Files
UnrealEngineUWP/Engine/Source/Developer/VulkanShaderFormat/Private/VulkanShaderFormat.cpp
Rolando Caloca 28f3a69f7e UE4.22 - Modify SPIR-V shader entry point name so it can be found easily while debugging (like Metal)
#rb none
#rnx
#jira UE-70676

[CL 5271453 by Rolando Caloca in 4.22 branch]
2019-03-01 16:20:28 -05:00

153 lines
5.0 KiB
C++

// Copyright 1998-2019 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"
static FName NAME_VULKAN_ES3_1_ANDROID(TEXT("SF_VULKAN_ES31_ANDROID"));
static FName NAME_VULKAN_ES3_1_ANDROID_NOUB(TEXT("SF_VULKAN_ES31_ANDROID_NOUB"));
static FName NAME_VULKAN_ES3_1(TEXT("SF_VULKAN_ES31"));
static FName NAME_VULKAN_ES3_1_LUMIN(TEXT("SF_VULKAN_ES31_LUMIN"));
static FName NAME_VULKAN_ES3_1_LUMIN_NOUB(TEXT("SF_VULKAN_ES31_LUMIN_NOUB"));
static FName NAME_VULKAN_ES3_1_NOUB(TEXT("SF_VULKAN_ES31_NOUB"));
static FName NAME_VULKAN_SM4_NOUB(TEXT("SF_VULKAN_SM4_NOUB"));
static FName NAME_VULKAN_SM4(TEXT("SF_VULKAN_SM4"));
static FName NAME_VULKAN_SM5_NOUB(TEXT("SF_VULKAN_SM5_NOUB"));
static FName NAME_VULKAN_SM5(TEXT("SF_VULKAN_SM5"));
static FName NAME_VULKAN_SM5_LUMIN(TEXT("SF_VULKAN_SM5_LUMIN"));
static FName NAME_VULKAN_SM5_LUMIN_NOUB(TEXT("SF_VULKAN_SM5_LUMIN_NOUB"));
class FShaderFormatVulkan : public IShaderFormat
{
enum
{
UE_SHADER_VULKAN_ES3_1_VER = 26,
UE_SHADER_VULKAN_SM5_VER = 26,
};
int32 InternalGetVersion(FName Format) const
{
if (Format == NAME_VULKAN_SM4 || Format == NAME_VULKAN_SM4_NOUB)
{
return UE_SHADER_VULKAN_SM5_VER;
}
else if (Format == NAME_VULKAN_SM5 || Format == NAME_VULKAN_SM5_NOUB || Format == NAME_VULKAN_SM5_LUMIN || Format == NAME_VULKAN_SM5_LUMIN_NOUB)
{
return UE_SHADER_VULKAN_SM5_VER;
}
else if (Format == NAME_VULKAN_ES3_1_ANDROID || Format == NAME_VULKAN_ES3_1_ANDROID_NOUB || Format == NAME_VULKAN_ES3_1 || Format == NAME_VULKAN_ES3_1_NOUB || Format == NAME_VULKAN_ES3_1_LUMIN || Format == NAME_VULKAN_ES3_1_LUMIN_NOUB)
{
return UE_SHADER_VULKAN_ES3_1_VER;
}
check(0);
return -1;
}
public:
virtual uint32 GetVersion(FName Format) const override
{
const uint8 HLSLCCVersion = ((HLSLCC_VersionMajor & 0x0f) << 4) | (HLSLCC_VersionMinor & 0x0f);
uint16 Version = ((HLSLCCVersion & 0xff) << 8) | (InternalGetVersion(Format) & 0xff);
#if VULKAN_ENABLE_SHADER_DEBUG_NAMES
Version = (Version << 1) + Version;
#endif
return Version;
}
virtual void GetSupportedFormats(TArray<FName>& OutFormats) const
{
OutFormats.Add(NAME_VULKAN_SM4);
OutFormats.Add(NAME_VULKAN_SM5);
OutFormats.Add(NAME_VULKAN_SM5_LUMIN);
OutFormats.Add(NAME_VULKAN_SM5_LUMIN_NOUB);
OutFormats.Add(NAME_VULKAN_ES3_1_ANDROID);
OutFormats.Add(NAME_VULKAN_ES3_1_ANDROID_NOUB);
OutFormats.Add(NAME_VULKAN_ES3_1);
OutFormats.Add(NAME_VULKAN_ES3_1_LUMIN);
OutFormats.Add(NAME_VULKAN_ES3_1_LUMIN_NOUB);
OutFormats.Add(NAME_VULKAN_ES3_1_NOUB);
OutFormats.Add(NAME_VULKAN_SM4_NOUB);
OutFormats.Add(NAME_VULKAN_SM5_NOUB);
}
virtual void CompileShader(FName Format, const struct FShaderCompilerInput& Input, struct FShaderCompilerOutput& Output,const FString& WorkingDirectory) const
{
check(InternalGetVersion(Format) >= 0);
if (Format == NAME_VULKAN_ES3_1 || Format == NAME_VULKAN_ES3_1_LUMIN)
{
DoCompileVulkanShader(Input, Output, WorkingDirectory, EVulkanShaderVersion::ES3_1);
}
else if (Format == NAME_VULKAN_ES3_1_NOUB || Format == NAME_VULKAN_ES3_1_LUMIN_NOUB)
{
DoCompileVulkanShader(Input, Output, WorkingDirectory, EVulkanShaderVersion::ES3_1_NOUB);
}
else if (Format == NAME_VULKAN_ES3_1_ANDROID)
{
DoCompileVulkanShader(Input, Output, WorkingDirectory, EVulkanShaderVersion::ES3_1_ANDROID);
}
else if (Format == NAME_VULKAN_ES3_1_ANDROID_NOUB)
{
DoCompileVulkanShader(Input, Output, WorkingDirectory, EVulkanShaderVersion::ES3_1_ANDROID_NOUB);
}
else if (Format == NAME_VULKAN_SM4_NOUB)
{
DoCompileVulkanShader(Input, Output, WorkingDirectory, EVulkanShaderVersion::SM4_NOUB);
}
else if (Format == NAME_VULKAN_SM4)
{
DoCompileVulkanShader(Input, Output, WorkingDirectory, EVulkanShaderVersion::SM4);
}
else if (Format == NAME_VULKAN_SM5_NOUB || Format == NAME_VULKAN_SM5_LUMIN_NOUB)
{
DoCompileVulkanShader(Input, Output, WorkingDirectory, EVulkanShaderVersion::SM5_NOUB);
}
else if (Format == NAME_VULKAN_SM5 || Format == NAME_VULKAN_SM5_LUMIN)
{
DoCompileVulkanShader(Input, Output, WorkingDirectory, EVulkanShaderVersion::SM5);
}
}
//virtual bool CreateLanguage(FName Format, ILanguageSpec*& OutSpec, FCodeBackend*& OutBackend, uint32 InHlslCompileFlags) override
//{
// OutSpec = new FVulkanLanguageSpec(false);
// OutBackend = new FVulkanCodeBackend(InHlslCompileFlags, HCT_FeatureLevelSM4);
// return false;
//}
virtual const TCHAR* GetPlatformIncludeDirectory() const
{
return TEXT("Vulkan");
}
};
/**
* Module for Vulkan shaders
*/
static IShaderFormat* Singleton = NULL;
class FVulkanShaderFormatModule : public IShaderFormatModule
{
public:
virtual ~FVulkanShaderFormatModule()
{
delete Singleton;
Singleton = NULL;
}
virtual IShaderFormat* GetShaderFormat()
{
if (!Singleton)
{
Singleton = new FShaderFormatVulkan();
}
return Singleton;
}
};
IMPLEMENT_MODULE( FVulkanShaderFormatModule, VulkanShaderFormat);