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847 lines
27 KiB
C++
847 lines
27 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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// ShaderCompileWorker.cpp : Defines the entry point for the console application.
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//
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#include "Core.h"
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#include "RequiredProgramMainCPPInclude.h"
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#include "ShaderCore.h"
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#include "ExceptionHandling.h"
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#include "IShaderFormat.h"
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#include "IShaderFormatModule.h"
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#define DEBUG_USING_CONSOLE 0
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// this is for the protocol, not the data, bump if FShaderCompilerInput or ProcessInputFromArchive changes (also search for the second one with the same name, todo: put into one header file)
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const int32 ShaderCompileWorkerInputVersion = 6;
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// this is for the protocol, not the data, bump if FShaderCompilerOutput or WriteToOutputArchive changes (also search for the second one with the same name, todo: put into one header file)
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const int32 ShaderCompileWorkerOutputVersion = 3;
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// this is for the protocol, not the data, bump if FShaderCompilerOutput or WriteToOutputArchive changes (also search for the second one with the same name, todo: put into one header file)
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const int32 ShaderCompileWorkerSingleJobHeader = 'S';
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// this is for the protocol, not the data, bump if FShaderCompilerOutput or WriteToOutputArchive changes (also search for the second one with the same name, todo: put into one header file)
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const int32 ShaderCompileWorkerPipelineJobHeader = 'P';
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double LastCompileTime = 0.0;
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static bool GShaderCompileUseXGE = false;
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static bool GFailedDueToShaderFormatVersion = false;
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static void WriteXGESuccessFile(const TCHAR* WorkingDirectory)
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{
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// To signal compilation completion, create a zero length file in the working directory.
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delete IFileManager::Get().CreateFileWriter(*FString::Printf(TEXT("%s/Success"), WorkingDirectory), FILEWRITE_EvenIfReadOnly);
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}
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static const TArray<const IShaderFormat*>& GetShaderFormats()
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{
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static bool bInitialized = false;
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static TArray<const IShaderFormat*> Results;
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if (!bInitialized)
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{
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bInitialized = true;
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Results.Empty(Results.Num());
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TArray<FName> Modules;
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FModuleManager::Get().FindModules(SHADERFORMAT_MODULE_WILDCARD, Modules);
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if (!Modules.Num())
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{
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UE_LOG(LogShaders, Error, TEXT("No target shader formats found!"));
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}
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for (int32 Index = 0; Index < Modules.Num(); Index++)
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{
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IShaderFormat* Format = FModuleManager::LoadModuleChecked<IShaderFormatModule>(Modules[Index]).GetShaderFormat();
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if (Format != nullptr)
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{
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Results.Add(Format);
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}
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}
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}
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return Results;
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}
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static const IShaderFormat* FindShaderFormat(FName Name)
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{
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const TArray<const IShaderFormat*>& ShaderFormats = GetShaderFormats();
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for (int32 Index = 0; Index < ShaderFormats.Num(); Index++)
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{
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TArray<FName> Formats;
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ShaderFormats[Index]->GetSupportedFormats(Formats);
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for (int32 FormatIndex = 0; FormatIndex < Formats.Num(); FormatIndex++)
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{
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if (Formats[FormatIndex] == Name)
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{
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return ShaderFormats[Index];
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}
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}
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}
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return nullptr;
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}
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/** Processes a compilation job. */
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static void ProcessCompilationJob(const FShaderCompilerInput& Input,FShaderCompilerOutput& Output,const FString& WorkingDirectory)
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{
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const IShaderFormat* Compiler = FindShaderFormat(Input.ShaderFormat);
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if (!Compiler)
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{
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UE_LOG(LogShaders, Fatal, TEXT("Can't compile shaders for format %s"), *Input.ShaderFormat.ToString());
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}
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// Compile the shader directly through the platform dll (directly from the shader dir as the working directory)
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Compiler->CompileShader(Input.ShaderFormat, Input, Output, WorkingDirectory);
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}
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class FWorkLoop
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{
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public:
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FWorkLoop(const TCHAR* ParentProcessIdText,const TCHAR* InWorkingDirectory,const TCHAR* InInputFilename,const TCHAR* InOutputFilename, TMap<FString, uint16>& InFormatVersionMap)
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: ParentProcessId(FCString::Atoi(ParentProcessIdText))
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, WorkingDirectory(InWorkingDirectory)
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, InputFilename(InInputFilename)
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, OutputFilename(InOutputFilename)
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, InputFilePath(FString(InWorkingDirectory) + InInputFilename)
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, OutputFilePath(FString(InWorkingDirectory) + InOutputFilename)
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, FormatVersionMap(InFormatVersionMap)
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{
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}
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void Loop()
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{
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UE_LOG(LogShaders, Log, TEXT("Entering job loop"));
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while(true)
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{
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TArray<FJobResult> SingleJobResults;
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TArray<FPipelineJobResult> PipelineJobResults;
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// Read & Process Input
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{
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FArchive* InputFilePtr = OpenInputFile();
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if(!InputFilePtr)
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{
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break;
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}
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UE_LOG(LogShaders, Log, TEXT("Processing shader"));
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ProcessInputFromArchive(InputFilePtr, SingleJobResults, PipelineJobResults);
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LastCompileTime = FPlatformTime::Seconds();
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// Close the input file.
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delete InputFilePtr;
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}
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// Prepare for output
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FArchive* OutputFilePtr = CreateOutputArchive();
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check(OutputFilePtr);
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WriteToOutputArchive(OutputFilePtr, SingleJobResults, PipelineJobResults);
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// Close the output file.
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delete OutputFilePtr;
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// Change the output file name to requested one
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IFileManager::Get().Move(*OutputFilePath, *TempFilePath);
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if (GShaderCompileUseXGE)
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{
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// To signal compilation completion, create a zero length file in the working directory.
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WriteXGESuccessFile(*WorkingDirectory);
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// We only do one pass per process when using XGE.
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break;
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}
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}
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UE_LOG(LogShaders, Log, TEXT("Exiting job loop"));
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}
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private:
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struct FJobResult
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{
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FShaderCompilerOutput CompilerOutput;
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};
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struct FPipelineJobResult
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{
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FString PipelineName;
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TArray<FJobResult> SingleJobs;
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};
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const int32 ParentProcessId;
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const FString WorkingDirectory;
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const FString InputFilename;
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const FString OutputFilename;
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const FString InputFilePath;
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const FString OutputFilePath;
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TMap<FString, uint16> FormatVersionMap;
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FString TempFilePath;
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/** Opens an input file, trying multiple times if necessary. */
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FArchive* OpenInputFile()
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{
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FArchive* InputFile = nullptr;
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bool bFirstOpenTry = true;
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while(!InputFile && !GIsRequestingExit)
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{
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// Try to open the input file that we are going to process
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InputFile = IFileManager::Get().CreateFileReader(*InputFilePath,FILEREAD_Silent);
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if(!InputFile && !bFirstOpenTry)
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{
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CheckExitConditions();
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// Give up CPU time while we are waiting
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FPlatformProcess::Sleep(0.01f);
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}
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bFirstOpenTry = false;
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}
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return InputFile;
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}
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void VerifyFormatVersions(TMap<FString, uint16>& ReceivedFormatVersionMap)
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{
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for (auto Pair : ReceivedFormatVersionMap)
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{
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auto* Found = FormatVersionMap.Find(Pair.Key);
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if (Found)
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{
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GFailedDueToShaderFormatVersion = true;
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if (Pair.Value != *Found)
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{
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FCString::Snprintf(GErrorExceptionDescription, sizeof(GErrorExceptionDescription), TEXT("Mismatched shader version for format %s; did you forget to build ShaderCompilerWorker?"), *Pair.Key, *Found, Pair.Value);
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checkf(Pair.Value == *Found, TEXT("Exiting due to mismatched shader version for format %s, version %d from ShaderCompilerWorker, received %d! Did you forget to build ShaderCompilerWorker?"), *Pair.Key, *Found, Pair.Value);
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}
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}
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}
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}
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void ProcessInputFromArchive(FArchive* InputFilePtr, TArray<FJobResult>& OutSingleJobResults, TArray<FPipelineJobResult>& OutPipelineJobResults)
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{
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FArchive& InputFile = *InputFilePtr;
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int32 InputVersion;
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InputFile << InputVersion;
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checkf(ShaderCompileWorkerInputVersion == InputVersion, TEXT("Exiting due to ShaderCompilerWorker expecting input version %d, got %d instead! Did you forget to build ShaderCompilerWorker?"), ShaderCompileWorkerInputVersion, InputVersion);
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TMap<FString, uint16> ReceivedFormatVersionMap;
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InputFile << ReceivedFormatVersionMap;
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VerifyFormatVersions(ReceivedFormatVersionMap);
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// Individual jobs
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{
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int32 SingleJobHeader = ShaderCompileWorkerSingleJobHeader;
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InputFile << SingleJobHeader;
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checkf(ShaderCompileWorkerSingleJobHeader == SingleJobHeader, TEXT("Exiting due to ShaderCompilerWorker expecting job header %d, got %d instead! Did you forget to build ShaderCompilerWorker?"), ShaderCompileWorkerSingleJobHeader, SingleJobHeader);
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int32 NumBatches = 0;
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InputFile << NumBatches;
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// Flush cache, to make sure we load the latest version of the input file.
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// (Otherwise quick changes to a shader file can result in the wrong output.)
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FlushShaderFileCache();
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for (int32 BatchIndex = 0; BatchIndex < NumBatches; BatchIndex++)
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{
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// Deserialize the job's inputs.
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FShaderCompilerInput CompilerInput;
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InputFile << CompilerInput;
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if (IsValidRef(CompilerInput.SharedEnvironment))
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{
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// Merge the shared environment into the per-shader environment before calling into the compile function
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CompilerInput.Environment.Merge(*CompilerInput.SharedEnvironment);
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}
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// Process the job.
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FShaderCompilerOutput CompilerOutput;
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ProcessCompilationJob(CompilerInput, CompilerOutput, WorkingDirectory);
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// Serialize the job's output.
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FJobResult& JobResult = *new(OutSingleJobResults) FJobResult;
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JobResult.CompilerOutput = CompilerOutput;
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}
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}
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// Shader pipeline jobs
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{
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int32 PipelineJobHeader = ShaderCompileWorkerPipelineJobHeader;
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InputFile << PipelineJobHeader;
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checkf(ShaderCompileWorkerPipelineJobHeader == PipelineJobHeader, TEXT("Exiting due to ShaderCompilerWorker expecting pipeline job header %d, got %d instead! Did you forget to build ShaderCompilerWorker?"), ShaderCompileWorkerSingleJobHeader, PipelineJobHeader);
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int32 NumPipelines = 0;
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InputFile << NumPipelines;
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for (int32 Index = 0; Index < NumPipelines; ++Index)
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{
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FPipelineJobResult& PipelineJob = *new(OutPipelineJobResults) FPipelineJobResult;
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InputFile << PipelineJob.PipelineName;
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int32 NumStages = 0;
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InputFile << NumStages;
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TArray<FShaderCompilerInput> CompilerInputs;
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CompilerInputs.AddDefaulted(NumStages);
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for (int32 StageIndex = 0; StageIndex < NumStages; ++StageIndex)
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{
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// Deserialize the job's inputs.
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InputFile << CompilerInputs[StageIndex];
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if (IsValidRef(CompilerInputs[StageIndex].SharedEnvironment))
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{
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// Merge the shared environment into the per-shader environment before calling into the compile function
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CompilerInputs[StageIndex].Environment.Merge(*CompilerInputs[StageIndex].SharedEnvironment);
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}
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}
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ProcessShaderPipelineCompilationJob(PipelineJob, CompilerInputs);
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}
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}
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}
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void ProcessShaderPipelineCompilationJob(FPipelineJobResult& PipelineJob, TArray<FShaderCompilerInput>& CompilerInputs)
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{
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checkf(CompilerInputs.Num() > 0, TEXT("Exiting due to Pipeline %s having zero jobs!"), *PipelineJob.PipelineName);
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// Process the job.
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FShaderCompilerOutput FirstCompilerOutput;
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CompilerInputs[0].bCompilingForShaderPipeline = true;
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CompilerInputs[0].bIncludeUsedOutputs = false;
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ProcessCompilationJob(CompilerInputs[0], FirstCompilerOutput, WorkingDirectory);
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// Serialize the job's output.
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{
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FJobResult& JobResult = *new(PipelineJob.SingleJobs) FJobResult;
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JobResult.CompilerOutput = FirstCompilerOutput;
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}
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bool bEnableRemovingUnused = true;
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//#todo-rco: Only remove for pure VS & PS stages
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for (int32 Index = 0; Index < CompilerInputs.Num(); ++Index)
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{
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auto Stage = CompilerInputs[Index].Target.Frequency;
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if (Stage != SF_Vertex && Stage != SF_Pixel)
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{
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bEnableRemovingUnused = false;
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break;
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}
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}
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for (int32 Index = 1; Index < CompilerInputs.Num(); ++Index)
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{
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if (bEnableRemovingUnused && PipelineJob.SingleJobs.Last().CompilerOutput.bSupportsQueryingUsedAttributes)
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{
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CompilerInputs[Index].bIncludeUsedOutputs = true;
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CompilerInputs[Index].bCompilingForShaderPipeline = true;
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CompilerInputs[Index].UsedOutputs = PipelineJob.SingleJobs.Last().CompilerOutput.UsedAttributes;
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}
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FShaderCompilerOutput CompilerOutput;
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ProcessCompilationJob(CompilerInputs[Index], CompilerOutput, WorkingDirectory);
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// Serialize the job's output.
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FJobResult& JobResult = *new(PipelineJob.SingleJobs) FJobResult;
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JobResult.CompilerOutput = CompilerOutput;
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}
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}
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FArchive* CreateOutputArchive()
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{
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FArchive* OutputFilePtr = nullptr;
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const double StartTime = FPlatformTime::Seconds();
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bool bResult = false;
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// It seems XGE does not support deleting files.
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// Don't delete the input file if we are running under Incredibuild.
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// Instead, we signal completion by creating a zero byte "Success" file after the output file has been fully written.
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if (!GShaderCompileUseXGE)
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{
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do
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{
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// Remove the input file so that it won't get processed more than once
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bResult = IFileManager::Get().Delete(*InputFilePath);
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}
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while (!bResult && (FPlatformTime::Seconds() - StartTime < 2));
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if (!bResult)
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{
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UE_LOG(LogShaders, Fatal,TEXT("Couldn't delete input file %s, is it readonly?"), *InputFilePath);
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}
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}
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// To make sure that the process waiting for results won't read unfinished output file,
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// we use a temp file name during compilation.
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do
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{
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FGuid Guid;
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FPlatformMisc::CreateGuid(Guid);
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TempFilePath = WorkingDirectory + Guid.ToString();
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} while (IFileManager::Get().FileSize(*TempFilePath) != INDEX_NONE);
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const double StartTime2 = FPlatformTime::Seconds();
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do
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{
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// Create the output file.
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OutputFilePtr = IFileManager::Get().CreateFileWriter(*TempFilePath,FILEWRITE_EvenIfReadOnly);
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}
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while (!OutputFilePtr && (FPlatformTime::Seconds() - StartTime2 < 2));
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if (!OutputFilePtr)
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{
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UE_LOG(LogShaders, Fatal,TEXT("Couldn't save output file %s"), *TempFilePath);
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}
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return OutputFilePtr;
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}
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void WriteToOutputArchive(FArchive* OutputFilePtr, TArray<FJobResult>& SingleJobResults, TArray<FPipelineJobResult>& PipelineJobResults)
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{
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FArchive& OutputFile = *OutputFilePtr;
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int32 OutputVersion = ShaderCompileWorkerOutputVersion;
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OutputFile << OutputVersion;
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int32 ErrorCode = 0;
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OutputFile << ErrorCode;
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int32 ErrorStringLength = 0;
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OutputFile << ErrorStringLength;
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OutputFile << ErrorStringLength;
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{
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int32 SingleJobHeader = ShaderCompileWorkerSingleJobHeader;
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OutputFile << SingleJobHeader;
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int32 NumBatches = SingleJobResults.Num();
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OutputFile << NumBatches;
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for (int32 ResultIndex = 0; ResultIndex < SingleJobResults.Num(); ResultIndex++)
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{
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FJobResult& JobResult = SingleJobResults[ResultIndex];
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OutputFile << JobResult.CompilerOutput;
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}
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}
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{
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int32 PipelineJobHeader = ShaderCompileWorkerPipelineJobHeader;
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OutputFile << PipelineJobHeader;
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int32 NumBatches = PipelineJobResults.Num();
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OutputFile << NumBatches;
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for (int32 ResultIndex = 0; ResultIndex < PipelineJobResults.Num(); ResultIndex++)
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{
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auto& PipelineJob = PipelineJobResults[ResultIndex];
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OutputFile << PipelineJob.PipelineName;
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int32 NumStageJobs = PipelineJob.SingleJobs.Num();
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OutputFile << NumStageJobs;
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for (int32 Index = 0; Index < NumStageJobs; ++Index)
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{
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FJobResult& JobResult = PipelineJob.SingleJobs[Index];
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OutputFile << JobResult.CompilerOutput;
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}
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}
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}
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}
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/** Called in the idle loop, checks for conditions under which the helper should exit */
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void CheckExitConditions()
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{
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if (!InputFilename.Contains(TEXT("Only")))
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{
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UE_LOG(LogShaders, Log, TEXT("InputFilename did not contain 'Only', exiting after one job."));
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FPlatformMisc::RequestExit(false);
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}
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#if PLATFORM_MAC || PLATFORM_LINUX
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if (!FPlatformMisc::IsDebuggerPresent() && ParentProcessId > 0)
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{
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// If the parent process is no longer running, exit
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if (!FPlatformProcess::IsApplicationRunning(ParentProcessId))
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{
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FString FilePath = FString(WorkingDirectory) + InputFilename;
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checkf(IFileManager::Get().FileSize(*FilePath) == INDEX_NONE, TEXT("Exiting due to the parent process no longer running and the input file is present!"));
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UE_LOG(LogShaders, Log, TEXT("Parent process no longer running, exiting"));
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FPlatformMisc::RequestExit(false);
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}
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}
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const double CurrentTime = FPlatformTime::Seconds();
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// If we have been idle for 20 seconds then exit
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if (CurrentTime - LastCompileTime > 20.0)
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{
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UE_LOG(LogShaders, Log, TEXT("No jobs found for 20 seconds, exiting"));
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FPlatformMisc::RequestExit(false);
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}
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#else
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// Don't do these if the debugger is present
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//@todo - don't do these if Unreal is being debugged either
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if (!IsDebuggerPresent())
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{
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if (ParentProcessId > 0)
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{
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FString FilePath = FString(WorkingDirectory) + InputFilename;
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bool bParentStillRunning = true;
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HANDLE ParentProcessHandle = OpenProcess(SYNCHRONIZE, false, ParentProcessId);
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// If we couldn't open the process then it is no longer running, exit
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if (ParentProcessHandle == nullptr)
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{
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checkf(IFileManager::Get().FileSize(*FilePath) == INDEX_NONE, TEXT("Exiting due to OpenProcess(ParentProcessId) failing and the input file is present!"));
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UE_LOG(LogShaders, Log, TEXT("Couldn't OpenProcess, Parent process no longer running, exiting"));
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FPlatformMisc::RequestExit(false);
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}
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else
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{
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// If we did open the process, that doesn't mean it is still running
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// The process object stays alive as long as there are handles to it
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// We need to check if the process has signaled, which indicates that it has exited
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uint32 WaitResult = WaitForSingleObject(ParentProcessHandle, 0);
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if (WaitResult != WAIT_TIMEOUT)
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{
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checkf(IFileManager::Get().FileSize(*FilePath) == INDEX_NONE, TEXT("Exiting due to WaitForSingleObject(ParentProcessHandle) signaling and the input file is present!"));
|
|
UE_LOG(LogShaders, Log, TEXT("WaitForSingleObject signaled, Parent process no longer running, exiting"));
|
|
FPlatformMisc::RequestExit(false);
|
|
}
|
|
CloseHandle(ParentProcessHandle);
|
|
}
|
|
}
|
|
|
|
const double CurrentTime = FPlatformTime::Seconds();
|
|
// If we have been idle for 20 seconds then exit
|
|
if (CurrentTime - LastCompileTime > 20.0)
|
|
{
|
|
UE_LOG(LogShaders, Log, TEXT("No jobs found for 20 seconds, exiting"));
|
|
FPlatformMisc::RequestExit(false);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
};
|
|
|
|
static FName NAME_PCD3D_SM5(TEXT("PCD3D_SM5"));
|
|
static FName NAME_PCD3D_SM4(TEXT("PCD3D_SM4"));
|
|
static FName NAME_PCD3D_ES3_1(TEXT("PCD3D_ES31"));
|
|
static FName NAME_PCD3D_ES2(TEXT("PCD3D_ES2"));
|
|
static FName NAME_GLSL_150(TEXT("GLSL_150"));
|
|
static FName NAME_GLSL_150_MAC(TEXT("GLSL_150_MAC"));
|
|
static FName NAME_SF_PS4(TEXT("SF_PS4"));
|
|
static FName NAME_SF_XBOXONE(TEXT("SF_XBOXONE"));
|
|
static FName NAME_GLSL_430(TEXT("GLSL_430"));
|
|
static FName NAME_GLSL_150_ES2(TEXT("GLSL_150_ES2"));
|
|
static FName NAME_GLSL_150_ES2_NOUB(TEXT("GLSL_150_ES2_NOUB"));
|
|
static FName NAME_GLSL_150_ES31(TEXT("GLSL_150_ES31"));
|
|
static FName NAME_GLSL_ES2(TEXT("GLSL_ES2"));
|
|
static FName NAME_GLSL_ES2_WEBGL(TEXT("GLSL_ES2_WEBGL"));
|
|
static FName NAME_GLSL_ES2_IOS(TEXT("GLSL_ES2_IOS"));
|
|
static FName NAME_SF_METAL(TEXT("SF_METAL"));
|
|
static FName NAME_SF_METAL_MRT(TEXT("SF_METAL_MRT"));
|
|
static FName NAME_GLSL_310_ES_EXT(TEXT("GLSL_310_ES_EXT"));
|
|
static FName NAME_SF_METAL_SM5(TEXT("SF_METAL_SM5"));
|
|
static FName NAME_PC_VULKAN_ES2(TEXT("PC_VULKAN_ES2"));
|
|
static FName NAME_SF_METAL_SM4(TEXT("SF_METAL_SM4"));
|
|
|
|
static EShaderPlatform FormatNameToEnum(FName ShaderFormat)
|
|
{
|
|
if (ShaderFormat == NAME_PCD3D_SM5) return SP_PCD3D_SM5;
|
|
if (ShaderFormat == NAME_PCD3D_SM4) return SP_PCD3D_SM4;
|
|
if (ShaderFormat == NAME_PCD3D_ES3_1) return SP_PCD3D_ES3_1;
|
|
if (ShaderFormat == NAME_PCD3D_ES2) return SP_PCD3D_ES2;
|
|
if (ShaderFormat == NAME_GLSL_150) return SP_OPENGL_SM4;
|
|
if (ShaderFormat == NAME_GLSL_150_MAC) return SP_OPENGL_SM4_MAC;
|
|
if (ShaderFormat == NAME_SF_PS4) return SP_PS4;
|
|
if (ShaderFormat == NAME_SF_XBOXONE) return SP_XBOXONE;
|
|
if (ShaderFormat == NAME_GLSL_430) return SP_OPENGL_SM5;
|
|
if (ShaderFormat == NAME_GLSL_150_ES2 || ShaderFormat == NAME_GLSL_150_ES2_NOUB)
|
|
return SP_OPENGL_PCES2;
|
|
if (ShaderFormat == NAME_GLSL_150_ES31) return SP_OPENGL_PCES3_1;
|
|
if (ShaderFormat == NAME_GLSL_ES2) return SP_OPENGL_ES2_ANDROID;
|
|
if (ShaderFormat == NAME_GLSL_ES2_WEBGL) return SP_OPENGL_ES2_WEBGL;
|
|
if (ShaderFormat == NAME_GLSL_ES2_IOS) return SP_OPENGL_ES2_IOS;
|
|
if (ShaderFormat == NAME_SF_METAL) return SP_METAL;
|
|
if (ShaderFormat == NAME_SF_METAL_MRT) return SP_METAL_MRT;
|
|
if (ShaderFormat == NAME_GLSL_310_ES_EXT) return SP_OPENGL_ES31_EXT;
|
|
if (ShaderFormat == NAME_SF_METAL_SM5) return SP_METAL_SM5;
|
|
if (ShaderFormat == NAME_PC_VULKAN_ES2) return SP_VULKAN_ES2;
|
|
if (ShaderFormat == NAME_SF_METAL_SM4) return SP_METAL_SM4;
|
|
return SP_NumPlatforms;
|
|
}
|
|
|
|
static void CompileDirect(const TArray<const class IShaderFormat*>& ShaderFormats)
|
|
{
|
|
// Find all the info required for compiling a single shader
|
|
TArray<FString> Tokens, Switches;
|
|
FCommandLine::Parse(FCommandLine::Get(), Tokens, Switches);
|
|
|
|
FString InputFile;
|
|
if (Tokens.Num() < 1)
|
|
{
|
|
return;
|
|
}
|
|
InputFile = Tokens[0];
|
|
|
|
FName FormatName;
|
|
FString Entry = TEXT("Main");
|
|
EShaderFrequency Frequency = SF_Pixel;
|
|
for (const FString& Switch : Switches)
|
|
{
|
|
if (Switch.StartsWith(TEXT("format=")))
|
|
{
|
|
FormatName = FName(*Switch.RightChop(7));
|
|
}
|
|
else if (Switch.StartsWith(TEXT("entry=")))
|
|
{
|
|
Entry = Switch.RightChop(6);
|
|
}
|
|
else if (!FCString::Strcmp(*Switch, TEXT("ps")))
|
|
{
|
|
Frequency = SF_Pixel;
|
|
}
|
|
else if (!FCString::Strcmp(*Switch, TEXT("vs")))
|
|
{
|
|
Frequency = SF_Vertex;
|
|
}
|
|
else if (!FCString::Strcmp(*Switch, TEXT("hs")))
|
|
{
|
|
Frequency = SF_Hull;
|
|
}
|
|
else if (!FCString::Strcmp(*Switch, TEXT("ds")))
|
|
{
|
|
Frequency = SF_Domain;
|
|
}
|
|
else if (!FCString::Strcmp(*Switch, TEXT("gs")))
|
|
{
|
|
Frequency = SF_Geometry;
|
|
}
|
|
else if (!FCString::Strcmp(*Switch, TEXT("cs")))
|
|
{
|
|
Frequency = SF_Compute;
|
|
}
|
|
}
|
|
|
|
FString Dir = FPlatformProcess::UserTempDir();
|
|
|
|
FShaderCompilerInput Input;
|
|
Input.EntryPointName = Entry;
|
|
Input.ShaderFormat = FormatName;
|
|
Input.SourceFilename = InputFile;
|
|
Input.Target.Platform = FormatNameToEnum(FormatName);
|
|
Input.Target.Frequency = Frequency;
|
|
Input.bSkipPreprocessedCache = true;
|
|
|
|
FShaderCompilerOutput Output;
|
|
|
|
for (const IShaderFormat* Format : ShaderFormats)
|
|
{
|
|
TArray<FName> SupportedFormats;
|
|
Format->GetSupportedFormats(SupportedFormats);
|
|
for (FName SupportedName : SupportedFormats)
|
|
{
|
|
if (SupportedName == FormatName)
|
|
{
|
|
Format->CompileShader(FormatName, Input, Output, Dir);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Main entrypoint, guarded by a try ... except.
|
|
* This expects 4 parameters:
|
|
* The image path and name
|
|
* The working directory path, which has to be unique to the instigating process and thread.
|
|
* The parent process Id
|
|
* The thread Id corresponding to this worker
|
|
*/
|
|
static int32 GuardedMain(int32 argc, TCHAR* argv[], bool bDirectMode)
|
|
{
|
|
GEngineLoop.PreInit(argc, argv, TEXT("-NOPACKAGECACHE -Multiprocess"));
|
|
#if DEBUG_USING_CONSOLE
|
|
GLogConsole->Show( true );
|
|
#endif
|
|
|
|
// We just enumerate the shader formats here for debugging.
|
|
const TArray<const class IShaderFormat*>& ShaderFormats = GetShaderFormats();
|
|
check(ShaderFormats.Num());
|
|
TMap<FString, uint16> FormatVersionMap;
|
|
for (int32 Index = 0; Index < ShaderFormats.Num(); Index++)
|
|
{
|
|
TArray<FName> OutFormats;
|
|
ShaderFormats[Index]->GetSupportedFormats(OutFormats);
|
|
check(OutFormats.Num());
|
|
for (int32 InnerIndex = 0; InnerIndex < OutFormats.Num(); InnerIndex++)
|
|
{
|
|
UE_LOG(LogShaders, Display, TEXT("Available Shader Format %s"), *OutFormats[InnerIndex].ToString());
|
|
uint16 Version = ShaderFormats[Index]->GetVersion(OutFormats[InnerIndex]);
|
|
FormatVersionMap.Add(OutFormats[InnerIndex].ToString(), Version);
|
|
}
|
|
}
|
|
|
|
LastCompileTime = FPlatformTime::Seconds();
|
|
|
|
if (bDirectMode)
|
|
{
|
|
CompileDirect(ShaderFormats);
|
|
}
|
|
else
|
|
{
|
|
#if PLATFORM_WINDOWS
|
|
//@todo - would be nice to change application name or description to have the ThreadId in it for debugging purposes
|
|
SetConsoleTitle(argv[3]);
|
|
#endif
|
|
|
|
FWorkLoop WorkLoop(argv[2], argv[1], argv[4], argv[5], FormatVersionMap);
|
|
WorkLoop.Loop();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int32 GuardedMainWrapper(int32 ArgC, TCHAR* ArgV[], const TCHAR* CrashOutputFile, bool bDirectMode)
|
|
{
|
|
// We need to know whether we are using XGE now, in case an exception
|
|
// is thrown before we parse the command line inside GuardedMain.
|
|
GShaderCompileUseXGE = (ArgC > 6) && FCString::Strcmp(ArgV[6], TEXT("-xge")) == 0;
|
|
|
|
int32 ReturnCode = 0;
|
|
#if PLATFORM_WINDOWS
|
|
if (FPlatformMisc::IsDebuggerPresent())
|
|
#endif
|
|
{
|
|
ReturnCode = GuardedMain(ArgC, ArgV, bDirectMode);
|
|
}
|
|
#if PLATFORM_WINDOWS
|
|
else
|
|
{
|
|
// Don't want 32 dialogs popping up when SCW fails
|
|
GUseCrashReportClient = false;
|
|
__try
|
|
{
|
|
GIsGuarded = 1;
|
|
ReturnCode = GuardedMain(ArgC, ArgV, bDirectMode);
|
|
GIsGuarded = 0;
|
|
}
|
|
__except( ReportCrash( GetExceptionInformation() ) )
|
|
{
|
|
FArchive& OutputFile = *IFileManager::Get().CreateFileWriter(CrashOutputFile,FILEWRITE_NoFail);
|
|
|
|
int32 OutputVersion = ShaderCompileWorkerOutputVersion;
|
|
OutputFile << OutputVersion;
|
|
|
|
int32 ErrorCode = GFailedDueToShaderFormatVersion ? 2 : 1;
|
|
OutputFile << ErrorCode;
|
|
|
|
// Note: Can't use FStrings here as SEH can't be used with destructors
|
|
int32 CallstackLength = FCString::Strlen(GErrorHist);
|
|
OutputFile << CallstackLength;
|
|
|
|
int32 ExceptionInfoLength = FCString::Strlen(GErrorExceptionDescription);
|
|
OutputFile << ExceptionInfoLength;
|
|
|
|
OutputFile.Serialize(GErrorHist, CallstackLength * sizeof(TCHAR));
|
|
OutputFile.Serialize(GErrorExceptionDescription, ExceptionInfoLength * sizeof(TCHAR));
|
|
|
|
int32 NumBatches = 0;
|
|
OutputFile << NumBatches;
|
|
|
|
// Close the output file.
|
|
delete &OutputFile;
|
|
|
|
if (GShaderCompileUseXGE)
|
|
{
|
|
ReturnCode = 1;
|
|
WriteXGESuccessFile(ArgV[1]);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
FEngineLoop::AppPreExit();
|
|
FEngineLoop::AppExit();
|
|
|
|
return ReturnCode;
|
|
}
|
|
|
|
IMPLEMENT_APPLICATION(ShaderCompileWorker, "ShaderCompileWorker")
|
|
|
|
|
|
/**
|
|
* Application entry point
|
|
*
|
|
* @param ArgC Command-line argument count
|
|
* @param ArgV Argument strings
|
|
*/
|
|
|
|
INT32_MAIN_INT32_ARGC_TCHAR_ARGV()
|
|
{
|
|
// FPlatformProcess::OpenProcess only implemented for windows atm
|
|
#if PLATFORM_WINDOWS
|
|
if (ArgC == 4 && FCString::Strcmp(ArgV[1], TEXT("-xgemonitor")) == 0)
|
|
{
|
|
// Open handles to the two processes
|
|
FProcHandle EngineProc = FPlatformProcess::OpenProcess(FCString::Atoi(ArgV[2]));
|
|
FProcHandle BuildProc = FPlatformProcess::OpenProcess(FCString::Atoi(ArgV[3]));
|
|
|
|
if (EngineProc.IsValid() && BuildProc.IsValid())
|
|
{
|
|
// Whilst the build is still in progress
|
|
while (FPlatformProcess::IsProcRunning(BuildProc))
|
|
{
|
|
// Check that the engine is still alive.
|
|
if (!FPlatformProcess::IsProcRunning(EngineProc))
|
|
{
|
|
// The engine has shutdown before the build was stopped.
|
|
// Kill off the build process
|
|
FPlatformProcess::TerminateProc(BuildProc);
|
|
break;
|
|
}
|
|
|
|
FPlatformProcess::Sleep(0.01f);
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
#endif
|
|
TCHAR OutputFilePath[PLATFORM_MAX_FILEPATH_LENGTH] = TEXT("");
|
|
bool bDirectMode = false;
|
|
for (int32 Index = 1; Index < ArgC; ++Index)
|
|
{
|
|
if (FCString::Strcmp(ArgV[Index], TEXT("-directcompile")) == 0)
|
|
{
|
|
bDirectMode = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!bDirectMode)
|
|
{
|
|
if (ArgC < 6)
|
|
{
|
|
printf("ShaderCompileWorker is called by UE4, it requires specific command like arguments.\n");
|
|
return -1;
|
|
}
|
|
|
|
// Game exe can pass any number of parameters through with appGetSubprocessCommandline
|
|
// so just make sure we have at least the minimum number of parameters.
|
|
check(ArgC >= 6);
|
|
|
|
FCString::Strncpy(OutputFilePath, ArgV[1], PLATFORM_MAX_FILEPATH_LENGTH);
|
|
FCString::Strncat(OutputFilePath, ArgV[5], PLATFORM_MAX_FILEPATH_LENGTH);
|
|
}
|
|
|
|
const int32 ReturnCode = GuardedMainWrapper(ArgC, ArgV, OutputFilePath, bDirectMode);
|
|
return ReturnCode;
|
|
}
|