Files
UnrealEngineUWP/Engine/Source/Developer/ShaderFormatOpenGL/Private/ShaderFormatOpenGL.cpp
dan elksnitis d0128a9fa0 [shaders]
- enable minifier deadstripping for OpenGL shader format; bytecode is a 100% match with this change on multiple tested projects so it seems safe to enable
- deprecate FOpenGLFrontend; nothing in available code appears to inherit from it anymore so the API appears unnecessary. this makes the OpenGL shader format more similar to others (which do not expose compilation functions as API)

#rb Jason.Nadro
#rb Laura.Hermanns
#rb Yuriy.ODonnell

[CL 27338803 by dan elksnitis in ue5-main branch]
2023-08-24 09:09:10 -04:00

115 lines
2.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
//
#include "ShaderFormatOpenGL.h"
#include "HAL/FileManager.h"
#include "Modules/ModuleManager.h"
#include "Interfaces/IShaderFormat.h"
#include "Interfaces/IShaderFormatModule.h"
#include "ShaderCore.h"
#include "ShaderCompilerCore.h"
static FName NAME_GLSL_150_ES3_1(TEXT("GLSL_150_ES31"));
static FName NAME_GLSL_ES3_1_ANDROID(TEXT("GLSL_ES3_1_ANDROID"));
extern void CompileOpenGLShader(const FShaderCompilerInput& Input, FShaderCompilerOutput& Output, const FString& WorkingDirectory, GLSLVersion Version);
class FShaderFormatGLSL : public IShaderFormat
{
enum
{
/** Version for shader format, this becomes part of the DDC key. */
UE_SHADER_GLSL_VER = 107,
};
void CheckFormat(FName Format) const
{
check(Format == NAME_GLSL_150_ES3_1 || Format == NAME_GLSL_ES3_1_ANDROID);
}
public:
virtual uint32 GetVersion(FName Format) const override
{
CheckFormat(Format);
uint32 GLSLVersion = 0;
if (Format == NAME_GLSL_150_ES3_1 || Format == NAME_GLSL_ES3_1_ANDROID)
{
GLSLVersion = UE_SHADER_GLSL_VER;
}
else
{
check(0);
}
uint32 Version = ((HLSLCC_VersionMinor & 0xff) << 8) | (GLSLVersion & 0xff);
#if UE_OPENGL_SHADER_COMPILER_ALLOW_DEAD_CODE_REMOVAL
Version = HashCombine(Version, 0x75E2FE85);
#endif // UE_OPENGL_SHADER_COMPILER_ALLOW_DEAD_CODE_REMOVAL
return Version;
}
virtual void GetSupportedFormats(TArray<FName>& OutFormats) const override
{
OutFormats.Add(NAME_GLSL_150_ES3_1);
OutFormats.Add(NAME_GLSL_ES3_1_ANDROID);
}
static GLSLVersion TranslateFormatNameToEnum(FName Format)
{
if (Format == NAME_GLSL_150_ES3_1)
{
return GLSL_150_ES3_1;
}
else if (Format == NAME_GLSL_ES3_1_ANDROID)
{
return GLSL_ES3_1_ANDROID;
}
else
{
check(0);
return GLSL_MAX;
}
}
virtual void CompileShader(FName Format, const struct FShaderCompilerInput& Input, struct FShaderCompilerOutput& Output,const FString& WorkingDirectory) const override
{
CheckFormat(Format);
GLSLVersion Version = TranslateFormatNameToEnum(Format);
CompileOpenGLShader(Input, Output, WorkingDirectory, Version);
}
virtual const TCHAR* GetPlatformIncludeDirectory() const
{
return TEXT("GL");
}
};
/**
* Module for OpenGL shaders
*/
static IShaderFormat* Singleton = NULL;
class FShaderFormatOpenGLModule : public IShaderFormatModule
{
public:
virtual ~FShaderFormatOpenGLModule()
{
delete Singleton;
Singleton = NULL;
}
virtual IShaderFormat* GetShaderFormat()
{
if (!Singleton)
{
Singleton = new FShaderFormatGLSL();
}
return Singleton;
}
};
IMPLEMENT_MODULE( FShaderFormatOpenGLModule, ShaderFormatOpenGL);