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