You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3156770 on 2016/10/10 by Allan.Bentham
Fix VULKAN_ENABLE_API_DUMP build on android.
Change 3157838 on 2016/10/11 by Allan.Bentham
Fix Vulkan API tracing on android.
Change 3170713 on 2016/10/21 by Steve.Cano
Adding the "Optional Mobile Features BP Library" plugin to explose Blueprint functions for Sound Volume, Battery level, system temperature (only available on android), and Headphones being plugged in
#jira UE-30896
#android
#ios
#ue4
Change 3171064 on 2016/10/21 by Steve.Cano
Plugins to provide a common interface and Android implemenation for providing access to GPS / Location data from Blueprints
#ue4
#android
#jira UE-35917
Change 3171065 on 2016/10/21 by Steve.Cano
IOS implementation of LocationServices plugin to provide access to location data in Blueprints
#ue4
#ios
#jira UE-35917
Change 3181802 on 2016/11/01 by Steve.Cano
Fix an issue introduced in CL 3170713 - Adding new config section to RequiredSections list so that we can generate projects successfully.
#jira UE-30896
#ios
Change 3181807 on 2016/11/01 by Steve.Cano
Make sure to clear out references to our eglSurface when we destroy it, else we will try to set our context with an invalid surface.
#jira UE-35004
#android
#ue4
Change 3184827 on 2016/11/03 by Allan.Bentham
Do not HDR32 encode for views without view family.
TranslucentAlphaOnly blend mode now works with encoding.
#jira UE-37951
Change 3186684 on 2016/11/04 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3188693 on 2016/11/07 by Chris.Babcock
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3191538 on 2016/11/09 by Allan.Bentham
Mobile tonemapper can use CVarTonemapperOverride
Change 3192575 on 2016/11/09 by Chris.Babcock
Support placing UE4Game files in ExternalFilesDir for automatic cleanup on uninstall for distribution packages
#jira UEPLAT-1422
#ue4
#android
Change 3196231 on 2016/11/13 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3196538 on 2016/11/14 by Jack.Porter
Fix issue where lighting would not build for the first editor session of projects defaulting to MobileHDR=false as HardwareTargetingModule didn't set cvars
#jira UE-38507
Change 3198068 on 2016/11/15 by Dmitriy.Dyomin
Fixed android console command sender to work with ADB version 1.0.36
#jira UE-35171
Change 3200230 on 2016/11/16 by Jack.Porter
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
Change 3201251 on 2016/11/16 by Chris.Babcock
Fix Android compile error
Change 3203542 on 2016/11/18 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3205598 on 2016/11/21 by Dmitriy.Dyomin
Fixed: Missing selection outline in editor ES2 preview
#jira UE-6458
Change 3205622 on 2016/11/21 by Dmitriy.Dyomin
Fix ES2 build error from CL# 3205598
Change 3207232 on 2016/11/22 by Dmitriy.Dyomin
ES2 GLSL generated shader simplifications
Change 3208608 on 2016/11/23 by Dmitriy.Dyomin
Fixed: Landscape Grasstype warning causes log spam when landscape is streamed in or out
#jira UE-38694
Change 3209135 on 2016/11/23 by Alicia.Cano
Packaging for iOS fails due to several invalid object type errors
#jira UE-38431
#ios
Change 3209822 on 2016/11/24 by Jack.Porter
IWYU changes for LocationServicesBPLibrary
Change 3209824 on 2016/11/24 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3210264 on 2016/11/25 by Jack.Porter
Fix unicode compile issue on Korean windows
Change 3210268 on 2016/11/25 by Jack.Porter
IWYU and unicode fixes to Dev-Mobile
Change 3211800 on 2016/11/28 by Allan.Bentham
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
Change 3212621 on 2016/11/28 by Jack.Porter
More IWYU fixes.
Change 3213080 on 2016/11/29 by Allan.Bentham
enable UseSingleSampleShadowFromStationaryLights on mobile.
PR #2990: Fixes single sample shadows for mobile. (Contributed by kallehamalainen)
Change 3213164 on 2016/11/29 by Jack.Porter
Win32 IWYU fix
Change 3213932 on 2016/11/29 by Chris.Babcock
Fix handling of ETC2 filtering by Google Play Store (if only ETC2, require ES3.0+ but don't use texture filtering in manifest)
#jira UE-39120
#ue4
#android
Change 3214563 on 2016/11/29 by Dmitriy.Dyomin
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
Change 3214571 on 2016/11/29 by Dmitriy.Dyomin
Custom stencil on Mobile
#jira UEMOB-183
Change 3214641 on 2016/11/30 by Dmitriy.Dyomin
Disable distance culling when rendering image for world composition
#jira UE-37754
Change 3214656 on 2016/11/30 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3218479 on 2016/12/01 by Jack.Porter
Fix for Vulkan build error when using AutoSDK
Change 3218596 on 2016/12/02 by Dmitriy.Dyomin
Fixed: Android split screen multiplayer does not function or render correctly
#jira UE-35204
Change 3218874 on 2016/12/02 by Allan.Bentham
Fix CSM shadow bug when ES3.1 + mobileHDR == false.
Fix inverted culling when rendering shadow depths with mobilehdr == false
#jira UE-39111
Change 3220911 on 2016/12/04 by Jack.Porter
Fixed landscape duplicated GUID detection and crash when one of the landscapes is in a hidden streaming level
Change 3220935 on 2016/12/04 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3222831 on 2016/12/05 by Dmitriy.Dyomin
Added support for MGD and Andreno profilers
#jira UEMOB-184
Change 3222843 on 2016/12/05 by Jack.Porter
Fixed bug caused by CL 3196538 causing r.MobileHDR to toggle and crash when opening render settings
#jira UE-38507
Change 3222934 on 2016/12/06 by Jack.Porter
Android graphics debugger text changes
Change 3223042 on 2016/12/06 by Dmitriy.Dyomin
Fixed: missing GPU particles in LDR mode on device
#jira UE-39363
Change 3223043 on 2016/12/06 by Jack.Porter
Fixed logspam warnings from TcpMessaging launching on Android
#jira UE-37895
Change 3223046 on 2016/12/06 by Allan.Bentham
Move ES3.1 preview mode out of experimental.
Add per device quality level preview to ES3.1 preview sub menu when project settings allow.
#jira UEMOB-178
Change 3223113 on 2016/12/06 by Allan.Bentham
changed MOBILE_EMULATION define for METAL_PROFILE on mac. fixes issues with editor primitive rendering with ES3.1 feature level preview.
added -featureleveles2/31 commandline support to metalrhi.
Change 3223117 on 2016/12/06 by Allan.Bentham
Initialise FPrimitiveSceneInfo::CachedReflectionCaptureProxies
Change 3223131 on 2016/12/06 by Allan.Bentham
Fix translucency rendering when mobilehdr == false. (Disable mod shadows when mobilehdr == false.)
#jira UE-38343
Change 3223162 on 2016/12/06 by Jack.Porter
Disallow Absolute World Position with "excluding shader offset" on ES2
#jra UE-25555
Change 3223204 on 2016/12/06 by Jack.Porter
Fix for unable to save levels when landscape components with tessellation moved to another level
#jira UE-39372
Change 3223677 on 2016/12/06 by Chris.Babcock
Fix tabs
Change 3224139 on 2016/12/06 by Chris.Babcock
Support modification of build.xml and add post import additions to GameActivity
#jira UE-31372
#PR #2440
#ue4
#android
Change 3224152 on 2016/12/06 by Chris.Babcock
Add support for MadCatz C.T.R.L.R Android controller models
#ue4
#android
Change 3224162 on 2016/12/06 by Chris.Babcock
Driver bug fix and using separate context for MediaPlayer14 (contributed by BrianHarris)
#jira UE-35825
#PR #2787
#ue4
#android
Change 3224581 on 2016/12/07 by Dmitriy.Dyomin
Fixed black screen regression on iOS OpenGL
Also now reporting shader compiler errors in iOS
Change 3224589 on 2016/12/07 by Allan.Bentham
Increase mobile renderer's maximum CSM cascade limit to 4 and introduce max shadow cascade cvar for mobile which defaults to 2 retaining existing behaviour.
#jira UEMOB-187
Change 3224774 on 2016/12/07 by Jack.Porter
Added flags for mobile shader permutation reduction
Renamed mobile lighting policies to better describe them
Set flags to remove policies not used by SunTemple - saves 22MB package size on Android
#jira: UEMOB-179
Change 3224782 on 2016/12/07 by Allan.Bentham
Add project option to set maximum supported CSM cascades to mobile renderer.
#jira UEMOB-187
Change 3224943 on 2016/12/07 by Dmitriy.Dyomin
Metal iOS will use sRGB textures
#jira UEMOB-189
Change 3225098 on 2016/12/07 by Dmitriy.Dyomin
fix for compile error from 3224943
Change 3225188 on 2016/12/07 by Chris.Babcock
Fix #includes in deferred Android OpenGL
#jira UE-39440
#ue4
#android
Change 3226402 on 2016/12/07 by Dmitriy.Dyomin
Fixed: wrong condition for r8 srgb on mac
#jira UE-39471
Change 3226485 on 2016/12/08 by Dmitriy.Dyomin
Fixed: Rendering Artifacts and invisible objects in Fortnite
regression from nobile custom stencil changes
#jira UE-39452, UE-39455
Change 3226637 on 2016/12/08 by Dmitriy.Dyomin
Fixed: Odin Ensure Texture passed to ClearDepthStencil is not what is currently set as RenderTarget
#jira UE-39482
Change 3226922 on 2016/12/08 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3227353 on 2016/12/08 by Chris.Babcock
Remove CopyVisualizers batch call again
Change 3228013 on 2016/12/08 By Chris.Babcock
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
[CL 3228374 by Jack Porter in Main branch]
1635 lines
52 KiB
C++
1635 lines
52 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
|
|
// ..
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "HAL/FileManager.h"
|
|
#include "Misc/FileHelper.h"
|
|
#include "Misc/Paths.h"
|
|
#include "Serialization/MemoryWriter.h"
|
|
#include "ShaderFormatOpenGL.h"
|
|
|
|
#if PLATFORM_WINDOWS
|
|
#include "AllowWindowsPlatformTypes.h"
|
|
#include "Windows/PreWindowsApi.h"
|
|
#include <objbase.h>
|
|
#include <assert.h>
|
|
#include <stdio.h>
|
|
#include "Windows/PostWindowsApi.h"
|
|
#include "Windows/MinWindows.h"
|
|
#include "HideWindowsPlatformTypes.h"
|
|
#endif
|
|
#include "ShaderCore.h"
|
|
#include "ShaderPreprocessor.h"
|
|
#include "ShaderCompilerCommon.h"
|
|
#include "GlslBackend.h"
|
|
#if PLATFORM_WINDOWS
|
|
#include "AllowWindowsPlatformTypes.h"
|
|
#include <GL/glcorearb.h>
|
|
#include <GL/glext.h>
|
|
#include <GL/wglext.h>
|
|
#include "HideWindowsPlatformTypes.h"
|
|
#elif PLATFORM_LINUX
|
|
#define GL_GLEXT_PROTOTYPES 1
|
|
#include <GL/glcorearb.h>
|
|
#include <GL/glext.h>
|
|
#include "SDL.h"
|
|
GLAPI GLuint APIENTRY glCreateShader (GLenum type);
|
|
GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length);
|
|
typedef SDL_Window* SDL_HWindow;
|
|
typedef SDL_GLContext SDL_HGLContext;
|
|
struct FPlatformOpenGLContext
|
|
{
|
|
SDL_HWindow hWnd;
|
|
SDL_HGLContext hGLContext; // this is a (void*) pointer
|
|
};
|
|
#elif PLATFORM_MAC
|
|
#include <OpenGL/OpenGL.h>
|
|
#include <OpenGL/gl3.h>
|
|
#include <OpenGL/gl3ext.h>
|
|
#ifndef GL_COMPUTE_SHADER
|
|
#define GL_COMPUTE_SHADER 0x91B9
|
|
#endif
|
|
#ifndef GL_TESS_EVALUATION_SHADER
|
|
#define GL_TESS_EVALUATION_SHADER 0x8E87
|
|
#endif
|
|
#ifndef GL_TESS_CONTROL_SHADER
|
|
#define GL_TESS_CONTROL_SHADER 0x8E88
|
|
#endif
|
|
#endif
|
|
#include "OpenGLUtil.h"
|
|
#include "OpenGLShaderResources.h"
|
|
|
|
DEFINE_LOG_CATEGORY_STATIC(LogOpenGLShaderCompiler, Log, All);
|
|
|
|
|
|
#define VALIDATE_GLSL_WITH_DRIVER 0
|
|
#define ENABLE_IMAGINATION_COMPILER 1
|
|
|
|
|
|
static FORCEINLINE bool IsES2Platform(GLSLVersion Version)
|
|
{
|
|
return (Version == GLSL_ES2 || Version == GLSL_150_ES2 || Version == GLSL_ES2_WEBGL || Version == GLSL_ES2_IOS || Version == GLSL_150_ES2_NOUB);
|
|
}
|
|
|
|
static FORCEINLINE bool IsPCES2Platform(GLSLVersion Version)
|
|
{
|
|
return (Version == GLSL_150_ES2 || Version == GLSL_150_ES2_NOUB || Version == GLSL_150_ES3_1);
|
|
}
|
|
|
|
// This function should match OpenGLShaderPlatformSeparable
|
|
bool FOpenGLFrontend::SupportsSeparateShaderObjects(GLSLVersion Version)
|
|
{
|
|
// Only desktop shader platforms can use separable shaders for now,
|
|
// the generated code relies on macros supplied at runtime to determine whether
|
|
// shaders may be separable and/or linked.
|
|
return Version == GLSL_150 || Version == GLSL_150_MAC || Version == GLSL_150_ES2 || Version == GLSL_150_ES2_NOUB ||
|
|
Version == GLSL_150_ES3_1 || Version == GLSL_430;
|
|
}
|
|
|
|
/*------------------------------------------------------------------------------
|
|
Shader compiling.
|
|
------------------------------------------------------------------------------*/
|
|
|
|
#if PLATFORM_WINDOWS
|
|
/** List all OpenGL entry points needed for shader compilation. */
|
|
#define ENUM_GL_ENTRYPOINTS(EnumMacro) \
|
|
EnumMacro(PFNGLCOMPILESHADERPROC,glCompileShader) \
|
|
EnumMacro(PFNGLCREATESHADERPROC,glCreateShader) \
|
|
EnumMacro(PFNGLDELETESHADERPROC,glDeleteShader) \
|
|
EnumMacro(PFNGLGETSHADERIVPROC,glGetShaderiv) \
|
|
EnumMacro(PFNGLGETSHADERINFOLOGPROC,glGetShaderInfoLog) \
|
|
EnumMacro(PFNGLSHADERSOURCEPROC,glShaderSource) \
|
|
EnumMacro(PFNGLDELETEBUFFERSPROC,glDeleteBuffers)
|
|
|
|
/** Define all GL functions. */
|
|
#define DEFINE_GL_ENTRYPOINTS(Type,Func) static Type Func = NULL;
|
|
ENUM_GL_ENTRYPOINTS(DEFINE_GL_ENTRYPOINTS);
|
|
|
|
/** This function is handled separately because it is used to get a real context. */
|
|
static PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB;
|
|
|
|
/** Platform specific OpenGL context. */
|
|
struct FPlatformOpenGLContext
|
|
{
|
|
HWND WindowHandle;
|
|
HDC DeviceContext;
|
|
HGLRC OpenGLContext;
|
|
};
|
|
|
|
/**
|
|
* A dummy wndproc.
|
|
*/
|
|
static LRESULT CALLBACK PlatformDummyGLWndproc(HWND hWnd, uint32 Message, WPARAM wParam, LPARAM lParam)
|
|
{
|
|
return DefWindowProc(hWnd, Message, wParam, lParam);
|
|
}
|
|
|
|
/**
|
|
* Initialize a pixel format descriptor for the given window handle.
|
|
*/
|
|
static void PlatformInitPixelFormatForDevice(HDC DeviceContext)
|
|
{
|
|
// Pixel format descriptor for the context.
|
|
PIXELFORMATDESCRIPTOR PixelFormatDesc;
|
|
FMemory::Memzero(PixelFormatDesc);
|
|
PixelFormatDesc.nSize = sizeof(PIXELFORMATDESCRIPTOR);
|
|
PixelFormatDesc.nVersion = 1;
|
|
PixelFormatDesc.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
|
|
PixelFormatDesc.iPixelType = PFD_TYPE_RGBA;
|
|
PixelFormatDesc.cColorBits = 32;
|
|
PixelFormatDesc.cDepthBits = 0;
|
|
PixelFormatDesc.cStencilBits = 0;
|
|
PixelFormatDesc.iLayerType = PFD_MAIN_PLANE;
|
|
|
|
// Set the pixel format and create the context.
|
|
int32 PixelFormat = ChoosePixelFormat(DeviceContext, &PixelFormatDesc);
|
|
if (!PixelFormat || !SetPixelFormat(DeviceContext, PixelFormat, &PixelFormatDesc))
|
|
{
|
|
UE_LOG(LogOpenGLShaderCompiler, Fatal,TEXT("Failed to set pixel format for device context."));
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Create a dummy window used to construct OpenGL contexts.
|
|
*/
|
|
static void PlatformCreateDummyGLWindow(FPlatformOpenGLContext* OutContext)
|
|
{
|
|
const TCHAR* WindowClassName = TEXT("DummyGLToolsWindow");
|
|
|
|
// Register a dummy window class.
|
|
static bool bInitializedWindowClass = false;
|
|
if (!bInitializedWindowClass)
|
|
{
|
|
WNDCLASS wc;
|
|
|
|
bInitializedWindowClass = true;
|
|
FMemory::Memzero(wc);
|
|
wc.style = CS_OWNDC;
|
|
wc.lpfnWndProc = PlatformDummyGLWndproc;
|
|
wc.cbClsExtra = 0;
|
|
wc.cbWndExtra = 0;
|
|
wc.hInstance = NULL;
|
|
wc.hIcon = NULL;
|
|
wc.hCursor = NULL;
|
|
wc.hbrBackground = (HBRUSH)(COLOR_MENUTEXT);
|
|
wc.lpszMenuName = NULL;
|
|
wc.lpszClassName = WindowClassName;
|
|
ATOM ClassAtom = ::RegisterClass(&wc);
|
|
check(ClassAtom);
|
|
}
|
|
|
|
// Create a dummy window.
|
|
OutContext->WindowHandle = CreateWindowEx(
|
|
WS_EX_WINDOWEDGE,
|
|
WindowClassName,
|
|
NULL,
|
|
WS_POPUP,
|
|
CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT,
|
|
NULL, NULL, NULL, NULL);
|
|
check(OutContext->WindowHandle);
|
|
|
|
// Get the device context.
|
|
OutContext->DeviceContext = GetDC(OutContext->WindowHandle);
|
|
check(OutContext->DeviceContext);
|
|
PlatformInitPixelFormatForDevice(OutContext->DeviceContext);
|
|
}
|
|
|
|
/**
|
|
* Create a core profile OpenGL context.
|
|
*/
|
|
static void PlatformCreateOpenGLContextCore(FPlatformOpenGLContext* OutContext, int MajorVersion, int MinorVersion, HGLRC InParentContext)
|
|
{
|
|
check(wglCreateContextAttribsARB);
|
|
check(OutContext);
|
|
check(OutContext->DeviceContext);
|
|
|
|
int AttribList[] =
|
|
{
|
|
WGL_CONTEXT_MAJOR_VERSION_ARB, MajorVersion,
|
|
WGL_CONTEXT_MINOR_VERSION_ARB, MinorVersion,
|
|
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB | WGL_CONTEXT_DEBUG_BIT_ARB,
|
|
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
|
|
0
|
|
};
|
|
|
|
OutContext->OpenGLContext = wglCreateContextAttribsARB(OutContext->DeviceContext, InParentContext, AttribList);
|
|
check(OutContext->OpenGLContext);
|
|
}
|
|
|
|
/**
|
|
* Make the context current.
|
|
*/
|
|
static void PlatformMakeGLContextCurrent(FPlatformOpenGLContext* Context)
|
|
{
|
|
check(Context && Context->OpenGLContext && Context->DeviceContext);
|
|
wglMakeCurrent(Context->DeviceContext, Context->OpenGLContext);
|
|
}
|
|
|
|
/**
|
|
* Initialize an OpenGL context so that shaders can be compiled.
|
|
*/
|
|
static void PlatformInitOpenGL(void*& ContextPtr, void*& PrevContextPtr, int InMajorVersion, int InMinorVersion)
|
|
{
|
|
static FPlatformOpenGLContext ShaderCompileContext = {0};
|
|
|
|
ContextPtr = (void*)wglGetCurrentDC();
|
|
PrevContextPtr = (void*)wglGetCurrentContext();
|
|
|
|
if (ShaderCompileContext.OpenGLContext == NULL && InMajorVersion && InMinorVersion)
|
|
{
|
|
PlatformCreateDummyGLWindow(&ShaderCompileContext);
|
|
|
|
// Disable warning C4191: 'type cast' : unsafe conversion from 'PROC' to 'XXX' while getting GL entry points.
|
|
#pragma warning(push)
|
|
#pragma warning(disable:4191)
|
|
|
|
if (wglCreateContextAttribsARB == NULL)
|
|
{
|
|
// Create a dummy context so that wglCreateContextAttribsARB can be initialized.
|
|
ShaderCompileContext.OpenGLContext = wglCreateContext(ShaderCompileContext.DeviceContext);
|
|
check(ShaderCompileContext.OpenGLContext);
|
|
PlatformMakeGLContextCurrent(&ShaderCompileContext);
|
|
wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
|
|
check(wglCreateContextAttribsARB);
|
|
wglDeleteContext(ShaderCompileContext.OpenGLContext);
|
|
}
|
|
|
|
// Create a context so that remaining GL function pointers can be initialized.
|
|
PlatformCreateOpenGLContextCore(&ShaderCompileContext, InMajorVersion, InMinorVersion, /*InParentContext=*/ NULL);
|
|
check(ShaderCompileContext.OpenGLContext);
|
|
PlatformMakeGLContextCurrent(&ShaderCompileContext);
|
|
|
|
if (glCreateShader == NULL)
|
|
{
|
|
// Initialize all entry points.
|
|
#define GET_GL_ENTRYPOINTS(Type,Func) Func = (Type)wglGetProcAddress(#Func);
|
|
ENUM_GL_ENTRYPOINTS(GET_GL_ENTRYPOINTS);
|
|
|
|
// Check that all of the entry points have been initialized.
|
|
bool bFoundAllEntryPoints = true;
|
|
#define CHECK_GL_ENTRYPOINTS(Type,Func) if (Func == NULL) { bFoundAllEntryPoints = false; UE_LOG(LogOpenGLShaderCompiler, Warning, TEXT("Failed to find entry point for %s"), TEXT(#Func)); }
|
|
ENUM_GL_ENTRYPOINTS(CHECK_GL_ENTRYPOINTS);
|
|
checkf(bFoundAllEntryPoints, TEXT("Failed to find all OpenGL entry points."));
|
|
}
|
|
|
|
// Restore warning C4191.
|
|
#pragma warning(pop)
|
|
}
|
|
PlatformMakeGLContextCurrent(&ShaderCompileContext);
|
|
}
|
|
static void PlatformReleaseOpenGL(void* ContextPtr, void* PrevContextPtr)
|
|
{
|
|
wglMakeCurrent((HDC)ContextPtr, (HGLRC)PrevContextPtr);
|
|
}
|
|
#elif PLATFORM_LINUX
|
|
static void _PlatformCreateDummyGLWindow(FPlatformOpenGLContext *OutContext)
|
|
{
|
|
static bool bInitializedWindowClass = false;
|
|
|
|
// Create a dummy window.
|
|
OutContext->hWnd = SDL_CreateWindow(NULL,
|
|
0, 0, 1, 1,
|
|
SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS | SDL_WINDOW_HIDDEN | SDL_WINDOW_SKIP_TASKBAR );
|
|
}
|
|
|
|
static void _PlatformCreateOpenGLContextCore(FPlatformOpenGLContext* OutContext)
|
|
{
|
|
check(OutContext);
|
|
SDL_HWindow PrevWindow = SDL_GL_GetCurrentWindow();
|
|
SDL_HGLContext PrevContext = SDL_GL_GetCurrentContext();
|
|
|
|
OutContext->hGLContext = SDL_GL_CreateContext(OutContext->hWnd);
|
|
SDL_GL_MakeCurrent(PrevWindow, PrevContext);
|
|
}
|
|
|
|
static void _ContextMakeCurrent(SDL_HWindow hWnd, SDL_HGLContext hGLDC)
|
|
{
|
|
GLint Result = SDL_GL_MakeCurrent( hWnd, hGLDC );
|
|
check(!Result);
|
|
}
|
|
|
|
static void PlatformInitOpenGL(void*& ContextPtr, void*& PrevContextPtr, int InMajorVersion, int InMinorVersion)
|
|
{
|
|
static bool bInitialized = (SDL_GL_GetCurrentWindow() != NULL) && (SDL_GL_GetCurrentContext() != NULL);
|
|
|
|
if (!bInitialized)
|
|
{
|
|
check(InMajorVersion > 3 || (InMajorVersion == 3 && InMinorVersion >= 2));
|
|
if (SDL_WasInit(0) == 0)
|
|
{
|
|
SDL_Init(SDL_INIT_VIDEO);
|
|
}
|
|
else
|
|
{
|
|
Uint32 InitializedSubsystemsMask = SDL_WasInit(SDL_INIT_EVERYTHING);
|
|
if ((InitializedSubsystemsMask & SDL_INIT_VIDEO) == 0)
|
|
{
|
|
SDL_InitSubSystem(SDL_INIT_VIDEO);
|
|
}
|
|
}
|
|
|
|
if (SDL_GL_LoadLibrary(NULL))
|
|
{
|
|
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Unable to dynamically load libGL: %s"), ANSI_TO_TCHAR(SDL_GetError()));
|
|
}
|
|
|
|
if (SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, InMajorVersion))
|
|
{
|
|
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Failed to set GL major version: %s"), ANSI_TO_TCHAR(SDL_GetError()));
|
|
}
|
|
|
|
if (SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, InMinorVersion))
|
|
{
|
|
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Failed to set GL minor version: %s"), ANSI_TO_TCHAR(SDL_GetError()));
|
|
}
|
|
|
|
if (SDL_GL_SetAttribute( SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG))
|
|
{
|
|
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Failed to set GL flags: %s"), ANSI_TO_TCHAR(SDL_GetError()));
|
|
}
|
|
|
|
if (SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE))
|
|
{
|
|
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Failed to set GL mask/profile: %s"), ANSI_TO_TCHAR(SDL_GetError()));
|
|
}
|
|
|
|
// Create a dummy context to verify opengl support.
|
|
FPlatformOpenGLContext DummyContext;
|
|
_PlatformCreateDummyGLWindow(&DummyContext);
|
|
_PlatformCreateOpenGLContextCore(&DummyContext);
|
|
|
|
if (DummyContext.hGLContext)
|
|
{
|
|
_ContextMakeCurrent(DummyContext.hWnd, DummyContext.hGLContext);
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("OpenGL %d.%d not supported by driver"), InMajorVersion, InMinorVersion);
|
|
return;
|
|
}
|
|
|
|
PrevContextPtr = NULL;
|
|
ContextPtr = DummyContext.hGLContext;
|
|
bInitialized = true;
|
|
}
|
|
|
|
PrevContextPtr = reinterpret_cast<void*>(SDL_GL_GetCurrentContext());
|
|
SDL_HGLContext NewContext = SDL_GL_CreateContext(SDL_GL_GetCurrentWindow());
|
|
SDL_GL_MakeCurrent(SDL_GL_GetCurrentWindow(), NewContext);
|
|
ContextPtr = reinterpret_cast<void*>(NewContext);
|
|
}
|
|
|
|
static void PlatformReleaseOpenGL(void* ContextPtr, void* PrevContextPtr)
|
|
{
|
|
SDL_GL_MakeCurrent(SDL_GL_GetCurrentWindow(), reinterpret_cast<SDL_HGLContext>(PrevContextPtr));
|
|
SDL_GL_DeleteContext(reinterpret_cast<SDL_HGLContext>(ContextPtr));
|
|
}
|
|
#elif PLATFORM_MAC
|
|
static void PlatformInitOpenGL(void*& ContextPtr, void*& PrevContextPtr, int InMajorVersion, int InMinorVersion)
|
|
{
|
|
check(InMajorVersion > 3 || (InMajorVersion == 3 && InMinorVersion >= 2));
|
|
|
|
CGLPixelFormatAttribute AttribList[] =
|
|
{
|
|
kCGLPFANoRecovery,
|
|
kCGLPFAAccelerated,
|
|
kCGLPFAOpenGLProfile,
|
|
(CGLPixelFormatAttribute)kCGLOGLPVersion_3_2_Core,
|
|
(CGLPixelFormatAttribute)0
|
|
};
|
|
|
|
CGLPixelFormatObj PixelFormat;
|
|
GLint NumFormats = 0;
|
|
CGLError Error = CGLChoosePixelFormat(AttribList, &PixelFormat, &NumFormats);
|
|
check(Error == kCGLNoError);
|
|
|
|
CGLContextObj ShaderCompileContext;
|
|
Error = CGLCreateContext(PixelFormat, NULL, &ShaderCompileContext);
|
|
check(Error == kCGLNoError);
|
|
|
|
Error = CGLDestroyPixelFormat(PixelFormat);
|
|
check(Error == kCGLNoError);
|
|
|
|
PrevContextPtr = (void*)CGLGetCurrentContext();
|
|
|
|
Error = CGLSetCurrentContext(ShaderCompileContext);
|
|
check(Error == kCGLNoError);
|
|
|
|
ContextPtr = (void*)ShaderCompileContext;
|
|
}
|
|
static void PlatformReleaseOpenGL(void* ContextPtr, void* PrevContextPtr)
|
|
{
|
|
CGLContextObj ShaderCompileContext = (CGLContextObj)ContextPtr;
|
|
CGLContextObj PreviousShaderCompileContext = (CGLContextObj)PrevContextPtr;
|
|
CGLError Error;
|
|
|
|
Error = CGLSetCurrentContext(PreviousShaderCompileContext);
|
|
check(Error == kCGLNoError);
|
|
|
|
Error = CGLDestroyContext(ShaderCompileContext);
|
|
check(Error == kCGLNoError);
|
|
}
|
|
#endif
|
|
|
|
/** Map shader frequency -> GL shader type. */
|
|
GLenum GLFrequencyTable[] =
|
|
{
|
|
GL_VERTEX_SHADER, // SF_Vertex
|
|
GL_TESS_CONTROL_SHADER, // SF_Hull
|
|
GL_TESS_EVALUATION_SHADER, // SF_Domain
|
|
GL_FRAGMENT_SHADER, // SF_Pixel
|
|
GL_GEOMETRY_SHADER, // SF_Geometry
|
|
GL_COMPUTE_SHADER, // SF_Compute
|
|
|
|
};
|
|
|
|
static_assert(ARRAY_COUNT(GLFrequencyTable) == SF_NumFrequencies, "Frequency table size mismatch.");
|
|
|
|
/**
|
|
* Parse a GLSL error.
|
|
* @param OutErrors - Storage for shader compiler errors.
|
|
* @param InLine - A single line from the compile error log.
|
|
*/
|
|
void ParseGlslError(TArray<FShaderCompilerError>& OutErrors, const FString& InLine)
|
|
{
|
|
const TCHAR* ErrorPrefix = TEXT("error: 0:");
|
|
const TCHAR* p = *InLine;
|
|
if (FCString::Strnicmp(p, ErrorPrefix, 9) == 0)
|
|
{
|
|
FString ErrorMsg;
|
|
int32 LineNumber = 0;
|
|
p += FCString::Strlen(ErrorPrefix);
|
|
|
|
// Skip to a number, take that to be the line number.
|
|
while (*p && *p < TEXT('0') && *p > TEXT('9')) { p++; }
|
|
while (*p && *p >= TEXT('0') && *p <= TEXT('9'))
|
|
{
|
|
LineNumber = 10 * LineNumber + (*p++ - TEXT('0'));
|
|
}
|
|
|
|
// Skip to the next alphanumeric value, treat that as the error message.
|
|
while (*p && !FChar::IsAlnum(*p)) { p++; }
|
|
ErrorMsg = p;
|
|
|
|
// Generate a compiler error.
|
|
if (ErrorMsg.Len() > 0)
|
|
{
|
|
// Note that no mapping exists from the GLSL source to the original
|
|
// HLSL source.
|
|
FShaderCompilerError* CompilerError = new(OutErrors) FShaderCompilerError;
|
|
CompilerError->StrippedErrorMessage = FString::Printf(
|
|
TEXT("driver compile error(%d): %s"),
|
|
LineNumber,
|
|
*ErrorMsg
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
static TArray<ANSICHAR> ParseIdentifierANSI(const FString& Str)
|
|
{
|
|
TArray<ANSICHAR> Result;
|
|
Result.Reserve(Str.Len());
|
|
for (int32 Index = 0; Index < Str.Len(); ++Index)
|
|
{
|
|
Result.Add(FChar::ToLower((ANSICHAR)Str[Index]));
|
|
}
|
|
Result.Add('\0');
|
|
|
|
return Result;
|
|
}
|
|
|
|
static uint32 ParseNumber(const TCHAR* Str)
|
|
{
|
|
uint32 Num = 0;
|
|
while (*Str && *Str >= '0' && *Str <= '9')
|
|
{
|
|
Num = Num * 10 + *Str++ - '0';
|
|
}
|
|
return Num;
|
|
}
|
|
|
|
|
|
static ANSICHAR TranslateFrequencyToCrossCompilerPrefix(int32 Frequency)
|
|
{
|
|
switch (Frequency)
|
|
{
|
|
case SF_Vertex: return 'v';
|
|
case SF_Pixel: return 'p';
|
|
case SF_Hull: return 'h';
|
|
case SF_Domain: return 'd';
|
|
case SF_Geometry: return 'g';
|
|
case SF_Compute: return 'c';
|
|
}
|
|
return '\0';
|
|
}
|
|
|
|
static TCHAR* SetIndex(TCHAR* Str, int32 Offset, int32 Index)
|
|
{
|
|
check(Index >= 0 && Index < 100);
|
|
|
|
Str += Offset;
|
|
if (Index >= 10)
|
|
{
|
|
*Str++ = '0' + (TCHAR)(Index / 10);
|
|
}
|
|
*Str++ = '0' + (TCHAR)(Index % 10);
|
|
*Str = '\0';
|
|
return Str;
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
* Construct the final microcode from the compiled and verified shader source.
|
|
* @param ShaderOutput - Where to store the microcode and parameter map.
|
|
* @param InShaderSource - GLSL source with input/output signature.
|
|
* @param SourceLen - The length of the GLSL source code.
|
|
*/
|
|
void FOpenGLFrontend::BuildShaderOutput(
|
|
FShaderCompilerOutput& ShaderOutput,
|
|
const FShaderCompilerInput& ShaderInput,
|
|
const ANSICHAR* InShaderSource,
|
|
int32 SourceLen,
|
|
GLSLVersion Version
|
|
)
|
|
{
|
|
const ANSICHAR* USFSource = InShaderSource;
|
|
CrossCompiler::FHlslccHeader CCHeader;
|
|
if (!CCHeader.Read(USFSource, SourceLen))
|
|
{
|
|
UE_LOG(LogOpenGLShaderCompiler, Error, TEXT("Bad hlslcc header found"));
|
|
}
|
|
|
|
if (*USFSource != '#')
|
|
{
|
|
UE_LOG(LogOpenGLShaderCompiler, Error, TEXT("Bad hlslcc header found! Missing '#'!"));
|
|
}
|
|
|
|
FOpenGLCodeHeader Header = {0};
|
|
FShaderParameterMap& ParameterMap = ShaderOutput.ParameterMap;
|
|
EShaderFrequency Frequency = (EShaderFrequency)ShaderOutput.Target.Frequency;
|
|
|
|
TBitArray<> UsedUniformBufferSlots;
|
|
UsedUniformBufferSlots.Init(false, 32);
|
|
|
|
// Write out the magic markers.
|
|
Header.GlslMarker = 0x474c534c;
|
|
switch (Frequency)
|
|
{
|
|
case SF_Vertex:
|
|
Header.FrequencyMarker = 0x5653;
|
|
break;
|
|
case SF_Pixel:
|
|
Header.FrequencyMarker = 0x5053;
|
|
break;
|
|
case SF_Geometry:
|
|
Header.FrequencyMarker = 0x4753;
|
|
break;
|
|
case SF_Hull:
|
|
Header.FrequencyMarker = 0x4853;
|
|
break;
|
|
case SF_Domain:
|
|
Header.FrequencyMarker = 0x4453;
|
|
break;
|
|
case SF_Compute:
|
|
Header.FrequencyMarker = 0x4353;
|
|
break;
|
|
default:
|
|
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Invalid shader frequency: %d"), (int32)Frequency);
|
|
}
|
|
|
|
static const FString AttributePrefix = TEXT("in_ATTRIBUTE");
|
|
static const FString GL_Prefix = TEXT("gl_");
|
|
for (auto& Input : CCHeader.Inputs)
|
|
{
|
|
// Only process attributes for vertex shaders.
|
|
if (Frequency == SF_Vertex && Input.Name.StartsWith(AttributePrefix))
|
|
{
|
|
int32 AttributeIndex = ParseNumber(*Input.Name + AttributePrefix.Len());
|
|
Header.Bindings.InOutMask |= (1 << AttributeIndex);
|
|
}
|
|
// Record user-defined input varyings
|
|
else if (!Input.Name.StartsWith(GL_Prefix))
|
|
{
|
|
FOpenGLShaderVarying Var;
|
|
Var.Location = Input.Index;
|
|
Var.Varying = ParseIdentifierANSI(Input.Name);
|
|
Header.Bindings.InputVaryings.Add(Var);
|
|
}
|
|
}
|
|
|
|
// Generate vertex attribute remapping table.
|
|
// This is used on devices where GL_MAX_VERTEX_ATTRIBS < 16
|
|
if (Frequency == SF_Vertex)
|
|
{
|
|
uint32 AttributeMask = Header.Bindings.InOutMask;
|
|
int32 NextAttributeSlot = 0;
|
|
Header.Bindings.VertexRemappedMask = 0;
|
|
for (int32 AttributeIndex = 0; AttributeIndex < 16; AttributeIndex++, AttributeMask >>= 1)
|
|
{
|
|
if (AttributeMask & 0x1)
|
|
{
|
|
Header.Bindings.VertexRemappedMask |= (1 << NextAttributeSlot);
|
|
Header.Bindings.VertexAttributeRemap[AttributeIndex] = NextAttributeSlot++;
|
|
}
|
|
else
|
|
{
|
|
Header.Bindings.VertexAttributeRemap[AttributeIndex] = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
static const FString TargetPrefix = "out_Target";
|
|
static const FString GL_FragDepth = "gl_FragDepth";
|
|
for (auto& Output : CCHeader.Outputs)
|
|
{
|
|
// Only targets for pixel shaders must be tracked.
|
|
if (Frequency == SF_Pixel && Output.Name.StartsWith(TargetPrefix))
|
|
{
|
|
uint8 TargetIndex = ParseNumber(*Output.Name + TargetPrefix.Len());
|
|
Header.Bindings.InOutMask |= (1 << TargetIndex);
|
|
}
|
|
// Only depth writes for pixel shaders must be tracked.
|
|
else if (Frequency == SF_Pixel && Output.Name.Equals(GL_FragDepth))
|
|
{
|
|
Header.Bindings.InOutMask |= 0x8000;
|
|
}
|
|
// Record user-defined output varyings
|
|
else if (!Output.Name.StartsWith(GL_Prefix))
|
|
{
|
|
FOpenGLShaderVarying Var;
|
|
Var.Location = Output.Index;
|
|
Var.Varying = ParseIdentifierANSI(Output.Name);
|
|
Header.Bindings.OutputVaryings.Add(Var);
|
|
}
|
|
}
|
|
|
|
// general purpose binding name
|
|
TCHAR BindingName[] = TEXT("XYZ\0\0\0\0\0\0\0\0");
|
|
BindingName[0] = TranslateFrequencyToCrossCompilerPrefix(Frequency);
|
|
|
|
TMap<FString, FString> BindingNameMap;
|
|
|
|
// Then 'normal' uniform buffers.
|
|
for (auto& UniformBlock : CCHeader.UniformBlocks)
|
|
{
|
|
uint16 UBIndex = UniformBlock.Index;
|
|
check(UBIndex == Header.Bindings.NumUniformBuffers);
|
|
UsedUniformBufferSlots[UBIndex] = true;
|
|
if (OutputTrueParameterNames())
|
|
{
|
|
// make the final name this will be in the shader
|
|
BindingName[1] = 'b';
|
|
SetIndex(BindingName, 2, UBIndex);
|
|
BindingNameMap.Add(BindingName, UniformBlock.Name);
|
|
}
|
|
else
|
|
{
|
|
ParameterMap.AddParameterAllocation(*UniformBlock.Name, Header.Bindings.NumUniformBuffers, 0, 0);
|
|
}
|
|
Header.Bindings.NumUniformBuffers++;
|
|
}
|
|
|
|
const uint16 BytesPerComponent = 4;
|
|
|
|
// Packed global uniforms
|
|
TMap<ANSICHAR, uint16> PackedGlobalArraySize;
|
|
for (auto& PackedGlobal : CCHeader.PackedGlobals)
|
|
{
|
|
ParameterMap.AddParameterAllocation(
|
|
*PackedGlobal.Name,
|
|
PackedGlobal.PackedType,
|
|
PackedGlobal.Offset * BytesPerComponent,
|
|
PackedGlobal.Count * BytesPerComponent
|
|
);
|
|
|
|
uint16& Size = PackedGlobalArraySize.FindOrAdd(PackedGlobal.PackedType);
|
|
Size = FMath::Max<uint16>(BytesPerComponent * (PackedGlobal.Offset + PackedGlobal.Count), Size);
|
|
}
|
|
|
|
// Packed Uniform Buffers
|
|
TMap<int, TMap<ANSICHAR, uint16> > PackedUniformBuffersSize;
|
|
for (auto& PackedUB : CCHeader.PackedUBs)
|
|
{
|
|
checkf(OutputTrueParameterNames() == false, TEXT("Unexpected Packed UBs used with a shader format that needs true parameter names - If this is hit, we need to figure out how to handle them"));
|
|
|
|
check(PackedUB.Attribute.Index == Header.Bindings.NumUniformBuffers);
|
|
UsedUniformBufferSlots[PackedUB.Attribute.Index] = true;
|
|
if (OutputTrueParameterNames())
|
|
{
|
|
BindingName[1] = 'b';
|
|
// ???
|
|
}
|
|
else
|
|
{
|
|
ParameterMap.AddParameterAllocation(*PackedUB.Attribute.Name, Header.Bindings.NumUniformBuffers, 0, 0);
|
|
}
|
|
Header.Bindings.NumUniformBuffers++;
|
|
|
|
// Nothing else...
|
|
//for (auto& Member : PackedUB.Members)
|
|
//{
|
|
//}
|
|
}
|
|
|
|
// Packed Uniform Buffers copy lists & setup sizes for each UB/Precision entry
|
|
enum EFlattenUBState
|
|
{
|
|
Unknown,
|
|
GroupedUBs,
|
|
FlattenedUBs,
|
|
};
|
|
EFlattenUBState UBState = Unknown;
|
|
for (auto& PackedUBCopy : CCHeader.PackedUBCopies)
|
|
{
|
|
CrossCompiler::FUniformBufferCopyInfo CopyInfo;
|
|
CopyInfo.SourceUBIndex = PackedUBCopy.SourceUB;
|
|
CopyInfo.SourceOffsetInFloats = PackedUBCopy.SourceOffset;
|
|
CopyInfo.DestUBIndex = PackedUBCopy.DestUB;
|
|
CopyInfo.DestUBTypeName = PackedUBCopy.DestPackedType;
|
|
CopyInfo.DestUBTypeIndex = CrossCompiler::PackedTypeNameToTypeIndex(CopyInfo.DestUBTypeName);
|
|
CopyInfo.DestOffsetInFloats = PackedUBCopy.DestOffset;
|
|
CopyInfo.SizeInFloats = PackedUBCopy.Count;
|
|
|
|
Header.UniformBuffersCopyInfo.Add(CopyInfo);
|
|
|
|
auto& UniformBufferSize = PackedUniformBuffersSize.FindOrAdd(CopyInfo.DestUBIndex);
|
|
uint16& Size = UniformBufferSize.FindOrAdd(CopyInfo.DestUBTypeName);
|
|
Size = FMath::Max<uint16>(BytesPerComponent * (CopyInfo.DestOffsetInFloats + CopyInfo.SizeInFloats), Size);
|
|
|
|
check(UBState == Unknown || UBState == GroupedUBs);
|
|
UBState = GroupedUBs;
|
|
}
|
|
|
|
for (auto& PackedUBCopy : CCHeader.PackedUBGlobalCopies)
|
|
{
|
|
CrossCompiler::FUniformBufferCopyInfo CopyInfo;
|
|
CopyInfo.SourceUBIndex = PackedUBCopy.SourceUB;
|
|
CopyInfo.SourceOffsetInFloats = PackedUBCopy.SourceOffset;
|
|
CopyInfo.DestUBIndex = PackedUBCopy.DestUB;
|
|
CopyInfo.DestUBTypeName = PackedUBCopy.DestPackedType;
|
|
CopyInfo.DestUBTypeIndex = CrossCompiler::PackedTypeNameToTypeIndex(CopyInfo.DestUBTypeName);
|
|
CopyInfo.DestOffsetInFloats = PackedUBCopy.DestOffset;
|
|
CopyInfo.SizeInFloats = PackedUBCopy.Count;
|
|
|
|
Header.UniformBuffersCopyInfo.Add(CopyInfo);
|
|
|
|
uint16& Size = PackedGlobalArraySize.FindOrAdd(CopyInfo.DestUBTypeName);
|
|
Size = FMath::Max<uint16>(BytesPerComponent * (CopyInfo.DestOffsetInFloats + CopyInfo.SizeInFloats), Size);
|
|
|
|
check(UBState == Unknown || UBState == FlattenedUBs);
|
|
UBState = FlattenedUBs;
|
|
}
|
|
|
|
Header.Bindings.bFlattenUB = (UBState == FlattenedUBs);
|
|
|
|
// Setup Packed Array info
|
|
Header.Bindings.PackedGlobalArrays.Reserve(PackedGlobalArraySize.Num());
|
|
for (auto Iterator = PackedGlobalArraySize.CreateIterator(); Iterator; ++Iterator)
|
|
{
|
|
ANSICHAR TypeName = Iterator.Key();
|
|
uint16 Size = Iterator.Value();
|
|
Size = (Size + 0xf) & (~0xf);
|
|
CrossCompiler::FPackedArrayInfo Info;
|
|
Info.Size = Size;
|
|
Info.TypeName = TypeName;
|
|
Info.TypeIndex = CrossCompiler::PackedTypeNameToTypeIndex(TypeName);
|
|
Header.Bindings.PackedGlobalArrays.Add(Info);
|
|
}
|
|
|
|
// Setup Packed Uniform Buffers info
|
|
Header.Bindings.PackedUniformBuffers.Reserve(PackedUniformBuffersSize.Num());
|
|
for (auto Iterator = PackedUniformBuffersSize.CreateIterator(); Iterator; ++Iterator)
|
|
{
|
|
int BufferIndex = Iterator.Key();
|
|
auto& ArraySizes = Iterator.Value();
|
|
TArray<CrossCompiler::FPackedArrayInfo> InfoArray;
|
|
InfoArray.Reserve(ArraySizes.Num());
|
|
for (auto IterSizes = ArraySizes.CreateIterator(); IterSizes; ++IterSizes)
|
|
{
|
|
ANSICHAR TypeName = IterSizes.Key();
|
|
uint16 Size = IterSizes.Value();
|
|
Size = (Size + 0xf) & (~0xf);
|
|
CrossCompiler::FPackedArrayInfo Info;
|
|
Info.Size = Size;
|
|
Info.TypeName = TypeName;
|
|
Info.TypeIndex = CrossCompiler::PackedTypeNameToTypeIndex(TypeName);
|
|
InfoArray.Add(Info);
|
|
}
|
|
|
|
Header.Bindings.PackedUniformBuffers.Add(InfoArray);
|
|
}
|
|
|
|
// Then samplers.
|
|
for (auto& Sampler : CCHeader.Samplers)
|
|
{
|
|
if (OutputTrueParameterNames())
|
|
{
|
|
BindingName[1] = 's';
|
|
SetIndex(BindingName, 2, Sampler.Offset);
|
|
BindingNameMap.Add(BindingName, Sampler.Name);
|
|
}
|
|
else
|
|
{
|
|
ParameterMap.AddParameterAllocation(
|
|
*Sampler.Name,
|
|
0,
|
|
Sampler.Offset,
|
|
Sampler.Count
|
|
);
|
|
}
|
|
|
|
Header.Bindings.NumSamplers = FMath::Max<uint8>(
|
|
Header.Bindings.NumSamplers,
|
|
Sampler.Offset + Sampler.Count
|
|
);
|
|
|
|
for (auto& SamplerState : Sampler.SamplerStates)
|
|
{
|
|
if (OutputTrueParameterNames())
|
|
{
|
|
// add an entry for the sampler parameter as well
|
|
BindingNameMap.Add(FString(BindingName) + TEXT("_samp"), SamplerState);
|
|
}
|
|
else
|
|
{
|
|
ParameterMap.AddParameterAllocation(
|
|
*SamplerState,
|
|
0,
|
|
Sampler.Offset,
|
|
Sampler.Count
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Then UAVs (images in GLSL)
|
|
for (auto& UAV : CCHeader.UAVs)
|
|
{
|
|
if (OutputTrueParameterNames())
|
|
{
|
|
// make the final name this will be in the shader
|
|
BindingName[1] = 'i';
|
|
SetIndex(BindingName, 2, UAV.Offset);
|
|
BindingNameMap.Add(BindingName, UAV.Name);
|
|
}
|
|
else
|
|
{
|
|
ParameterMap.AddParameterAllocation(
|
|
*UAV.Name,
|
|
0,
|
|
UAV.Offset,
|
|
UAV.Count
|
|
);
|
|
}
|
|
|
|
Header.Bindings.NumUAVs = FMath::Max<uint8>(
|
|
Header.Bindings.NumSamplers,
|
|
UAV.Offset + UAV.Count
|
|
);
|
|
}
|
|
|
|
Header.ShaderName = CCHeader.Name;
|
|
|
|
// perform any post processing this frontend class may need to do
|
|
ShaderOutput.bSucceeded = PostProcessShaderSource(Version, Frequency, USFSource, SourceLen + 1 - (USFSource - InShaderSource), ParameterMap, BindingNameMap, ShaderOutput.Errors);
|
|
|
|
// Build the SRT for this shader.
|
|
{
|
|
// Build the generic SRT for this shader.
|
|
FShaderCompilerResourceTable GenericSRT;
|
|
BuildResourceTableMapping(ShaderInput.Environment.ResourceTableMap, ShaderInput.Environment.ResourceTableLayoutHashes, UsedUniformBufferSlots, ShaderOutput.ParameterMap, GenericSRT);
|
|
|
|
// Copy over the bits indicating which resource tables are active.
|
|
Header.Bindings.ShaderResourceTable.ResourceTableBits = GenericSRT.ResourceTableBits;
|
|
|
|
Header.Bindings.ShaderResourceTable.ResourceTableLayoutHashes = GenericSRT.ResourceTableLayoutHashes;
|
|
|
|
// Now build our token streams.
|
|
BuildResourceTableTokenStream(GenericSRT.TextureMap, GenericSRT.MaxBoundResourceTable, Header.Bindings.ShaderResourceTable.TextureMap);
|
|
BuildResourceTableTokenStream(GenericSRT.ShaderResourceViewMap, GenericSRT.MaxBoundResourceTable, Header.Bindings.ShaderResourceTable.ShaderResourceViewMap);
|
|
BuildResourceTableTokenStream(GenericSRT.SamplerMap, GenericSRT.MaxBoundResourceTable, Header.Bindings.ShaderResourceTable.SamplerMap);
|
|
BuildResourceTableTokenStream(GenericSRT.UnorderedAccessViewMap, GenericSRT.MaxBoundResourceTable, Header.Bindings.ShaderResourceTable.UnorderedAccessViewMap);
|
|
}
|
|
|
|
const int32 MaxSamplers = GetMaxSamplers(Version);
|
|
|
|
if (Header.Bindings.NumSamplers > MaxSamplers)
|
|
{
|
|
ShaderOutput.bSucceeded = false;
|
|
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
|
|
NewError->StrippedErrorMessage =
|
|
FString::Printf(TEXT("shader uses %d samplers exceeding the limit of %d"),
|
|
Header.Bindings.NumSamplers, MaxSamplers);
|
|
}
|
|
else if (ShaderOutput.bSucceeded)
|
|
{
|
|
// Write out the header
|
|
FMemoryWriter Ar(ShaderOutput.ShaderCode.GetWriteAccess(), true);
|
|
Ar << Header;
|
|
|
|
if (OptionalSerializeOutputAndReturnIfSerialized(Ar) == false)
|
|
{
|
|
Ar.Serialize((void*)USFSource, SourceLen + 1 - (USFSource - InShaderSource));
|
|
ShaderOutput.bSucceeded = true;
|
|
}
|
|
|
|
// store data we can pickup later with ShaderCode.FindOptionalData('n'), could be removed for shipping
|
|
// Daniel L: This GenerateShaderName does not generate a deterministic output among shaders as the shader code can be shared.
|
|
// uncommenting this will cause the project to have non deterministic materials and will hurt patch sizes
|
|
//ShaderOutput.ShaderCode.AddOptionalData('n', TCHAR_TO_UTF8(*ShaderInput.GenerateShaderName()));
|
|
|
|
ShaderOutput.NumInstructions = 0;
|
|
ShaderOutput.NumTextureSamplers = Header.Bindings.NumSamplers;
|
|
}
|
|
}
|
|
|
|
void FOpenGLFrontend::ConvertOpenGLVersionFromGLSLVersion(GLSLVersion InVersion, int& OutMajorVersion, int& OutMinorVersion)
|
|
{
|
|
switch(InVersion)
|
|
{
|
|
case GLSL_150:
|
|
case GLSL_150_MAC:
|
|
OutMajorVersion = 3;
|
|
OutMinorVersion = 2;
|
|
break;
|
|
case GLSL_310_ES_EXT:
|
|
case GLSL_430:
|
|
OutMajorVersion = 4;
|
|
OutMinorVersion = 3;
|
|
break;
|
|
case GLSL_150_ES2:
|
|
case GLSL_150_ES2_NOUB:
|
|
case GLSL_150_ES3_1:
|
|
OutMajorVersion = 3;
|
|
OutMinorVersion = 2;
|
|
break;
|
|
case GLSL_ES2_IOS:
|
|
case GLSL_ES2_WEBGL:
|
|
case GLSL_ES2:
|
|
case GLSL_ES3_1_ANDROID:
|
|
OutMajorVersion = 0;
|
|
OutMinorVersion = 0;
|
|
break;
|
|
default:
|
|
// Invalid enum
|
|
check(0);
|
|
OutMajorVersion = 0;
|
|
OutMinorVersion = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
static const TCHAR* GetGLSLES2CompilerExecutable(bool bNDACompiler)
|
|
{
|
|
// Unfortunately no env var is set to handle install path
|
|
return (bNDACompiler
|
|
? TEXT("C:\\Imagination\\PowerVR\\GraphicsSDK\\Compilers\\OGLES\\Windows_x86_32\\glslcompiler_sgx543_nda.exe")
|
|
: TEXT("C:\\Imagination\\PowerVR\\GraphicsSDK\\Compilers\\OGLES\\Windows_x86_32\\glslcompiler_sgx543.exe"));
|
|
}
|
|
|
|
static FString CreateGLSLES2CompilerArguments(const FString& ShaderFile, const FString& OutputFile, EHlslShaderFrequency Frequency, bool bNDACompiler)
|
|
{
|
|
const TCHAR* FrequencySwitch = TEXT("");
|
|
switch (Frequency)
|
|
{
|
|
case HSF_PixelShader:
|
|
FrequencySwitch = TEXT(" -f");
|
|
break;
|
|
|
|
case HSF_VertexShader:
|
|
FrequencySwitch = TEXT(" -v");
|
|
break;
|
|
|
|
default:
|
|
return TEXT("");
|
|
}
|
|
|
|
FString Arguments = FString::Printf(TEXT("%s %s %s -profile -perfsim"), *FPaths::GetCleanFilename(ShaderFile), *FPaths::GetCleanFilename(OutputFile), FrequencySwitch);
|
|
|
|
if (bNDACompiler)
|
|
{
|
|
Arguments += " -disasm";
|
|
}
|
|
|
|
return Arguments;
|
|
}
|
|
|
|
static FString CreateCommandLineGLSLES2(const FString& ShaderFile, const FString& OutputFile, GLSLVersion Version, EHlslShaderFrequency Frequency, bool bNDACompiler)
|
|
{
|
|
if (Version != GLSL_ES2 && Version != GLSL_ES2_WEBGL && Version != GLSL_ES2_IOS)
|
|
{
|
|
return TEXT("");
|
|
}
|
|
|
|
FString CmdLine = FString(GetGLSLES2CompilerExecutable(bNDACompiler)) + TEXT(" ") + CreateGLSLES2CompilerArguments(ShaderFile, OutputFile, Frequency, bNDACompiler);
|
|
CmdLine += FString(LINE_TERMINATOR) + TEXT("pause");
|
|
return CmdLine;
|
|
}
|
|
|
|
/** Precompile a glsl shader for ES2. */
|
|
void FOpenGLFrontend::PrecompileGLSLES2(FShaderCompilerOutput& ShaderOutput, const FShaderCompilerInput& ShaderInput, const ANSICHAR* ShaderSource, EHlslShaderFrequency Frequency)
|
|
{
|
|
const TCHAR* CompilerExecutableName = GetGLSLES2CompilerExecutable(false);
|
|
const int32 SourceLen = FCStringAnsi::Strlen(ShaderSource);
|
|
const bool bCompilerExecutableExists = FPaths::FileExists(CompilerExecutableName);
|
|
|
|
// Using the debug info path to write out the files to disk for the PVR shader compiler
|
|
if (ShaderInput.DumpDebugInfoPath != TEXT("") && bCompilerExecutableExists)
|
|
{
|
|
const FString GLSLSourceFile = (ShaderInput.DumpDebugInfoPath / TEXT("GLSLSource.txt"));
|
|
bool bSavedSuccessfully = false;
|
|
|
|
{
|
|
FArchive* Ar = IFileManager::Get().CreateFileWriter(*GLSLSourceFile, FILEWRITE_EvenIfReadOnly);
|
|
|
|
// Save the ansi file to disk so it can be used as input to the PVR shader compiler
|
|
if (Ar)
|
|
{
|
|
bSavedSuccessfully = true;
|
|
|
|
// @todo: Patch the code so that textureCubeLodEXT gets converted to textureCubeLod to workaround PowerVR issues
|
|
const ANSICHAR* VersionString = FCStringAnsi::Strifind(ShaderSource, "#version 100");
|
|
check(VersionString);
|
|
VersionString += 12; // strlen("# version 100");
|
|
Ar->Serialize((void*)ShaderSource, (VersionString - ShaderSource) * sizeof(ANSICHAR));
|
|
const char* PVRWorkaround = "\n#ifndef textureCubeLodEXT\n#define textureCubeLodEXT textureCubeLod\n#endif\n";
|
|
Ar->Serialize((void*)PVRWorkaround, FCStringAnsi::Strlen(PVRWorkaround));
|
|
Ar->Serialize((void*)VersionString, (SourceLen - (VersionString - ShaderSource)) * sizeof(ANSICHAR));
|
|
delete Ar;
|
|
}
|
|
}
|
|
|
|
if (bSavedSuccessfully && ENABLE_IMAGINATION_COMPILER)
|
|
{
|
|
const FString Arguments = CreateGLSLES2CompilerArguments(GLSLSourceFile, TEXT("ASM.txt"), Frequency, false);
|
|
|
|
FString StdOut;
|
|
FString StdErr;
|
|
int32 ReturnCode = 0;
|
|
|
|
// Run the PowerVR shader compiler and wait for completion
|
|
FPlatformProcess::ExecProcess(GetGLSLES2CompilerExecutable(false), *Arguments, &ReturnCode, &StdOut, &StdErr);
|
|
|
|
if (ReturnCode >= 0)
|
|
{
|
|
ShaderOutput.bSucceeded = true;
|
|
ShaderOutput.Target = ShaderInput.Target;
|
|
|
|
BuildShaderOutput(ShaderOutput, ShaderInput, ShaderSource, SourceLen, GLSL_ES2);
|
|
|
|
// Parse the cycle count
|
|
const int32 CycleCountStringLength = FPlatformString::Strlen(TEXT("Cycle count: "));
|
|
const int32 CycleCountIndex = StdOut.Find(TEXT("Cycle count: "));
|
|
|
|
if (CycleCountIndex != INDEX_NONE && CycleCountIndex + CycleCountStringLength < StdOut.Len())
|
|
{
|
|
const int32 CycleCountEndIndex = StdOut.Find(TEXT("\n"), ESearchCase::IgnoreCase, ESearchDir::FromStart, CycleCountIndex + CycleCountStringLength);
|
|
|
|
if (CycleCountEndIndex != INDEX_NONE)
|
|
{
|
|
const FString InstructionSubstring = StdOut.Mid(CycleCountIndex + CycleCountStringLength, CycleCountEndIndex - (CycleCountIndex + CycleCountStringLength));
|
|
ShaderOutput.NumInstructions = FCString::Atoi(*InstructionSubstring);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ShaderOutput.bSucceeded = false;
|
|
|
|
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
|
|
// Print the name of the generated glsl file so we can open it with a double click in the VS.Net output window
|
|
NewError->StrippedErrorMessage = FString::Printf(TEXT("%s \nPVR SDK glsl compiler for SGX543: %s"), *GLSLSourceFile, *StdOut);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ShaderOutput.bSucceeded = true;
|
|
ShaderOutput.Target = ShaderInput.Target;
|
|
|
|
BuildShaderOutput(ShaderOutput, ShaderInput, ShaderSource, SourceLen, GLSL_ES2);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ShaderOutput.bSucceeded = true;
|
|
ShaderOutput.Target = ShaderInput.Target;
|
|
|
|
BuildShaderOutput(ShaderOutput, ShaderInput, ShaderSource, SourceLen, GLSL_ES2);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Precompile a GLSL shader.
|
|
* @param ShaderOutput - The precompiled shader.
|
|
* @param ShaderInput - The shader input.
|
|
* @param InPreprocessedShader - The preprocessed source code.
|
|
*/
|
|
void FOpenGLFrontend::PrecompileShader(FShaderCompilerOutput& ShaderOutput, const FShaderCompilerInput& ShaderInput, const ANSICHAR* ShaderSource, GLSLVersion Version, EHlslShaderFrequency Frequency)
|
|
{
|
|
check(ShaderInput.Target.Frequency < SF_NumFrequencies);
|
|
|
|
// Lookup the GL shader type.
|
|
GLenum GLFrequency = GLFrequencyTable[ShaderInput.Target.Frequency];
|
|
if (GLFrequency == GL_NONE)
|
|
{
|
|
ShaderOutput.bSucceeded = false;
|
|
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
|
|
NewError->StrippedErrorMessage = FString::Printf(TEXT("%s shaders not supported for use in OpenGL."), CrossCompiler::GetFrequencyName((EShaderFrequency)ShaderInput.Target.Frequency));
|
|
return;
|
|
}
|
|
|
|
if (Version == GLSL_ES2 || Version == GLSL_ES2_WEBGL || Version == GLSL_ES2_IOS)
|
|
{
|
|
PrecompileGLSLES2(ShaderOutput, ShaderInput, ShaderSource, Frequency);
|
|
}
|
|
else
|
|
{
|
|
// Create the shader with the preprocessed source code.
|
|
void* ContextPtr;
|
|
void* PrevContextPtr;
|
|
int MajorVersion = 0;
|
|
int MinorVersion = 0;
|
|
ConvertOpenGLVersionFromGLSLVersion(Version, MajorVersion, MinorVersion);
|
|
PlatformInitOpenGL(ContextPtr, PrevContextPtr, MajorVersion, MinorVersion);
|
|
|
|
GLint SourceLen = FCStringAnsi::Strlen(ShaderSource);
|
|
GLuint Shader = glCreateShader(GLFrequency);
|
|
{
|
|
const GLchar* SourcePtr = ShaderSource;
|
|
glShaderSource(Shader, 1, &SourcePtr, &SourceLen);
|
|
}
|
|
|
|
// Compile and get results.
|
|
glCompileShader(Shader);
|
|
{
|
|
GLint CompileStatus;
|
|
glGetShaderiv(Shader, GL_COMPILE_STATUS, &CompileStatus);
|
|
if (CompileStatus == GL_TRUE)
|
|
{
|
|
ShaderOutput.Target = ShaderInput.Target;
|
|
BuildShaderOutput(
|
|
ShaderOutput,
|
|
ShaderInput,
|
|
ShaderSource,
|
|
(int32)SourceLen,
|
|
Version
|
|
);
|
|
}
|
|
else
|
|
{
|
|
GLint LogLength;
|
|
glGetShaderiv(Shader, GL_INFO_LOG_LENGTH, &LogLength);
|
|
if (LogLength > 1)
|
|
{
|
|
TArray<ANSICHAR> RawCompileLog;
|
|
FString CompileLog;
|
|
TArray<FString> LogLines;
|
|
|
|
RawCompileLog.Empty(LogLength);
|
|
RawCompileLog.AddZeroed(LogLength);
|
|
glGetShaderInfoLog(Shader, LogLength, /*OutLength=*/ NULL, RawCompileLog.GetData());
|
|
CompileLog = ANSI_TO_TCHAR(RawCompileLog.GetData());
|
|
CompileLog.ParseIntoArray(LogLines, TEXT("\n"), true);
|
|
|
|
for (int32 Line = 0; Line < LogLines.Num(); ++Line)
|
|
{
|
|
ParseGlslError(ShaderOutput.Errors, LogLines[Line]);
|
|
}
|
|
|
|
if (ShaderOutput.Errors.Num() == 0)
|
|
{
|
|
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
|
|
NewError->StrippedErrorMessage = FString::Printf(
|
|
TEXT("GLSL source:\n%sGL compile log: %s\n"),
|
|
ANSI_TO_TCHAR(ShaderSource),
|
|
ANSI_TO_TCHAR(RawCompileLog.GetData())
|
|
);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
|
|
NewError->StrippedErrorMessage = TEXT("Shader compile failed without errors.");
|
|
}
|
|
|
|
ShaderOutput.bSucceeded = false;
|
|
}
|
|
}
|
|
glDeleteShader(Shader);
|
|
PlatformReleaseOpenGL(ContextPtr, PrevContextPtr);
|
|
}
|
|
}
|
|
|
|
/*------------------------------------------------------------------------------
|
|
External interface.
|
|
------------------------------------------------------------------------------*/
|
|
|
|
static FString CreateCrossCompilerBatchFile( const FString& ShaderFile, const FString& OutputFile, const FString& EntryPoint, EHlslShaderFrequency Frequency, GLSLVersion Version, uint32 CCFlags )
|
|
{
|
|
const TCHAR* VersionSwitch = TEXT("");
|
|
switch (Version)
|
|
{
|
|
case GLSL_150:
|
|
case GLSL_150_ES2:
|
|
case GLSL_150_ES3_1:
|
|
case GLSL_150_ES2_NOUB:
|
|
VersionSwitch = TEXT(" -gl3");
|
|
break;
|
|
|
|
case GLSL_150_MAC:
|
|
VersionSwitch = TEXT(" -gl3 -mac");
|
|
break;
|
|
|
|
case GLSL_ES3_1_ANDROID:
|
|
VersionSwitch = TEXT(" -es31");
|
|
break;
|
|
case GLSL_310_ES_EXT:
|
|
VersionSwitch = TEXT(" -es31ext");
|
|
break;
|
|
|
|
case GLSL_430:
|
|
VersionSwitch = TEXT(" -gl4");
|
|
break;
|
|
|
|
case GLSL_ES2:
|
|
case GLSL_ES2_WEBGL:
|
|
case GLSL_ES2_IOS:
|
|
VersionSwitch = TEXT(" -es2");
|
|
break;
|
|
|
|
default:
|
|
return TEXT("");
|
|
}
|
|
|
|
return CrossCompiler::CreateBatchFileContents(ShaderFile, OutputFile, Frequency, EntryPoint, VersionSwitch, CCFlags, TEXT(""));
|
|
}
|
|
|
|
|
|
|
|
void FOpenGLFrontend::SetupPerVersionCompilationEnvironment(GLSLVersion Version, FShaderCompilerDefinitions& AdditionalDefines, EHlslCompileTarget& HlslCompilerTarget)
|
|
{
|
|
switch (Version)
|
|
{
|
|
case GLSL_ES3_1_ANDROID:
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL_ES3_1"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("ES3_1_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelES3_1;
|
|
break;
|
|
|
|
case GLSL_310_ES_EXT:
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL_ES3_1_EXT"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("ESDEFERRED_PROFILE"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("GL4_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelES3_1Ext;
|
|
break;
|
|
|
|
case GLSL_430:
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("GL4_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelSM5;
|
|
break;
|
|
|
|
case GLSL_150:
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("GL3_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelSM4;
|
|
break;
|
|
|
|
case GLSL_150_MAC:
|
|
AdditionalDefines.SetDefine(TEXT("MAC"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("GL3_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelSM4;
|
|
break;
|
|
|
|
case GLSL_ES2_WEBGL:
|
|
AdditionalDefines.SetDefine(TEXT("WEBGL"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL_ES2"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("ES2_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelES2;
|
|
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
|
|
break;
|
|
|
|
case GLSL_ES2_IOS:
|
|
AdditionalDefines.SetDefine(TEXT("IOS"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL_ES2"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("ES2_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelES2;
|
|
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
|
|
AdditionalDefines.SetDefine(TEXT("noperspective"), TEXT(""));
|
|
|
|
break;
|
|
|
|
case GLSL_ES2:
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL_ES2"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("ES2_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelES2;
|
|
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
|
|
break;
|
|
|
|
case GLSL_150_ES2:
|
|
case GLSL_150_ES2_NOUB:
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("ES2_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelSM4;
|
|
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
|
|
break;
|
|
|
|
case GLSL_150_ES3_1:
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("ES3_1_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelSM4;
|
|
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
|
|
break;
|
|
|
|
default:
|
|
check(0);
|
|
}
|
|
}
|
|
|
|
uint32 FOpenGLFrontend::GetMaxSamplers(GLSLVersion Version)
|
|
{
|
|
switch (Version)
|
|
{
|
|
// Assume that GL4.3 targets support 32 samplers as we don't currently support separate sampler objects
|
|
case GLSL_430:
|
|
return 32;
|
|
|
|
// mimicing the old GetFeatureLevelMaxTextureSamplers for the rest
|
|
case GLSL_ES2:
|
|
case GLSL_ES2_WEBGL:
|
|
case GLSL_150_ES2:
|
|
case GLSL_150_ES2_NOUB:
|
|
return 8;
|
|
|
|
default:
|
|
return 16;
|
|
}
|
|
}
|
|
|
|
uint32 FOpenGLFrontend::CalculateCrossCompilerFlags(GLSLVersion Version, bool bCompileES2With310, bool bUseFullPrecisionInPS)
|
|
{
|
|
uint32 CCFlags = HLSLCC_NoPreprocess | HLSLCC_PackUniforms | HLSLCC_DX11ClipSpace;
|
|
if (IsES2Platform(Version) && !IsPCES2Platform(Version))
|
|
{
|
|
CCFlags |= HLSLCC_FlattenUniformBuffers | HLSLCC_FlattenUniformBufferStructures;
|
|
// Currently only enabled for ES2, as there are still features to implement for SM4+ (atomics, global store, UAVs, etc)
|
|
CCFlags |= HLSLCC_ApplyCommonSubexpressionElimination;
|
|
}
|
|
|
|
if (bUseFullPrecisionInPS)
|
|
{
|
|
CCFlags |= HLSLCC_UseFullPrecisionInPS;
|
|
}
|
|
|
|
if (bCompileES2With310)
|
|
{
|
|
CCFlags |= HLSLCC_FlattenUniformBuffers | HLSLCC_FlattenUniformBufferStructures;
|
|
}
|
|
|
|
if (Version == GLSL_150_ES2_NOUB)
|
|
{
|
|
CCFlags |= HLSLCC_FlattenUniformBuffers | HLSLCC_FlattenUniformBufferStructures;
|
|
}
|
|
|
|
if (SupportsSeparateShaderObjects(Version))
|
|
{
|
|
CCFlags |= HLSLCC_SeparateShaderObjects;
|
|
}
|
|
|
|
return CCFlags;
|
|
}
|
|
|
|
FGlslCodeBackend* FOpenGLFrontend::CreateBackend(GLSLVersion Version, uint32 CCFlags, EHlslCompileTarget HlslCompilerTarget)
|
|
{
|
|
return new FGlslCodeBackend(CCFlags, HlslCompilerTarget);
|
|
}
|
|
|
|
FGlslLanguageSpec* FOpenGLFrontend::CreateLanguageSpec(GLSLVersion Version)
|
|
{
|
|
return new FGlslLanguageSpec(IsES2Platform(Version) && !IsPCES2Platform(Version));
|
|
}
|
|
|
|
/**
|
|
* Compile a shader for OpenGL on Windows.
|
|
* @param Input - The input shader code and environment.
|
|
* @param Output - Contains shader compilation results upon return.
|
|
*/
|
|
void FOpenGLFrontend::CompileShader(const FShaderCompilerInput& Input,FShaderCompilerOutput& Output,const FString& WorkingDirectory, GLSLVersion Version)
|
|
{
|
|
FString PreprocessedShader;
|
|
FShaderCompilerDefinitions AdditionalDefines;
|
|
EHlslCompileTarget HlslCompilerTarget = HCT_InvalidTarget;
|
|
ECompilerFlags PlatformFlowControl = CFLAG_AvoidFlowControl;
|
|
|
|
const bool bCompileES2With310 = (Version == GLSL_ES2 && Input.Environment.CompilerFlags.Contains(CFLAG_FeatureLevelES31));
|
|
if (bCompileES2With310)
|
|
{
|
|
Version = GLSL_310_ES_EXT;
|
|
}
|
|
|
|
// set up compiler env based on version
|
|
SetupPerVersionCompilationEnvironment(Version, AdditionalDefines, HlslCompilerTarget);
|
|
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_HLSLCC"), 1);
|
|
|
|
const bool bDumpDebugInfo = (Input.DumpDebugInfoPath != TEXT("") && IFileManager::Get().DirectoryExists(*Input.DumpDebugInfoPath));
|
|
|
|
if(Input.Environment.CompilerFlags.Contains(CFLAG_AvoidFlowControl) || PlatformFlowControl == CFLAG_AvoidFlowControl)
|
|
{
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_SUPPORTS_ATTRIBUTES"), (uint32)1);
|
|
}
|
|
else
|
|
{
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_SUPPORTS_ATTRIBUTES"), (uint32)0);
|
|
}
|
|
|
|
const bool bUseFullPrecisionInPS = Input.Environment.CompilerFlags.Contains(CFLAG_UseFullPrecisionInPS);
|
|
if (bUseFullPrecisionInPS)
|
|
{
|
|
AdditionalDefines.SetDefine(TEXT("FORCE_FLOATS"), (uint32)1);
|
|
}
|
|
|
|
auto DoPreprocess = [&]() -> bool
|
|
{
|
|
if (Input.bSkipPreprocessedCache)
|
|
{
|
|
return FFileHelper::LoadFileToString(PreprocessedShader, *Input.SourceFilename);
|
|
}
|
|
else
|
|
{
|
|
return PreprocessShader(PreprocessedShader, Output, Input, AdditionalDefines);
|
|
}
|
|
};
|
|
|
|
if (DoPreprocess())
|
|
{
|
|
char* GlslShaderSource = NULL;
|
|
char* ErrorLog = NULL;
|
|
|
|
const bool bIsSM5 = IsSM5(Version);
|
|
|
|
const EHlslShaderFrequency FrequencyTable[] =
|
|
{
|
|
HSF_VertexShader,
|
|
bIsSM5 ? HSF_HullShader : HSF_InvalidFrequency,
|
|
bIsSM5 ? HSF_DomainShader : HSF_InvalidFrequency,
|
|
HSF_PixelShader,
|
|
IsES2Platform(Version) ? HSF_InvalidFrequency : HSF_GeometryShader,
|
|
bIsSM5 ? HSF_ComputeShader : HSF_InvalidFrequency
|
|
};
|
|
|
|
const EHlslShaderFrequency Frequency = FrequencyTable[Input.Target.Frequency];
|
|
if (Frequency == HSF_InvalidFrequency)
|
|
{
|
|
Output.bSucceeded = false;
|
|
FShaderCompilerError* NewError = new(Output.Errors) FShaderCompilerError();
|
|
NewError->StrippedErrorMessage = FString::Printf(
|
|
TEXT("%s shaders not supported for use in OpenGL."),
|
|
CrossCompiler::GetFrequencyName((EShaderFrequency)Input.Target.Frequency)
|
|
);
|
|
return;
|
|
}
|
|
|
|
// This requires removing the HLSLCC_NoPreprocess flag later on!
|
|
if (!RemoveUniformBuffersFromSource(PreprocessedShader))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Write out the preprocessed file and a batch file to compile it if requested (DumpDebugInfoPath is valid)
|
|
if (bDumpDebugInfo)
|
|
{
|
|
FArchive* FileWriter = IFileManager::Get().CreateFileWriter(*(Input.DumpDebugInfoPath / Input.SourceFilename + TEXT(".usf")));
|
|
if (FileWriter)
|
|
{
|
|
auto AnsiSourceFile = StringCast<ANSICHAR>(*PreprocessedShader);
|
|
FileWriter->Serialize((ANSICHAR*)AnsiSourceFile.Get(), AnsiSourceFile.Length());
|
|
FileWriter->Close();
|
|
delete FileWriter;
|
|
}
|
|
|
|
if (Input.bGenerateDirectCompileFile)
|
|
{
|
|
FFileHelper::SaveStringToFile(CreateShaderCompilerWorkerDirectCommandLine(Input), *(Input.DumpDebugInfoPath / TEXT("DirectCompile.txt")));
|
|
}
|
|
}
|
|
|
|
uint32 CCFlags = CalculateCrossCompilerFlags(Version, bCompileES2With310, bUseFullPrecisionInPS);
|
|
|
|
if (bDumpDebugInfo)
|
|
{
|
|
const FString GLSLFile = (Input.DumpDebugInfoPath / TEXT("Output.glsl"));
|
|
const FString USFFile = (Input.DumpDebugInfoPath / Input.SourceFilename) + TEXT(".usf");
|
|
const FString CCBatchFileContents = CreateCrossCompilerBatchFile(USFFile, GLSLFile, *Input.EntryPointName, Frequency, Version, CCFlags);
|
|
if (!CCBatchFileContents.IsEmpty())
|
|
{
|
|
const TCHAR * ScriptName = PLATFORM_WINDOWS ? TEXT("CrossCompile.bat") : TEXT("CrossCompile.sh");
|
|
FFileHelper::SaveStringToFile(CCBatchFileContents, *(Input.DumpDebugInfoPath / ScriptName));
|
|
}
|
|
}
|
|
|
|
// Required as we added the RemoveUniformBuffersFromSource() function (the cross-compiler won't be able to interpret comments w/o a preprocessor)
|
|
CCFlags &= ~HLSLCC_NoPreprocess;
|
|
|
|
FGlslCodeBackend* BackEnd = CreateBackend(Version, CCFlags, HlslCompilerTarget);
|
|
FGlslLanguageSpec* LanguageSpec = CreateLanguageSpec(Version);
|
|
|
|
int32 Result = 0;
|
|
FHlslCrossCompilerContext CrossCompilerContext(CCFlags, Frequency, HlslCompilerTarget);
|
|
if (CrossCompilerContext.Init(TCHAR_TO_ANSI(*Input.SourceFilename), LanguageSpec))
|
|
{
|
|
Result = CrossCompilerContext.Run(
|
|
TCHAR_TO_ANSI(*PreprocessedShader),
|
|
TCHAR_TO_ANSI(*Input.EntryPointName),
|
|
BackEnd,
|
|
&GlslShaderSource,
|
|
&ErrorLog
|
|
) ? 1 : 0;
|
|
}
|
|
|
|
delete BackEnd;
|
|
delete LanguageSpec;
|
|
|
|
if (Result != 0)
|
|
{
|
|
int32 GlslSourceLen = GlslShaderSource ? FCStringAnsi::Strlen(GlslShaderSource) : 0;
|
|
if (bDumpDebugInfo)
|
|
{
|
|
const FString GLSLFile = (Input.DumpDebugInfoPath / TEXT("Output.glsl"));
|
|
const FString GLBatchFileContents = CreateCommandLineGLSLES2(GLSLFile, (Input.DumpDebugInfoPath / TEXT("Output.asm")), Version, Frequency, false);
|
|
if (!GLBatchFileContents.IsEmpty())
|
|
{
|
|
FFileHelper::SaveStringToFile(GLBatchFileContents, *(Input.DumpDebugInfoPath / TEXT("GLSLCompile.bat")));
|
|
}
|
|
|
|
const FString NDABatchFileContents = CreateCommandLineGLSLES2(GLSLFile, (Input.DumpDebugInfoPath / TEXT("Output.asm")), Version, Frequency, true);
|
|
if (!NDABatchFileContents.IsEmpty())
|
|
{
|
|
FFileHelper::SaveStringToFile(NDABatchFileContents, *(Input.DumpDebugInfoPath / TEXT("NDAGLSLCompile.bat")));
|
|
}
|
|
|
|
if (GlslSourceLen > 0)
|
|
{
|
|
uint32 Len = FCStringAnsi::Strlen(TCHAR_TO_ANSI(*Input.SourceFilename)) + FCStringAnsi::Strlen(TCHAR_TO_ANSI(*Input.EntryPointName)) + FCStringAnsi::Strlen(GlslShaderSource) + 20;
|
|
char* Dest = (char*)malloc(Len);
|
|
FCStringAnsi::Snprintf(Dest, Len, "// ! %s.usf:%s\n%s", (const char*)TCHAR_TO_ANSI(*Input.SourceFilename), (const char*)TCHAR_TO_ANSI(*Input.EntryPointName), (const char*)GlslShaderSource);
|
|
free(GlslShaderSource);
|
|
GlslShaderSource = Dest;
|
|
GlslSourceLen = FCStringAnsi::Strlen(GlslShaderSource);
|
|
|
|
FArchive* FileWriter = IFileManager::Get().CreateFileWriter(*(Input.DumpDebugInfoPath / Input.SourceFilename + TEXT(".glsl")));
|
|
if (FileWriter)
|
|
{
|
|
FileWriter->Serialize(GlslShaderSource,GlslSourceLen+1);
|
|
FileWriter->Close();
|
|
delete FileWriter;
|
|
}
|
|
}
|
|
}
|
|
|
|
#if VALIDATE_GLSL_WITH_DRIVER
|
|
PrecompileShader(Output, Input, GlslShaderSource, Version, Frequency);
|
|
#else // VALIDATE_GLSL_WITH_DRIVER
|
|
int32 SourceLen = FCStringAnsi::Strlen(GlslShaderSource);
|
|
Output.Target = Input.Target;
|
|
BuildShaderOutput(Output, Input, GlslShaderSource, SourceLen, Version);
|
|
#endif // VALIDATE_GLSL_WITH_DRIVER
|
|
}
|
|
else
|
|
{
|
|
if (bDumpDebugInfo)
|
|
{
|
|
// Generate the batch file to help track down cross-compiler issues if necessary
|
|
const FString GLSLFile = (Input.DumpDebugInfoPath / TEXT("Output.glsl"));
|
|
const FString GLBatchFileContents = CreateCommandLineGLSLES2(GLSLFile, (Input.DumpDebugInfoPath / TEXT("Output.asm")), Version, Frequency, false);
|
|
if (!GLBatchFileContents.IsEmpty())
|
|
{
|
|
FFileHelper::SaveStringToFile(GLBatchFileContents, *(Input.DumpDebugInfoPath / TEXT("GLSLCompile.bat")));
|
|
}
|
|
}
|
|
|
|
FString Tmp = ANSI_TO_TCHAR(ErrorLog);
|
|
TArray<FString> ErrorLines;
|
|
Tmp.ParseIntoArray(ErrorLines, TEXT("\n"), true);
|
|
for (int32 LineIndex = 0; LineIndex < ErrorLines.Num(); ++LineIndex)
|
|
{
|
|
const FString& Line = ErrorLines[LineIndex];
|
|
CrossCompiler::ParseHlslccError(Output.Errors, Line);
|
|
}
|
|
}
|
|
|
|
if (GlslShaderSource)
|
|
{
|
|
free(GlslShaderSource);
|
|
}
|
|
if (ErrorLog)
|
|
{
|
|
free(ErrorLog);
|
|
}
|
|
}
|
|
}
|