Files
UnrealEngineUWP/Engine/Source/Developer/Windows/ShaderFormatD3D/Private/ShaderFormatD3D.cpp
christopher waters 1c21a5489c Shader symbol terminology changes
- Splitting symbol generation and shader "debug info" generation into two different cvars. This should now allow us to generate symbols post-packaging without generating different shader variants. This should also enable us to always generate symbols and still have the final deduplicated shader sizes.
- r.Shaders.Symbols is now the primary way to enable shader symbols for debugging.
- r.Shaders.GenerateSymbols can be enabled to always generate symbols without writing them to disk.
- r.Shaders.WriteSymbols can be used to force write symbols if they were previously generated.
- r.Shaders.ExtraData can be used to generate shader names for engine runtime systems to use.
- NotifyShaderCooked replaced with NotifyShaderCompiled, prep for upcoming non-cook symbol writing.
- PC DXC shader compiles should only generate debug info when requested, not all the time.
- PC FXC shader compiles should generate debug info when requested, not just when r.Shaders.Optimize is 0.

#jira none
#rb arciel.rekman, lukas.hermanns
#preflight 611ad9035e737200015992db

#ROBOMERGE-SOURCE: CL 17186155 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17186162 by christopher waters in ue5-release-engine-test branch]
2021-08-16 23:18:23 -04:00

156 lines
4.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ShaderFormatD3D.h"
#include "ShaderCompilerCommon.h"
#include "Modules/ModuleInterface.h"
#include "Modules/ModuleManager.h"
#include "Interfaces/IShaderFormat.h"
#include "Interfaces/IShaderFormatModule.h"
#include "DXCWrapper.h"
static FName NAME_PCD3D_SM6(TEXT("PCD3D_SM6"));
static FName NAME_PCD3D_SM5(TEXT("PCD3D_SM5"));
static FName NAME_PCD3D_ES3_1(TEXT("PCD3D_ES31"));
class FShaderFormatD3D : public IShaderFormat
{
enum
{
/** Version for shader format, this becomes part of the DDC key. */
UE_SHADER_PCD3D_SM6_VER = 2,
UE_SHADER_PCD3D_SM5_VER = 9,
UE_SHADER_PCD3D_ES3_1_VER = 8,
};
void CheckFormat(FName Format) const
{
check(Format == NAME_PCD3D_SM6 || Format == NAME_PCD3D_SM5 || Format == NAME_PCD3D_ES3_1);
}
uint32 DxcVersionHash = 0;
public:
FShaderFormatD3D(uint32 InDxcVersionHash)
: DxcVersionHash(InDxcVersionHash)
{
}
virtual uint32 GetVersion(FName Format) const override
{
CheckFormat(Format);
if (Format == NAME_PCD3D_SM6)
{
uint32 ShaderModelHash = GetTypeHash(UE_SHADER_PCD3D_SM6_VER);
#if USE_SHADER_MODEL_6_6
ShaderModelHash ^= 0x96ED7F56;
#endif
return HashCombine(DxcVersionHash, ShaderModelHash);
}
else if (Format == NAME_PCD3D_SM5)
{
// Technically not needed for regular SM5 compiled with legacy compiler,
// but PCD3D_SM5 currently includes ray tracing shaders that are compiled with new compiler stack.
return HashCombine(DxcVersionHash, GetTypeHash(UE_SHADER_PCD3D_SM5_VER));
}
else if (Format == NAME_PCD3D_ES3_1)
{
// Shader DXC signature is intentionally not included, as ES3_1 target always uses legacy compiler.
return UE_SHADER_PCD3D_ES3_1_VER;
}
checkf(0, TEXT("Unknown Format %s"), *Format.ToString());
return 0;
}
virtual void GetSupportedFormats(TArray<FName>& OutFormats) const
{
OutFormats.Add(NAME_PCD3D_SM6);
OutFormats.Add(NAME_PCD3D_SM5);
OutFormats.Add(NAME_PCD3D_ES3_1);
}
virtual void CompileShader(FName Format, const struct FShaderCompilerInput& Input, struct FShaderCompilerOutput& Output,const FString& WorkingDirectory) const
{
CheckFormat(Format);
if (Format == NAME_PCD3D_SM6)
{
CompileShader_Windows(Input, Output, WorkingDirectory, ELanguage::SM6);
}
else if(Format == NAME_PCD3D_SM5)
{
CompileShader_Windows(Input, Output, WorkingDirectory, ELanguage::SM5);
}
else if (Format == NAME_PCD3D_ES3_1)
{
CompileShader_Windows(Input, Output, WorkingDirectory, ELanguage::ES3_1);
}
else
{
checkf(0, TEXT("Unknown format %s"), *Format.ToString());
}
}
void ModifyShaderCompilerInput(FShaderCompilerInput& Input) const final
{
CheckFormat(Input.ShaderFormat);
if (Input.ShaderFormat == NAME_PCD3D_SM6)
{
Input.Environment.SetDefine(TEXT("SM6_PROFILE"), 1);
Input.Environment.SetDefine(TEXT("COMPILER_DXC"), 1);
}
else if (Input.ShaderFormat == NAME_PCD3D_SM5)
{
Input.Environment.SetDefine(TEXT("SM5_PROFILE"), 1);
const bool bUseDXC =
Input.IsRayTracingShader()
|| Input.Environment.CompilerFlags.Contains(CFLAG_WaveOperations)
|| Input.Environment.CompilerFlags.Contains(CFLAG_ForceDXC);
Input.Environment.SetDefine(TEXT("COMPILER_DXC"), bUseDXC);
}
else if (Input.ShaderFormat == NAME_PCD3D_ES3_1)
{
Input.Environment.SetDefine(TEXT("ES3_1_PROFILE"), 1);
Input.Environment.SetDefine(TEXT("COMPILER_DXC"), 0);
}
else
{
checkf(0, TEXT("Unknown format %s"), *Input.ShaderFormat.ToString());
}
}
virtual const TCHAR* GetPlatformIncludeDirectory() const
{
return TEXT("D3D");
}
};
/**
* Module for D3D shaders
*/
static IShaderFormat* Singleton = nullptr;
class FShaderFormatD3DModule : public IShaderFormatModule, public FDxcModuleWrapper
{
public:
virtual ~FShaderFormatD3DModule()
{
delete Singleton;
Singleton = nullptr;
}
virtual IShaderFormat* GetShaderFormat()
{
if (!Singleton)
{
Singleton = new FShaderFormatD3D(FDxcModuleWrapper::GetModuleVersionHash());
}
return Singleton;
}
};
IMPLEMENT_MODULE( FShaderFormatD3DModule, ShaderFormatD3D);