Files
UnrealEngineUWP/Engine/Source/Developer/ShaderCompilerCommon/ShaderCompilerCommon.Build.cs
dan elksnitis b52faed5d5 [shaders]
- add new IShaderFormat API for separate preprocessing and compilation; backends can implement one or the other depending on the return value of SupportsIndependentPreprocessing
- add support for executing preprocessing in the cook process prior to job submission and constructing job input hashes based on preprocessed source (and a subset of the environment used as compile inputs). controlled by a cvar for now and disabled by default
- add a BaseShaderFormat class in ShaderCompilerCommon which implements common behaviour for output of debug data - note this function is only called for formats which support independent preprocessing, so is expected to be used only by formats which have been converted to use this API
- add new cvars for output of some additional shader debug data - 1. a txt file containing the input hash a.k.a. job cache key 2. a text file containing all diagnostic messages (errors and warnings) for the job
- minor change to how input hashes are constructed for pipeline jobs - sum hashes as 256-bit ints instead of adding to a buffer and re-hashing. faster and simpler, and also more collision resistant (sum of two well distributed hashes equally well distributed)

#rb Jason.Nadro
#rb Yuriy.ODonnell
#preflight 64512c88c86798f650b953d3

[CL 25317218 by dan elksnitis in ue5-main branch]
2023-05-03 10:17:48 -04:00

43 lines
1.3 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class ShaderCompilerCommon : ModuleRules
{
public ShaderCompilerCommon(ReadOnlyTargetRules Target) : base(Target)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"RenderCore",
"TargetPlatform",
}
);
if (Target.bCompileAgainstEngine)
{
PublicDependencyModuleNames.AddRange(
new string[] {
"FileUtilities",
}
);
}
if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Linux)
{
AddEngineThirdPartyPrivateStaticDependencies(Target, "ShaderConductor");
AddEngineThirdPartyPrivateStaticDependencies(Target, "SPIRVReflect");
}
if (Target.Platform == UnrealTargetPlatform.Win64)
{
PublicSystemLibraries.Add("ImageHlp.lib");
}
// We only need a header containing definitions
PublicSystemIncludePaths.Add(Path.Combine(Target.UEThirdPartySourceDirectory, "hlslcc/hlslcc/src/hlslcc_lib"));
PublicSystemIncludePaths.Add(Path.Combine(Target.UEThirdPartySourceDirectory, "SPIRV-Reflect/SPIRV-Reflect"));
PublicSystemIncludePaths.Add(Path.Combine(Target.UEThirdPartySourceDirectory, "ShaderConductor/ShaderConductor/External/SPIRV-Headers/include"));
}
}