Files
UnrealEngineUWP/Engine/Source/Developer/ShaderCompilerCommon/Private/ShaderParameterParser.cpp
christopher waters a987160f55 Reworking the parameter rewrite code to do automatic bindless
- Refactoring FShaderParameterParser to use more string views since we can rely on OriginalParsedShader not changing.
- Split FShaderParameterParser::ParseAndMoveShaderParametersToRootConstantBuffer into smaller functions
- Moving FShaderParametersMetadata::IterateShaderParameterMembers into the only module it's used in, ShaderParameterParser.cpp
- Adding CFLAG_BindlessResources which will be set when ENABLE_BINDLESS_RESOURCES is set
- Adding CFLAG_BindlessSamplers which will be set when ENABLE_BINDLESS_SAMPLERS is set
- Adding resource/sampler detection and conversion to bindless in FShaderParameterParser

#jira UE-139616
#rb guillaume.abadie, jeannoe.morissette, yuriy.odonnell, laura.hermanns
#preflight 62d180cce468fcfd0b7001a0

[CL 21111994 by christopher waters in ue5-main branch]
2022-07-15 12:25:44 -04:00

1186 lines
37 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ShaderParameterParser.h"
#include "ShaderCompilerCommon.h"
#include "Misc/StringBuilder.h"
template<typename TParameterFunction>
static void IterateShaderParameterMembersInternal(
const FShaderParametersMetadata& ParametersMetadata,
uint16 ByteOffset,
TStringBuilder<1024>& ShaderBindingNameBuilder,
TParameterFunction Lambda)
{
for (const FShaderParametersMetadata::FMember& Member : ParametersMetadata.GetMembers())
{
EUniformBufferBaseType BaseType = Member.GetBaseType();
const uint16 MemberOffset = ByteOffset + uint16(Member.GetOffset());
const uint32 NumElements = Member.GetNumElements();
int32 MemberNameLength = FCString::Strlen(Member.GetName());
if (BaseType == UBMT_INCLUDED_STRUCT)
{
check(NumElements == 0);
const FShaderParametersMetadata& NewParametersMetadata = *Member.GetStructMetadata();
IterateShaderParameterMembersInternal(NewParametersMetadata, MemberOffset, ShaderBindingNameBuilder, Lambda);
}
else if (BaseType == UBMT_NESTED_STRUCT && NumElements == 0)
{
ShaderBindingNameBuilder.Append(Member.GetName());
ShaderBindingNameBuilder.Append(TEXT("_"));
const FShaderParametersMetadata& NewParametersMetadata = *Member.GetStructMetadata();
IterateShaderParameterMembersInternal(NewParametersMetadata, MemberOffset, ShaderBindingNameBuilder, Lambda);
ShaderBindingNameBuilder.RemoveSuffix(MemberNameLength + 1);
}
else if (BaseType == UBMT_NESTED_STRUCT && NumElements > 0)
{
ShaderBindingNameBuilder.Append(Member.GetName());
ShaderBindingNameBuilder.Append(TEXT("_"));
const FShaderParametersMetadata& NewParametersMetadata = *Member.GetStructMetadata();
for (uint32 ArrayElementId = 0; ArrayElementId < NumElements; ArrayElementId++)
{
FString ArrayElementIdString;
ArrayElementIdString.AppendInt(ArrayElementId);
int32 ArrayElementIdLength = ArrayElementIdString.Len();
ShaderBindingNameBuilder.Append(ArrayElementIdString);
ShaderBindingNameBuilder.Append(TEXT("_"));
uint16 NewStructOffset = MemberOffset + ArrayElementId * NewParametersMetadata.GetSize();
IterateShaderParameterMembersInternal(NewParametersMetadata, NewStructOffset, ShaderBindingNameBuilder, Lambda);
ShaderBindingNameBuilder.RemoveSuffix(ArrayElementIdLength + 1);
}
ShaderBindingNameBuilder.RemoveSuffix(MemberNameLength + 1);
}
else
{
const bool bParametersAreExpanded =
NumElements > 0 &&
(BaseType == UBMT_TEXTURE ||
BaseType == UBMT_SRV ||
BaseType == UBMT_UAV ||
BaseType == UBMT_SAMPLER ||
IsRDGResourceReferenceShaderParameterType(BaseType));
if (bParametersAreExpanded)
{
const uint16 ElementSize = SHADER_PARAMETER_POINTER_ALIGNMENT;
for (uint32 Index = 0; Index < NumElements; Index++)
{
const FString RealBindingName = FString::Printf(TEXT("%s_%d"), Member.GetName(), Index);
ShaderBindingNameBuilder.Append(RealBindingName);
Lambda(ParametersMetadata, Member, ShaderBindingNameBuilder.ToString(), MemberOffset + Index * ElementSize);
ShaderBindingNameBuilder.RemoveSuffix(RealBindingName.Len());
}
}
else
{
ShaderBindingNameBuilder.Append(Member.GetName());
Lambda(ParametersMetadata, Member, ShaderBindingNameBuilder.ToString(), MemberOffset);
ShaderBindingNameBuilder.RemoveSuffix(MemberNameLength);
}
}
}
}
template<typename TParameterFunction>
static void IterateShaderParameterMembers(const FShaderParametersMetadata& ShaderParametersMetadata, TParameterFunction Lambda)
{
FShaderParametersMetadata::EUseCase UseCase = ShaderParametersMetadata.GetUseCase();
TStringBuilder<1024> ShaderBindingNameBuilder;
if (UseCase == FShaderParametersMetadata::EUseCase::UniformBuffer || UseCase == FShaderParametersMetadata::EUseCase::DataDrivenUniformBuffer)
{
ShaderBindingNameBuilder.Append(ShaderParametersMetadata.GetShaderVariableName());
ShaderBindingNameBuilder.Append(TEXT("_"));
}
IterateShaderParameterMembersInternal(
ShaderParametersMetadata, /* ByteOffset = */ 0, ShaderBindingNameBuilder, Lambda);
}
static void AddNoteToDisplayShaderParameterMemberOnCppSide(
const FShaderCompilerInput& CompilerInput,
const FShaderParameterParser::FParsedShaderParameter& ParsedParameter,
FShaderCompilerOutput& CompilerOutput)
{
const FShaderParametersMetadata* MemberContainingStruct = nullptr;
const FShaderParametersMetadata::FMember* Member = nullptr;
{
int32 ArrayElementId = 0;
FString NamePrefix;
CompilerInput.RootParametersStructure->FindMemberFromOffset(ParsedParameter.ConstantBufferOffset, &MemberContainingStruct, &Member, &ArrayElementId, &NamePrefix);
}
FString CppCodeName = CompilerInput.RootParametersStructure->GetFullMemberCodeName(ParsedParameter.ConstantBufferOffset);
FShaderCompilerError Error;
Error.StrippedErrorMessage = FString::Printf(
TEXT("Note: Definition of %s"),
*CppCodeName);
Error.ErrorVirtualFilePath = ANSI_TO_TCHAR(MemberContainingStruct->GetFileName());
Error.ErrorLineString = FString::FromInt(Member->GetFileLine());
CompilerOutput.Errors.Add(Error);
}
FShaderParameterParser::FShaderParameterParser() = default;
FShaderParameterParser::~FShaderParameterParser() = default;
FShaderParameterParser::FShaderParameterParser(
TArrayView<const TCHAR*> InExtraSRVTypes,
TArrayView<const TCHAR*> InExtraUAVTypes
)
: ExtraSRVTypes(InExtraSRVTypes)
, ExtraUAVTypes(InExtraUAVTypes)
{
}
bool FShaderParameterParser::ParseParameters(
const FShaderCompilerInput& CompilerInput,
FShaderCompilerOutput& CompilerOutput)
{
const FStringView ShaderSource(OriginalParsedShader);
if (CompilerInput.RootParametersStructure)
{
// Reserves the number of parameters up front.
ParsedParameters.Reserve(CompilerInput.RootParametersStructure->GetSize() / sizeof(int32));
IterateShaderParameterMembers(
*CompilerInput.RootParametersStructure,
[&](const FShaderParametersMetadata& ParametersMetadata,
const FShaderParametersMetadata::FMember& Member,
const TCHAR* ShaderBindingName,
uint16 ByteOffset)
{
FParsedShaderParameter ParsedParameter;
ParsedParameter.Member = &Member;
ParsedParameter.ConstantBufferOffset = ByteOffset;
check(ParsedParameter.IsBindable());
ParsedParameters.Add(ShaderBindingName, ParsedParameter);
});
}
bool bSuccess = true;
// Browse the code for global shader parameter, Save their type and erase them white spaces.
{
enum class EState
{
// When to look for something to scan.
Scanning,
// When going to next ; in the global scope and reset.
GoToNextSemicolonAndReset,
// Parsing what might be a type of the parameter.
ParsingPotentialType,
ParsingPotentialTypeTemplateArguments,
FinishedPotentialType,
// Parsing what might be a name of the parameter.
ParsingPotentialName,
FinishedPotentialName,
// Parsing what looks like array of the parameter.
ParsingPotentialArraySize,
FinishedArraySize,
// Found a parameter, just finish to it's semi colon.
FoundParameter,
};
const int32 ShaderSourceLen = ShaderSource.Len();
int32 CurrentPragamLineoffset = -1;
int32 CurrentLineoffset = 0;
int32 TypeQualifierStartPos = -1;
int32 TypeStartPos = -1;
int32 TypeEndPos = -1;
int32 NameStartPos = -1;
int32 NameEndPos = -1;
int32 ArrayStartPos = -1;
int32 ArrayEndPos = -1;
int32 ScopeIndent = 0;
EState State = EState::Scanning;
bool bGoToNextLine = false;
auto ResetState = [&]()
{
TypeQualifierStartPos = -1;
TypeStartPos = -1;
TypeEndPos = -1;
NameStartPos = -1;
NameEndPos = -1;
ArrayStartPos = -1;
ArrayEndPos = -1;
State = EState::Scanning;
};
auto EmitError = [&](const FString& ErrorMessage)
{
FShaderCompilerError Error;
Error.StrippedErrorMessage = ErrorMessage;
ExtractFileAndLine(CurrentPragamLineoffset, CurrentLineoffset, Error.ErrorVirtualFilePath, Error.ErrorLineString);
CompilerOutput.Errors.Add(Error);
bSuccess = false;
};
auto EmitUnpextectedHLSLSyntaxError = [&]()
{
EmitError(TEXT("Unexpected syntax when parsing shader parameters from shader code."));
State = EState::GoToNextSemicolonAndReset;
};
for (int32 Cursor = 0; Cursor < ShaderSourceLen; Cursor++)
{
const TCHAR Char = ShaderSource[Cursor];
auto FoundShaderParameter = [&]()
{
check(Char == ';');
check(TypeStartPos != -1);
check(TypeEndPos != -1);
check(NameStartPos != -1);
check(NameEndPos != -1);
FStringView Type = ShaderSource.Mid(TypeStartPos, TypeEndPos - TypeStartPos + 1);
FStringView Name = ShaderSource.Mid(NameStartPos, NameEndPos - NameStartPos + 1);
FStringView Leftovers = ShaderSource.Mid(NameEndPos + 1, (Cursor - 1) - (NameEndPos + 1) + 1);
EShaderParameterType ParsedParameterType = UE::ShaderCompilerCommon::ParseAndRemoveBindlessParameterPrefix(Name);
const bool bBindlessIndex = (ParsedParameterType == EShaderParameterType::BindlessResourceIndex || ParsedParameterType == EShaderParameterType::BindlessSamplerIndex);
EShaderParameterType BindlessConversionType = EShaderParameterType::Num;
if ((bBindlessResources || bBindlessSamplers) && ParsedParameterType == EShaderParameterType::LooseData)
{
ParsedParameterType = UE::ShaderCompilerCommon::ParseParameterType(Type, ExtraSRVTypes, ExtraUAVTypes);
if (bBindlessResources && (ParsedParameterType == EShaderParameterType::SRV || ParsedParameterType == EShaderParameterType::UAV))
{
BindlessConversionType = EShaderParameterType::BindlessResourceIndex;
}
else if (bBindlessSamplers && ParsedParameterType == EShaderParameterType::Sampler)
{
BindlessConversionType = EShaderParameterType::BindlessSamplerIndex;
}
if (BindlessConversionType != EShaderParameterType::Num && Leftovers.Contains(TEXT("register")))
{
// avoid rewriting hardcoded register assignments
BindlessConversionType = EShaderParameterType::Num;
}
}
FParsedShaderParameter ParsedParameter;
EShaderParameterType ConstantBufferParameterType = EShaderParameterType::Num;
bool bMoveToRootConstantBuffer = false;
bool bUpdateParsedParameters = false;
const FString ParsedParameterKey(Name);
if (ParsedParameters.Contains(ParsedParameterKey))
{
if (ParsedParameters.FindChecked(ParsedParameterKey).IsFound())
{
// If it has already been found, it means it is duplicated. Do nothing and let the shader compiler throw the error.
}
else
{
// Update the parsed parameters
bUpdateParsedParameters = true;
ParsedParameter = ParsedParameters.FindChecked(ParsedParameterKey);
// Erase the parameter to move it into the root constant buffer.
if (bNeedToMoveToRootConstantBuffer && ParsedParameter.IsBindable())
{
const EUniformBufferBaseType BaseType = ParsedParameter.Member->GetBaseType();
bMoveToRootConstantBuffer =
BaseType == UBMT_INT32 ||
BaseType == UBMT_UINT32 ||
BaseType == UBMT_FLOAT32 ||
bBindlessIndex ||
(BindlessConversionType != EShaderParameterType::Num);
if (bMoveToRootConstantBuffer)
{
ConstantBufferParameterType = BindlessConversionType != EShaderParameterType::Num ? BindlessConversionType : ParsedParameterType;
}
}
}
}
else
{
// Update the parsed parameters to still have file and line number.
bUpdateParsedParameters = true;
}
// Update
if (bUpdateParsedParameters)
{
ParsedParameter.ParsedType = Type;
ParsedParameter.ParsedPragmaLineoffset = CurrentPragamLineoffset;
ParsedParameter.ParsedLineOffset = CurrentLineoffset;
ParsedParameter.ParsedCharOffsetStart = TypeQualifierStartPos != -1 ? TypeQualifierStartPos : TypeStartPos;
ParsedParameter.ParsedCharOffsetEnd = Cursor;
ParsedParameter.BindlessConversionType = BindlessConversionType;
ParsedParameter.ConstantBufferParameterType = ConstantBufferParameterType;
if (ArrayStartPos != -1 && ArrayEndPos != -1)
{
ParsedParameter.ParsedArraySize = ShaderSource.Mid(ArrayStartPos + 1, ArrayEndPos - ArrayStartPos - 1);
}
ParsedParameters.Add(ParsedParameterKey, ParsedParameter);
}
ResetState();
};
const bool bIsWhiteSpace = Char == ' ' || Char == '\t' || Char == '\r' || Char == '\n';
const bool bIsLetter = (Char >= 'a' && Char <= 'z') || (Char >= 'A' && Char <= 'Z');
const bool bIsNumber = Char >= '0' && Char <= '9';
const TCHAR* UpComing = ShaderSource.GetData() + Cursor;
const int32 RemainingSize = ShaderSourceLen - Cursor;
CurrentLineoffset += Char == '\n';
// Go to the next line if this is a preprocessor macro.
if (bGoToNextLine)
{
if (Char == '\n')
{
bGoToNextLine = false;
}
continue;
}
else if (Char == '#')
{
if (RemainingSize > 6 && FCString::Strncmp(UpComing, TEXT("#line "), 6) == 0)
{
CurrentPragamLineoffset = Cursor;
CurrentLineoffset = -1; // that will be incremented to 0 when reaching the \n at the end of the #line
}
bGoToNextLine = true;
continue;
}
// If within a scope, just carry on until outside the scope.
if (ScopeIndent > 0 || Char == '{')
{
if (Char == '{')
{
ScopeIndent++;
}
else if (Char == '}')
{
ScopeIndent--;
if (ScopeIndent == 0)
{
ResetState();
}
}
continue;
}
if (State == EState::Scanning)
{
if (bIsLetter)
{
static const TCHAR* KeywordTable[] =
{
TEXT("enum"),
TEXT("class"),
TEXT("const"),
TEXT("struct"),
TEXT("static"),
};
static int32 KeywordTableSize[] = { 4, 5, 5, 6, 6 };
int32 RecognisedKeywordId = -1;
for (int32 KeywordId = 0; KeywordId < UE_ARRAY_COUNT(KeywordTable); KeywordId++)
{
const TCHAR* Keyword = KeywordTable[KeywordId];
const int32 KeywordSize = KeywordTableSize[KeywordId];
if (RemainingSize > KeywordSize)
{
TCHAR KeywordEndTestChar = UpComing[KeywordSize];
if ((KeywordEndTestChar == ' ' || KeywordEndTestChar == '\r' || KeywordEndTestChar == '\n' || KeywordEndTestChar == '\t') &&
FCString::Strncmp(UpComing, Keyword, KeywordSize) == 0)
{
RecognisedKeywordId = KeywordId;
break;
}
}
}
if (RecognisedKeywordId == -1)
{
// Might have found beginning of the type of a parameter.
State = EState::ParsingPotentialType;
TypeStartPos = Cursor;
}
else if (RecognisedKeywordId == 2)
{
// Ignore the const keywords, but still parse given it might still be a shader parameter.
if (TypeQualifierStartPos == -1)
{
// If the parameter is erased, we also have to erase *all* 'const'-qualifiers, e.g. "const int Foo" or "const const int Foo".
TypeQualifierStartPos = Cursor;
}
Cursor += KeywordTableSize[RecognisedKeywordId];
}
else
{
// Purposefully ignore enum, class, struct, static
State = EState::GoToNextSemicolonAndReset;
}
}
else if (bIsWhiteSpace)
{
// Keep parsing void.
}
else if (Char == ';')
{
// Looks like redundant semicolon, just ignore and keep scanning.
}
else
{
// No idea what this is, just go to next semi colon.
State = EState::GoToNextSemicolonAndReset;
}
}
else if (State == EState::GoToNextSemicolonAndReset)
{
// If need to go to next global semicolon and reach it. Resume browsing.
if (Char == ';')
{
ResetState();
}
}
else if (State == EState::ParsingPotentialType)
{
// Found character legal for a type...
if (bIsLetter ||
bIsNumber ||
Char == '_')
{
// Keep browsing what might be type of the parameter.
}
else if (Char == '<')
{
// Found what looks like the begining of template argument that is legal on resource types for Instance Texture2D< float >
State = EState::ParsingPotentialTypeTemplateArguments;
}
else if (bIsWhiteSpace)
{
// Might have found a type.
State = EState::FinishedPotentialType;
TypeEndPos = Cursor - 1;
}
else
{
// Found unexpected character in the type.
State = EState::GoToNextSemicolonAndReset;
}
}
else if (State == EState::ParsingPotentialTypeTemplateArguments)
{
// Found character legal for a template argument...
if (bIsLetter ||
bIsNumber ||
Char == '_')
{
// Keep browsing what might be type of the parameter.
}
else if (bIsWhiteSpace || Char == ',')
{
// Spaces and comas are legal within agrument of the template arguments.
}
else if (Char == '>')
{
// Might have found a type with template argument.
State = EState::FinishedPotentialType;
TypeEndPos = Cursor;
}
else
{
// Found unexpected character in the type.
State = EState::GoToNextSemicolonAndReset;
}
}
else if (State == EState::FinishedPotentialType)
{
if (bIsLetter)
{
// Might have found beginning of the name of a parameter.
State = EState::ParsingPotentialName;
NameStartPos = Cursor;
}
else if (Char == '<')
{
// Might have found beginning of a template argument for the type, that was separate by a whitespace from type. For instance Texture2D <float>
State = EState::ParsingPotentialTypeTemplateArguments;
}
else if (bIsWhiteSpace)
{
// Keep parsing void.
}
else
{
// No idea what this is, just go to next semi colon.
State = EState::GoToNextSemicolonAndReset;
}
}
else if (State == EState::ParsingPotentialName)
{
// Found character legal for a name...
if (bIsLetter ||
bIsNumber ||
Char == '_')
{
// Keep browsing what might be name of the parameter.
}
else if (Char == ':' || Char == '=')
{
// Found a parameter with syntax:
// uint MyParameter : <whatever>;
// uint MyParameter = <DefaultValue>;
NameEndPos = Cursor - 1;
State = EState::FoundParameter;
}
else if (Char == ';')
{
// Found a parameter with syntax:
// uint MyParameter;
NameEndPos = Cursor - 1;
FoundShaderParameter();
}
else if (Char == '[')
{
// Syntax:
// uint MyArray[
NameEndPos = Cursor - 1;
ArrayStartPos = Cursor;
State = EState::ParsingPotentialArraySize;
}
else if (bIsWhiteSpace)
{
// Might have found a name.
// uint MyParameter <Still need to know what is after>;
NameEndPos = Cursor - 1;
State = EState::FinishedPotentialName;
}
else
{
// Found unexpected character in the name.
// syntax:
// uint MyFunction(<Don't care what is after>
State = EState::GoToNextSemicolonAndReset;
}
}
else if (State == EState::FinishedPotentialName || State == EState::FinishedArraySize)
{
if (Char == ';')
{
// Found a parameter with syntax:
// uint MyParameter <a bit of OK stuf>;
FoundShaderParameter();
}
else if (Char == ':')
{
// Found a parameter with syntax:
// uint MyParameter <a bit of OK stuf> : <Ignore all this crap>;
State = EState::FoundParameter;
}
else if (Char == '=')
{
// Found syntax that doesn't make any sens:
// uint MyParameter <a bit of OK stuf> = <Ignore all this crap>;
State = EState::FoundParameter;
// TDOO: should error out that this is useless.
}
else if (Char == '[')
{
if (State == EState::FinishedPotentialName)
{
// Syntax:
// uint MyArray [
ArrayStartPos = Cursor;
State = EState::ParsingPotentialArraySize;
}
else
{
EmitError(TEXT("Shader parameters can only support one dimensional array"));
}
}
else if (bIsWhiteSpace)
{
// Keep parsing void.
}
else
{
// Found unexpected stuff.
State = EState::GoToNextSemicolonAndReset;
}
}
else if (State == EState::ParsingPotentialArraySize)
{
if (Char == ']')
{
ArrayEndPos = Cursor;
State = EState::FinishedArraySize;
}
else if (Char == ';')
{
EmitUnpextectedHLSLSyntaxError();
}
else
{
// Keep going through the array size that might be a complex expression.
}
}
else if (State == EState::FoundParameter)
{
if (Char == ';')
{
FoundShaderParameter();
}
else
{
// Cary on skipping all crap we don't care about shader parameter until we find it's semi colon.
}
}
else
{
unimplemented();
}
} // for (int32 Cursor = 0; Cursor < ShaderSourceLen; Cursor++)
}
return bSuccess;
}
void FShaderParameterParser::RemoveMovingParametersFromSource(FString& PreprocessedShaderSource)
{
for (TPair<FString, FParsedShaderParameter>& Itr : ParsedParameters)
{
const FParsedShaderParameter& ParsedParameter = Itr.Value;
// If this parameter is going to be in the root constant buffer
if (ParsedParameter.ConstantBufferParameterType != EShaderParameterType::Num &&
// but it's not being converted to bindless
ParsedParameter.BindlessConversionType == EShaderParameterType::Num)
{
// then erase this shader parameter conserving the same line numbers.
for (int32 j = ParsedParameter.ParsedCharOffsetStart; j <= ParsedParameter.ParsedCharOffsetEnd; j++)
{
if (PreprocessedShaderSource[j] != '\r' && PreprocessedShaderSource[j] != '\n')
{
PreprocessedShaderSource[j] = ' ';
}
}
}
}
}
void FShaderParameterParser::ApplyBindlessModifications(FString& PreprocessedShaderSource)
{
if (bBindlessResources || bBindlessSamplers)
{
// Array of modifications to do on PreprocessedShaderSource
struct FShaderCodeModifications
{
int32 CharOffsetStart;
int32 CharOffsetEnd;
FString Replace;
};
TArray<FShaderCodeModifications> Modifications;
Modifications.Reserve(ParsedParameters.Num());
for (TPair<FString, FParsedShaderParameter>& Itr : ParsedParameters)
{
const FStringView ShaderBindingName = Itr.Key;
FParsedShaderParameter& ParsedParameter = Itr.Value;
if (!ParsedParameter.IsFound())
{
continue;
}
if (ParsedParameter.BindlessConversionType != EShaderParameterType::Num)
{
const bool bIsSampler = (ParsedParameter.BindlessConversionType == EShaderParameterType::BindlessSamplerIndex);
const TCHAR* IndexDefine = bIsSampler ? TEXT("AUTO_BINDLESS_SAMPLER_INDEX") : TEXT("AUTO_BINDLESS_RESOURCE_INDEX");
const TCHAR* VariableDefine = bIsSampler ? TEXT("AUTO_BINDLESS_SAMPLER_VARIABLE") : TEXT("AUTO_BINDLESS_RESOURCE_VARIABLE");
const FStringView Name = ShaderBindingName;
const FStringView Type = ParsedParameter.ParsedType;
const FString IndexText = FString::Printf(TEXT("%s(%.*s);"), IndexDefine, Name.Len(), Name.GetData());
const FString VariableText = FString::Printf(TEXT("%s(%.*s, %.*s);"), VariableDefine, Type.Len(), Type.GetData(), Name.Len(), Name.GetData());
FShaderCodeModifications Modif;
Modif.CharOffsetStart = ParsedParameter.ParsedCharOffsetStart;
Modif.CharOffsetEnd = ParsedParameter.ParsedCharOffsetEnd + 1;
// If we weren't going to be added to a root constant buffer, that means we need to declare our index before we declare our getter.
if (ParsedParameter.ConstantBufferParameterType == EShaderParameterType::Num)
{
Modif.Replace += IndexText;
}
Modif.Replace += VariableText;
Modifications.Add(Modif);
}
}
// Apply all modifications
if (Modifications.Num() > 0)
{
// Sort all the modifications in order
Modifications.Sort(
[](const FShaderCodeModifications& ModifA, const FShaderCodeModifications& ModifB)
{
return ModifA.CharOffsetStart < ModifB.CharOffsetStart;
}
);
// Find out the size of the shader code after all modifications
int32 NewShaderCodeSize = PreprocessedShaderSource.Len();
for (const FShaderCodeModifications& Modif : Modifications)
{
// Count the number of line return \n in CharOffsetStart -> CharOffsetEnd to ensure the line number remain unchanged.
check(!Modif.Replace.Contains(TEXT("\n")));
//int32 ReplacedCarriagedReturn = 0;
for (int32 CharPos = Modif.CharOffsetStart; CharPos < Modif.CharOffsetEnd; CharPos++)
{
ensure(PreprocessedShaderSource[CharPos] != '\n');
}
NewShaderCodeSize += Modif.Replace.Len() - (Modif.CharOffsetEnd - Modif.CharOffsetStart); // + ReplacedCarriagedReturn;
}
// Splice all the code and modifications together
FString NewShaderCode;
NewShaderCode.Reserve(NewShaderCodeSize);
int32 CurrentCodePos = 0;
for (const FShaderCodeModifications& Modif : Modifications)
{
check(CurrentCodePos <= Modif.CharOffsetStart);
NewShaderCode += PreprocessedShaderSource.Mid(CurrentCodePos, Modif.CharOffsetStart - CurrentCodePos);
NewShaderCode += Modif.Replace;
CurrentCodePos = Modif.CharOffsetEnd;
}
check(CurrentCodePos <= PreprocessedShaderSource.Len());
NewShaderCode += PreprocessedShaderSource.Mid(CurrentCodePos, PreprocessedShaderSource.Len() - CurrentCodePos);
// Commit all modifications to caller
PreprocessedShaderSource = NewShaderCode;
}
}
}
static const TCHAR* GetConstantSwizzle(uint16 ByteOffset)
{
switch (ByteOffset % 16)
{
default: unimplemented();
case 0: return TEXT("");
case 4: return TEXT(".y");
case 8: return TEXT(".z");
case 12: return TEXT(".w");
}
}
bool FShaderParameterParser::MoveShaderParametersToRootConstantBuffer(
const FShaderCompilerInput& CompilerInput,
FShaderCompilerOutput& CompilerOutput,
FString& PreprocessedShaderSource,
const TCHAR* ConstantBufferType)
{
bool bSuccess = true;
// Generate the root cbuffer content.
if (CompilerInput.RootParametersStructure && bNeedToMoveToRootConstantBuffer)
{
FString RootCBufferContent;
IterateShaderParameterMembers(
*CompilerInput.RootParametersStructure,
[&](const FShaderParametersMetadata& ParametersMetadata,
const FShaderParametersMetadata::FMember& Member,
const TCHAR* ShaderBindingName,
uint16 ByteOffset)
{
FParsedShaderParameter* ParsedParameter = ParsedParameters.Find(ShaderBindingName);
if (ParsedParameter && ParsedParameter->IsFound() && ParsedParameter->ConstantBufferParameterType != EShaderParameterType::Num)
{
const uint32 ConstantRegister = ByteOffset / 16;
const TCHAR* ConstantSwizzle = GetConstantSwizzle(ByteOffset);
#define SVARG(N) N.Len(), N.GetData()
if (ParsedParameter->ConstantBufferParameterType == EShaderParameterType::BindlessResourceIndex)
{
RootCBufferContent.Append(FString::Printf(
TEXT("uint BindlessResource_%s : packoffset(c%d%s);\r\n"),
ShaderBindingName,
ConstantRegister,
ConstantSwizzle));
}
else if (ParsedParameter->ConstantBufferParameterType == EShaderParameterType::BindlessSamplerIndex)
{
RootCBufferContent.Append(FString::Printf(
TEXT("uint BindlessSampler_%s : packoffset(c%d%s);\r\n"),
ShaderBindingName,
ConstantRegister,
ConstantSwizzle));
}
else if (ParsedParameter->ConstantBufferParameterType == EShaderParameterType::LooseData)
{
if (!ParsedParameter->ParsedArraySize.IsEmpty())
{
RootCBufferContent.Append(FString::Printf(
TEXT("%.*s %s[%.*s] : packoffset(c%d%s);\r\n"),
SVARG(ParsedParameter->ParsedType),
ShaderBindingName,
SVARG(ParsedParameter->ParsedArraySize),
ConstantRegister,
ConstantSwizzle));
}
else
{
RootCBufferContent.Append(FString::Printf(
TEXT("%.*s %s : packoffset(c%d%s);\r\n"),
SVARG(ParsedParameter->ParsedType),
ShaderBindingName,
ConstantRegister,
ConstantSwizzle));
}
}
#undef SVARG
}
});
FString CBufferCodeBlock = FString::Printf(
TEXT("%s %s\r\n")
TEXT("{\r\n")
TEXT("%s")
TEXT("}\r\n\r\n"),
ConstantBufferType,
FShaderParametersMetadata::kRootUniformBufferBindingName,
*RootCBufferContent);
FString NewShaderCode = (
MakeInjectedShaderCodeBlock(TEXT("MoveShaderParametersToRootConstantBuffer"), CBufferCodeBlock) +
PreprocessedShaderSource);
PreprocessedShaderSource = MoveTemp(NewShaderCode);
bMovedLoosedParametersToRootConstantBuffer = true;
} // if (CompilerInput.RootParametersStructure && bNeedToMoveToRootConstantBuffer)
return bSuccess;
}
bool FShaderParameterParser::ParseAndModify(
const FShaderCompilerInput& CompilerInput,
FShaderCompilerOutput& CompilerOutput,
FString& PreprocessedShaderSource,
const TCHAR* ConstantBufferType)
{
bBindlessResources = CompilerInput.Environment.CompilerFlags.Contains(CFLAG_BindlessResources);
bBindlessSamplers = CompilerInput.Environment.CompilerFlags.Contains(CFLAG_BindlessSamplers);
bHasRootParameters = (CompilerInput.RootParametersStructure != nullptr);
// The shader doesn't have any parameter binding through shader structure, therefore don't do anything.
if (!(bBindlessResources || bBindlessSamplers || bHasRootParameters))
{
return true;
}
bNeedToMoveToRootConstantBuffer = ConstantBufferType != nullptr;
OriginalParsedShader = PreprocessedShaderSource;
if (!ParseParameters(CompilerInput, CompilerOutput))
{
return false;
}
RemoveMovingParametersFromSource(PreprocessedShaderSource);
ApplyBindlessModifications(PreprocessedShaderSource);
if (bNeedToMoveToRootConstantBuffer)
{
return MoveShaderParametersToRootConstantBuffer(CompilerInput, CompilerOutput, PreprocessedShaderSource, ConstantBufferType);
}
return true;
}
void FShaderParameterParser::ValidateShaderParameterType(
const FShaderCompilerInput& CompilerInput,
const FString& ShaderBindingName,
int32 ReflectionOffset,
int32 ReflectionSize,
bool bPlatformSupportsPrecisionModifier,
FShaderCompilerOutput& CompilerOutput) const
{
FString BindingName(ShaderBindingName);
const bool bBindlessHack = UE::ShaderCompilerCommon::RemoveBindlessParameterPrefix(BindingName);
const FShaderParameterParser::FParsedShaderParameter& ParsedParameter = FindParameterInfos(BindingName);
check(ParsedParameter.IsFound());
check(CompilerInput.RootParametersStructure);
if (ReflectionSize > 0 && bMovedLoosedParametersToRootConstantBuffer)
{
// Verify the offset of the parameter coming from shader reflections honor the packoffset()
check(ReflectionOffset == ParsedParameter.ConstantBufferOffset);
}
// Validate the shader type.
if (!bBindlessHack)
{
FString ExpectedShaderType;
ParsedParameter.Member->GenerateShaderParameterType(ExpectedShaderType, bPlatformSupportsPrecisionModifier);
const bool bShouldBeInt = ParsedParameter.Member->GetBaseType() == UBMT_INT32;
const bool bShouldBeUint = ParsedParameter.Member->GetBaseType() == UBMT_UINT32;
// Match parsed type with expected shader type
bool bIsTypeCorrect = ParsedParameter.ParsedType == ExpectedShaderType;
if (!bIsTypeCorrect)
{
auto CheckTypeCorrect = [&ParsedParameter, &ExpectedShaderType](int32 ParsedOffset, int32 ExpectedOffset) -> bool
{
const FStringView Parsed = ParsedParameter.ParsedType.RightChop(ParsedOffset);
const FStringView Expected = FStringView(ExpectedShaderType).RightChop(ExpectedOffset);
return Parsed.Compare(Expected, ESearchCase::CaseSensitive) == 0;
};
// Accept half-precision floats when single-precision was requested
if (ParsedParameter.ParsedType.StartsWith(TEXT("half")) && ParsedParameter.Member->GetBaseType() == UBMT_FLOAT32)
{
bIsTypeCorrect = CheckTypeCorrect(4, 5);
}
// Accept single-precision floats when half-precision was expected
else if (ParsedParameter.ParsedType.StartsWith(TEXT("float")) && ExpectedShaderType.StartsWith(TEXT("half")))
{
bIsTypeCorrect = CheckTypeCorrect(5, 4);
}
// support for min16float
else if (ParsedParameter.ParsedType.StartsWith(TEXT("min16float")) && ExpectedShaderType.StartsWith(TEXT("float")))
{
bIsTypeCorrect = CheckTypeCorrect(10, 5);
}
else if (ParsedParameter.ParsedType.StartsWith(TEXT("min16float")) && ExpectedShaderType.StartsWith(TEXT("half")))
{
bIsTypeCorrect = CheckTypeCorrect(10, 4);
}
}
// Allow silent casting between signed and unsigned on shader bindings.
if (!bIsTypeCorrect && (bShouldBeInt || bShouldBeUint))
{
FString NewExpectedShaderType;
if (bShouldBeInt)
{
// tries up with an uint.
NewExpectedShaderType = TEXT("u") + ExpectedShaderType;
}
else
{
// tries up with an int.
NewExpectedShaderType = ExpectedShaderType;
NewExpectedShaderType.RemoveAt(0);
}
bIsTypeCorrect = ParsedParameter.ParsedType == NewExpectedShaderType;
}
if (!bIsTypeCorrect)
{
FString CppCodeName = CompilerInput.RootParametersStructure->GetFullMemberCodeName(ParsedParameter.ConstantBufferOffset);
FShaderCompilerError Error;
Error.StrippedErrorMessage = FString::Printf(
TEXT("Error: Type %.*s of shader parameter %s in shader mismatch the shader parameter structure: %s expects a %s"),
ParsedParameter.ParsedType.Len(), ParsedParameter.ParsedType.GetData(),
*ShaderBindingName,
*CppCodeName,
*ExpectedShaderType);
GetParameterFileAndLine(ParsedParameter, Error.ErrorVirtualFilePath, Error.ErrorLineString);
CompilerOutput.Errors.Add(Error);
CompilerOutput.bSucceeded = false;
AddNoteToDisplayShaderParameterMemberOnCppSide(CompilerInput, ParsedParameter, CompilerOutput);
}
}
// Validate parameter size, in case this is an array.
if (!bBindlessHack && ReflectionSize > int32(ParsedParameter.Member->GetMemberSize()))
{
FString CppCodeName = CompilerInput.RootParametersStructure->GetFullMemberCodeName(ParsedParameter.ConstantBufferOffset);
FShaderCompilerError Error;
Error.StrippedErrorMessage = FString::Printf(
TEXT("Error: The size required to bind shader parameter %s is %i bytes, smaller than %s that is %i bytes in the parameter structure."),
*ShaderBindingName,
ReflectionSize,
*CppCodeName,
ParsedParameter.Member->GetMemberSize());
GetParameterFileAndLine(ParsedParameter, Error.ErrorVirtualFilePath, Error.ErrorLineString);
CompilerOutput.Errors.Add(Error);
CompilerOutput.bSucceeded = false;
AddNoteToDisplayShaderParameterMemberOnCppSide(CompilerInput, ParsedParameter, CompilerOutput);
}
}
void FShaderParameterParser::ValidateShaderParameterTypes(
const FShaderCompilerInput& CompilerInput,
bool bPlatformSupportsPrecisionModifier,
FShaderCompilerOutput& CompilerOutput) const
{
// The shader doesn't have any parameter binding through shader structure, therefore don't do anything.
if (!CompilerInput.RootParametersStructure)
{
return;
}
if (!CompilerOutput.bSucceeded)
{
return;
}
const TMap<FString, FParameterAllocation>& ParametersFoundByCompiler = CompilerOutput.ParameterMap.GetParameterMap();
IterateShaderParameterMembers(
*CompilerInput.RootParametersStructure,
[&](const FShaderParametersMetadata& ParametersMetadata,
const FShaderParametersMetadata::FMember& Member,
const TCHAR* ShaderBindingName,
uint16 ByteOffset)
{
if (
Member.GetBaseType() != UBMT_INT32 &&
Member.GetBaseType() != UBMT_UINT32 &&
Member.GetBaseType() != UBMT_FLOAT32)
{
return;
}
const FParsedShaderParameter& ParsedParameter = ParsedParameters[ShaderBindingName];
// Did not find shader parameter in code.
if (!ParsedParameter.IsFound())
{
// Verify the shader compiler also did not find this parameter to make sure there is no bug in the parser.
checkf(
!ParametersFoundByCompiler.Contains(ShaderBindingName),
TEXT("Looks like there is a bug in FShaderParameterParser ParameterName=%s DumpDebugInfoPath=%s"),
ShaderBindingName,
*CompilerInput.DumpDebugInfoPath);
return;
}
int32 BoundOffset = 0;
int32 BoundSize = 0;
if (const FParameterAllocation* ParameterAllocation = ParametersFoundByCompiler.Find(ShaderBindingName))
{
BoundOffset = ParameterAllocation->BaseIndex;
BoundSize = ParameterAllocation->Size;
}
ValidateShaderParameterType(CompilerInput, ShaderBindingName, BoundOffset, BoundSize, bPlatformSupportsPrecisionModifier, CompilerOutput);
});
}
void FShaderParameterParser::ExtractFileAndLine(int32 PragamLineoffset, int32 LineOffset, FString& OutFile, FString& OutLine) const
{
if (PragamLineoffset == -1)
{
return;
}
check(FCString::Strncmp((*OriginalParsedShader) + PragamLineoffset, TEXT("#line "), 6) == 0);
const int32 ShaderSourceLen = OriginalParsedShader.Len();
int32 StartFilePos = -1;
int32 EndFilePos = -1;
int32 StartLinePos = PragamLineoffset + 6;
int32 EndLinePos = -1;
for (int32 Cursor = StartLinePos; Cursor < ShaderSourceLen; Cursor++)
{
const TCHAR Char = OriginalParsedShader[Cursor];
if (Char == '\n')
{
break;
}
if (EndLinePos == -1)
{
if (Char > '9' || Char < '0')
{
EndLinePos = Cursor - 1;
}
}
else if (StartFilePos == -1)
{
if (Char == '"')
{
StartFilePos = Cursor + 1;
}
}
else if (EndFilePos == -1)
{
if (Char == '"')
{
EndFilePos = Cursor - 1;
break;
}
}
}
check(StartFilePos != -1);
check(EndFilePos != -1);
check(EndLinePos != -1);
OutFile = OriginalParsedShader.Mid(StartFilePos, EndFilePos - StartFilePos + 1);
FString LineBasis = OriginalParsedShader.Mid(StartLinePos, EndLinePos - StartLinePos + 1);
int32 FinalLine = FCString::Atoi(*LineBasis) + LineOffset;
OutLine = FString::FromInt(FinalLine);
}