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