Files
UnrealEngineUWP/Engine/Source/Developer/ShaderPreprocessor/Private/ShaderPreprocessor.cpp
dan elksnitis 9a5a1b6f74 [shaders] minor include cleanup
#rb Jason.Hoerner
#rb Laura.Hermanns

[CL 26817718 by dan elksnitis in ue5-main branch]
2023-08-03 13:40:32 -04:00

447 lines
16 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ShaderPreprocessor.h"
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"
#include "Misc/ScopeLock.h"
#include "Modules/ModuleManager.h"
#include "PreprocessorPrivate.h"
#include "ShaderCompilerDefinitions.h"
#include "stb_preprocess/preprocessor.h"
#include "stb_preprocess/stb_alloc.h"
#include "stb_preprocess/stb_ds.h"
namespace
{
const FString PlatformHeader = TEXT("/Engine/Public/Platform.ush");
const FString PlatformHeaderLowerCase = PlatformHeader.ToLower();
void LogMandatoryHeaderError(const FShaderCompilerInput& Input, FShaderPreprocessOutput& Output)
{
FString Path = Input.VirtualSourceFilePath;
FString Message = FString::Printf(TEXT("Error: Shader is required to include %s"), *PlatformHeader);
Output.LogError(MoveTemp(Path), MoveTemp(Message), 1);
}
}
PRAGMA_DISABLE_DEPRECATION_WARNINGS // FShaderCompilerDefinitions will be made internal in the future, marked deprecated until then
static void AddStbDefine(stb_arena* MacroArena, macro_definition**& StbDefines, const TCHAR* Name, const TCHAR* Value);
static void AddStbDefines(stb_arena* MacroArena, macro_definition**& StbDefines, const FShaderCompilerDefinitions& Defines);
class FShaderPreprocessorUtilities
{
public:
static void DumpShaderDefinesAsCommentedCode(const FShaderCompilerEnvironment& Environment, FString* OutDefines)
{
TArray<FString> DefinesLines;
DefinesLines.Reserve(Environment.Definitions->Num());
for (FShaderCompilerDefinitions::FConstIterator DefineIt(*Environment.Definitions); DefineIt; ++DefineIt)
{
DefinesLines.Add(FString::Printf(TEXT("// #define %s %s\n"), DefineIt.Key(), DefineIt.Value()));
}
DefinesLines.Sort();
FString Defines;
for (const FString& DefineLine : DefinesLines)
{
Defines += DefineLine;
}
*OutDefines += MakeInjectedShaderCodeBlock(TEXT("DumpShaderDefinesAsCommentedCode"), Defines);
}
static void PopulateDefines(const FShaderCompilerEnvironment& Environment, const FShaderCompilerDefinitions& AdditionalDefines, stb_arena* MacroArena, macro_definition**& OutDefines)
{
AddStbDefines(MacroArena, OutDefines, *Environment.Definitions);
AddStbDefines(MacroArena, OutDefines, AdditionalDefines);
}
};
PRAGMA_ENABLE_DEPRECATION_WARNINGS
//////////////////////////////////////////////////////////////////////////
extern "C"
{
// adapter functions for STB memory allocation
void* StbMalloc(size_t Size)
{
void* Alloc = FMemory::Malloc(Size);
return Alloc;
}
void* StbRealloc(void* Pointer, size_t Size)
{
void* Alloc = FMemory::Realloc(Pointer, Size);
return Alloc;
}
void StbFree(void* Pointer)
{
return FMemory::Free(Pointer);
}
ANSICHAR* StbStrDup(const ANSICHAR* InString)
{
if (InString)
{
int32 Len = FCStringAnsi::Strlen(InString) + 1;
ANSICHAR* Result = reinterpret_cast<ANSICHAR*>(StbMalloc(Len));
return FCStringAnsi::Strncpy(Result, InString, Len);
}
return nullptr;
}
}
struct FStbPreprocessContext
{
const FShaderCompilerInput& ShaderInput;
const FShaderCompilerEnvironment& Environment;
TMap<FString, TArray<ANSICHAR>> LoadedIncludesCache;
TMap<FString, TUniquePtr<ANSICHAR[]>> SeenPathsLowerCase;
bool HasIncludedMandatoryHeaders()
{
return SeenPathsLowerCase.Contains(PlatformHeaderLowerCase);
}
};
inline bool IsEndOfLine(TCHAR C)
{
return C == TEXT('\r') || C == TEXT('\n');
}
inline bool CommentStripNeedsHandling(TCHAR C)
{
return IsEndOfLine(C) || C == TEXT('/') || C == 0;
}
inline int NewlineCharCount(TCHAR First, TCHAR Second)
{
return ((First + Second) == TEXT('\r') + TEXT('\n')) ? 2 : 1;
}
// Given an FString containing the contents of a shader source file, populates the given array with contents of
// that source file with all comments stripped. This is needed since the STB preprocessor itself does not strip
// comments.
void ConvertAndStripComments(const FString& ShaderSource, TArray<ANSICHAR>& OutStripped)
{
// STB preprocessor does not strip comments, so we do so here before returning the loaded source
// Doing so is barely more costly than the memcopy we require anyways so has negligible overhead.
// Reserve worst case (i.e. assuming there are no comments at all) to avoid reallocation
int32 BufferSize = ShaderSource.Len() + 1; // +1 to append null terminator
OutStripped.SetNumUninitialized(BufferSize);
ANSICHAR* CurrentOut = OutStripped.GetData();
const TCHAR* const End = ShaderSource.GetCharArray().GetData() + ShaderSource.Len();
// We rely on null termination to avoid the need to check Current < End in some cases
check(*End == TEXT('\0'));
for (const TCHAR* Current = ShaderSource.GetCharArray().GetData(); Current < End;)
{
// sanity check that we're not overrunning the buffer
check(CurrentOut < (OutStripped.GetData() + BufferSize));
// CommentStripNeedsHandling returns true when *Current == '\0';
while (!CommentStripNeedsHandling(*Current))
{
// straight cast to ansichar; since this is a character in hlsl source that's not in a comment
// we assume that it must be valid to do so. if this assumption is not valid the shader source was
// broken/corrupt anyways.
*CurrentOut++ = (ANSICHAR)(*Current++);
}
if (IsEndOfLine(*Current))
{
*CurrentOut++ = '\n';
Current += NewlineCharCount(Current[0], Current[1]);
}
else if (Current[0] == '/')
{
if (Current[1] == '/')
{
while (!IsEndOfLine(*Current) && Current < End)
{
++Current;
}
}
else if (Current[1] == '*')
{
Current += 2;
while (Current < End)
{
if (Current[0] == '*' && Current[1] == '/')
{
Current += 2;
break;
}
else if (IsEndOfLine(*Current))
{
*CurrentOut++ = '\n';
Current += NewlineCharCount(Current[0], Current[1]);
}
else
{
++Current;
}
}
}
else
{
*CurrentOut++ = (ANSICHAR)(*Current++);
}
}
}
// Null terminate after comment-stripped copy
check(CurrentOut < (OutStripped.GetData() + BufferSize));
*CurrentOut++ = 0;
// Set correct length after stripping but don't bother shrinking/reallocating, minor memory overhead to save time
OutStripped.SetNum(CurrentOut - OutStripped.GetData(), /* bAllowShrinking */false);
}
const FString* FindInMemorySource(const FShaderCompilerEnvironment& Environment, const FString& FilenameConverted)
{
const FString* InMemorySource = Environment.IncludeVirtualPathToContentsMap.Find(FilenameConverted);
if (!InMemorySource)
{
const FThreadSafeSharedStringPtr* SharedPtr = Environment.IncludeVirtualPathToExternalContentsMap.Find(FilenameConverted);
InMemorySource = SharedPtr ? SharedPtr->Get() : nullptr;
}
return InMemorySource;
}
static const ANSICHAR* StbLoadFile(const ANSICHAR* Filename, void* RawContext, size_t* OutLength)
{
FStbPreprocessContext& Context = *reinterpret_cast<FStbPreprocessContext*>(RawContext);
FString FilenameConverted = StringCast<TCHAR>(Filename).Get();
TArray<ANSICHAR>* ContentsCached = Context.LoadedIncludesCache.Find(FilenameConverted);
if (!ContentsCached)
{
ContentsCached = &Context.LoadedIncludesCache.Add(FilenameConverted);
// Local FString used for the LoadShaderSourceFile path; we should consider retrieving source from the shader file cache as a reference
// (avoid an extra alloc+copy)
FString SourceCopy;
const FString* InMemorySource = FindInMemorySource(Context.Environment, FilenameConverted);
if (!InMemorySource)
{
CheckShaderHashCacheInclude(FilenameConverted, Context.ShaderInput.Target.GetPlatform(), Context.ShaderInput.ShaderFormat.ToString());
LoadShaderSourceFile(*FilenameConverted, Context.ShaderInput.Target.GetPlatform(), &SourceCopy, nullptr);
InMemorySource = &SourceCopy;
}
check(InMemorySource && !InMemorySource->IsEmpty());
ConvertAndStripComments(*InMemorySource, *ContentsCached);
}
check(ContentsCached);
*OutLength = ContentsCached->Num();
return ContentsCached->GetData();
}
static void StbFreeFile(const ANSICHAR* Filename, const ANSICHAR* Contents, void* RawContext)
{
// No-op; stripped/converted shader source will be freed from the cache in FStbPreprocessContext when it's destructed;
// we want to keep it around until that point in case includes are loaded multiple times from different source locations
}
static const ANSICHAR* StbResolveInclude(const ANSICHAR* PathInSource, uint32 PathLen, const ANSICHAR* ParentPathAnsi, void* RawContext)
{
FStbPreprocessContext& Context = *reinterpret_cast<FStbPreprocessContext*>(RawContext);
FString PathModified(PathLen, PathInSource);
FString ParentFolder(ParentPathAnsi);
ParentFolder = FPaths::GetPath(ParentFolder);
if (!PathModified.StartsWith(TEXT("/"))) // if path doesn't start with / it's relative, if so append the parent's folder and collapse any relative dirs
{
PathModified = ParentFolder / PathModified;
FPaths::CollapseRelativeDirectories(PathModified);
}
FixupShaderFilePath(PathModified, Context.ShaderInput.Target.GetPlatform(), &Context.ShaderInput.ShaderPlatformName);
FString PathModifiedLowerCase = PathModified.ToLower();
const TUniquePtr<ANSICHAR[]>* SeenPath = Context.SeenPathsLowerCase.Find(PathModifiedLowerCase);
// Keep track of previously resolved paths in a case insensitive manner so preprocessor will handle #pragma once with files included with inconsistent casing correctly
// (we store the first correctly resolved path with original casing so we get "nice" line directives)
if (SeenPath)
{
return SeenPath->Get();
}
bool bExists =
Context.Environment.IncludeVirtualPathToContentsMap.Contains(PathModified) ||
Context.Environment.IncludeVirtualPathToExternalContentsMap.Contains(PathModified) ||
// LoadShaderSourceFile will load the file if it exists, but then cache it internally, so the next call in StbLoadFile will be cheap
// (and hence this is not wasteful, just performs the loading earlier)
LoadShaderSourceFile(*PathModified, Context.ShaderInput.Target.GetPlatform(), nullptr, nullptr);
if (bExists)
{
int32 Length = FPlatformString::ConvertedLength<ANSICHAR>(*PathModified);
TUniquePtr<ANSICHAR[]>& OutPath = Context.SeenPathsLowerCase.Add(PathModifiedLowerCase, MakeUnique<ANSICHAR[]>(Length));
FPlatformString::Convert<TCHAR, ANSICHAR>(OutPath.Get(), Length, *PathModified);
return OutPath.Get();
}
return nullptr;
}
class FShaderPreprocessorModule : public IModuleInterface
{
virtual void StartupModule() override
{
init_preprocessor(&StbLoadFile, &StbFreeFile, &StbResolveInclude);
// disable the "directive not at start of line" error; this allows a few things:
// 1. #define'ing #pragma messages - consumed by the preprocessor (to handle UESHADERMETADATA hackery)
// 2. #define'ing other #pragmas (those not processed explicitly by the preprocessor are copied into the preprocessed code
// 3. handling the HLSL infinity constant (1.#INF); STB preprocessor interprets any use of # as a directive which is not the case here
pp_set_warning_mode(PP_RESULT_directive_not_at_start_of_line, PP_RESULT_MODE_no_warning);
}
};
IMPLEMENT_MODULE(FShaderPreprocessorModule, ShaderPreprocessor);
static void AddStbDefine(stb_arena* MacroArena, macro_definition**& StbDefines, const TCHAR* Name, const TCHAR* Value)
{
FString Define(FString::Printf(TEXT("%s %s"), Name, Value));
auto ConvertedDefine = StringCast<ANSICHAR>(*Define);
arrput(StbDefines, pp_define(MacroArena, (ANSICHAR*)ConvertedDefine.Get()));
}
PRAGMA_DISABLE_DEPRECATION_WARNINGS // FShaderCompilerDefinitions will be made internal in the future, marked deprecated until then
static void AddStbDefines(stb_arena* MacroArena, macro_definition**& StbDefines, const FShaderCompilerDefinitions& Defines)
{
for (FShaderCompilerDefinitions::FConstIterator It(Defines); It; ++It)
{
AddStbDefine(MacroArena, StbDefines, It.Key(), It.Value());
}
}
bool InnerPreprocessShaderStb(
FShaderPreprocessOutput& Output,
const FShaderCompilerInput& Input,
const FShaderCompilerEnvironment& Environment,
const FShaderCompilerDefinitions& AdditionalDefines
)
{
stb_arena MacroArena = { 0 };
macro_definition** StbDefines = nullptr;
FShaderPreprocessorUtilities::PopulateDefines(Environment, AdditionalDefines, &MacroArena, StbDefines);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
FStbPreprocessContext Context{ Input, Environment };
auto InFilename = StringCast<ANSICHAR>(*Input.VirtualSourceFilePath);
int NumDiagnostics = 0;
pp_diagnostic* Diagnostics = nullptr;
char* OutPreprocessedAnsi = preprocess_file(nullptr, InFilename.Get(), &Context, StbDefines, arrlen(StbDefines), &Diagnostics, &NumDiagnostics);
bool HasError = false;
if (Diagnostics != nullptr)
{
for (int DiagIndex = 0; DiagIndex < NumDiagnostics; ++DiagIndex)
{
pp_diagnostic* Diagnostic = &Diagnostics[DiagIndex];
HasError |= (Diagnostic->error_level == PP_RESULT_MODE_error);
FString Message = Diagnostic->message;
// ignore stb warnings (for now?)
if (Diagnostic->error_level == PP_RESULT_MODE_error)
{
FString Filename = Diagnostic->where->filename;
Output.LogError(MoveTemp(Filename), MoveTemp(Message), Diagnostic->where->line_number);
}
else
{
EMessageType Type = FilterPreprocessorError(Message);
if (Type == EMessageType::ShaderMetaData)
{
FString Directive;
ExtractDirective(Directive, Message);
Output.AddDirective(MoveTemp(Directive));
}
}
}
}
if (!HasError)
{
Output.EditSource().Append(OutPreprocessedAnsi);
}
if (!HasError && !Context.HasIncludedMandatoryHeaders())
{
LogMandatoryHeaderError(Input, Output);
HasError = true;
}
preprocessor_file_free(OutPreprocessedAnsi, Diagnostics);
stbds_arrfree(StbDefines);
stb_arena_free(&MacroArena);
return !HasError;
}
bool PreprocessShader(
FString& OutPreprocessedShader,
FShaderCompilerOutput& ShaderOutput,
const FShaderCompilerInput& ShaderInput,
PRAGMA_DISABLE_DEPRECATION_WARNINGS // FShaderCompilerDefinitions will be made internal in the future, marked deprecated until then
const FShaderCompilerDefinitions& AdditionalDefines,
PRAGMA_ENABLE_DEPRECATION_WARNINGS
EDumpShaderDefines DefinesPolicy)
{
FShaderPreprocessOutput Output;
// when called via this overload, environment is assumed to be already merged in input struct
const FShaderCompilerEnvironment& Environment = ShaderInput.Environment;
bool bSucceeded = PreprocessShader(Output, ShaderInput, Environment, AdditionalDefines, DefinesPolicy);
OutPreprocessedShader = MoveTemp(Output.EditSource());
Output.MoveDirectives(ShaderOutput.PragmaDirectives);
for (FShaderCompilerError& Error : Output.EditErrors())
{
ShaderOutput.Errors.Add(MoveTemp(Error));
}
return bSucceeded;
}
/**
* Preprocess a shader.
* @param OutPreprocessedShader - Upon return contains the preprocessed source code.
* @param ShaderOutput - ShaderOutput to which errors can be added.
* @param ShaderInput - The shader compiler input.
* @param AdditionalDefines - Additional defines with which to preprocess the shader.
* @param DefinesPolicy - Whether to add shader definitions as comments.
* @returns true if the shader is preprocessed without error.
*/
bool PreprocessShader(
FShaderPreprocessOutput& Output,
const FShaderCompilerInput& Input,
const FShaderCompilerEnvironment& Environment,
PRAGMA_DISABLE_DEPRECATION_WARNINGS // FShaderCompilerDefinitions will be made internal in the future, marked deprecated until then
const FShaderCompilerDefinitions& AdditionalDefines,
PRAGMA_ENABLE_DEPRECATION_WARNINGS
EDumpShaderDefines DefinesPolicy
)
{
TRACE_CPUPROFILER_EVENT_SCOPE(PreprocessShader);
// Skip the cache system and directly load the file path (used for debugging)
if (Input.bSkipPreprocessedCache)
{
return FFileHelper::LoadFileToString(Output.EditSource(), *Input.VirtualSourceFilePath);
}
check(CheckVirtualShaderFilePath(Input.VirtualSourceFilePath));
Output.EditSource().Empty();
// List the defines used for compilation in the preprocessed shaders, especially to know which permutation vector this shader is.
if (DefinesPolicy == EDumpShaderDefines::AlwaysIncludeDefines || (DefinesPolicy == EDumpShaderDefines::DontCare && Input.DumpDebugInfoPath.Len() > 0))
{
FShaderPreprocessorUtilities::DumpShaderDefinesAsCommentedCode(Environment, &Output.EditSource());
}
return InnerPreprocessShaderStb(Output, Input, Environment, AdditionalDefines);
}