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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
171 lines
5.0 KiB
C++
171 lines
5.0 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "ShaderPreprocessor.h"
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#include "Misc/FileHelper.h"
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#include "Misc/Paths.h"
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#include "Misc/ScopeLock.h"
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#include "Modules/ModuleManager.h"
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#include "PreprocessorPrivate.h"
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IMPLEMENT_MODULE(FDefaultModuleImpl, ShaderPreprocessor);
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/**
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* Append defines to an MCPP command line.
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* @param OutOptions - Upon return contains MCPP command line parameters as a string appended to the current string.
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* @param Definitions - Definitions to add.
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*/
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static void AddMcppDefines(FString& OutOptions, const TMap<FString,FString>& Definitions)
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{
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for (TMap<FString,FString>::TConstIterator It(Definitions); It; ++It)
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{
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OutOptions += FString::Printf(TEXT(" -D%s=%s"), *(It.Key()), *(It.Value()));
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}
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}
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/**
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* Helper class used to load shader source files for MCPP.
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*/
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class FMcppFileLoader
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{
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public:
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/** Initialization constructor. */
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explicit FMcppFileLoader(const FShaderCompilerInput& InShaderInput)
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: ShaderInput(InShaderInput)
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{
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FString ShaderDir = FPlatformProcess::ShaderDir();
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InputShaderFile = ShaderDir / FPaths::GetCleanFilename(ShaderInput.SourceFilename);
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if (FPaths::GetExtension(InputShaderFile) != TEXT("usf"))
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{
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InputShaderFile += TEXT(".usf");
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}
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FString InputShaderSource;
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if (LoadShaderSourceFile(*ShaderInput.SourceFilename,InputShaderSource))
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{
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InputShaderSource = FString::Printf(TEXT("%s\n#line 1\n%s"), *ShaderInput.SourceFilePrefix, *InputShaderSource);
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CachedFileContents.Add(GetRelativeShaderFilename(InputShaderFile),StringToArray<ANSICHAR>(*InputShaderSource, InputShaderSource.Len()));
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}
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}
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/** Returns the input shader filename to pass to MCPP. */
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const FString& GetInputShaderFilename() const
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{
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return InputShaderFile;
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}
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/** Retrieves the MCPP file loader interface. */
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file_loader GetMcppInterface()
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{
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file_loader Loader;
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Loader.get_file_contents = GetFileContents;
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Loader.user_data = (void*)this;
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return Loader;
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}
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private:
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/** Holder for shader contents (string + size). */
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typedef TArray<ANSICHAR> FShaderContents;
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/** MCPP callback for retrieving file contents. */
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static int GetFileContents(void* InUserData, const ANSICHAR* InFilename, const ANSICHAR** OutContents, size_t* OutContentSize)
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{
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FMcppFileLoader* This = (FMcppFileLoader*)InUserData;
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FString Filename = GetRelativeShaderFilename(ANSI_TO_TCHAR(InFilename));
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FShaderContents* CachedContents = This->CachedFileContents.Find(Filename);
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if (!CachedContents)
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{
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FString FileContents;
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if (This->ShaderInput.Environment.IncludeFileNameToContentsMap.Contains(Filename))
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{
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FileContents = FString(UTF8_TO_TCHAR(This->ShaderInput.Environment.IncludeFileNameToContentsMap.FindRef(Filename).GetData()));
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}
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else
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{
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LoadShaderSourceFile(*Filename,FileContents);
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}
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if (FileContents.Len() > 0)
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{
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CachedContents = &This->CachedFileContents.Add(Filename,StringToArray<ANSICHAR>(*FileContents, FileContents.Len()));
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}
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}
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if (OutContents)
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{
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*OutContents = CachedContents ? CachedContents->GetData() : NULL;
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}
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if (OutContentSize)
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{
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*OutContentSize = CachedContents ? CachedContents->Num() : 0;
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}
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return !!CachedContents;
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}
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/** Shader input data. */
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const FShaderCompilerInput& ShaderInput;
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/** File contents are cached as needed. */
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TMap<FString,FShaderContents> CachedFileContents;
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/** The input shader filename. */
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FString InputShaderFile;
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};
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/**
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* Preprocess a shader.
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* @param OutPreprocessedShader - Upon return contains the preprocessed source code.
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* @param ShaderOutput - ShaderOutput to which errors can be added.
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* @param ShaderInput - The shader compiler input.
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* @param AdditionalDefines - Additional defines with which to preprocess the shader.
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* @returns true if the shader is preprocessed without error.
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*/
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bool PreprocessShader(
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FString& OutPreprocessedShader,
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FShaderCompilerOutput& ShaderOutput,
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const FShaderCompilerInput& ShaderInput,
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const FShaderCompilerDefinitions& AdditionalDefines
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)
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{
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// Skip the cache system and directly load the file path (used for debugging)
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if (ShaderInput.bSkipPreprocessedCache)
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{
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return FFileHelper::LoadFileToString(OutPreprocessedShader, *ShaderInput.SourceFilename);
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}
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FString McppOptions;
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FString McppOutput, McppErrors;
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ANSICHAR* McppOutAnsi = NULL;
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ANSICHAR* McppErrAnsi = NULL;
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bool bSuccess = false;
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// MCPP is not threadsafe.
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static FCriticalSection McppCriticalSection;
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FScopeLock McppLock(&McppCriticalSection);
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FMcppFileLoader FileLoader(ShaderInput);
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AddMcppDefines(McppOptions, ShaderInput.Environment.GetDefinitions());
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AddMcppDefines(McppOptions, AdditionalDefines.GetDefinitionMap());
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int32 Result = mcpp_run(
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TCHAR_TO_ANSI(*McppOptions),
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TCHAR_TO_ANSI(*FileLoader.GetInputShaderFilename()),
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&McppOutAnsi,
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&McppErrAnsi,
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FileLoader.GetMcppInterface()
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);
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McppOutput = McppOutAnsi;
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McppErrors = McppErrAnsi;
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if (ParseMcppErrors(ShaderOutput.Errors, McppErrors, true))
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{
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// exchange strings
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FMemory::Memswap( &OutPreprocessedShader, &McppOutput, sizeof(FString) );
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bSuccess = true;
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}
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return bSuccess;
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}
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