Files
UnrealEngineUWP/Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderCompilerCommon.h
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

490 lines
16 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "ShaderCore.h"
#include "ShaderCompilerCore.h"
#include "CrossCompilerDefinitions.h"
#include "ShaderConductorContext.h"
#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_1
#include "ShaderParameterParser.h"
#endif
class FShaderParameterParser;
namespace UE::ShaderCompilerCommon
{
static constexpr const TCHAR* kUniformBufferConstantBufferPrefix = TEXT("UniformBufferConstants_");
static constexpr const TCHAR* kBindlessResourcePrefix = TEXT("BindlessResource_");
static constexpr const TCHAR* kBindlessSamplerPrefix = TEXT("BindlessSampler_");
}
/**
* This function looks for resources specified in ResourceTableMap in the
* parameter map, adds them to the resource table, and removes them from the
* parameter map. If a resource is used from a currently unmapped uniform
* buffer we allocate a slot for it from UsedUniformBufferSlots.
* Returns false if there's any internal error.
*/
extern SHADERCOMPILERCOMMON_API bool BuildResourceTableMapping(
const TMap<FString,FResourceTableEntry>& ResourceTableMap,
const TMap<FString,FUniformBufferEntry>& UniformBufferMap,
TBitArray<>& UsedUniformBufferSlots,
FShaderParameterMap& ParameterMap,
FShaderCompilerResourceTable& OutSRT
);
/** Culls global uniform buffer entries from the parameter map. */
extern SHADERCOMPILERCOMMON_API void CullGlobalUniformBuffers(const TMap<FString, FUniformBufferEntry>& UniformBufferMap, FShaderParameterMap& ParameterMap);
/**
* Builds a token stream out of the resource map. The resource map is one
* of the arrays generated by BuildResourceTableMapping. The token stream
* is used at runtime to gather resources from tables and bind them to the
* appropriate slots.
*/
extern SHADERCOMPILERCOMMON_API void BuildResourceTableTokenStream(
const TArray<uint32>& InResourceMap,
int32 MaxBoundResourceTable,
TArray<uint32>& OutTokenStream,
bool bGenerateEmptyTokenStreamIfNoResources = false
);
// Finds the number of used uniform buffers in a resource map
extern SHADERCOMPILERCOMMON_API int16 GetNumUniformBuffersUsed(const FShaderCompilerResourceTable& InSRT);
namespace UE::ShaderCompilerCommon
{
extern SHADERCOMPILERCOMMON_API EShaderParameterType ParseParameterType(FStringView InType, TArrayView<const TCHAR*> InExtraSRVTypes, TArrayView<const TCHAR*> InExtraUAVTypes);
extern SHADERCOMPILERCOMMON_API FStringView RemoveConstantBufferPrefix(FStringView InName);
extern SHADERCOMPILERCOMMON_API FString RemoveConstantBufferPrefix(const FString& InName);
extern SHADERCOMPILERCOMMON_API EShaderParameterType ParseAndRemoveBindlessParameterPrefix(FStringView& InName);
extern SHADERCOMPILERCOMMON_API EShaderParameterType ParseAndRemoveBindlessParameterPrefix(FString& InName);
extern SHADERCOMPILERCOMMON_API bool RemoveBindlessParameterPrefix(FString& InName);
}
extern SHADERCOMPILERCOMMON_API void HandleReflectedGlobalConstantBufferMember(
const FString& MemberName,
uint32 ConstantBufferIndex,
int32 ReflectionOffset,
int32 ReflectionSize,
FShaderCompilerOutput& CompilerOutput
);
extern SHADERCOMPILERCOMMON_API void HandleReflectedRootConstantBufferMember(
const FShaderCompilerInput& Input,
const FShaderParameterParser& ShaderParameterParser,
const FString& MemberName,
int32 ReflectionOffset,
int32 ReflectionSize,
FShaderCompilerOutput& CompilerOutput
);
extern SHADERCOMPILERCOMMON_API void HandleReflectedRootConstantBuffer(
int32 ConstantBufferSize,
FShaderCompilerOutput& CompilerOutput
);
extern SHADERCOMPILERCOMMON_API void HandleReflectedUniformBuffer(
const FString& UniformBufferName,
int32 ReflectionSlot,
int32 BaseIndex,
int32 BufferSize,
FShaderCompilerOutput& CompilerOutput
);
inline void HandleReflectedUniformBuffer(const FString& UniformBufferName, int32 ReflectionSlot, int32 BufferSize, FShaderCompilerOutput& CompilerOutput)
{
HandleReflectedUniformBuffer(UniformBufferName, ReflectionSlot, 0, BufferSize, CompilerOutput);
}
inline void HandleReflectedUniformBuffer(const FString& UniformBufferName, int32 ReflectionSlot, FShaderCompilerOutput& CompilerOutput)
{
HandleReflectedUniformBuffer(UniformBufferName, ReflectionSlot, 0, CompilerOutput);
}
extern SHADERCOMPILERCOMMON_API void HandleReflectedShaderResource(
const FString& ResourceName,
int32 BindOffset,
int32 ReflectionSlot,
int32 BindCount,
FShaderCompilerOutput& CompilerOutput
);
inline void HandleReflectedShaderResource(const FString& ResourceName, int32 ReflectionSlot, int32 BindCount, FShaderCompilerOutput& CompilerOutput)
{
HandleReflectedShaderResource(ResourceName, 0, ReflectionSlot, BindCount, CompilerOutput);
}
inline void HandleReflectedShaderResource(const FString& ResourceName, int32 ReflectionSlot, FShaderCompilerOutput& CompilerOutput)
{
HandleReflectedShaderResource(ResourceName, ReflectionSlot, 1, CompilerOutput);
}
extern SHADERCOMPILERCOMMON_API void HandleReflectedShaderUAV(
const FString& UAVName,
int32 BindOffset,
int32 ReflectionSlot,
int32 BindCount,
FShaderCompilerOutput& CompilerOutput
);
inline void HandleReflectedShaderUAV(const FString& UAVName, int32 ReflectionSlot, int32 BindCount, FShaderCompilerOutput& CompilerOutput)
{
HandleReflectedShaderUAV(UAVName, 0, ReflectionSlot, BindCount, CompilerOutput);
}
inline void HandleReflectedShaderUAV(const FString& UAVName, int32 ReflectionSlot, FShaderCompilerOutput& CompilerOutput)
{
HandleReflectedShaderUAV(UAVName, ReflectionSlot, 1, CompilerOutput);
}
extern SHADERCOMPILERCOMMON_API void HandleReflectedShaderSampler(
const FString& SamplerName,
int32 BindOffset,
int32 ReflectionSlot,
int32 BindCount,
FShaderCompilerOutput& CompilerOutput
);
inline void HandleReflectedShaderSampler(const FString& SamplerName, int32 ReflectionSlot, int32 BindCount, FShaderCompilerOutput& CompilerOutput)
{
HandleReflectedShaderSampler(SamplerName, 0, ReflectionSlot, BindCount, CompilerOutput);
}
inline void HandleReflectedShaderSampler(const FString& SamplerName, int32 ReflectionSlot, FShaderCompilerOutput& CompilerOutput)
{
HandleReflectedShaderSampler(SamplerName, ReflectionSlot, 1, CompilerOutput);
}
/** Adds a note to CompilerOutput.Error about where the shader parameter structure is on C++ side. */
extern SHADERCOMPILERCOMMON_API void AddNoteToDisplayShaderParameterStructureOnCppSide(
const FShaderParametersMetadata* ParametersStructure,
FShaderCompilerOutput& CompilerOutput);
/** Adds an error to CompilerOutput.Error about a shader parameters that could not be bound. */
extern SHADERCOMPILERCOMMON_API void AddUnboundShaderParameterError(
const FShaderCompilerInput& CompilerInput,
const FShaderParameterParser& ShaderParameterParser,
const FString& ParameterBindingName,
FShaderCompilerOutput& CompilerOutput);
// The cross compiler doesn't yet support struct initializers needed to construct static structs for uniform buffers
// Replace all uniform buffer struct member references (View.WorldToClip) with a flattened name that removes the struct dependency (View_WorldToClip)
extern SHADERCOMPILERCOMMON_API void RemoveUniformBuffersFromSource(const FShaderCompilerEnvironment& Environment, FString& PreprocessedShaderSource);
// Processes TEXT macros
extern SHADERCOMPILERCOMMON_API void TransformStringIntoCharacterArray(FString& PreprocessedShaderSource);
extern SHADERCOMPILERCOMMON_API bool RemoveUnusedOutputs(FString& InOutSourceCode, const TArray<FString>& InUsedOutputs, const TArray<FString>& InExceptions, FString& InOutEntryPoint, TArray<FString>& OutErrors);
extern SHADERCOMPILERCOMMON_API bool RemoveUnusedInputs(FString& InOutSourceCode, const TArray<FString>& InUsedInputs, FString& InOutEntryPoint, TArray<FString>& OutErrors);
extern SHADERCOMPILERCOMMON_API bool ConvertFromFP32ToFP16(FString& InOutSourceCode, TArray<FString>& OutErrors);
extern SHADERCOMPILERCOMMON_API FString CreateShaderCompilerWorkerDirectCommandLine(const FShaderCompilerInput& Input, uint32 CCFlags = 0);
enum class EShaderConductorTarget
{
Dxil,
Spirv,
};
extern SHADERCOMPILERCOMMON_API void WriteShaderConductorCommandLine(const FShaderCompilerInput& Input, const FString& SourceFilename, EShaderConductorTarget Target);
// Gets the string that DumpDebugUSF writes out
extern SHADERCOMPILERCOMMON_API FString GetDumpDebugUSFContents(const FShaderCompilerInput& Input, const FString& Source, uint32 HlslCCFlags);
// Utility functions shared amongst all backends to write out a dumped USF
extern SHADERCOMPILERCOMMON_API void DumpDebugUSF(const FShaderCompilerInput& Input, const ANSICHAR* Source, uint32 HlslCCFlags = 0, const TCHAR* OverrideBaseFilename = nullptr);
extern SHADERCOMPILERCOMMON_API void DumpDebugUSF(const FShaderCompilerInput& Input, const FString& Source, uint32 HlslCCFlags = 0, const TCHAR* OverrideBaseFilename = nullptr);
extern SHADERCOMPILERCOMMON_API void DumpDebugShaderText(const FShaderCompilerInput& Input, const FString& InSource, const FString& FileExtension);
extern SHADERCOMPILERCOMMON_API void DumpDebugShaderText(const FShaderCompilerInput& Input, ANSICHAR* InSource, int32 InSourceLength, const FString& FileExtension);
extern SHADERCOMPILERCOMMON_API void DumpDebugShaderText(const FShaderCompilerInput& Input, ANSICHAR* InSource, int32 InSourceLength, const FString& FileName, const FString& FileExtension);
extern SHADERCOMPILERCOMMON_API void DumpDebugShaderBinary(const FShaderCompilerInput& Input, void* InData, int32 InDataByteSize, const FString& FileExtension);
extern SHADERCOMPILERCOMMON_API void DumpDebugShaderBinary(const FShaderCompilerInput& Input, void* InData, int32 InDataByteSize, const FString& FileName, const FString& FileExtension);
extern SHADERCOMPILERCOMMON_API void DumpDebugShaderDisassembledSpirv(const FShaderCompilerInput& Input, void* InData, int32 InDataByteSize, const FString& FileExtension);
extern SHADERCOMPILERCOMMON_API void DumpDebugShaderDisassembledDxil(const FShaderCompilerInput& Input, void* InData, int32 InDataByteSize, const FString& FileExtension);
UE_DEPRECATED(4.26, "SourceLength is no longer needed.")
inline void DumpDebugUSF(const FShaderCompilerInput& Input, const ANSICHAR* Source, int32 SourceLength, uint32 HlslCCFlags = 0, const TCHAR* OverrideBaseFilename = nullptr)
{
DumpDebugUSF(Input, Source, HlslCCFlags, OverrideBaseFilename);
}
// calls 'Mali Offline Compiler' to compile the glsl source code and extract the generated instruction count
extern SHADERCOMPILERCOMMON_API void CompileOfflineMali(const FShaderCompilerInput &Input, FShaderCompilerOutput& ShaderOutput, const ANSICHAR* ShaderSource, const int32 SourceSize, bool bVulkanSpirV, const ANSICHAR* VulkanSpirVEntryPoint = nullptr);
// Cross compiler support/common functionality
namespace CrossCompiler
{
extern SHADERCOMPILERCOMMON_API FString CreateResourceTableFromEnvironment(const FShaderCompilerEnvironment& Environment);
extern SHADERCOMPILERCOMMON_API void CreateEnvironmentFromResourceTable(const FString& String, FShaderCompilerEnvironment& OutEnvironment);
extern SHADERCOMPILERCOMMON_API void ParseHlslccError(TArray<FShaderCompilerError>& OutErrors, const FString& InLine, bool bUseAbsolutePaths = false);
struct SHADERCOMPILERCOMMON_API FHlslccHeader
{
FHlslccHeader();
virtual ~FHlslccHeader() { }
bool Read(const ANSICHAR*& ShaderSource, int32 SourceLen);
// After the standard header, different backends can output their own info
virtual bool ParseCustomHeaderEntries(const ANSICHAR*& ShaderSource)
{
return true;
}
struct FInOut
{
FString Type;
int32 Index;
int32 ArrayCount;
FString Name;
};
struct FAttribute
{
int32 Index;
FString Name;
};
struct FPackedGlobal
{
ANSICHAR PackedType;
FString Name;
int32 Offset;
int32 Count;
};
//struct FUniform
//{
//};
struct FPackedUB
{
FAttribute Attribute;
struct FMember
{
FString Name;
int32 Offset;
int32 Count;
};
TArray<FMember> Members;
};
struct FPackedUBCopy
{
int32 SourceUB;
int32 SourceOffset;
int32 DestUB;
ANSICHAR DestPackedType;
int32 DestOffset;
int32 Count;
};
struct FSampler
{
FString Name;
int32 Offset;
int32 Count;
TArray<FString> SamplerStates;
};
struct FUAV
{
FString Name;
int32 Offset;
int32 Count;
};
struct FAccelerationStructure
{
FString Name;
int32 Offset = 0;
};
FString Name;
TArray<FInOut> Inputs;
TArray<FInOut> Outputs;
TArray<FAttribute> UniformBlocks;
//TArray<FUniform> Uniforms;
TArray<FPackedGlobal> PackedGlobals;
TArray<FPackedUB> PackedUBs;
TArray<FPackedUBCopy> PackedUBCopies;
TArray<FPackedUBCopy> PackedUBGlobalCopies;
TArray<FSampler> Samplers;
TArray<FUAV> UAVs;
TArray<FAttribute> SamplerStates;
TArray<FAccelerationStructure> AccelerationStructures;
uint32 NumThreads[3];
static bool ReadInOut(const ANSICHAR*& ShaderSource, TArray<FInOut>& OutAttributes);
static bool ReadCopies(const ANSICHAR*& ShaderSource, bool bGlobals, TArray<FPackedUBCopy>& OutCopies);
};
extern SHADERCOMPILERCOMMON_API const TCHAR* GetFrequencyName(EShaderFrequency Frequency);
inline bool ParseIdentifier(const ANSICHAR*& Str, FString& OutStr)
{
OutStr = TEXT("");
FString Result;
while ((*Str >= 'A' && *Str <= 'Z')
|| (*Str >= 'a' && *Str <= 'z')
|| (*Str >= '0' && *Str <= '9')
|| *Str == '_')
{
OutStr += (TCHAR)*Str;
++Str;
}
return OutStr.Len() > 0;
}
inline bool ParseIdentifier(const TCHAR*& Str, FString& OutStr)
{
OutStr = TEXT("");
FString Result;
while ((*Str >= 'A' && *Str <= 'Z')
|| (*Str >= 'a' && *Str <= 'z')
|| (*Str >= '0' && *Str <= '9')
|| *Str == '_')
{
OutStr += (TCHAR)*Str;
++Str;
}
return OutStr.Len() > 0;
}
inline bool ParseString(const ANSICHAR*& Str, FString& OutStr)
{
OutStr = TEXT("");
FString Result;
while (*Str != ' ' && *Str != '\n')
{
OutStr += (TCHAR)*Str;
++Str;
}
return OutStr.Len() > 0;
}
inline bool ParseString(const TCHAR*& Str, FString& OutStr)
{
OutStr = TEXT("");
FString Result;
while (*Str != ' ' && *Str != '\n')
{
OutStr += (TCHAR)*Str;
++Str;
}
return OutStr.Len() > 0;
}
FORCEINLINE bool Match(const ANSICHAR*& Str, ANSICHAR Char)
{
if (*Str == Char)
{
++Str;
return true;
}
return false;
}
FORCEINLINE bool Match(const TCHAR*& Str, ANSICHAR Char)
{
if (*Str == Char)
{
++Str;
return true;
}
return false;
}
FORCEINLINE bool Match(const ANSICHAR*& Str, const ANSICHAR* Sub)
{
int32 SubLen = FCStringAnsi::Strlen(Sub);
if (FCStringAnsi::Strncmp(Str, Sub, SubLen) == 0)
{
Str += SubLen;
return true;
}
return false;
}
FORCEINLINE bool Match(const TCHAR*& Str, const TCHAR* Sub)
{
int32 SubLen = FCString::Strlen(Sub);
if (FCString::Strncmp(Str, Sub, SubLen) == 0)
{
Str += SubLen;
return true;
}
return false;
}
template <typename T>
inline bool ParseIntegerNumber(const ANSICHAR*& Str, T& OutNum)
{
auto* OriginalStr = Str;
OutNum = 0;
while (*Str >= '0' && *Str <= '9')
{
OutNum = OutNum * 10 + *Str++ - '0';
}
return Str != OriginalStr;
}
template <typename T>
inline bool ParseIntegerNumber(const TCHAR*& Str, T& OutNum)
{
auto* OriginalStr = Str;
OutNum = 0;
while (*Str >= '0' && *Str <= '9')
{
OutNum = OutNum * 10 + *Str++ - '0';
}
return Str != OriginalStr;
}
inline bool ParseSignedNumber(const ANSICHAR*& Str, int32& OutNum)
{
int32 Sign = Match(Str, '-') ? -1 : 1;
uint32 Num = 0;
if (ParseIntegerNumber(Str, Num))
{
OutNum = Sign * (int32)Num;
return true;
}
return false;
}
inline bool ParseSignedNumber(const TCHAR*& Str, int32& OutNum)
{
int32 Sign = Match(Str, '-') ? -1 : 1;
uint32 Num = 0;
if (ParseIntegerNumber(Str, Num))
{
OutNum = Sign * (int32)Num;
return true;
}
return false;
}
}