interp PreType PostType; }\n"));
}
}
if (Capabilities.TargetPlatform == EPlatformType::Android)
{
if (IsES2Platform(ShaderVersion) && !bES31)
{
StrOutSource.Append(TEXT("#define HDR_32BPP_ENCODE_MODE 0.0\n"));
// This #define fixes compiler errors on Android (which doesn't seem to support textureCubeLodEXT)
if (bUseES30ShadingLanguage)
{
if (TypeEnum == GL_VERTEX_SHADER)
{
StrOutSource.Append(TEXT("#define texture2D texture \n"
"#define texture2DProj textureProj \n"
"#define texture2DLod textureLod \n"
"#define texture2DLodEXT textureLod \n"
"#define texture2DProjLod textureProjLod \n"
"#define textureCube texture \n"
"#define textureCubeLod textureLod \n"
"#define textureCubeLodEXT textureLod \n"
"#define texture3D texture \n"
"#define texture3DProj textureProj \n"
"#define texture3DLod textureLod \n"));
OriginalShaderSource.Replace(TEXT("attribute"), TEXT("in"));
OriginalShaderSource.Replace(TEXT("varying"), TEXT("out"));
}
else if (TypeEnum == GL_FRAGMENT_SHADER)
{
// #extension directives have to come before any non-# directives. Because
// we add non-# stuff below and the #extension directives
// get added to the incoming shader source we move any # directives
// to be right after the #version to ensure they are always correct.
MoveHashLines(StrOutSource, OriginalShaderSource);
StrOutSource.Append(TEXT("#define texture2D texture \n"
"#define texture2DProj textureProj \n"
"#define texture2DLod textureLod \n"
"#define texture2DLodEXT textureLod \n"
"#define texture2DProjLod textureProjLod \n"
"#define textureCube texture \n"
"#define textureCubeLod textureLod \n"
"#define textureCubeLodEXT textureLod \n"
"#define texture3D texture \n"
"#define texture3DProj textureProj \n"
"#define texture3DLod textureLod \n"
"#define texture3DProjLod textureProjLod \n"
"\n"
"#define gl_FragColor out_FragColor \n"
"#ifdef EXT_shader_framebuffer_fetch_enabled \n"
"inout mediump vec4 out_FragColor; \n"
"#else \n"
"out mediump vec4 out_FragColor; \n"
"#endif \n"));
OriginalShaderSource.Replace(TEXT("varying"), TEXT("in"));
}
}
else
{
if (TypeEnum == GL_FRAGMENT_SHADER)
{
// Apply #defines to deal with incompatible sections of code
if (Capabilities.bRequiresDontEmitPrecisionForTextureSamplers)
{
StrOutSource.Append(TEXT("#define DONTEMITSAMPLERDEFAULTPRECISION \n"));
}
if (!Capabilities.bSupportsShaderTextureLod || !Capabilities.bSupportsShaderTextureCubeLod)
{
StrOutSource.Append(TEXT("#define DONTEMITEXTENSIONSHADERTEXTURELODENABLE \n"
"#define texture2DLodEXT(a, b, c) texture2D(a, b) \n"
"#define textureCubeLodEXT(a, b, c) textureCube(a, b) \n"));
}
else if (Capabilities.bRequiresTextureCubeLodEXTToTextureCubeLodDefine)
{
StrOutSource.Append(TEXT("#define textureCubeLodEXT textureCubeLod \n"));
}
}
}
}
}
else if (Capabilities.TargetPlatform == EPlatformType::Web)
{
// HTML5 use case is much simpler, use a separate chunk of code from android.
if (!Capabilities.bSupportsShaderTextureLod)
{
StrOutSource.Append(TEXT("#define DONTEMITEXTENSIONSHADERTEXTURELODENABLE \n"
"#define texture2DLodEXT(a, b, c) texture2D(a, b) \n"
"#define textureCubeLodEXT(a, b, c) textureCube(a, b) \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_150:
case GLSL_430:
case GLSL_150_ES2:
case GLSL_150_ES2_NOUB:
case GLSL_150_ES3_1:
case GLSL_310_ES_EXT:
// web
case GLSL_ES2_WEBGL:
// switch
case GLSL_SWITCH:
case GLSL_SWITCH_FORWARD:
return false;
break;
// ios
case GLSL_ES2_IOS:
// android
case GLSL_ES2:
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_ES2 || ShaderVersion == GLSL_ES3_1_ANDROID || ShaderVersion == GLSL_ES2_IOS)
{
CompileOfflineMali(Input, ShaderOutput, ShaderSource, FPlatformString::Strlen(ShaderSource), false);
}
}