Files
UnrealEngineUWP/Engine/Source/Developer/ShaderCompilerCommon/Private/ShaderCompilerCommon.cpp
dan elksnitis 476f6b5335 [shaders]
- add a debug info flags enum/field to indicate which shader debug outputs are desired
- change direct compile txt file mechanism to use this (more options will be added in the near future)
- rename the field on the debug info dump options which indicates that the direct compile file should be skipped to bSourceOnly (when addtional outputs are added these should be skipped as well)

#preflight 6447f6c4b208f61af876e215
#rb Jason.Nadro
#rb Massimo.Tristano

[CL 25183084 by dan elksnitis in ue5-main branch]
2023-04-25 12:45:20 -04:00

2483 lines
69 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ShaderCompilerCommon.h"
#include "ShaderParameterParser.h"
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"
#include "Misc/PathViews.h"
#include "Modules/ModuleManager.h"
#include "HlslccDefinitions.h"
#include "HAL/FileManager.h"
#include "String/RemoveFrom.h"
#include "ShaderSymbolExport.h"
#include "ShaderMinifier.h"
IMPLEMENT_MODULE(FDefaultModuleImpl, ShaderCompilerCommon);
int16 GetNumUniformBuffersUsed(const FShaderCompilerResourceTable& InSRT)
{
auto CountLambda = [&](const TArray<uint32>& In)
{
int16 LastIndex = -1;
for (int32 i = 0; i < In.Num(); ++i)
{
auto BufferIndex = FRHIResourceTableEntry::GetUniformBufferIndex(In[i]);
if (BufferIndex != static_cast<uint16>(FRHIResourceTableEntry::GetEndOfStreamToken()) )
{
LastIndex = FMath::Max(LastIndex, (int16)BufferIndex);
}
}
return LastIndex + 1;
};
int16 Num = CountLambda(InSRT.SamplerMap);
Num = FMath::Max(Num, (int16)CountLambda(InSRT.ShaderResourceViewMap));
Num = FMath::Max(Num, (int16)CountLambda(InSRT.TextureMap));
Num = FMath::Max(Num, (int16)CountLambda(InSRT.UnorderedAccessViewMap));
return Num;
}
void BuildResourceTableTokenStream(const TArray<uint32>& InResourceMap, int32 MaxBoundResourceTable, TArray<uint32>& OutTokenStream, bool bGenerateEmptyTokenStreamIfNoResources)
{
if (bGenerateEmptyTokenStreamIfNoResources)
{
if (InResourceMap.Num() == 0)
{
return;
}
}
// First we sort the resource map.
TArray<uint32> SortedResourceMap = InResourceMap;
SortedResourceMap.Sort();
// The token stream begins with a table that contains offsets per bound uniform buffer.
// This offset provides the start of the token stream.
OutTokenStream.AddZeroed(MaxBoundResourceTable+1);
auto LastBufferIndex = FRHIResourceTableEntry::GetEndOfStreamToken();
for (int32 i = 0; i < SortedResourceMap.Num(); ++i)
{
auto BufferIndex = FRHIResourceTableEntry::GetUniformBufferIndex(SortedResourceMap[i]);
if (BufferIndex != LastBufferIndex)
{
// Store the offset for resources from this buffer.
OutTokenStream[BufferIndex] = OutTokenStream.Num();
LastBufferIndex = BufferIndex;
}
OutTokenStream.Add(SortedResourceMap[i]);
}
// Add a token to mark the end of the stream. Not needed if there are no bound resources.
if (OutTokenStream.Num())
{
OutTokenStream.Add(FRHIResourceTableEntry::GetEndOfStreamToken());
}
}
bool BuildResourceTableMapping(
const TMap<FString, FResourceTableEntry>& ResourceTableMap,
const TMap<FString, FUniformBufferEntry>& UniformBufferMap,
TBitArray<>& UsedUniformBufferSlots,
FShaderParameterMap& ParameterMap,
FShaderCompilerResourceTable& OutSRT)
{
check(OutSRT.ResourceTableBits == 0);
check(OutSRT.ResourceTableLayoutHashes.Num() == 0);
// Build resource table mapping
int32 MaxBoundResourceTable = -1;
// Go through ALL the members of ALL the UB resources
for (const TPair<FString, FResourceTableEntry>& ResourceEntry : ResourceTableMap)
{
const FString& Name = ResourceEntry.Key;
const FResourceTableEntry& Entry = ResourceEntry.Value;
// If the shaders uses this member (eg View_PerlinNoise3DTexture)...
if (TOptional<FParameterAllocation> Allocation = ParameterMap.FindParameterAllocation(Name))
{
const EShaderParameterType ParameterType = Allocation->Type;
const bool bBindlessParameter = (ParameterType == EShaderParameterType::BindlessResourceIndex || ParameterType == EShaderParameterType::BindlessSamplerIndex);
// Force bindless "indices" to zero since they're not needed in SetResourcesFromTables
const uint16 BaseIndex = bBindlessParameter ? 0 : Allocation->BaseIndex;
ParameterMap.RemoveParameterAllocation(*Name);
uint16 UniformBufferIndex = INDEX_NONE;
uint16 UBBaseIndex, UBSize;
// Add the UB itself as a parameter if not there
if (!ParameterMap.FindParameterAllocation(*Entry.UniformBufferName, UniformBufferIndex, UBBaseIndex, UBSize))
{
UniformBufferIndex = UsedUniformBufferSlots.FindAndSetFirstZeroBit();
ParameterMap.AddParameterAllocation(*Entry.UniformBufferName,UniformBufferIndex,0,0,EShaderParameterType::UniformBuffer);
}
// Mark used UB index
if (UniformBufferIndex >= sizeof(OutSRT.ResourceTableBits) * 8)
{
return false;
}
OutSRT.ResourceTableBits |= (1 << UniformBufferIndex);
// How many resource tables max we'll use, and fill it with zeroes
MaxBoundResourceTable = FMath::Max<int32>(MaxBoundResourceTable, (int32)UniformBufferIndex);
auto ResourceMap = FRHIResourceTableEntry::Create(UniformBufferIndex, Entry.ResourceIndex, BaseIndex);
switch( Entry.Type )
{
case UBMT_TEXTURE:
case UBMT_RDG_TEXTURE:
OutSRT.TextureMap.Add(ResourceMap);
break;
case UBMT_SAMPLER:
OutSRT.SamplerMap.Add(ResourceMap);
break;
case UBMT_SRV:
case UBMT_RDG_TEXTURE_SRV:
case UBMT_RDG_BUFFER_SRV:
OutSRT.ShaderResourceViewMap.Add(ResourceMap);
break;
case UBMT_UAV:
case UBMT_RDG_TEXTURE_UAV:
case UBMT_RDG_BUFFER_UAV:
OutSRT.UnorderedAccessViewMap.Add(ResourceMap);
break;
default:
return false;
}
}
}
// Emit hashes for all uniform buffers in the parameter map. We need to include the ones without resources as well
// (i.e. just constants), since the global uniform buffer bindings rely on valid hashes.
for (const TPair<FString, FParameterAllocation>& KeyValue : ParameterMap.GetParameterMap())
{
const FString& UniformBufferName = KeyValue.Key;
const FParameterAllocation& UniformBufferParameter = KeyValue.Value;
if (UniformBufferParameter.Type == EShaderParameterType::UniformBuffer)
{
if (OutSRT.ResourceTableLayoutHashes.Num() <= UniformBufferParameter.BufferIndex)
{
OutSRT.ResourceTableLayoutHashes.SetNumZeroed(UniformBufferParameter.BufferIndex + 1);
}
// Data-driven uniform buffers will not have registered this information.
if (const FUniformBufferEntry* UniformBufferEntry = UniformBufferMap.Find(UniformBufferName))
{
OutSRT.ResourceTableLayoutHashes[UniformBufferParameter.BufferIndex] = UniformBufferEntry->LayoutHash;
}
}
}
OutSRT.MaxBoundResourceTable = MaxBoundResourceTable;
return true;
}
void CullGlobalUniformBuffers(const TMap<FString, FUniformBufferEntry>& UniformBufferMap, FShaderParameterMap& ParameterMap)
{
TArray<FString> ParameterNames;
ParameterMap.GetAllParameterNames(ParameterNames);
for (const FString& Name : ParameterNames)
{
if (const FUniformBufferEntry* UniformBufferEntry = UniformBufferMap.Find(*Name))
{
// A uniform buffer that is bound per-shader keeps its allocation in the map.
if (EnumHasAnyFlags(UniformBufferEntry->BindingFlags, EUniformBufferBindingFlags::Shader))
{
continue;
}
ParameterMap.RemoveParameterAllocation(*Name);
}
}
}
const TCHAR* FindNextWhitespace(const TCHAR* StringPtr)
{
while (*StringPtr && !FChar::IsWhitespace(*StringPtr))
{
StringPtr++;
}
if (*StringPtr && FChar::IsWhitespace(*StringPtr))
{
return StringPtr;
}
else
{
return nullptr;
}
}
const TCHAR* FindNextNonWhitespace(const TCHAR* StringPtr)
{
bool bFoundWhitespace = false;
while (*StringPtr && (FChar::IsWhitespace(*StringPtr) || !bFoundWhitespace))
{
bFoundWhitespace = true;
StringPtr++;
}
if (bFoundWhitespace && *StringPtr && !FChar::IsWhitespace(*StringPtr))
{
return StringPtr;
}
else
{
return nullptr;
}
}
const TCHAR* FindMatchingBlock(const TCHAR* OpeningCharPtr, char OpenChar, char CloseChar)
{
const TCHAR* SearchPtr = OpeningCharPtr;
int32 Depth = 0;
while (*SearchPtr)
{
if (*SearchPtr == OpenChar)
{
Depth++;
}
else if (*SearchPtr == CloseChar)
{
if (Depth == 0)
{
return SearchPtr;
}
Depth--;
}
SearchPtr++;
}
return nullptr;
}
const TCHAR* FindMatchingClosingBrace(const TCHAR* OpeningCharPtr) { return FindMatchingBlock(OpeningCharPtr, '{', '}'); };
const TCHAR* FindMatchingClosingParenthesis(const TCHAR* OpeningCharPtr) { return FindMatchingBlock(OpeningCharPtr, '(', ')'); };
// See MSDN HLSL 'Symbol Name Restrictions' doc
inline bool IsValidHLSLIdentifierCharacter(TCHAR Char)
{
return (Char >= 'a' && Char <= 'z') ||
(Char >= 'A' && Char <= 'Z') ||
(Char >= '0' && Char <= '9') ||
Char == '_';
}
void ParseHLSLTypeName(const TCHAR* SearchString, const TCHAR*& TypeNameStartPtr, const TCHAR*& TypeNameEndPtr)
{
TypeNameStartPtr = FindNextNonWhitespace(SearchString);
check(TypeNameStartPtr);
TypeNameEndPtr = TypeNameStartPtr;
int32 Depth = 0;
const TCHAR* NextWhitespace = FindNextWhitespace(TypeNameStartPtr);
const TCHAR* PotentialExtraTypeInfoPtr = NextWhitespace ? FindNextNonWhitespace(NextWhitespace) : nullptr;
// Find terminating whitespace, but skip over trailing ' < float4 >'
while (*TypeNameEndPtr)
{
if (*TypeNameEndPtr == '<')
{
Depth++;
}
else if (*TypeNameEndPtr == '>')
{
Depth--;
}
else if (Depth == 0
&& FChar::IsWhitespace(*TypeNameEndPtr)
// If we found a '<', we must not accept any whitespace before it
&& (!PotentialExtraTypeInfoPtr || *PotentialExtraTypeInfoPtr != '<' || TypeNameEndPtr > PotentialExtraTypeInfoPtr))
{
break;
}
TypeNameEndPtr++;
}
check(TypeNameEndPtr);
}
const TCHAR* ParseHLSLSymbolName(const TCHAR* SearchString, FString& SymboName)
{
const TCHAR* SymbolNameStartPtr = FindNextNonWhitespace(SearchString);
check(SymbolNameStartPtr);
const TCHAR* SymbolNameEndPtr = SymbolNameStartPtr;
while (*SymbolNameEndPtr && IsValidHLSLIdentifierCharacter(*SymbolNameEndPtr))
{
SymbolNameEndPtr++;
}
SymboName = FString(SymbolNameEndPtr - SymbolNameStartPtr, SymbolNameStartPtr);
return SymbolNameEndPtr;
}
class FUniformBufferMemberInfo
{
public:
// eg View.WorldToClip
FString NameAsStructMember;
// eg View_WorldToClip
FString GlobalName;
};
const TCHAR* ParseStructRecursive(
const TCHAR* StructStartPtr,
FString& UniformBufferName,
int32 StructDepth,
const FString& StructNamePrefix,
const FString& GlobalNamePrefix,
TMap<FString, TArray<FUniformBufferMemberInfo>>& UniformBufferNameToMembers)
{
const TCHAR* OpeningBracePtr = FCString::Strstr(StructStartPtr, TEXT("{"));
check(OpeningBracePtr);
const TCHAR* ClosingBracePtr = FindMatchingClosingBrace(OpeningBracePtr + 1);
check(ClosingBracePtr);
FString StructName;
const TCHAR* StructNameEndPtr = ParseHLSLSymbolName(ClosingBracePtr + 1, StructName);
check(StructName.Len() > 0);
FString NestedStructNamePrefix = StructNamePrefix + StructName + TEXT(".");
FString NestedGlobalNamePrefix = GlobalNamePrefix + StructName + TEXT("_");
if (StructDepth == 0)
{
UniformBufferName = StructName;
}
const TCHAR* LastMemberSemicolon = ClosingBracePtr;
// Search backward to find the last member semicolon so we know when to stop parsing members
while (LastMemberSemicolon > OpeningBracePtr && *LastMemberSemicolon != ';')
{
LastMemberSemicolon--;
}
const TCHAR* MemberSearchPtr = OpeningBracePtr + 1;
do
{
const TCHAR* MemberTypeStartPtr = nullptr;
const TCHAR* MemberTypeEndPtr = nullptr;
ParseHLSLTypeName(MemberSearchPtr, MemberTypeStartPtr, MemberTypeEndPtr);
FString MemberTypeName(MemberTypeEndPtr - MemberTypeStartPtr, MemberTypeStartPtr);
if (FCString::Strcmp(*MemberTypeName, TEXT("struct")) == 0)
{
MemberSearchPtr = ParseStructRecursive(MemberTypeStartPtr, UniformBufferName, StructDepth + 1, NestedStructNamePrefix, NestedGlobalNamePrefix, UniformBufferNameToMembers);
}
else
{
FString MemberName;
const TCHAR* SymbolEndPtr = ParseHLSLSymbolName(MemberTypeEndPtr, MemberName);
check(MemberName.Len() > 0);
MemberSearchPtr = SymbolEndPtr;
// Skip over trailing tokens '[1];'
while (*MemberSearchPtr && *MemberSearchPtr != ';')
{
MemberSearchPtr++;
}
// Add this member to the map
TArray<FUniformBufferMemberInfo>& UniformBufferMembers = UniformBufferNameToMembers.FindOrAdd(UniformBufferName);
FUniformBufferMemberInfo NewMemberInfo;
NewMemberInfo.NameAsStructMember = NestedStructNamePrefix + MemberName;
NewMemberInfo.GlobalName = NestedGlobalNamePrefix + MemberName;
UniformBufferMembers.Add(MoveTemp(NewMemberInfo));
}
}
while (MemberSearchPtr < LastMemberSemicolon);
const TCHAR* StructEndPtr = StructNameEndPtr;
// Skip over trailing tokens '[1];'
while (*StructEndPtr && *StructEndPtr != ';')
{
StructEndPtr++;
}
return StructEndPtr;
}
bool MatchStructMemberName(const FString& SymbolName, const TCHAR* SearchPtr, const FString& PreprocessedShaderSource)
{
// Only match whole symbol
if (IsValidHLSLIdentifierCharacter(*(SearchPtr - 1)) || *(SearchPtr - 1) == '.')
{
return false;
}
for (int32 i = 0; i < SymbolName.Len(); i++)
{
if (*SearchPtr != SymbolName[i])
{
return false;
}
SearchPtr++;
if (i < SymbolName.Len() - 1)
{
// Skip whitespace within the struct member reference before the end
// eg 'View. ViewToClip'
while (FChar::IsWhitespace(*SearchPtr))
{
SearchPtr++;
}
}
}
// Only match whole symbol
if (IsValidHLSLIdentifierCharacter(*SearchPtr))
{
return false;
}
return true;
}
// Searches string SearchPtr for 'SearchString.' or 'SearchString .' and returns a pointer to the first character of the match.
TCHAR* FindNextUniformBufferReference(TCHAR* SearchPtr, const TCHAR* SearchString, uint32 SearchStringLength)
{
TCHAR* FoundPtr = FCString::Strstr(SearchPtr, SearchString);
while(FoundPtr)
{
if (FoundPtr == nullptr)
{
return nullptr;
}
else if (FoundPtr[SearchStringLength] == '.' || (FoundPtr[SearchStringLength] == ' ' && FoundPtr[SearchStringLength+1] == '.'))
{
return FoundPtr;
}
FoundPtr = FCString::Strstr(FoundPtr + SearchStringLength, SearchString);
}
return nullptr;
}
EShaderParameterType UE::ShaderCompilerCommon::ParseParameterType(
FStringView InType,
TArrayView<const TCHAR* const> InExtraSRVTypes,
TArrayView<const TCHAR* const> InExtraUAVTypes)
{
return FShaderParameterParser::ParseParameterType(InType, InExtraSRVTypes, InExtraUAVTypes);
}
FStringView UE::ShaderCompilerCommon::RemoveConstantBufferPrefix(FStringView InName)
{
return UE::String::RemoveFromStart(InName, FStringView(UE::ShaderCompilerCommon::kUniformBufferConstantBufferPrefix));
}
FString UE::ShaderCompilerCommon::RemoveConstantBufferPrefix(const FString& InName)
{
return FString(RemoveConstantBufferPrefix(FStringView(InName)));
}
EShaderParameterType UE::ShaderCompilerCommon::ParseAndRemoveBindlessParameterPrefix(FStringView& InName)
{
return FShaderParameterParser::ParseAndRemoveBindlessParameterPrefix(InName);
}
EShaderParameterType UE::ShaderCompilerCommon::ParseAndRemoveBindlessParameterPrefix(FString& InName)
{
return FShaderParameterParser::ParseAndRemoveBindlessParameterPrefix(InName);
}
bool UE::ShaderCompilerCommon::RemoveBindlessParameterPrefix(FString& InName)
{
return FShaderParameterParser::RemoveBindlessParameterPrefix(InName);
}
bool UE::ShaderCompilerCommon::ValidatePackedResourceCounts(FShaderCompilerOutput& Output, const FShaderCodePackedResourceCounts& PackedResourceCounts)
{
if (Output.bSucceeded)
{
auto GetAllResourcesOfType = [&](EShaderParameterType InType)
{
const TArray<FString> AllNames = Output.ParameterMap.GetAllParameterNamesOfType(InType);
if (AllNames.IsEmpty())
{
return FString();
}
return FString::Join(AllNames, TEXT(", "));
};
if (EnumHasAnyFlags(PackedResourceCounts.UsageFlags, EShaderResourceUsageFlags::BindlessResources) && PackedResourceCounts.NumSRVs > 0)
{
const FString Names = GetAllResourcesOfType(EShaderParameterType::SRV);
Output.Errors.Add(FString::Printf(TEXT("Shader is mixing bindless resources with non-bindless resources. %d SRV slots were detected: %s"), PackedResourceCounts.NumSRVs, *Names));
Output.bSucceeded = false;
}
if (EnumHasAnyFlags(PackedResourceCounts.UsageFlags, EShaderResourceUsageFlags::BindlessResources) && PackedResourceCounts.NumUAVs > 0)
{
const FString Names = GetAllResourcesOfType(EShaderParameterType::UAV);
Output.Errors.Add(FString::Printf(TEXT("Shader is mixing bindless resources with non-bindless resources. %d UAV slots were detected: %s"), PackedResourceCounts.NumUAVs, *Names));
Output.bSucceeded = false;
}
if (EnumHasAnyFlags(PackedResourceCounts.UsageFlags, EShaderResourceUsageFlags::BindlessSamplers) && PackedResourceCounts.NumSamplers > 0)
{
const FString Names = GetAllResourcesOfType(EShaderParameterType::Sampler);
Output.Errors.Add(FString::Printf(TEXT("Shader is mixing bindless samplers with non-bindless samplers. %d sampler slots were detected: %s"), PackedResourceCounts.NumSamplers, *Names));
Output.bSucceeded = false;
}
}
return Output.bSucceeded;
}
void UE::ShaderCompilerCommon::ParseRayTracingEntryPoint(const FString& Input, FString& OutMain, FString& OutAnyHit, FString& OutIntersection)
{
auto ParseEntry = [&Input](const TCHAR* Marker)
{
FString Result;
const int32 BeginIndex = Input.Find(Marker, ESearchCase::IgnoreCase, ESearchDir::FromStart);
if (BeginIndex != INDEX_NONE)
{
int32 EndIndex = Input.Find(TEXT(" "), ESearchCase::IgnoreCase, ESearchDir::FromStart, BeginIndex);
if (EndIndex == INDEX_NONE)
{
EndIndex = Input.Len() + 1;
}
const int32 MarkerLen = FCString::Strlen(Marker);
const int32 Count = EndIndex - BeginIndex;
Result = Input.Mid(BeginIndex + MarkerLen, Count - MarkerLen);
}
return Result;
};
OutMain = ParseEntry(TEXT("closesthit="));
OutAnyHit = ParseEntry(TEXT("anyhit="));
OutIntersection = ParseEntry(TEXT("intersection="));
// If complex hit group entry is not specified, assume a single verbatim entry point
if (OutMain.IsEmpty() && OutAnyHit.IsEmpty() && OutIntersection.IsEmpty())
{
OutMain = Input;
}
}
bool UE::ShaderCompilerCommon::RemoveDeadCode(FString& InOutPreprocessedShaderSource, TConstArrayView<FStringView> RequiredSymbols, TArray<FShaderCompilerError>& OutErrors)
{
UE::ShaderMinifier::EMinifyShaderFlags ExtraFlags = UE::ShaderMinifier::EMinifyShaderFlags::None;
#if 0 // Extra features that may be useful during development / debugging
ExtraFlags |= UE::ShaderMinifier::EMinifyShaderFlags::OutputReasons // Output a comment every struct/function describing why it was included (i.e. which code block uses it)
| UE::ShaderMinifier::EMinifyShaderFlags::OutputStats; // Output a comment detailing how many blocks of each type (functions/structs/etc.) were emitted
#endif
UE::ShaderMinifier::FMinifiedShader Minified = UE::ShaderMinifier::Minify(InOutPreprocessedShaderSource, RequiredSymbols,
UE::ShaderMinifier::EMinifyShaderFlags::OutputCommentLines // Preserve comments that were left after preprocessing
| UE::ShaderMinifier::EMinifyShaderFlags::OutputLines // Emit #line directives
| ExtraFlags);
if (Minified.Success())
{
Swap(InOutPreprocessedShaderSource, Minified.Code);
return true;
}
else
{
OutErrors.Add(TEXT("warning: Shader minification failed."));
return false;
}
}
bool UE::ShaderCompilerCommon::RemoveDeadCode(FString& InOutPreprocessedShaderSource, const FString& EntryPoint, TArray<FShaderCompilerError>& OutErrors)
{
TArray<FStringView> RequiredSymbols;
FString EntryMain;
FString EntryAnyHit;
FString EntryIntersection;
UE::ShaderCompilerCommon::ParseRayTracingEntryPoint(EntryPoint, EntryMain, EntryAnyHit, EntryIntersection);
RequiredSymbols.Add(EntryMain);
if (!EntryAnyHit.IsEmpty())
{
RequiredSymbols.Add(EntryAnyHit);
}
if (!EntryIntersection.IsEmpty())
{
RequiredSymbols.Add(EntryIntersection);
}
return UE::ShaderCompilerCommon::RemoveDeadCode(InOutPreprocessedShaderSource, RequiredSymbols, OutErrors);
}
void HandleReflectedGlobalConstantBufferMember(
const FString& InMemberName,
uint32 ConstantBufferIndex,
int32 ReflectionOffset,
int32 ReflectionSize,
FShaderCompilerOutput& Output
)
{
FString MemberName = InMemberName;
const EShaderParameterType ParameterType = FShaderParameterParser::ParseAndRemoveBindlessParameterPrefix(MemberName);
Output.ParameterMap.AddParameterAllocation(
*MemberName,
ConstantBufferIndex,
ReflectionOffset,
ReflectionSize,
ParameterType);
}
void HandleReflectedUniformBufferConstantBufferMember(
int32 UniformBufferSlot,
const FString& InMemberName,
int32 ReflectionOffset,
int32 ReflectionSize,
FShaderCompilerOutput& Output
)
{
FString MemberName = InMemberName;
const EShaderParameterType ParameterType = FShaderParameterParser::ParseAndRemoveBindlessParameterPrefix(MemberName);
if (ParameterType != EShaderParameterType::LooseData)
{
Output.ParameterMap.AddParameterAllocation(
*MemberName,
UniformBufferSlot,
ReflectionOffset,
1,
ParameterType
);
}
}
void HandleReflectedRootConstantBufferMember(
const FShaderCompilerInput& Input,
const FShaderParameterParser& ShaderParameterParser,
const FString& MemberName,
int32 ReflectionOffset,
int32 ReflectionSize,
FShaderCompilerOutput& Output
)
{
ShaderParameterParser.ValidateShaderParameterType(Input, MemberName, ReflectionOffset, ReflectionSize, Output);
HandleReflectedUniformBufferConstantBufferMember(
FShaderParametersMetadata::kRootCBufferBindingIndex,
MemberName,
ReflectionOffset,
ReflectionSize,
Output
);
}
void HandleReflectedRootConstantBuffer(
int32 ConstantBufferSize,
FShaderCompilerOutput& CompilerOutput
)
{
CompilerOutput.ParameterMap.AddParameterAllocation(
FShaderParametersMetadata::kRootUniformBufferBindingName,
FShaderParametersMetadata::kRootCBufferBindingIndex,
0,
static_cast<uint16>(ConstantBufferSize),
EShaderParameterType::LooseData);
}
void HandleReflectedUniformBuffer(
const FString& UniformBufferName,
int32 ReflectionSlot,
int32 BaseIndex,
int32 BufferSize,
FShaderCompilerOutput& CompilerOutput
)
{
FString AdjustedUniformBufferName(UE::ShaderCompilerCommon::RemoveConstantBufferPrefix(UniformBufferName));
CompilerOutput.ParameterMap.AddParameterAllocation(
*AdjustedUniformBufferName,
ReflectionSlot,
BaseIndex,
BufferSize,
EShaderParameterType::UniformBuffer
);
}
void HandleReflectedShaderResource(
const FString& ResourceName,
int32 BindOffset,
int32 ReflectionSlot,
int32 BindCount,
FShaderCompilerOutput& CompilerOutput
)
{
CompilerOutput.ParameterMap.AddParameterAllocation(
*ResourceName,
BindOffset,
ReflectionSlot,
BindCount,
EShaderParameterType::SRV
);
}
void UpdateStructuredBufferStride(
const FShaderCompilerInput& Input,
const FString& ResourceName,
uint16 BindPoint,
uint16 Stride,
FShaderCompilerOutput& CompilerOutput
)
{
if (BindPoint <= UINT16_MAX && Stride <= UINT16_MAX)
{
CompilerOutput.ParametersStrideToValidate.Add(FShaderCodeValidationStride{ BindPoint, Stride });
}
else
{
FString ErrorMessage = FString::Printf(TEXT("%s: Failed to set stride on parameter %s: Bind point %d, Stride %d"), *Input.GenerateShaderName(), *ResourceName, BindPoint, Stride);
CompilerOutput.Errors.Add(FShaderCompilerError(*ErrorMessage));
}
}
void HandleReflectedShaderUAV(
const FString& UAVName,
int32 BindOffset,
int32 ReflectionSlot,
int32 BindCount,
FShaderCompilerOutput& CompilerOutput
)
{
CompilerOutput.ParameterMap.AddParameterAllocation(
*UAVName,
BindOffset,
ReflectionSlot,
BindCount,
EShaderParameterType::UAV
);
}
void HandleReflectedShaderSampler(
const FString& SamplerName,
int32 BindOffset,
int32 ReflectionSlot,
int32 BindCount,
FShaderCompilerOutput& CompilerOutput
)
{
CompilerOutput.ParameterMap.AddParameterAllocation(
*SamplerName,
BindOffset,
ReflectionSlot,
BindCount,
EShaderParameterType::Sampler
);
}
void AddNoteToDisplayShaderParameterStructureOnCppSide(
const FShaderParametersMetadata* ParametersStructure,
FShaderCompilerOutput& CompilerOutput)
{
FShaderCompilerError Error;
Error.StrippedErrorMessage = FString::Printf(
TEXT("Note: Definition of structure %s"),
ParametersStructure->GetStructTypeName());
Error.ErrorVirtualFilePath = ANSI_TO_TCHAR(ParametersStructure->GetFileName());
Error.ErrorLineString = FString::FromInt(ParametersStructure->GetFileLine());
CompilerOutput.Errors.Add(Error);
}
void AddUnboundShaderParameterError(
const FShaderCompilerInput& CompilerInput,
const FShaderParameterParser& ShaderParameterParser,
const FString& ParameterBindingName,
FShaderCompilerOutput& CompilerOutput)
{
check(CompilerInput.RootParametersStructure);
const FShaderParameterParser::FParsedShaderParameter& Member = ShaderParameterParser.FindParameterInfos(ParameterBindingName);
check(!Member.bIsBindable);
FShaderCompilerError Error(FString::Printf(
TEXT("Error: Shader parameter %s could not be bound to %s's shader parameter structure %s."),
*ParameterBindingName,
*CompilerInput.ShaderName,
CompilerInput.RootParametersStructure->GetStructTypeName()));
ShaderParameterParser.GetParameterFileAndLine(Member, Error.ErrorVirtualFilePath, Error.ErrorLineString);
CompilerOutput.Errors.Add(Error);
CompilerOutput.bSucceeded = false;
AddNoteToDisplayShaderParameterStructureOnCppSide(CompilerInput.RootParametersStructure, 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)
void RemoveUniformBuffersFromSource(const FShaderCompilerEnvironment& Environment, FString& PreprocessedShaderSource)
{
TRACE_CPUPROFILER_EVENT_SCOPE(RemoveUniformBuffersFromSource);
TMap<FString, TArray<FUniformBufferMemberInfo>> UniformBufferNameToMembers;
UniformBufferNameToMembers.Reserve(Environment.UniformBufferMap.Num());
// Build a mapping from uniform buffer name to its members
{
const TCHAR* UniformBufferStructIdentifier = TEXT("static const struct");
const int32 StructPrefixLen = FCString::Strlen(TEXT("static const "));
const int32 StructIdentifierLen = FCString::Strlen(UniformBufferStructIdentifier);
TCHAR* SearchPtr = FCString::Strstr(&PreprocessedShaderSource[0], UniformBufferStructIdentifier);
while (SearchPtr)
{
FString UniformBufferName;
const TCHAR* ConstStructEndPtr = ParseStructRecursive(SearchPtr + StructPrefixLen, UniformBufferName, 0, TEXT(""), TEXT(""), UniformBufferNameToMembers);
TCHAR* StructEndPtr = &PreprocessedShaderSource[ConstStructEndPtr - &PreprocessedShaderSource[0]];
// Comment out the uniform buffer struct and initializer
*SearchPtr = '/';
*(SearchPtr + 1) = '*';
*(StructEndPtr - 1) = '*';
*StructEndPtr = '/';
SearchPtr = FCString::Strstr(StructEndPtr, UniformBufferStructIdentifier);
}
}
// Replace all uniform buffer struct member references (View.WorldToClip) with a flattened name that removes the struct dependency (View_WorldToClip)
for (TMap<FString, TArray<FUniformBufferMemberInfo>>::TConstIterator It(UniformBufferNameToMembers); It; ++It)
{
const FString& UniformBufferName = It.Key();
FString UniformBufferAccessString = UniformBufferName + TEXT(".");
// MCPP inserts spaces after defines
FString UniformBufferAccessStringWithSpace = UniformBufferName + TEXT(" .");
// Search for the uniform buffer name first, as an optimization (instead of searching the entire source for every member)
TCHAR* SearchPtr = FindNextUniformBufferReference(&PreprocessedShaderSource[0], *UniformBufferName, UniformBufferName.Len());
while (SearchPtr)
{
const TArray<FUniformBufferMemberInfo>& UniformBufferMembers = It.Value();
// Find the matching member we are replacing
for (int32 MemberIndex = 0; MemberIndex < UniformBufferMembers.Num(); MemberIndex++)
{
const FString& MemberNameAsStructMember = UniformBufferMembers[MemberIndex].NameAsStructMember;
if (MatchStructMemberName(MemberNameAsStructMember, SearchPtr, PreprocessedShaderSource))
{
const FString& MemberNameGlobal = UniformBufferMembers[MemberIndex].GlobalName;
int32 NumWhitespacesToAdd = 0;
for (int32 i = 0; i < MemberNameAsStructMember.Len(); i++)
{
if (i < MemberNameAsStructMember.Len() - 1)
{
if (FChar::IsWhitespace(SearchPtr[i]))
{
NumWhitespacesToAdd++;
}
}
SearchPtr[i] = MemberNameGlobal[i];
}
// MCPP inserts spaces after defines
// #define ReflectionStruct OpaqueBasePass.Shared.Reflection
// 'ReflectionStruct.SkyLightCubemapBrightness' becomes 'OpaqueBasePass.Shared.Reflection .SkyLightCubemapBrightness' after MCPP
// In order to convert this struct member reference into a globally unique variable we move the spaces to the end
// 'OpaqueBasePass.Shared.Reflection .SkyLightCubemapBrightness' -> 'OpaqueBasePass_Shared_Reflection_SkyLightCubemapBrightness '
for (int32 i = 0; i < NumWhitespacesToAdd; i++)
{
// If we passed MatchStructMemberName, it should not be possible to overwrite the null terminator
check(SearchPtr[MemberNameAsStructMember.Len() + i] != 0);
SearchPtr[MemberNameAsStructMember.Len() + i] = ' ';
}
break;
}
}
SearchPtr = FindNextUniformBufferReference(SearchPtr + UniformBufferAccessString.Len(), *UniformBufferName, UniformBufferName.Len());
}
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Process TEXT() macro to convert them into GPU ASCII characters
FString ParseText(const TCHAR* StartPtr, const TCHAR*& EndPtr)
{
const TCHAR* OpeningBracePtr = FCString::Strstr(StartPtr, TEXT("("));
check(OpeningBracePtr);
const TCHAR* ClosingBracePtr = FindMatchingClosingParenthesis(OpeningBracePtr + 1);
check(ClosingBracePtr);
FString Out;
if (OpeningBracePtr && ClosingBracePtr)
{
const TCHAR* CurrPtr = OpeningBracePtr;
do
{
Out += *CurrPtr;
CurrPtr++;
} while (CurrPtr != ClosingBracePtr+1);
}
EndPtr = ClosingBracePtr;
return Out;
}
void ConvertTextToAsciiCharacter(const FString& InText, FString& OutText, FString& OutEncodedText)
{
const uint32 CharCount = InText.Len();
OutEncodedText.Reserve(CharCount * 3); // ~2 digits per character + a comma
OutText = InText;
for (uint32 CharIt = 0; CharIt < CharCount; ++CharIt)
{
const char C = InText[CharIt];
OutEncodedText.AppendInt(uint8(C));
if (CharIt + 1 != CharCount)
{
OutEncodedText += ',';
}
}
}
// Simple token matching and expansion to replace TEXT macro into supported character string
void TransformStringIntoCharacterArray(FString& PreprocessedShaderSource)
{
struct FTextEntry
{
uint32 Index;
uint32 Hash;
uint32 Offset;
FString SourceText;
FString ConvertedText;
FString EncodedText;
};
TArray<FTextEntry> Entries;
// 1. Find all TEXT strings
// 2. Add a text entry
// 3. Replace TEXT by its entry number
uint32 GlobalCount = 0;
{
const FString InitHashBegin(TEXT("InitShaderPrintText("));
const FString InitHashEnd(TEXT(")"));
const TCHAR* TextIdentifier = TEXT("TEXT(");
const TCHAR* SearchPtr = FCString::Strstr(&PreprocessedShaderSource[0], TextIdentifier);
while (SearchPtr)
{
const TCHAR* EndPtr = nullptr;
FString Text = ParseText(SearchPtr, EndPtr);
if (EndPtr)
{
// Trim enclosing
Text.RemoveFromEnd("\")");
Text.RemoveFromStart("(\"");
// Register entry and convert text
const uint32 EntryIndex = Entries.Num();
uint32 ValidCharCount = 0;
FTextEntry& Entry = Entries.AddDefaulted_GetRef();
Entry.Index = EntryIndex;
Entry.Offset = GlobalCount;
Entry.SourceText = Text;
ConvertTextToAsciiCharacter(Entry.SourceText, Entry.ConvertedText, Entry.EncodedText);
Entry.Hash = CityHash32((const char*)Entry.SourceText.GetCharArray().GetData(), sizeof(FString::ElementType) * Entry.SourceText.Len());
// Sanity check
uint32 HCheck = CityHash32((const char*)Entry.SourceText.GetCharArray().GetData(), sizeof(FString::ElementType) * Entry.SourceText.Len());
check(HCheck == Entry.Hash);
GlobalCount += Entry.ConvertedText.Len();
// Replace string
const TCHAR* StartPtr = &PreprocessedShaderSource[0];
const uint32 StartIndex = SearchPtr - StartPtr;
const uint32 CharCount = (EndPtr - SearchPtr) + 1;
PreprocessedShaderSource.RemoveAt(StartIndex, CharCount);
const FString HashText = InitHashBegin + FString::FromInt(EntryIndex) + InitHashEnd;
PreprocessedShaderSource.InsertAt(StartIndex, HashText);
// Update SearchPtr, as PreprocessedShaderSource has been modified, and its memory could have been reallocated, causing SearchPtr to be invalid.
SearchPtr = &PreprocessedShaderSource[0] + StartIndex;
}
SearchPtr = FCString::Strstr(SearchPtr, TextIdentifier);
}
}
// 4. Write a global struct containing all the entries
// 5. Write the function for fetching character for a given entry index
const uint32 EntryCount = Entries.Num();
FString TextChars;
if (EntryCount>0 && GlobalCount>0)
{
// 1. Encoded character for each text entry within a single global char array
TextChars = FString::Printf(TEXT("static const uint TEXT_CHARS[%d] = {\n"), GlobalCount);
for (FTextEntry& Entry : Entries)
{
TextChars += FString::Printf(TEXT("\t%s%s // %d: \"%s\"\n"), *Entry.EncodedText, Entry.Index < EntryCount - 1 ? TEXT(",") : TEXT(""), Entry.Index, * Entry.SourceText);
}
TextChars += TEXT("};\n\n");
// 2. Offset within the global array
TextChars += FString::Printf(TEXT("static const uint TEXT_OFFSETS[%d] = {\n"), EntryCount+1);
for (FTextEntry& Entry : Entries)
{
TextChars += FString::Printf(TEXT("\t%d, // %d: \"%s\"\n"), Entry.Offset, Entry.Index, *Entry.SourceText);
}
TextChars += FString::Printf(TEXT("\t%d // end\n"), GlobalCount);
TextChars += TEXT("};\n\n");
// 3. Entry hashes
TextChars += TEXT("// Hashes are computed using the CityHash32 function\n");
TextChars += FString::Printf(TEXT("static const uint TEXT_HASHES[%d] = {\n"), EntryCount);
for (FTextEntry& Entry : Entries)
{
TextChars += FString::Printf(TEXT("\t0x%x%s // %d: \"%s\"\n"), Entry.Hash, Entry.Index < EntryCount - 1 ? TEXT(",") : TEXT(""), Entry.Index, * Entry.SourceText);
}
TextChars += TEXT("};\n\n");
TextChars += TEXT("uint ShaderPrintGetChar(uint InIndex) { return TEXT_CHARS[InIndex]; }\n");
TextChars += TEXT("uint ShaderPrintGetOffset(FShaderPrintText InText) { return TEXT_OFFSETS[InText.Index]; }\n");
TextChars += TEXT("uint ShaderPrintGetHash(FShaderPrintText InText) { return TEXT_HASHES[InText.Index]; }\n");
}
else
{
TextChars += TEXT("uint ShaderPrintGetChar(uint Index) { return 0; }\n");
TextChars += TEXT("uint ShaderPrintGetOffset(FShaderPrintText InText) { return 0; }\n");
TextChars += TEXT("uint ShaderPrintGetHash(FShaderPrintText InText) { return 0; }\n");
}
// 6. Insert global struct data + print function
{
const TCHAR* InsertToken = TEXT("GENERATED_SHADER_PRINT");
const TCHAR* SearchPtr = FCString::Strstr(&PreprocessedShaderSource[0], InsertToken);
if (SearchPtr)
{
// Replace string
const TCHAR* StartPtr = &PreprocessedShaderSource[0];
const uint32 StartIndex = SearchPtr - StartPtr;
const uint32 CharCount = FCString::Strlen(InsertToken);
PreprocessedShaderSource.RemoveAt(StartIndex, CharCount);
PreprocessedShaderSource.InsertAt(StartIndex, TextChars);
}
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
FString CreateShaderCompilerWorkerDirectCommandLine(const FShaderCompilerInput& Input, uint32 CCFlags = 0)
{
FString Text(TEXT("-directcompile -format="));
Text += Input.ShaderFormat.GetPlainNameString();
Text += TEXT(" -entry=");
Text += Input.EntryPointName;
Text += TEXT(" -shaderPlatformName=");
Text += Input.ShaderPlatformName.GetPlainNameString();
switch (Input.Target.Frequency)
{
case SF_Vertex: Text += TEXT(" -vs"); break;
case SF_Mesh: Text += TEXT(" -ms"); break;
case SF_Amplification: Text += TEXT(" -as"); break;
case SF_Geometry: Text += TEXT(" -gs"); break;
case SF_Pixel: Text += TEXT(" -ps"); break;
case SF_Compute: Text += TEXT(" -cs"); break;
#if RHI_RAYTRACING
case SF_RayGen: Text += TEXT(" -rgs"); break;
case SF_RayMiss: Text += TEXT(" -rms"); break;
case SF_RayHitGroup: Text += TEXT(" -rhs"); break;
case SF_RayCallable: Text += TEXT(" -rcs"); break;
#endif // RHI_RAYTRACING
default: break;
}
if (Input.bCompilingForShaderPipeline)
{
Text += TEXT(" -pipeline");
}
if (Input.bIncludeUsedOutputs)
{
Text += TEXT(" -usedoutputs=");
for (int32 Index = 0; Index < Input.UsedOutputs.Num(); ++Index)
{
if (Index != 0)
{
Text += TEXT("+");
}
Text += Input.UsedOutputs[Index];
}
}
Text += TEXT(" ");
Text += Input.DumpDebugInfoPath / Input.GetSourceFilename();
Text += TEXT(" -cflags=");
Text += FString::Printf(TEXT("%llu"), Input.Environment.CompilerFlags.GetData());
if (CCFlags)
{
Text += TEXT(" -hlslccflags=");
Text += FString::Printf(TEXT("%llu"), CCFlags);
}
// When we're running in directcompile mode, we don't to spam the crash reporter
Text += TEXT(" -nocrashreports");
return Text;
}
static FString CreateShaderConductorCommandLine(const FShaderCompilerInput& Input, const FString& SourceFilename, EShaderConductorTarget SCTarget)
{
const TCHAR* Stage = nullptr;
switch (Input.Target.GetFrequency())
{
case SF_Vertex: Stage = TEXT("vs"); break;
case SF_Pixel: Stage = TEXT("ps"); break;
case SF_Geometry: Stage = TEXT("gs"); break;
case SF_Compute: Stage = TEXT("cs"); break;
default: return FString();
}
const TCHAR* Target = nullptr;
switch (SCTarget)
{
case EShaderConductorTarget::Dxil: Target = TEXT("dxil"); break;
case EShaderConductorTarget::Spirv: Target = TEXT("spirv"); break;
default: return FString();
}
FString CmdLine = TEXT("-E ") + Input.EntryPointName;
//CmdLine += TEXT("-O ") + *(CompilerInfo.Input.D);
CmdLine += TEXT(" -S ") + FString(Stage);
CmdLine += TEXT(" -T ");
CmdLine += Target;
CmdLine += TEXT(" -I ") + (Input.DumpDebugInfoPath / SourceFilename);
return CmdLine;
}
SHADERCOMPILERCOMMON_API void WriteShaderConductorCommandLine(const FShaderCompilerInput& Input, const FString& SourceFilename, EShaderConductorTarget Target)
{
FArchive* FileWriter = IFileManager::Get().CreateFileWriter(*(Input.DumpDebugInfoPath / TEXT("ShaderConductorCmdLine.txt")));
if (FileWriter)
{
FString CmdLine = CreateShaderConductorCommandLine(Input, SourceFilename, Target);
FileWriter->Serialize(TCHAR_TO_ANSI(*CmdLine), CmdLine.Len());
FileWriter->Close();
delete FileWriter;
}
}
static uint32 Mali_ExtractNumberInstructions(const FString &MaliOutput)
{
uint32 ReturnedNum = 0;
// Parse the instruction count
int32 InstructionStringLength = FPlatformString::Strlen(TEXT("Instructions Emitted:"));
int32 InstructionsIndex = MaliOutput.Find(TEXT("Instructions Emitted:"));
// new version of mali offline compiler uses a different string in its output
if (InstructionsIndex == INDEX_NONE)
{
InstructionStringLength = FPlatformString::Strlen(TEXT("Total instruction cycles:"));
InstructionsIndex = MaliOutput.Find(TEXT("Total instruction cycles:"));
}
if (InstructionsIndex != INDEX_NONE && InstructionsIndex + InstructionStringLength < MaliOutput.Len())
{
const int32 EndIndex = MaliOutput.Find(TEXT("\n"), ESearchCase::IgnoreCase, ESearchDir::FromStart, InstructionsIndex + InstructionStringLength);
if (EndIndex != INDEX_NONE)
{
int32 StartIndex = InstructionsIndex + InstructionStringLength;
bool bFoundNrStart = false;
int32 NumberIndex = 0;
while (StartIndex < EndIndex)
{
if (FChar::IsDigit(MaliOutput[StartIndex]) && !bFoundNrStart)
{
// found number's beginning
bFoundNrStart = true;
NumberIndex = StartIndex;
}
else if (FChar::IsWhitespace(MaliOutput[StartIndex]) && bFoundNrStart)
{
// found number's end
bFoundNrStart = false;
const FString NumberString = MaliOutput.Mid(NumberIndex, StartIndex - NumberIndex);
const float fNrInstructions = FCString::Atof(*NumberString);
ReturnedNum += (uint32)FMath::Max(0.0, ceil(fNrInstructions));
}
++StartIndex;
}
}
}
return ReturnedNum;
}
static FString Mali_ExtractErrors(const FString &MaliOutput)
{
FString ReturnedErrors;
const int32 GlobalErrorIndex = MaliOutput.Find(TEXT("Compilation failed."));
// find each 'line' that begins with token "ERROR:" and copy it to the returned string
if (GlobalErrorIndex != INDEX_NONE)
{
int32 CompilationErrorIndex = MaliOutput.Find(TEXT("ERROR:"));
while (CompilationErrorIndex != INDEX_NONE)
{
int32 EndLineIndex = MaliOutput.Find(TEXT("\n"), ESearchCase::CaseSensitive, ESearchDir::FromStart, CompilationErrorIndex + 1);
EndLineIndex = EndLineIndex == INDEX_NONE ? MaliOutput.Len() - 1 : EndLineIndex;
ReturnedErrors += MaliOutput.Mid(CompilationErrorIndex, EndLineIndex - CompilationErrorIndex + 1);
CompilationErrorIndex = MaliOutput.Find(TEXT("ERROR:"), ESearchCase::CaseSensitive, ESearchDir::FromStart, EndLineIndex);
}
}
return ReturnedErrors;
}
void CompileOfflineMali(const FShaderCompilerInput& Input, FShaderCompilerOutput& ShaderOutput, const ANSICHAR* ShaderSource, const int32 SourceSize, bool bVulkanSpirV, const ANSICHAR* VulkanSpirVEntryPoint)
{
const bool bCompilerExecutableExists = FPaths::FileExists(Input.ExtraSettings.OfflineCompilerPath);
if (bCompilerExecutableExists)
{
const auto Frequency = (EShaderFrequency)Input.Target.Frequency;
const FString WorkingDir(FPlatformProcess::ShaderDir());
FString CompilerPath = Input.ExtraSettings.OfflineCompilerPath;
FString CompilerCommand = "";
// add process and thread ids to the file name to avoid collision between workers
auto ProcID = FPlatformProcess::GetCurrentProcessId();
auto ThreadID = FPlatformTLS::GetCurrentThreadId();
FString GLSLSourceFile = WorkingDir / TEXT("GLSLSource#") + FString::FromInt(ProcID) + TEXT("#") + FString::FromInt(ThreadID);
// setup compilation arguments
TCHAR *FileExt = nullptr;
switch (Frequency)
{
case SF_Vertex:
GLSLSourceFile += bVulkanSpirV ? TEXT(".spv") : TEXT(".vert");
CompilerCommand += TEXT(" -v");
break;
case SF_Pixel:
GLSLSourceFile += bVulkanSpirV ? TEXT(".spv") : TEXT(".frag");
CompilerCommand += TEXT(" -f");
break;
case SF_Geometry:
GLSLSourceFile += bVulkanSpirV ? TEXT(".spv") : TEXT(".geom");
CompilerCommand += TEXT(" -g");
break;
case SF_Compute:
GLSLSourceFile += bVulkanSpirV ? TEXT(".spv") : TEXT(".comp");
CompilerCommand += TEXT(" -C");
break;
default:
GLSLSourceFile += TEXT(".shd");
break;
}
if (bVulkanSpirV)
{
CompilerCommand += FString::Printf(TEXT(" -y %s -p"), ANSI_TO_TCHAR(VulkanSpirVEntryPoint));
}
else
{
CompilerCommand += TEXT(" -s");
}
FArchive* Ar = IFileManager::Get().CreateFileWriter(*GLSLSourceFile, FILEWRITE_EvenIfReadOnly);
if (Ar == nullptr)
{
return;
}
// write out the shader source to a file and use it below as input for the compiler
Ar->Serialize((void*)ShaderSource, SourceSize);
delete Ar;
FString StdOut;
FString StdErr;
int32 ReturnCode = 0;
// Since v6.2.0, Mali compiler needs to be started in the executable folder or it won't find "external/glslangValidator" for Vulkan
FString CompilerWorkingDirectory = FPaths::GetPath(CompilerPath);
if (!CompilerWorkingDirectory.IsEmpty() && FPaths::DirectoryExists(CompilerWorkingDirectory))
{
// compiler command line contains flags and the GLSL source file name
CompilerCommand += " " + FPaths::ConvertRelativePathToFull(GLSLSourceFile);
// Run Mali shader compiler and wait for completion
FPlatformProcess::ExecProcess(*CompilerPath, *CompilerCommand, &ReturnCode, &StdOut, &StdErr, *CompilerWorkingDirectory);
}
else
{
StdErr = "Couldn't find Mali offline compiler at " + CompilerPath;
}
// parse Mali's output and extract instruction count or eventual errors
ShaderOutput.bSucceeded = (ReturnCode >= 0);
if (ShaderOutput.bSucceeded)
{
// check for errors
if (StdErr.Len())
{
ShaderOutput.bSucceeded = false;
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
NewError->StrippedErrorMessage = TEXT("[Mali Offline Complier]\n") + StdErr;
}
else
{
FString Errors = Mali_ExtractErrors(StdOut);
if (Errors.Len())
{
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
NewError->StrippedErrorMessage = TEXT("[Mali Offline Complier]\n") + Errors;
ShaderOutput.bSucceeded = false;
}
}
// extract instruction count
if (ShaderOutput.bSucceeded)
{
ShaderOutput.NumInstructions = Mali_ExtractNumberInstructions(StdOut);
}
}
// we're done so delete the shader file
IFileManager::Get().Delete(*GLSLSourceFile, true, true);
}
}
namespace UE::ShaderCompilerCommon
{
void DumpDebugShaderData(const FShaderCompilerInput& Input, const FString& PreprocessedSource, const FDebugShaderDataOptions& Options)
{
if (Input.DumpDebugInfoEnabled())
{
FString Prefix = (Options.FilenamePrefix && *Options.FilenamePrefix) ? Options.FilenamePrefix : FString();
FString BaseSourceFilename = Prefix + ((Options.OverrideBaseFilename && *Options.OverrideBaseFilename) ? Options.OverrideBaseFilename : *Input.GetSourceFilename());
UE::ShaderCompilerCommon::FDebugShaderDataOptions DebugDataOptions;
DebugDataOptions.HlslCCFlags = Options.HlslCCFlags;
FString Contents = UE::ShaderCompilerCommon::GetDebugShaderContents(Input, PreprocessedSource, DebugDataOptions);
FFileHelper::SaveStringToFile(Contents, *(Input.DumpDebugInfoPath / BaseSourceFilename));
if (EnumHasAnyFlags(Input.DebugInfoFlags, EShaderDebugInfoFlags::DirectCompileCommandLine) && !Options.bSourceOnly)
{
FFileHelper::SaveStringToFile(CreateShaderCompilerWorkerDirectCommandLine(Input), *(Input.DumpDebugInfoPath / FString::Printf(TEXT("%sDirectCompile.txt"), *Prefix)));
}
}
}
FString GetDebugShaderContents(const FShaderCompilerInput& Input, const FString& PreprocessedSource, const FDebugShaderDataOptions& Options)
{
FString Contents = Options.AppendPreSource ? Options.AppendPreSource() : FString();
Contents += PreprocessedSource;
if (Options.AppendPostSource)
{
Contents += Options.AppendPostSource();
}
Contents += TEXT("\n");
Contents += CrossCompiler::CreateResourceTableFromEnvironment(Input.Environment);
Contents += TEXT("#if 0 /*DIRECT COMPILE*/\n");
Contents += CreateShaderCompilerWorkerDirectCommandLine(Input, Options.HlslCCFlags);
Contents += TEXT("\n#endif /*DIRECT COMPILE*/\n");
if (!Input.DebugDescription.IsEmpty())
{
Contents += TEXT("//");
Contents += Input.DebugDescription;
Contents += TEXT("\n");
}
return Contents;
}
}
void DumpDebugShaderText(const FShaderCompilerInput& Input, const FString& InSource, const FString& FileExtension)
{
FTCHARToUTF8 StringConverter(InSource.GetCharArray().GetData(), InSource.Len());
// Provide mutable container to pass string to FArchive inside inner function
TArray<ANSICHAR> SourceAnsi;
SourceAnsi.SetNum(InSource.Len() + 1);
FCStringAnsi::Strncpy(SourceAnsi.GetData(), (ANSICHAR*)StringConverter.Get(), SourceAnsi.Num());
// Forward temporary container to primary function
DumpDebugShaderText(Input, SourceAnsi.GetData(), InSource.Len(), FileExtension);
}
void DumpDebugShaderText(const FShaderCompilerInput& Input, ANSICHAR* InSource, int32 InSourceLength, const FString& FileExtension)
{
DumpDebugShaderBinary(Input, InSource, InSourceLength * sizeof(ANSICHAR), FileExtension);
}
void DumpDebugShaderText(const FShaderCompilerInput& Input, ANSICHAR* InSource, int32 InSourceLength, const FString& FileName, const FString& FileExtension)
{
DumpDebugShaderBinary(Input, InSource, InSourceLength * sizeof(ANSICHAR), FileName, FileExtension);
}
void DumpDebugShaderBinary(const FShaderCompilerInput& Input, void* InData, int32 InDataByteSize, const FString& FileExtension)
{
if (InData != nullptr && InDataByteSize > 0 && !FileExtension.IsEmpty())
{
const FString Filename = Input.DumpDebugInfoPath / FPaths::GetBaseFilename(Input.GetSourceFilename()) + TEXT(".") + FileExtension;
if (TUniquePtr<FArchive> FileWriter = TUniquePtr<FArchive>(IFileManager::Get().CreateFileWriter(*Filename)))
{
FileWriter->Serialize(InData, InDataByteSize);
FileWriter->Close();
}
}
}
void DumpDebugShaderBinary(const FShaderCompilerInput& Input, void* InData, int32 InDataByteSize, const FString& FileName, const FString& FileExtension)
{
if (InData != nullptr && InDataByteSize > 0 && !FileExtension.IsEmpty())
{
const FString Filename = Input.DumpDebugInfoPath / FileName + TEXT(".") + FileExtension;
if (TUniquePtr<FArchive> FileWriter = TUniquePtr<FArchive>(IFileManager::Get().CreateFileWriter(*Filename)))
{
FileWriter->Serialize(InData, InDataByteSize);
FileWriter->Close();
}
}
}
static void DumpDebugShaderDisassembled(const FShaderCompilerInput& Input, CrossCompiler::EShaderConductorIR Language, void* InData, int32 InDataByteSize, const FString& FileExtension)
{
if (InData != nullptr && InDataByteSize > 0 && !FileExtension.IsEmpty())
{
TArray<ANSICHAR> AssemblyText;
if (CrossCompiler::FShaderConductorContext::Disassemble(Language, InData, InDataByteSize, AssemblyText))
{
// Assembly text contains NUL terminator, so text lenght is |array|-1
DumpDebugShaderText(Input, AssemblyText.GetData(), AssemblyText.Num() - 1, FileExtension);
}
}
}
void DumpDebugShaderDisassembledSpirv(const FShaderCompilerInput& Input, void* InData, int32 InDataByteSize, const FString& FileExtension)
{
DumpDebugShaderDisassembled(Input, CrossCompiler::EShaderConductorIR::Spirv, InData, InDataByteSize, FileExtension);
}
void DumpDebugShaderDisassembledDxil(const FShaderCompilerInput& Input, void* InData, int32 InDataByteSize, const FString& FileExtension)
{
DumpDebugShaderDisassembled(Input, CrossCompiler::EShaderConductorIR::Dxil, InData, InDataByteSize, FileExtension);
}
namespace CrossCompiler
{
FString CreateResourceTableFromEnvironment(const FShaderCompilerEnvironment& Environment)
{
FString Line = TEXT("\n#if 0 /*BEGIN_RESOURCE_TABLES*/\n");
for (auto Pair : Environment.UniformBufferMap)
{
Line += FString::Printf(TEXT("%s, %d\n"), *Pair.Key, Pair.Value.LayoutHash);
}
Line += TEXT("NULL, 0\n");
for (auto Pair : Environment.ResourceTableMap)
{
const FResourceTableEntry& Entry = Pair.Value;
Line += FString::Printf(TEXT("%s, %s, %d, %d\n"), *Pair.Key, *Entry.UniformBufferName, Entry.Type, Entry.ResourceIndex);
}
Line += TEXT("NULL, NULL, 0, 0\n");
Line += TEXT("#endif /*END_RESOURCE_TABLES*/\n");
return Line;
}
void CreateEnvironmentFromResourceTable(const FString& String, FShaderCompilerEnvironment& OutEnvironment)
{
FString Prolog = TEXT("#if 0 /*BEGIN_RESOURCE_TABLES*/");
int32 FoundBegin = String.Find(Prolog, ESearchCase::CaseSensitive);
if (FoundBegin == INDEX_NONE)
{
return;
}
int32 FoundEnd = String.Find(TEXT("#endif /*END_RESOURCE_TABLES*/"), ESearchCase::CaseSensitive, ESearchDir::FromStart, FoundBegin);
if (FoundEnd == INDEX_NONE)
{
return;
}
// +1 for EOL
const TCHAR* Ptr = &String[FoundBegin + 1 + Prolog.Len()];
while (*Ptr == '\r' || *Ptr == '\n')
{
++Ptr;
}
const TCHAR* PtrEnd = &String[FoundEnd];
while (Ptr < PtrEnd)
{
FString UB;
if (!CrossCompiler::ParseIdentifier(Ptr, UB))
{
return;
}
if (!CrossCompiler::Match(Ptr, TEXT(", ")))
{
return;
}
int32 Hash;
if (!CrossCompiler::ParseSignedNumber(Ptr, Hash))
{
return;
}
// Optional \r
CrossCompiler::Match(Ptr, '\r');
if (!CrossCompiler::Match(Ptr, '\n'))
{
return;
}
if (UB == TEXT("NULL") && Hash == 0)
{
break;
}
FUniformBufferEntry& UniformBufferEntry = OutEnvironment.UniformBufferMap.FindOrAdd(UB);
UniformBufferEntry.LayoutHash = (uint32)Hash;
}
while (Ptr < PtrEnd)
{
FString Name;
if (!CrossCompiler::ParseIdentifier(Ptr, Name))
{
return;
}
if (!CrossCompiler::Match(Ptr, TEXT(", ")))
{
return;
}
FString UB;
if (!CrossCompiler::ParseIdentifier(Ptr, UB))
{
return;
}
if (!CrossCompiler::Match(Ptr, TEXT(", ")))
{
return;
}
int32 Type;
if (!CrossCompiler::ParseSignedNumber(Ptr, Type))
{
return;
}
if (!CrossCompiler::Match(Ptr, TEXT(", ")))
{
return;
}
int32 ResourceIndex;
if (!CrossCompiler::ParseSignedNumber(Ptr, ResourceIndex))
{
return;
}
// Optional
CrossCompiler::Match(Ptr, '\r');
if (!CrossCompiler::Match(Ptr, '\n'))
{
return;
}
if (Name == TEXT("NULL") && UB == TEXT("NULL") && Type == 0 && ResourceIndex == 0)
{
break;
}
FResourceTableEntry& Entry = OutEnvironment.ResourceTableMap.FindOrAdd(Name);
Entry.UniformBufferName = UB;
Entry.Type = Type;
Entry.ResourceIndex = ResourceIndex;
}
}
/**
* Parse an error emitted by the HLSL cross-compiler.
* @param OutErrors - Array into which compiler errors may be added.
* @param InLine - A line from the compile log.
*/
void ParseHlslccError(TArray<FShaderCompilerError>& OutErrors, const FString& InLine, bool bUseAbsolutePaths)
{
const TCHAR* p = *InLine;
FShaderCompilerError* Error = new(OutErrors) FShaderCompilerError();
// Copy the filename.
while (*p && *p != TEXT('('))
{
Error->ErrorVirtualFilePath += (*p++);
}
if (!bUseAbsolutePaths)
{
Error->ErrorVirtualFilePath = ParseVirtualShaderFilename(Error->ErrorVirtualFilePath);
}
p++;
// Parse the line number.
int32 LineNumber = 0;
while (*p && *p >= TEXT('0') && *p <= TEXT('9'))
{
LineNumber = 10 * LineNumber + (*p++ - TEXT('0'));
}
Error->ErrorLineString = *FString::Printf(TEXT("%d"), LineNumber);
// Skip to the warning message.
while (*p && (*p == TEXT(')') || *p == TEXT(':') || *p == TEXT(' ') || *p == TEXT('\t')))
{
p++;
}
Error->StrippedErrorMessage = p;
}
/** Map shader frequency -> string for messages. */
static const TCHAR* FrequencyStringTable[] =
{
TEXT("Vertex"),
TEXT("Mesh"),
TEXT("Amplification"),
TEXT("Pixel"),
TEXT("Geometry"),
TEXT("Compute"),
TEXT("RayGen"),
TEXT("RayMiss"),
TEXT("RayHitGroup"),
TEXT("RayCallable"),
};
/** Compile time check to verify that the GL mapping tables are up-to-date. */
static_assert(SF_NumFrequencies == UE_ARRAY_COUNT(FrequencyStringTable), "NumFrequencies changed. Please update tables.");
const TCHAR* GetFrequencyName(EShaderFrequency Frequency)
{
check((int32)Frequency >= 0 && Frequency < SF_NumFrequencies);
return FrequencyStringTable[Frequency];
}
FHlslccHeader::FHlslccHeader() :
Name(TEXT(""))
{
NumThreads[0] = NumThreads[1] = NumThreads[2] = 0;
}
bool FHlslccHeader::Read(const ANSICHAR*& ShaderSource, int32 SourceLen)
{
#define DEF_PREFIX_STR(Str) \
static const ANSICHAR* Str##Prefix = "// @" #Str ": "; \
static const int32 Str##PrefixLen = FCStringAnsi::Strlen(Str##Prefix)
DEF_PREFIX_STR(Inputs);
DEF_PREFIX_STR(Outputs);
DEF_PREFIX_STR(UniformBlocks);
DEF_PREFIX_STR(Uniforms);
DEF_PREFIX_STR(PackedGlobals);
DEF_PREFIX_STR(PackedUB);
DEF_PREFIX_STR(PackedUBCopies);
DEF_PREFIX_STR(PackedUBGlobalCopies);
DEF_PREFIX_STR(Samplers);
DEF_PREFIX_STR(UAVs);
DEF_PREFIX_STR(SamplerStates);
DEF_PREFIX_STR(AccelerationStructures);
DEF_PREFIX_STR(NumThreads);
#undef DEF_PREFIX_STR
// Skip any comments that come before the signature.
while (FCStringAnsi::Strncmp(ShaderSource, "//", 2) == 0 &&
FCStringAnsi::Strncmp(ShaderSource + 2, " !", 2) != 0 &&
FCStringAnsi::Strncmp(ShaderSource + 2, " @", 2) != 0)
{
ShaderSource += 2;
while (*ShaderSource && *ShaderSource++ != '\n')
{
// Do nothing
}
}
// Read shader name if any
if (FCStringAnsi::Strncmp(ShaderSource, "// !", 4) == 0)
{
ShaderSource += 4;
while (*ShaderSource && *ShaderSource != '\n')
{
Name += (TCHAR)*ShaderSource;
++ShaderSource;
}
if (*ShaderSource == '\n')
{
++ShaderSource;
}
}
// Skip any comments that come before the signature.
while (FCStringAnsi::Strncmp(ShaderSource, "//", 2) == 0 &&
FCStringAnsi::Strncmp(ShaderSource + 2, " @", 2) != 0)
{
ShaderSource += 2;
while (*ShaderSource && *ShaderSource++ != '\n')
{
// Do nothing
}
}
if (FCStringAnsi::Strncmp(ShaderSource, InputsPrefix, InputsPrefixLen) == 0)
{
ShaderSource += InputsPrefixLen;
if (!ReadInOut(ShaderSource, Inputs))
{
return false;
}
}
if (FCStringAnsi::Strncmp(ShaderSource, OutputsPrefix, OutputsPrefixLen) == 0)
{
ShaderSource += OutputsPrefixLen;
if (!ReadInOut(ShaderSource, Outputs))
{
return false;
}
}
if (FCStringAnsi::Strncmp(ShaderSource, UniformBlocksPrefix, UniformBlocksPrefixLen) == 0)
{
ShaderSource += UniformBlocksPrefixLen;
while (*ShaderSource && *ShaderSource != '\n')
{
FAttribute UniformBlock;
if (!ParseIdentifier(ShaderSource, UniformBlock.Name))
{
return false;
}
if (!Match(ShaderSource, '('))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, UniformBlock.Index))
{
return false;
}
if (!Match(ShaderSource, ')'))
{
return false;
}
UniformBlocks.Add(UniformBlock);
if (Match(ShaderSource, '\n'))
{
break;
}
if (Match(ShaderSource, ','))
{
continue;
}
//#todo-rco: Need a log here
//UE_LOG(ShaderCompilerCommon, Warning, TEXT("Invalid char '%c'"), *ShaderSource);
return false;
}
}
if (FCStringAnsi::Strncmp(ShaderSource, UniformsPrefix, UniformsPrefixLen) == 0)
{
// @todo-mobile: Will we ever need to support this code path?
check(0);
return false;
/*
ShaderSource += UniformsPrefixLen;
while (*ShaderSource && *ShaderSource != '\n')
{
uint16 ArrayIndex = 0;
uint16 Offset = 0;
uint16 NumComponents = 0;
FString ParameterName = ParseIdentifier(ShaderSource);
verify(ParameterName.Len() > 0);
verify(Match(ShaderSource, '('));
ArrayIndex = ParseNumber(ShaderSource);
verify(Match(ShaderSource, ':'));
Offset = ParseNumber(ShaderSource);
verify(Match(ShaderSource, ':'));
NumComponents = ParseNumber(ShaderSource);
verify(Match(ShaderSource, ')'));
ParameterMap.AddParameterAllocation(
*ParameterName,
ArrayIndex,
Offset * BytesPerComponent,
NumComponents * BytesPerComponent
);
if (ArrayIndex < OGL_NUM_PACKED_UNIFORM_ARRAYS)
{
PackedUniformSize[ArrayIndex] = FMath::Max<uint16>(
PackedUniformSize[ArrayIndex],
BytesPerComponent * (Offset + NumComponents)
);
}
// Skip the comma.
if (Match(ShaderSource, '\n'))
{
break;
}
verify(Match(ShaderSource, ','));
}
Match(ShaderSource, '\n');
*/
}
// @PackedGlobals: Global0(h:0,1),Global1(h:4,1),Global2(h:8,1)
if (FCStringAnsi::Strncmp(ShaderSource, PackedGlobalsPrefix, PackedGlobalsPrefixLen) == 0)
{
ShaderSource += PackedGlobalsPrefixLen;
while (*ShaderSource && *ShaderSource != '\n')
{
FPackedGlobal PackedGlobal;
if (!ParseIdentifier(ShaderSource, PackedGlobal.Name))
{
return false;
}
if (!Match(ShaderSource, '('))
{
return false;
}
PackedGlobal.PackedType = *ShaderSource++;
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, PackedGlobal.Offset))
{
return false;
}
if (!Match(ShaderSource, ','))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, PackedGlobal.Count))
{
return false;
}
if (!Match(ShaderSource, ')'))
{
return false;
}
PackedGlobals.Add(PackedGlobal);
// Break if EOL
if (Match(ShaderSource, '\n'))
{
break;
}
// Has to be a comma!
if (Match(ShaderSource, ','))
{
continue;
}
//#todo-rco: Need a log here
//UE_LOG(ShaderCompilerCommon, Warning, TEXT("Invalid char '%c'"), *ShaderSource);
return false;
}
}
// Packed Uniform Buffers (Multiple lines)
// @PackedUB: CBuffer(0): CBMember0(0,1),CBMember1(1,1)
while (FCStringAnsi::Strncmp(ShaderSource, PackedUBPrefix, PackedUBPrefixLen) == 0)
{
ShaderSource += PackedUBPrefixLen;
FPackedUB PackedUB;
if (!ParseIdentifier(ShaderSource, PackedUB.Attribute.Name))
{
return false;
}
if (!Match(ShaderSource, '('))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, PackedUB.Attribute.Index))
{
return false;
}
if (!Match(ShaderSource, ')'))
{
return false;
}
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!Match(ShaderSource, ' '))
{
return false;
}
while (*ShaderSource && *ShaderSource != '\n')
{
FPackedUB::FMember Member;
ParseIdentifier(ShaderSource, Member.Name);
if (!Match(ShaderSource, '('))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, Member.Offset))
{
return false;
}
if (!Match(ShaderSource, ','))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, Member.Count))
{
return false;
}
if (!Match(ShaderSource, ')'))
{
return false;
}
PackedUB.Members.Add(Member);
// Break if EOL
if (Match(ShaderSource, '\n'))
{
break;
}
// Has to be a comma!
if (Match(ShaderSource, ','))
{
continue;
}
//#todo-rco: Need a log here
//UE_LOG(ShaderCompilerCommon, Warning, TEXT("Invalid char '%c'"), *ShaderSource);
return false;
}
PackedUBs.Add(PackedUB);
}
// @PackedUBCopies: 0:0-0:h:0:1,0:1-0:h:4:1,1:0-1:h:0:1
if (FCStringAnsi::Strncmp(ShaderSource, PackedUBCopiesPrefix, PackedUBCopiesPrefixLen) == 0)
{
ShaderSource += PackedUBCopiesPrefixLen;
if (!ReadCopies(ShaderSource, false, PackedUBCopies))
{
return false;
}
}
// @PackedUBGlobalCopies: 0:0-h:12:1,0:1-h:16:1,1:0-h:20:1
if (FCStringAnsi::Strncmp(ShaderSource, PackedUBGlobalCopiesPrefix, PackedUBGlobalCopiesPrefixLen) == 0)
{
ShaderSource += PackedUBGlobalCopiesPrefixLen;
if (!ReadCopies(ShaderSource, true, PackedUBGlobalCopies))
{
return false;
}
}
if (FCStringAnsi::Strncmp(ShaderSource, SamplersPrefix, SamplersPrefixLen) == 0)
{
ShaderSource += SamplersPrefixLen;
while (*ShaderSource && *ShaderSource != '\n')
{
FSampler Sampler;
if (!ParseIdentifier(ShaderSource, Sampler.Name))
{
return false;
}
if (!Match(ShaderSource, '('))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, Sampler.Offset))
{
return false;
}
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, Sampler.Count))
{
return false;
}
if (Match(ShaderSource, '['))
{
// Sampler States
do
{
FString SamplerState;
if (!ParseIdentifier(ShaderSource, SamplerState))
{
return false;
}
Sampler.SamplerStates.Add(SamplerState);
}
while (Match(ShaderSource, ','));
if (!Match(ShaderSource, ']'))
{
return false;
}
}
if (!Match(ShaderSource, ')'))
{
return false;
}
Samplers.Add(Sampler);
// Break if EOL
if (Match(ShaderSource, '\n'))
{
break;
}
// Has to be a comma!
if (Match(ShaderSource, ','))
{
continue;
}
//#todo-rco: Need a log here
//UE_LOG(ShaderCompilerCommon, Warning, TEXT("Invalid char '%c'"), *ShaderSource);
return false;
}
}
if (FCStringAnsi::Strncmp(ShaderSource, UAVsPrefix, UAVsPrefixLen) == 0)
{
ShaderSource += UAVsPrefixLen;
while (*ShaderSource && *ShaderSource != '\n')
{
FUAV UAV;
if (!ParseIdentifier(ShaderSource, UAV.Name))
{
return false;
}
if (!Match(ShaderSource, '('))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, UAV.Offset))
{
return false;
}
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, UAV.Count))
{
return false;
}
if (!Match(ShaderSource, ')'))
{
return false;
}
UAVs.Add(UAV);
// Break if EOL
if (Match(ShaderSource, '\n'))
{
break;
}
// Has to be a comma!
if (Match(ShaderSource, ','))
{
continue;
}
//#todo-rco: Need a log here
//UE_LOG(ShaderCompilerCommon, Warning, TEXT("Invalid char '%c'"), *ShaderSource);
return false;
}
}
if (FCStringAnsi::Strncmp(ShaderSource, SamplerStatesPrefix, SamplerStatesPrefixLen) == 0)
{
ShaderSource += SamplerStatesPrefixLen;
while (*ShaderSource && *ShaderSource != '\n')
{
FAttribute SamplerState;
if (!ParseIntegerNumber(ShaderSource, SamplerState.Index))
{
return false;
}
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIdentifier(ShaderSource, SamplerState.Name))
{
return false;
}
SamplerStates.Add(SamplerState);
// Break if EOL
if (Match(ShaderSource, '\n'))
{
break;
}
// Has to be a comma!
if (Match(ShaderSource, ','))
{
continue;
}
//#todo-rco: Need a log here
//UE_LOG(ShaderCompilerCommon, Warning, TEXT("Invalid char '%c'"), *ShaderSource);
return false;
}
}
if (FCStringAnsi::Strncmp(ShaderSource, AccelerationStructuresPrefix, AccelerationStructuresPrefixLen) == 0)
{
ShaderSource += AccelerationStructuresPrefixLen;
while (*ShaderSource && *ShaderSource != '\n')
{
FAccelerationStructure AccelerationStructure;
if (!ParseIntegerNumber(ShaderSource, AccelerationStructure.Offset))
{
return false;
}
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIdentifier(ShaderSource, AccelerationStructure.Name))
{
return false;
}
AccelerationStructures.Add(AccelerationStructure);
if (Match(ShaderSource, '\n'))
{
break;
}
if (Match(ShaderSource, ','))
{
continue;
}
return false;
}
}
if (FCStringAnsi::Strncmp(ShaderSource, NumThreadsPrefix, NumThreadsPrefixLen) == 0)
{
ShaderSource += NumThreadsPrefixLen;
if (!ParseIntegerNumber(ShaderSource, NumThreads[0]))
{
return false;
}
if (!Match(ShaderSource, ','))
{
return false;
}
if (!Match(ShaderSource, ' '))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, NumThreads[1]))
{
return false;
}
if (!Match(ShaderSource, ','))
{
return false;
}
if (!Match(ShaderSource, ' '))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, NumThreads[2]))
{
return false;
}
if (!Match(ShaderSource, '\n'))
{
return false;
}
}
return ParseCustomHeaderEntries(ShaderSource);
}
bool FHlslccHeader::ReadCopies(const ANSICHAR*& ShaderSource, bool bGlobals, TArray<FPackedUBCopy>& OutCopies)
{
while (*ShaderSource && *ShaderSource != '\n')
{
FPackedUBCopy PackedUBCopy;
PackedUBCopy.DestUB = 0;
if (!ParseIntegerNumber(ShaderSource, PackedUBCopy.SourceUB))
{
return false;
}
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, PackedUBCopy.SourceOffset))
{
return false;
}
if (!Match(ShaderSource, '-'))
{
return false;
}
if (!bGlobals)
{
if (!ParseIntegerNumber(ShaderSource, PackedUBCopy.DestUB))
{
return false;
}
if (!Match(ShaderSource, ':'))
{
return false;
}
}
PackedUBCopy.DestPackedType = *ShaderSource++;
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, PackedUBCopy.DestOffset))
{
return false;
}
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, PackedUBCopy.Count))
{
return false;
}
OutCopies.Add(PackedUBCopy);
// Break if EOL
if (Match(ShaderSource, '\n'))
{
break;
}
// Has to be a comma!
if (Match(ShaderSource, ','))
{
continue;
}
//#todo-rco: Need a log here
//UE_LOG(ShaderCompilerCommon, Warning, TEXT("Invalid char '%c'"), *ShaderSource);
return false;
}
return true;
}
bool FHlslccHeader::ReadInOut(const ANSICHAR*& ShaderSource, TArray<FInOut>& OutAttributes)
{
while (*ShaderSource && *ShaderSource != '\n')
{
FInOut Attribute;
if (!ParseIdentifier(ShaderSource, Attribute.Type))
{
return false;
}
if (Match(ShaderSource, '['))
{
if (!ParseIntegerNumber(ShaderSource, Attribute.ArrayCount))
{
return false;
}
if (!Match(ShaderSource, ']'))
{
return false;
}
}
else
{
Attribute.ArrayCount = 0;
}
if (Match(ShaderSource, ';'))
{
if (!ParseSignedNumber(ShaderSource, Attribute.Index))
{
return false;
}
}
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIdentifier(ShaderSource, Attribute.Name))
{
return false;
}
// Optional array suffix
if (Match(ShaderSource, '['))
{
Attribute.Name += '[';
while (*ShaderSource)
{
Attribute.Name += *ShaderSource;
if (Match(ShaderSource, ']'))
{
break;
}
++ShaderSource;
}
}
OutAttributes.Add(Attribute);
// Break if EOL
if (Match(ShaderSource, '\n'))
{
return true;
}
// Has to be a comma!
if (Match(ShaderSource, ','))
{
continue;
}
//#todo-rco: Need a log here
//UE_LOG(ShaderCompilerCommon, Warning, TEXT("Invalid char '%c'"), *ShaderSource);
return false;
}
// Last character must be EOL
return Match(ShaderSource, '\n');
}
} // namespace CrossCompiler