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172 lines
5.3 KiB
C++
172 lines
5.3 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "ShaderPreprocessor.h"
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#include "Misc/FileHelper.h"
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#include "Misc/Paths.h"
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#include "Misc/ScopeLock.h"
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#include "Modules/ModuleManager.h"
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#include "PreprocessorPrivate.h"
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IMPLEMENT_MODULE(FDefaultModuleImpl, ShaderPreprocessor);
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/**
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* Append defines to an MCPP command line.
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* @param OutOptions - Upon return contains MCPP command line parameters as a string appended to the current string.
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* @param Definitions - Definitions to add.
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*/
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static void AddMcppDefines(FString& OutOptions, const TMap<FString,FString>& Definitions)
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{
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for (TMap<FString,FString>::TConstIterator It(Definitions); It; ++It)
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{
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OutOptions += FString::Printf(TEXT(" -D%s=%s"), *(It.Key()), *(It.Value()));
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}
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}
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/**
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* Helper class used to load shader source files for MCPP.
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*/
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class FMcppFileLoader
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{
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public:
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/** Initialization constructor. */
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explicit FMcppFileLoader(const FShaderCompilerInput& InShaderInput, FShaderCompilerOutput& InShaderOutput)
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: ShaderInput(InShaderInput)
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, ShaderOutput(InShaderOutput)
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{
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FString InputShaderSource;
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if (LoadShaderSourceFile(*InShaderInput.VirtualSourceFilePath, InputShaderSource))
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{
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InputShaderSource = FString::Printf(TEXT("%s\n#line 1\n%s"), *ShaderInput.SourceFilePrefix, *InputShaderSource);
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CachedFileContents.Add(InShaderInput.VirtualSourceFilePath, StringToArray<ANSICHAR>(*InputShaderSource, InputShaderSource.Len()));
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}
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}
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/** Retrieves the MCPP file loader interface. */
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file_loader GetMcppInterface()
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{
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file_loader Loader;
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Loader.get_file_contents = GetFileContents;
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Loader.user_data = (void*)this;
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return Loader;
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}
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private:
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/** Holder for shader contents (string + size). */
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typedef TArray<ANSICHAR> FShaderContents;
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/** MCPP callback for retrieving file contents. */
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static int GetFileContents(void* InUserData, const ANSICHAR* InVirtualFilePath, const ANSICHAR** OutContents, size_t* OutContentSize)
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{
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FMcppFileLoader* This = (FMcppFileLoader*)InUserData;
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FShaderContents* CachedContents = This->CachedFileContents.Find(InVirtualFilePath);
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if (!CachedContents)
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{
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FString VirtualFilePath = (ANSI_TO_TCHAR(InVirtualFilePath));
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FString FileContents;
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if (This->ShaderInput.Environment.IncludeVirtualPathToContentsMap.Contains(VirtualFilePath))
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{
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FileContents = FString(UTF8_TO_TCHAR(
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This->ShaderInput.Environment.IncludeVirtualPathToContentsMap.FindRef(VirtualFilePath).GetData()));
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}
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else
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{
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if (!CheckVirtualShaderFilePath(*VirtualFilePath, &This->ShaderOutput.Errors))
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{
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return 0;
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}
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LoadShaderSourceFile(*VirtualFilePath, FileContents);
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}
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// Adds a #line 1 "<Absolute file path>" on top of every file content to have nice absolute virtual source
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// file path in error messages.
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FileContents = FString::Printf(TEXT("#line 1 \"%s\"\n%s"), *VirtualFilePath, *FileContents);
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if (FileContents.Len() > 0)
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{
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CachedContents = &This->CachedFileContents.Add(InVirtualFilePath, StringToArray<ANSICHAR>(*FileContents, FileContents.Len()));
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}
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}
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if (OutContents)
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{
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*OutContents = CachedContents ? CachedContents->GetData() : NULL;
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}
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if (OutContentSize)
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{
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*OutContentSize = CachedContents ? CachedContents->Num() : 0;
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}
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return CachedContents != nullptr;
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}
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/** Shader input data. */
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const FShaderCompilerInput& ShaderInput;
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/** Shader output data. */
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FShaderCompilerOutput& ShaderOutput;
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/** File contents are cached as needed. */
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TMap<FString,FShaderContents> CachedFileContents;
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};
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/**
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* Preprocess a shader.
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* @param OutPreprocessedShader - Upon return contains the preprocessed source code.
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* @param ShaderOutput - ShaderOutput to which errors can be added.
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* @param ShaderInput - The shader compiler input.
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* @param AdditionalDefines - Additional defines with which to preprocess the shader.
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* @returns true if the shader is preprocessed without error.
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*/
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bool PreprocessShader(
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FString& OutPreprocessedShader,
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FShaderCompilerOutput& ShaderOutput,
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const FShaderCompilerInput& ShaderInput,
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const FShaderCompilerDefinitions& AdditionalDefines
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)
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{
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check(CheckVirtualShaderFilePath(ShaderInput.VirtualSourceFilePath));
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// Skip the cache system and directly load the file path (used for debugging)
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if (ShaderInput.bSkipPreprocessedCache)
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{
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return FFileHelper::LoadFileToString(OutPreprocessedShader, *ShaderInput.VirtualSourceFilePath);
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}
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FString McppOptions;
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FString McppOutput, McppErrors;
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ANSICHAR* McppOutAnsi = NULL;
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ANSICHAR* McppErrAnsi = NULL;
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bool bSuccess = false;
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// MCPP is not threadsafe.
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static FCriticalSection McppCriticalSection;
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FScopeLock McppLock(&McppCriticalSection);
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FMcppFileLoader FileLoader(ShaderInput, ShaderOutput);
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AddMcppDefines(McppOptions, ShaderInput.Environment.GetDefinitions());
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AddMcppDefines(McppOptions, AdditionalDefines.GetDefinitionMap());
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McppOptions += TEXT(" -V199901L");
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int32 Result = mcpp_run(
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TCHAR_TO_ANSI(*McppOptions),
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TCHAR_TO_ANSI(*ShaderInput.VirtualSourceFilePath),
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&McppOutAnsi,
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&McppErrAnsi,
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FileLoader.GetMcppInterface()
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);
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McppOutput = McppOutAnsi;
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McppErrors = McppErrAnsi;
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if (ParseMcppErrors(ShaderOutput.Errors, ShaderOutput.PragmaDirectives, McppErrors))
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{
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// exchange strings
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FMemory::Memswap( &OutPreprocessedShader, &McppOutput, sizeof(FString) );
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bSuccess = true;
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}
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return bSuccess;
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}
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