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Callable shaders are similar to hit shaders, but they can be invoked from RayGen shaders without tracing any rays. They have records in the shader binding table and allow local parameters to be bound. The total number of callable shader slots/records must be declared when creating a ray tracing scene. Each record must be filled using SetRayTracingCallableShader() command, which is similar to SetRayTracingHitGroup(). #jira UE-69988 #rb Juan.Canada [CL 6078802 by Yuriy ODonnell in Dev-Rendering branch]
2031 lines
65 KiB
C++
2031 lines
65 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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// ..
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#include "CoreMinimal.h"
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#include "HAL/FileManager.h"
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#include "Misc/FileHelper.h"
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#include "Misc/Paths.h"
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#include "Serialization/MemoryWriter.h"
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#include "ShaderFormatOpenGL.h"
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#if PLATFORM_WINDOWS
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#include "Windows/AllowWindowsPlatformTypes.h"
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#include "Windows/PreWindowsApi.h"
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#include <objbase.h>
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#include <assert.h>
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#include <stdio.h>
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#include "Windows/PostWindowsApi.h"
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#include "Windows/MinWindows.h"
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#include "Windows/HideWindowsPlatformTypes.h"
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#endif
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#include "ShaderCore.h"
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#include "ShaderPreprocessor.h"
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#include "ShaderCompilerCommon.h"
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#include "GlslBackend.h"
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#if PLATFORM_WINDOWS
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#include "Windows/AllowWindowsPlatformTypes.h"
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#include <GL/glcorearb.h>
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#include <GL/glext.h>
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#include <GL/wglext.h>
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#include "Windows/HideWindowsPlatformTypes.h"
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#elif PLATFORM_LINUX
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#define GL_GLEXT_PROTOTYPES 1
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#include <GL/glcorearb.h>
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#include <GL/glext.h>
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#include "SDL.h"
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GLAPI GLuint APIENTRY glCreateShader (GLenum type);
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GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length);
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typedef SDL_Window* SDL_HWindow;
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typedef SDL_GLContext SDL_HGLContext;
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struct FPlatformOpenGLContext
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{
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SDL_HWindow hWnd;
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SDL_HGLContext hGLContext; // this is a (void*) pointer
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};
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#elif PLATFORM_MAC
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#include <OpenGL/OpenGL.h>
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#include <OpenGL/gl3.h>
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#include <OpenGL/gl3ext.h>
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#ifndef GL_COMPUTE_SHADER
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#define GL_COMPUTE_SHADER 0x91B9
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#endif
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#ifndef GL_TESS_EVALUATION_SHADER
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#define GL_TESS_EVALUATION_SHADER 0x8E87
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#endif
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#ifndef GL_TESS_CONTROL_SHADER
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#define GL_TESS_CONTROL_SHADER 0x8E88
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#endif
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#endif
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#include "OpenGLUtil.h"
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#include "OpenGLShaderResources.h"
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DEFINE_LOG_CATEGORY_STATIC(LogOpenGLShaderCompiler, Log, All);
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#define VALIDATE_GLSL_WITH_DRIVER 0
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#define ENABLE_IMAGINATION_COMPILER 1
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static FORCEINLINE bool IsES2Platform(GLSLVersion Version)
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{
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return (Version == GLSL_ES2 || Version == GLSL_150_ES2 || Version == GLSL_ES2_WEBGL || Version == GLSL_ES2_IOS || Version == GLSL_150_ES2_NOUB);
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}
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static FORCEINLINE bool IsPCES2Platform(GLSLVersion Version)
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{
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return (Version == GLSL_150_ES2 || Version == GLSL_150_ES2_NOUB || Version == GLSL_150_ES3_1);
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}
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// This function should match OpenGLShaderPlatformSeparable
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bool FOpenGLFrontend::SupportsSeparateShaderObjects(GLSLVersion Version)
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{
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// Only desktop shader platforms can use separable shaders for now,
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// the generated code relies on macros supplied at runtime to determine whether
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// shaders may be separable and/or linked.
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return Version == GLSL_150 || Version == GLSL_150_ES2 || Version == GLSL_150_ES2_NOUB || Version == GLSL_150_ES3_1 || Version == GLSL_430;
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}
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/*------------------------------------------------------------------------------
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Shader compiling.
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------------------------------------------------------------------------------*/
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#if PLATFORM_WINDOWS
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/** List all OpenGL entry points needed for shader compilation. */
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#define ENUM_GL_ENTRYPOINTS(EnumMacro) \
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EnumMacro(PFNGLCOMPILESHADERPROC,glCompileShader) \
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EnumMacro(PFNGLCREATESHADERPROC,glCreateShader) \
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EnumMacro(PFNGLDELETESHADERPROC,glDeleteShader) \
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EnumMacro(PFNGLGETSHADERIVPROC,glGetShaderiv) \
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EnumMacro(PFNGLGETSHADERINFOLOGPROC,glGetShaderInfoLog) \
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EnumMacro(PFNGLSHADERSOURCEPROC,glShaderSource) \
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EnumMacro(PFNGLDELETEBUFFERSPROC,glDeleteBuffers)
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/** Define all GL functions. */
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#define DEFINE_GL_ENTRYPOINTS(Type,Func) static Type Func = NULL;
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ENUM_GL_ENTRYPOINTS(DEFINE_GL_ENTRYPOINTS);
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/** This function is handled separately because it is used to get a real context. */
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static PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB;
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/** Platform specific OpenGL context. */
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struct FPlatformOpenGLContext
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{
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HWND WindowHandle;
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HDC DeviceContext;
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HGLRC OpenGLContext;
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};
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/**
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* A dummy wndproc.
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*/
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static LRESULT CALLBACK PlatformDummyGLWndproc(HWND hWnd, uint32 Message, WPARAM wParam, LPARAM lParam)
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{
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return DefWindowProc(hWnd, Message, wParam, lParam);
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}
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/**
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* Initialize a pixel format descriptor for the given window handle.
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*/
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static void PlatformInitPixelFormatForDevice(HDC DeviceContext)
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{
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// Pixel format descriptor for the context.
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PIXELFORMATDESCRIPTOR PixelFormatDesc;
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FMemory::Memzero(PixelFormatDesc);
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PixelFormatDesc.nSize = sizeof(PIXELFORMATDESCRIPTOR);
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PixelFormatDesc.nVersion = 1;
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PixelFormatDesc.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
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PixelFormatDesc.iPixelType = PFD_TYPE_RGBA;
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PixelFormatDesc.cColorBits = 32;
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PixelFormatDesc.cDepthBits = 0;
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PixelFormatDesc.cStencilBits = 0;
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PixelFormatDesc.iLayerType = PFD_MAIN_PLANE;
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// Set the pixel format and create the context.
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int32 PixelFormat = ChoosePixelFormat(DeviceContext, &PixelFormatDesc);
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if (!PixelFormat || !SetPixelFormat(DeviceContext, PixelFormat, &PixelFormatDesc))
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{
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UE_LOG(LogOpenGLShaderCompiler, Fatal,TEXT("Failed to set pixel format for device context."));
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}
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}
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/**
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* Create a dummy window used to construct OpenGL contexts.
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*/
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static void PlatformCreateDummyGLWindow(FPlatformOpenGLContext* OutContext)
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{
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const TCHAR* WindowClassName = TEXT("DummyGLToolsWindow");
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// Register a dummy window class.
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static bool bInitializedWindowClass = false;
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if (!bInitializedWindowClass)
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{
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WNDCLASS wc;
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bInitializedWindowClass = true;
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FMemory::Memzero(wc);
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wc.style = CS_OWNDC;
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wc.lpfnWndProc = PlatformDummyGLWndproc;
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wc.cbClsExtra = 0;
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wc.cbWndExtra = 0;
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wc.hInstance = NULL;
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wc.hIcon = NULL;
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wc.hCursor = NULL;
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wc.hbrBackground = (HBRUSH)(COLOR_MENUTEXT);
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wc.lpszMenuName = NULL;
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wc.lpszClassName = WindowClassName;
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ATOM ClassAtom = ::RegisterClass(&wc);
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check(ClassAtom);
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}
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// Create a dummy window.
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OutContext->WindowHandle = CreateWindowEx(
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WS_EX_WINDOWEDGE,
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WindowClassName,
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NULL,
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WS_POPUP,
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CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT,
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NULL, NULL, NULL, NULL);
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check(OutContext->WindowHandle);
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// Get the device context.
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OutContext->DeviceContext = GetDC(OutContext->WindowHandle);
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check(OutContext->DeviceContext);
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PlatformInitPixelFormatForDevice(OutContext->DeviceContext);
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}
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/**
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* Create a core profile OpenGL context.
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*/
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static void PlatformCreateOpenGLContextCore(FPlatformOpenGLContext* OutContext, int MajorVersion, int MinorVersion, HGLRC InParentContext)
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{
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check(wglCreateContextAttribsARB);
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check(OutContext);
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check(OutContext->DeviceContext);
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int AttribList[] =
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{
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WGL_CONTEXT_MAJOR_VERSION_ARB, MajorVersion,
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WGL_CONTEXT_MINOR_VERSION_ARB, MinorVersion,
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WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB | WGL_CONTEXT_DEBUG_BIT_ARB,
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WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
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0
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};
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OutContext->OpenGLContext = wglCreateContextAttribsARB(OutContext->DeviceContext, InParentContext, AttribList);
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check(OutContext->OpenGLContext);
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}
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/**
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* Make the context current.
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*/
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static void PlatformMakeGLContextCurrent(FPlatformOpenGLContext* Context)
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{
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check(Context && Context->OpenGLContext && Context->DeviceContext);
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wglMakeCurrent(Context->DeviceContext, Context->OpenGLContext);
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}
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/**
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* Initialize an OpenGL context so that shaders can be compiled.
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*/
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static void PlatformInitOpenGL(void*& ContextPtr, void*& PrevContextPtr, int InMajorVersion, int InMinorVersion)
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{
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static FPlatformOpenGLContext ShaderCompileContext = {0};
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ContextPtr = (void*)wglGetCurrentDC();
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PrevContextPtr = (void*)wglGetCurrentContext();
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if (ShaderCompileContext.OpenGLContext == NULL && InMajorVersion && InMinorVersion)
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{
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PlatformCreateDummyGLWindow(&ShaderCompileContext);
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// Disable warning C4191: 'type cast' : unsafe conversion from 'PROC' to 'XXX' while getting GL entry points.
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#pragma warning(push)
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#pragma warning(disable:4191)
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if (wglCreateContextAttribsARB == NULL)
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{
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// Create a dummy context so that wglCreateContextAttribsARB can be initialized.
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ShaderCompileContext.OpenGLContext = wglCreateContext(ShaderCompileContext.DeviceContext);
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check(ShaderCompileContext.OpenGLContext);
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PlatformMakeGLContextCurrent(&ShaderCompileContext);
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wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
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check(wglCreateContextAttribsARB);
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wglDeleteContext(ShaderCompileContext.OpenGLContext);
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}
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// Create a context so that remaining GL function pointers can be initialized.
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PlatformCreateOpenGLContextCore(&ShaderCompileContext, InMajorVersion, InMinorVersion, /*InParentContext=*/ NULL);
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check(ShaderCompileContext.OpenGLContext);
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PlatformMakeGLContextCurrent(&ShaderCompileContext);
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if (glCreateShader == NULL)
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{
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// Initialize all entry points.
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#define GET_GL_ENTRYPOINTS(Type,Func) Func = (Type)wglGetProcAddress(#Func);
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ENUM_GL_ENTRYPOINTS(GET_GL_ENTRYPOINTS);
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// Check that all of the entry points have been initialized.
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bool bFoundAllEntryPoints = true;
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#define CHECK_GL_ENTRYPOINTS(Type,Func) if (Func == NULL) { bFoundAllEntryPoints = false; UE_LOG(LogOpenGLShaderCompiler, Warning, TEXT("Failed to find entry point for %s"), TEXT(#Func)); }
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ENUM_GL_ENTRYPOINTS(CHECK_GL_ENTRYPOINTS);
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checkf(bFoundAllEntryPoints, TEXT("Failed to find all OpenGL entry points."));
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}
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// Restore warning C4191.
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#pragma warning(pop)
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}
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PlatformMakeGLContextCurrent(&ShaderCompileContext);
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}
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static void PlatformReleaseOpenGL(void* ContextPtr, void* PrevContextPtr)
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{
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wglMakeCurrent((HDC)ContextPtr, (HGLRC)PrevContextPtr);
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}
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#elif PLATFORM_LINUX
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static void _PlatformCreateDummyGLWindow(FPlatformOpenGLContext *OutContext)
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{
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static bool bInitializedWindowClass = false;
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// Create a dummy window.
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OutContext->hWnd = SDL_CreateWindow(NULL,
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0, 0, 1, 1,
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SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS | SDL_WINDOW_HIDDEN | SDL_WINDOW_SKIP_TASKBAR );
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}
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static void _PlatformCreateOpenGLContextCore(FPlatformOpenGLContext* OutContext)
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{
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check(OutContext);
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SDL_HWindow PrevWindow = SDL_GL_GetCurrentWindow();
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SDL_HGLContext PrevContext = SDL_GL_GetCurrentContext();
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OutContext->hGLContext = SDL_GL_CreateContext(OutContext->hWnd);
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SDL_GL_MakeCurrent(PrevWindow, PrevContext);
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}
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static void _ContextMakeCurrent(SDL_HWindow hWnd, SDL_HGLContext hGLDC)
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{
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GLint Result = SDL_GL_MakeCurrent( hWnd, hGLDC );
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check(!Result);
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}
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static void PlatformInitOpenGL(void*& ContextPtr, void*& PrevContextPtr, int InMajorVersion, int InMinorVersion)
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{
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static bool bInitialized = (SDL_GL_GetCurrentWindow() != NULL) && (SDL_GL_GetCurrentContext() != NULL);
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if (!bInitialized)
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{
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check(InMajorVersion > 3 || (InMajorVersion == 3 && InMinorVersion >= 2));
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if (SDL_WasInit(0) == 0)
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{
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SDL_Init(SDL_INIT_VIDEO);
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}
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else
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{
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Uint32 InitializedSubsystemsMask = SDL_WasInit(SDL_INIT_EVERYTHING);
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if ((InitializedSubsystemsMask & SDL_INIT_VIDEO) == 0)
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{
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SDL_InitSubSystem(SDL_INIT_VIDEO);
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}
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}
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if (SDL_GL_LoadLibrary(NULL))
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{
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UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Unable to dynamically load libGL: %s"), ANSI_TO_TCHAR(SDL_GetError()));
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}
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if (SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, InMajorVersion))
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{
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UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Failed to set GL major version: %s"), ANSI_TO_TCHAR(SDL_GetError()));
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}
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if (SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, InMinorVersion))
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{
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UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Failed to set GL minor version: %s"), ANSI_TO_TCHAR(SDL_GetError()));
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}
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if (SDL_GL_SetAttribute( SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG))
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{
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UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Failed to set GL flags: %s"), ANSI_TO_TCHAR(SDL_GetError()));
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}
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if (SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE))
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{
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UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Failed to set GL mask/profile: %s"), ANSI_TO_TCHAR(SDL_GetError()));
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}
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// Create a dummy context to verify opengl support.
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FPlatformOpenGLContext DummyContext;
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_PlatformCreateDummyGLWindow(&DummyContext);
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_PlatformCreateOpenGLContextCore(&DummyContext);
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if (DummyContext.hGLContext)
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{
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_ContextMakeCurrent(DummyContext.hWnd, DummyContext.hGLContext);
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}
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else
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{
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UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("OpenGL %d.%d not supported by driver"), InMajorVersion, InMinorVersion);
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return;
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}
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PrevContextPtr = NULL;
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ContextPtr = DummyContext.hGLContext;
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bInitialized = true;
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}
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PrevContextPtr = reinterpret_cast<void*>(SDL_GL_GetCurrentContext());
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SDL_HGLContext NewContext = SDL_GL_CreateContext(SDL_GL_GetCurrentWindow());
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SDL_GL_MakeCurrent(SDL_GL_GetCurrentWindow(), NewContext);
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ContextPtr = reinterpret_cast<void*>(NewContext);
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}
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static void PlatformReleaseOpenGL(void* ContextPtr, void* PrevContextPtr)
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{
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SDL_GL_MakeCurrent(SDL_GL_GetCurrentWindow(), reinterpret_cast<SDL_HGLContext>(PrevContextPtr));
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SDL_GL_DeleteContext(reinterpret_cast<SDL_HGLContext>(ContextPtr));
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}
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#elif PLATFORM_MAC
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static void PlatformInitOpenGL(void*& ContextPtr, void*& PrevContextPtr, int InMajorVersion, int InMinorVersion)
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{
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check(InMajorVersion > 3 || (InMajorVersion == 3 && InMinorVersion >= 2));
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CGLPixelFormatAttribute AttribList[] =
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{
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kCGLPFANoRecovery,
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kCGLPFAAccelerated,
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kCGLPFAOpenGLProfile,
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(CGLPixelFormatAttribute)kCGLOGLPVersion_3_2_Core,
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(CGLPixelFormatAttribute)0
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};
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CGLPixelFormatObj PixelFormat;
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GLint NumFormats = 0;
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CGLError Error = CGLChoosePixelFormat(AttribList, &PixelFormat, &NumFormats);
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check(Error == kCGLNoError);
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CGLContextObj ShaderCompileContext;
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Error = CGLCreateContext(PixelFormat, NULL, &ShaderCompileContext);
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check(Error == kCGLNoError);
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Error = CGLDestroyPixelFormat(PixelFormat);
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check(Error == kCGLNoError);
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PrevContextPtr = (void*)CGLGetCurrentContext();
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Error = CGLSetCurrentContext(ShaderCompileContext);
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check(Error == kCGLNoError);
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ContextPtr = (void*)ShaderCompileContext;
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}
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static void PlatformReleaseOpenGL(void* ContextPtr, void* PrevContextPtr)
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{
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CGLContextObj ShaderCompileContext = (CGLContextObj)ContextPtr;
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CGLContextObj PreviousShaderCompileContext = (CGLContextObj)PrevContextPtr;
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CGLError Error;
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Error = CGLSetCurrentContext(PreviousShaderCompileContext);
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check(Error == kCGLNoError);
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Error = CGLDestroyContext(ShaderCompileContext);
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check(Error == kCGLNoError);
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}
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#endif
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/** Map shader frequency -> GL shader type. */
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GLenum GLFrequencyTable[] =
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{
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GL_VERTEX_SHADER, // SF_Vertex
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GL_TESS_CONTROL_SHADER, // SF_Hull
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GL_TESS_EVALUATION_SHADER, // SF_Domain
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GL_FRAGMENT_SHADER, // SF_Pixel
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GL_GEOMETRY_SHADER, // SF_Geometry
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GL_COMPUTE_SHADER, // SF_Compute
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// Ray tracing shaders are not supported in OpenGL
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GLenum(0), // SF_RayGen
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GLenum(0), // SF_RayMiss
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GLenum(0), // SF_RayHitGroup (closest hit, any hit, intersection)
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GLenum(0), // SF_RayCallable
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};
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static_assert(ARRAY_COUNT(GLFrequencyTable) == SF_NumFrequencies, "Frequency table size mismatch.");
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static inline bool IsDigit(TCHAR Char)
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{
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return Char >= '0' && Char <= '9';
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}
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/**
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* Parse a GLSL error.
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* @param OutErrors - Storage for shader compiler errors.
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* @param InLine - A single line from the compile error log.
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*/
|
|
void ParseGlslError(TArray<FShaderCompilerError>& OutErrors, const FString& InLine)
|
|
{
|
|
const TCHAR* ErrorPrefix = TEXT("error: 0:");
|
|
const TCHAR* p = *InLine;
|
|
if (FCString::Strnicmp(p, ErrorPrefix, 9) == 0)
|
|
{
|
|
FString ErrorMsg;
|
|
int32 LineNumber = 0;
|
|
p += FCString::Strlen(ErrorPrefix);
|
|
|
|
// Skip to a number, take that to be the line number.
|
|
while (*p && !IsDigit(*p)) { p++; }
|
|
while (*p && IsDigit(*p))
|
|
{
|
|
LineNumber = 10 * LineNumber + (*p++ - TEXT('0'));
|
|
}
|
|
|
|
// Skip to the next alphanumeric value, treat that as the error message.
|
|
while (*p && !FChar::IsAlnum(*p)) { p++; }
|
|
ErrorMsg = p;
|
|
|
|
// Generate a compiler error.
|
|
if (ErrorMsg.Len() > 0)
|
|
{
|
|
// Note that no mapping exists from the GLSL source to the original
|
|
// HLSL source.
|
|
FShaderCompilerError* CompilerError = new(OutErrors) FShaderCompilerError;
|
|
CompilerError->StrippedErrorMessage = FString::Printf(
|
|
TEXT("driver compile error(%d): %s"),
|
|
LineNumber,
|
|
*ErrorMsg
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
static TArray<ANSICHAR> ParseIdentifierANSI(const FString& Str)
|
|
{
|
|
TArray<ANSICHAR> Result;
|
|
Result.Reserve(Str.Len());
|
|
for (int32 Index = 0; Index < Str.Len(); ++Index)
|
|
{
|
|
Result.Add(FChar::ToLower((ANSICHAR)Str[Index]));
|
|
}
|
|
Result.Add('\0');
|
|
|
|
return Result;
|
|
}
|
|
|
|
static uint32 ParseNumber(const TCHAR* Str)
|
|
{
|
|
uint32 Num = 0;
|
|
while (*Str && IsDigit(*Str))
|
|
{
|
|
Num = Num * 10 + *Str++ - '0';
|
|
}
|
|
return Num;
|
|
}
|
|
|
|
|
|
static ANSICHAR TranslateFrequencyToCrossCompilerPrefix(int32 Frequency)
|
|
{
|
|
switch (Frequency)
|
|
{
|
|
case SF_Vertex: return 'v';
|
|
case SF_Pixel: return 'p';
|
|
case SF_Hull: return 'h';
|
|
case SF_Domain: return 'd';
|
|
case SF_Geometry: return 'g';
|
|
case SF_Compute: return 'c';
|
|
}
|
|
return '\0';
|
|
}
|
|
|
|
static TCHAR* SetIndex(TCHAR* Str, int32 Offset, int32 Index)
|
|
{
|
|
check(Index >= 0 && Index < 100);
|
|
|
|
Str += Offset;
|
|
if (Index >= 10)
|
|
{
|
|
*Str++ = '0' + (TCHAR)(Index / 10);
|
|
}
|
|
*Str++ = '0' + (TCHAR)(Index % 10);
|
|
*Str = '\0';
|
|
return Str;
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
* Construct the final microcode from the compiled and verified shader source.
|
|
* @param ShaderOutput - Where to store the microcode and parameter map.
|
|
* @param InShaderSource - GLSL source with input/output signature.
|
|
* @param SourceLen - The length of the GLSL source code.
|
|
*/
|
|
void FOpenGLFrontend::BuildShaderOutput(
|
|
FShaderCompilerOutput& ShaderOutput,
|
|
const FShaderCompilerInput& ShaderInput,
|
|
const ANSICHAR* InShaderSource,
|
|
int32 SourceLen,
|
|
GLSLVersion Version
|
|
)
|
|
{
|
|
const ANSICHAR* USFSource = InShaderSource;
|
|
CrossCompiler::FHlslccHeader CCHeader;
|
|
if (!CCHeader.Read(USFSource, SourceLen))
|
|
{
|
|
UE_LOG(LogOpenGLShaderCompiler, Error, TEXT("Bad hlslcc header found"));
|
|
}
|
|
|
|
if (*USFSource != '#')
|
|
{
|
|
UE_LOG(LogOpenGLShaderCompiler, Error, TEXT("Bad hlslcc header found! Missing '#'!"));
|
|
}
|
|
|
|
FOpenGLCodeHeader Header = {0};
|
|
FShaderParameterMap& ParameterMap = ShaderOutput.ParameterMap;
|
|
EShaderFrequency Frequency = (EShaderFrequency)ShaderOutput.Target.Frequency;
|
|
|
|
TBitArray<> UsedUniformBufferSlots;
|
|
UsedUniformBufferSlots.Init(false, 32);
|
|
|
|
// Write out the magic markers.
|
|
Header.GlslMarker = 0x474c534c;
|
|
switch (Frequency)
|
|
{
|
|
case SF_Vertex:
|
|
Header.FrequencyMarker = 0x5653;
|
|
break;
|
|
case SF_Pixel:
|
|
Header.FrequencyMarker = 0x5053;
|
|
break;
|
|
case SF_Geometry:
|
|
Header.FrequencyMarker = 0x4753;
|
|
break;
|
|
case SF_Hull:
|
|
Header.FrequencyMarker = 0x4853;
|
|
break;
|
|
case SF_Domain:
|
|
Header.FrequencyMarker = 0x4453;
|
|
break;
|
|
case SF_Compute:
|
|
Header.FrequencyMarker = 0x4353;
|
|
break;
|
|
default:
|
|
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Invalid shader frequency: %d"), (int32)Frequency);
|
|
}
|
|
|
|
static const FString AttributePrefix = TEXT("in_ATTRIBUTE");
|
|
static const FString GL_Prefix = TEXT("gl_");
|
|
for (auto& Input : CCHeader.Inputs)
|
|
{
|
|
// Only process attributes for vertex shaders.
|
|
if (Frequency == SF_Vertex && Input.Name.StartsWith(AttributePrefix))
|
|
{
|
|
int32 AttributeIndex = ParseNumber(*Input.Name + AttributePrefix.Len());
|
|
Header.Bindings.InOutMask |= (1 << AttributeIndex);
|
|
}
|
|
// Record user-defined input varyings
|
|
else if (!Input.Name.StartsWith(GL_Prefix))
|
|
{
|
|
FOpenGLShaderVarying Var;
|
|
Var.Location = Input.Index;
|
|
Var.Varying = ParseIdentifierANSI(Input.Name);
|
|
Header.Bindings.InputVaryings.Add(Var);
|
|
}
|
|
}
|
|
|
|
// Generate vertex attribute remapping table.
|
|
// This is used on devices where GL_MAX_VERTEX_ATTRIBS < 16
|
|
if (Frequency == SF_Vertex)
|
|
{
|
|
uint32 AttributeMask = Header.Bindings.InOutMask;
|
|
int32 NextAttributeSlot = 0;
|
|
Header.Bindings.VertexRemappedMask = 0;
|
|
for (int32 AttributeIndex = 0; AttributeIndex < 16; AttributeIndex++, AttributeMask >>= 1)
|
|
{
|
|
if (AttributeMask & 0x1)
|
|
{
|
|
Header.Bindings.VertexRemappedMask |= (1 << NextAttributeSlot);
|
|
Header.Bindings.VertexAttributeRemap[AttributeIndex] = NextAttributeSlot++;
|
|
}
|
|
else
|
|
{
|
|
Header.Bindings.VertexAttributeRemap[AttributeIndex] = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
static const FString TargetPrefix = "out_Target";
|
|
static const FString GL_FragDepth = "gl_FragDepth";
|
|
for (auto& Output : CCHeader.Outputs)
|
|
{
|
|
// Only targets for pixel shaders must be tracked.
|
|
if (Frequency == SF_Pixel && Output.Name.StartsWith(TargetPrefix))
|
|
{
|
|
uint8 TargetIndex = ParseNumber(*Output.Name + TargetPrefix.Len());
|
|
Header.Bindings.InOutMask |= (1 << TargetIndex);
|
|
}
|
|
// Only depth writes for pixel shaders must be tracked.
|
|
else if (Frequency == SF_Pixel && Output.Name.Equals(GL_FragDepth))
|
|
{
|
|
Header.Bindings.InOutMask |= 0x8000;
|
|
}
|
|
// Record user-defined output varyings
|
|
else if (!Output.Name.StartsWith(GL_Prefix))
|
|
{
|
|
FOpenGLShaderVarying Var;
|
|
Var.Location = Output.Index;
|
|
Var.Varying = ParseIdentifierANSI(Output.Name);
|
|
Header.Bindings.OutputVaryings.Add(Var);
|
|
}
|
|
}
|
|
|
|
// general purpose binding name
|
|
TCHAR BindingName[] = TEXT("XYZ\0\0\0\0\0\0\0\0");
|
|
BindingName[0] = TranslateFrequencyToCrossCompilerPrefix(Frequency);
|
|
|
|
TMap<FString, FString> BindingNameMap;
|
|
|
|
// Then 'normal' uniform buffers.
|
|
for (auto& UniformBlock : CCHeader.UniformBlocks)
|
|
{
|
|
uint16 UBIndex = UniformBlock.Index;
|
|
check(UBIndex == Header.Bindings.NumUniformBuffers);
|
|
UsedUniformBufferSlots[UBIndex] = true;
|
|
if (OutputTrueParameterNames())
|
|
{
|
|
// make the final name this will be in the shader
|
|
BindingName[1] = 'b';
|
|
SetIndex(BindingName, 2, UBIndex);
|
|
BindingNameMap.Add(BindingName, UniformBlock.Name);
|
|
}
|
|
else
|
|
{
|
|
ParameterMap.AddParameterAllocation(*UniformBlock.Name, Header.Bindings.NumUniformBuffers, 0, 0, EShaderParameterType::UniformBuffer);
|
|
}
|
|
Header.Bindings.NumUniformBuffers++;
|
|
}
|
|
|
|
const uint16 BytesPerComponent = 4;
|
|
|
|
// Packed global uniforms
|
|
TMap<ANSICHAR, uint16> PackedGlobalArraySize;
|
|
for (auto& PackedGlobal : CCHeader.PackedGlobals)
|
|
{
|
|
ParameterMap.AddParameterAllocation(
|
|
*PackedGlobal.Name,
|
|
PackedGlobal.PackedType,
|
|
PackedGlobal.Offset * BytesPerComponent,
|
|
PackedGlobal.Count * BytesPerComponent,
|
|
EShaderParameterType::LooseData
|
|
);
|
|
|
|
uint16& Size = PackedGlobalArraySize.FindOrAdd(PackedGlobal.PackedType);
|
|
Size = FMath::Max<uint16>(BytesPerComponent * (PackedGlobal.Offset + PackedGlobal.Count), Size);
|
|
}
|
|
|
|
// Packed Uniform Buffers
|
|
TMap<int, TMap<ANSICHAR, uint16> > PackedUniformBuffersSize;
|
|
for (auto& PackedUB : CCHeader.PackedUBs)
|
|
{
|
|
checkf(OutputTrueParameterNames() == false, TEXT("Unexpected Packed UBs used with a shader format that needs true parameter names - If this is hit, we need to figure out how to handle them"));
|
|
|
|
check(PackedUB.Attribute.Index == Header.Bindings.NumUniformBuffers);
|
|
UsedUniformBufferSlots[PackedUB.Attribute.Index] = true;
|
|
if (OutputTrueParameterNames())
|
|
{
|
|
BindingName[1] = 'b';
|
|
// ???
|
|
}
|
|
else
|
|
{
|
|
ParameterMap.AddParameterAllocation(*PackedUB.Attribute.Name, Header.Bindings.NumUniformBuffers, 0, 0, EShaderParameterType::UniformBuffer);
|
|
}
|
|
Header.Bindings.NumUniformBuffers++;
|
|
|
|
// Nothing else...
|
|
//for (auto& Member : PackedUB.Members)
|
|
//{
|
|
//}
|
|
}
|
|
|
|
// Packed Uniform Buffers copy lists & setup sizes for each UB/Precision entry
|
|
enum EFlattenUBState
|
|
{
|
|
Unknown,
|
|
GroupedUBs,
|
|
FlattenedUBs,
|
|
};
|
|
EFlattenUBState UBState = Unknown;
|
|
for (auto& PackedUBCopy : CCHeader.PackedUBCopies)
|
|
{
|
|
CrossCompiler::FUniformBufferCopyInfo CopyInfo;
|
|
CopyInfo.SourceUBIndex = PackedUBCopy.SourceUB;
|
|
CopyInfo.SourceOffsetInFloats = PackedUBCopy.SourceOffset;
|
|
CopyInfo.DestUBIndex = PackedUBCopy.DestUB;
|
|
CopyInfo.DestUBTypeName = PackedUBCopy.DestPackedType;
|
|
CopyInfo.DestUBTypeIndex = CrossCompiler::PackedTypeNameToTypeIndex(CopyInfo.DestUBTypeName);
|
|
CopyInfo.DestOffsetInFloats = PackedUBCopy.DestOffset;
|
|
CopyInfo.SizeInFloats = PackedUBCopy.Count;
|
|
|
|
Header.UniformBuffersCopyInfo.Add(CopyInfo);
|
|
|
|
auto& UniformBufferSize = PackedUniformBuffersSize.FindOrAdd(CopyInfo.DestUBIndex);
|
|
uint16& Size = UniformBufferSize.FindOrAdd(CopyInfo.DestUBTypeName);
|
|
Size = FMath::Max<uint16>(BytesPerComponent * (CopyInfo.DestOffsetInFloats + CopyInfo.SizeInFloats), Size);
|
|
|
|
check(UBState == Unknown || UBState == GroupedUBs);
|
|
UBState = GroupedUBs;
|
|
}
|
|
|
|
for (auto& PackedUBCopy : CCHeader.PackedUBGlobalCopies)
|
|
{
|
|
CrossCompiler::FUniformBufferCopyInfo CopyInfo;
|
|
CopyInfo.SourceUBIndex = PackedUBCopy.SourceUB;
|
|
CopyInfo.SourceOffsetInFloats = PackedUBCopy.SourceOffset;
|
|
CopyInfo.DestUBIndex = PackedUBCopy.DestUB;
|
|
CopyInfo.DestUBTypeName = PackedUBCopy.DestPackedType;
|
|
CopyInfo.DestUBTypeIndex = CrossCompiler::PackedTypeNameToTypeIndex(CopyInfo.DestUBTypeName);
|
|
CopyInfo.DestOffsetInFloats = PackedUBCopy.DestOffset;
|
|
CopyInfo.SizeInFloats = PackedUBCopy.Count;
|
|
|
|
Header.UniformBuffersCopyInfo.Add(CopyInfo);
|
|
|
|
uint16& Size = PackedGlobalArraySize.FindOrAdd(CopyInfo.DestUBTypeName);
|
|
Size = FMath::Max<uint16>(BytesPerComponent * (CopyInfo.DestOffsetInFloats + CopyInfo.SizeInFloats), Size);
|
|
|
|
check(UBState == Unknown || UBState == FlattenedUBs);
|
|
UBState = FlattenedUBs;
|
|
}
|
|
|
|
Header.Bindings.bFlattenUB = (UBState == FlattenedUBs);
|
|
|
|
// Setup Packed Array info
|
|
Header.Bindings.PackedGlobalArrays.Reserve(PackedGlobalArraySize.Num());
|
|
for (auto Iterator = PackedGlobalArraySize.CreateIterator(); Iterator; ++Iterator)
|
|
{
|
|
ANSICHAR TypeName = Iterator.Key();
|
|
uint16 Size = Iterator.Value();
|
|
Size = (Size + 0xf) & (~0xf);
|
|
CrossCompiler::FPackedArrayInfo Info;
|
|
Info.Size = Size;
|
|
Info.TypeName = TypeName;
|
|
Info.TypeIndex = CrossCompiler::PackedTypeNameToTypeIndex(TypeName);
|
|
Header.Bindings.PackedGlobalArrays.Add(Info);
|
|
}
|
|
|
|
// Setup Packed Uniform Buffers info
|
|
Header.Bindings.PackedUniformBuffers.Reserve(PackedUniformBuffersSize.Num());
|
|
for (auto Iterator = PackedUniformBuffersSize.CreateIterator(); Iterator; ++Iterator)
|
|
{
|
|
int BufferIndex = Iterator.Key();
|
|
auto& ArraySizes = Iterator.Value();
|
|
TArray<CrossCompiler::FPackedArrayInfo> InfoArray;
|
|
InfoArray.Reserve(ArraySizes.Num());
|
|
for (auto IterSizes = ArraySizes.CreateIterator(); IterSizes; ++IterSizes)
|
|
{
|
|
ANSICHAR TypeName = IterSizes.Key();
|
|
uint16 Size = IterSizes.Value();
|
|
Size = (Size + 0xf) & (~0xf);
|
|
CrossCompiler::FPackedArrayInfo Info;
|
|
Info.Size = Size;
|
|
Info.TypeName = TypeName;
|
|
Info.TypeIndex = CrossCompiler::PackedTypeNameToTypeIndex(TypeName);
|
|
InfoArray.Add(Info);
|
|
}
|
|
|
|
Header.Bindings.PackedUniformBuffers.Add(InfoArray);
|
|
}
|
|
|
|
// Then samplers.
|
|
for (auto& Sampler : CCHeader.Samplers)
|
|
{
|
|
if (OutputTrueParameterNames())
|
|
{
|
|
BindingName[1] = 's';
|
|
SetIndex(BindingName, 2, Sampler.Offset);
|
|
BindingNameMap.Add(BindingName, Sampler.Name);
|
|
}
|
|
else
|
|
{
|
|
ParameterMap.AddParameterAllocation(
|
|
*Sampler.Name,
|
|
0,
|
|
Sampler.Offset,
|
|
Sampler.Count,
|
|
EShaderParameterType::SRV
|
|
);
|
|
}
|
|
|
|
Header.Bindings.NumSamplers = FMath::Max<uint8>(
|
|
Header.Bindings.NumSamplers,
|
|
Sampler.Offset + Sampler.Count
|
|
);
|
|
|
|
for (auto& SamplerState : Sampler.SamplerStates)
|
|
{
|
|
if (OutputTrueParameterNames())
|
|
{
|
|
// add an entry for the sampler parameter as well
|
|
BindingNameMap.Add(FString(BindingName) + TEXT("_samp"), SamplerState);
|
|
}
|
|
else
|
|
{
|
|
ParameterMap.AddParameterAllocation(
|
|
*SamplerState,
|
|
0,
|
|
Sampler.Offset,
|
|
Sampler.Count,
|
|
EShaderParameterType::Sampler
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Then UAVs (images in GLSL)
|
|
for (auto& UAV : CCHeader.UAVs)
|
|
{
|
|
if (OutputTrueParameterNames())
|
|
{
|
|
// make the final name this will be in the shader
|
|
BindingName[1] = 'i';
|
|
SetIndex(BindingName, 2, UAV.Offset);
|
|
BindingNameMap.Add(BindingName, UAV.Name);
|
|
}
|
|
else
|
|
{
|
|
ParameterMap.AddParameterAllocation(
|
|
*UAV.Name,
|
|
0,
|
|
UAV.Offset,
|
|
UAV.Count,
|
|
EShaderParameterType::UAV
|
|
);
|
|
}
|
|
|
|
Header.Bindings.NumUAVs = FMath::Max<uint8>(
|
|
Header.Bindings.NumSamplers,
|
|
UAV.Offset + UAV.Count
|
|
);
|
|
}
|
|
|
|
Header.ShaderName = CCHeader.Name;
|
|
|
|
// perform any post processing this frontend class may need to do
|
|
ShaderOutput.bSucceeded = PostProcessShaderSource(Version, Frequency, USFSource, SourceLen + 1 - (USFSource - InShaderSource), ParameterMap, BindingNameMap, ShaderOutput.Errors, ShaderInput);
|
|
|
|
// Build the SRT for this shader.
|
|
{
|
|
// Build the generic SRT for this shader.
|
|
FShaderCompilerResourceTable GenericSRT;
|
|
BuildResourceTableMapping(ShaderInput.Environment.ResourceTableMap, ShaderInput.Environment.ResourceTableLayoutHashes, UsedUniformBufferSlots, ShaderOutput.ParameterMap, GenericSRT);
|
|
|
|
// Copy over the bits indicating which resource tables are active.
|
|
Header.Bindings.ShaderResourceTable.ResourceTableBits = GenericSRT.ResourceTableBits;
|
|
|
|
Header.Bindings.ShaderResourceTable.ResourceTableLayoutHashes = GenericSRT.ResourceTableLayoutHashes;
|
|
|
|
// Now build our token streams.
|
|
BuildResourceTableTokenStream(GenericSRT.TextureMap, GenericSRT.MaxBoundResourceTable, Header.Bindings.ShaderResourceTable.TextureMap);
|
|
BuildResourceTableTokenStream(GenericSRT.ShaderResourceViewMap, GenericSRT.MaxBoundResourceTable, Header.Bindings.ShaderResourceTable.ShaderResourceViewMap);
|
|
BuildResourceTableTokenStream(GenericSRT.SamplerMap, GenericSRT.MaxBoundResourceTable, Header.Bindings.ShaderResourceTable.SamplerMap);
|
|
BuildResourceTableTokenStream(GenericSRT.UnorderedAccessViewMap, GenericSRT.MaxBoundResourceTable, Header.Bindings.ShaderResourceTable.UnorderedAccessViewMap);
|
|
}
|
|
|
|
const int32 MaxSamplers = GetMaxSamplers(Version);
|
|
|
|
if (Header.Bindings.NumSamplers > MaxSamplers)
|
|
{
|
|
ShaderOutput.bSucceeded = false;
|
|
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
|
|
NewError->StrippedErrorMessage =
|
|
FString::Printf(TEXT("shader uses %d samplers exceeding the limit of %d"),
|
|
Header.Bindings.NumSamplers, MaxSamplers);
|
|
}
|
|
else if (ShaderOutput.bSucceeded)
|
|
{
|
|
// Write out the header
|
|
FMemoryWriter Ar(ShaderOutput.ShaderCode.GetWriteAccess(), true);
|
|
Ar << Header;
|
|
|
|
if (OptionalSerializeOutputAndReturnIfSerialized(Ar) == false)
|
|
{
|
|
Ar.Serialize((void*)USFSource, SourceLen + 1 - (USFSource - InShaderSource));
|
|
ShaderOutput.bSucceeded = true;
|
|
}
|
|
|
|
// store data we can pickup later with ShaderCode.FindOptionalData('n'), could be removed for shipping
|
|
// Daniel L: This GenerateShaderName does not generate a deterministic output among shaders as the shader code can be shared.
|
|
// uncommenting this will cause the project to have non deterministic materials and will hurt patch sizes
|
|
//ShaderOutput.ShaderCode.AddOptionalData('n', TCHAR_TO_UTF8(*ShaderInput.GenerateShaderName()));
|
|
|
|
// extract final source code as requested by the Material Editor
|
|
if (ShaderInput.ExtraSettings.bExtractShaderSource)
|
|
{
|
|
TArray<ANSICHAR> GlslCodeOriginal;
|
|
GlslCodeOriginal.Append(USFSource, FCStringAnsi::Strlen(USFSource) + 1);
|
|
ShaderOutput.OptionalFinalShaderSource = FString(GlslCodeOriginal.GetData());
|
|
}
|
|
|
|
// if available, attempt run an offline compilation and extract statistics
|
|
if (ShaderInput.ExtraSettings.OfflineCompilerPath.Len() > 0)
|
|
{
|
|
CompileOffline(ShaderInput, ShaderOutput, Version, USFSource);
|
|
}
|
|
else
|
|
{
|
|
ShaderOutput.NumInstructions = 0;
|
|
}
|
|
|
|
ShaderOutput.NumTextureSamplers = Header.Bindings.NumSamplers;
|
|
}
|
|
}
|
|
|
|
void FOpenGLFrontend::ConvertOpenGLVersionFromGLSLVersion(GLSLVersion InVersion, int& OutMajorVersion, int& OutMinorVersion)
|
|
{
|
|
switch(InVersion)
|
|
{
|
|
case GLSL_150:
|
|
OutMajorVersion = 3;
|
|
OutMinorVersion = 2;
|
|
break;
|
|
case GLSL_310_ES_EXT:
|
|
case GLSL_430:
|
|
OutMajorVersion = 4;
|
|
OutMinorVersion = 3;
|
|
break;
|
|
case GLSL_150_ES2:
|
|
case GLSL_150_ES2_NOUB:
|
|
case GLSL_150_ES3_1:
|
|
OutMajorVersion = 3;
|
|
OutMinorVersion = 2;
|
|
break;
|
|
case GLSL_ES2_IOS:
|
|
case GLSL_ES2_WEBGL:
|
|
case GLSL_ES2:
|
|
case GLSL_ES3_1_ANDROID:
|
|
OutMajorVersion = 0;
|
|
OutMinorVersion = 0;
|
|
break;
|
|
default:
|
|
// Invalid enum
|
|
check(0);
|
|
OutMajorVersion = 0;
|
|
OutMinorVersion = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
static const TCHAR* GetGLSLES2CompilerExecutable(bool bNDACompiler)
|
|
{
|
|
// Unfortunately no env var is set to handle install path
|
|
return (bNDACompiler
|
|
? TEXT("C:\\Imagination\\PowerVR\\GraphicsSDK\\Compilers\\OGLES\\Windows_x86_32\\glslcompiler_sgx543_nda.exe")
|
|
: TEXT("C:\\Imagination\\PowerVR\\GraphicsSDK\\Compilers\\OGLES\\Windows_x86_32\\glslcompiler_sgx543.exe"));
|
|
}
|
|
|
|
static FString CreateGLSLES2CompilerArguments(const FString& ShaderFile, const FString& OutputFile, EHlslShaderFrequency Frequency, bool bNDACompiler)
|
|
{
|
|
const TCHAR* FrequencySwitch = TEXT("");
|
|
switch (Frequency)
|
|
{
|
|
case HSF_PixelShader:
|
|
FrequencySwitch = TEXT(" -f");
|
|
break;
|
|
|
|
case HSF_VertexShader:
|
|
FrequencySwitch = TEXT(" -v");
|
|
break;
|
|
|
|
default:
|
|
return TEXT("");
|
|
}
|
|
|
|
FString Arguments = FString::Printf(TEXT("%s %s %s -profile -perfsim"), *FPaths::GetCleanFilename(ShaderFile), *FPaths::GetCleanFilename(OutputFile), FrequencySwitch);
|
|
|
|
if (bNDACompiler)
|
|
{
|
|
Arguments += " -disasm";
|
|
}
|
|
|
|
return Arguments;
|
|
}
|
|
|
|
static FString CreateCommandLineGLSLES2(const FString& ShaderFile, const FString& OutputFile, GLSLVersion Version, EHlslShaderFrequency Frequency, bool bNDACompiler)
|
|
{
|
|
if (Version != GLSL_ES2 && Version != GLSL_ES2_WEBGL && Version != GLSL_ES2_IOS)
|
|
{
|
|
return TEXT("");
|
|
}
|
|
|
|
FString CmdLine = FString(GetGLSLES2CompilerExecutable(bNDACompiler)) + TEXT(" ") + CreateGLSLES2CompilerArguments(ShaderFile, OutputFile, Frequency, bNDACompiler);
|
|
CmdLine += FString(LINE_TERMINATOR) + TEXT("pause");
|
|
return CmdLine;
|
|
}
|
|
|
|
/** Precompile a glsl shader for ES2. */
|
|
void FOpenGLFrontend::PrecompileGLSLES2(FShaderCompilerOutput& ShaderOutput, const FShaderCompilerInput& ShaderInput, const ANSICHAR* ShaderSource, EHlslShaderFrequency Frequency)
|
|
{
|
|
const TCHAR* CompilerExecutableName = GetGLSLES2CompilerExecutable(false);
|
|
const int32 SourceLen = FCStringAnsi::Strlen(ShaderSource);
|
|
const bool bCompilerExecutableExists = FPaths::FileExists(CompilerExecutableName);
|
|
|
|
// Using the debug info path to write out the files to disk for the PVR shader compiler
|
|
if (ShaderInput.DumpDebugInfoPath != TEXT("") && bCompilerExecutableExists)
|
|
{
|
|
const FString GLSLSourceFile = (ShaderInput.DumpDebugInfoPath / TEXT("GLSLSource.txt"));
|
|
bool bSavedSuccessfully = false;
|
|
|
|
{
|
|
FArchive* Ar = IFileManager::Get().CreateFileWriter(*GLSLSourceFile, FILEWRITE_EvenIfReadOnly);
|
|
|
|
// Save the ansi file to disk so it can be used as input to the PVR shader compiler
|
|
if (Ar)
|
|
{
|
|
bSavedSuccessfully = true;
|
|
|
|
// @todo: Patch the code so that textureCubeLodEXT gets converted to textureCubeLod to workaround PowerVR issues
|
|
const ANSICHAR* VersionString = FCStringAnsi::Strifind(ShaderSource, "#version 100");
|
|
check(VersionString);
|
|
VersionString += 12; // strlen("# version 100");
|
|
Ar->Serialize((void*)ShaderSource, (VersionString - ShaderSource) * sizeof(ANSICHAR));
|
|
const char* PVRWorkaround = "\n#ifndef textureCubeLodEXT\n#define textureCubeLodEXT textureCubeLod\n#endif\n";
|
|
Ar->Serialize((void*)PVRWorkaround, FCStringAnsi::Strlen(PVRWorkaround));
|
|
Ar->Serialize((void*)VersionString, (SourceLen - (VersionString - ShaderSource)) * sizeof(ANSICHAR));
|
|
delete Ar;
|
|
}
|
|
}
|
|
|
|
if (bSavedSuccessfully && ENABLE_IMAGINATION_COMPILER)
|
|
{
|
|
const FString Arguments = CreateGLSLES2CompilerArguments(GLSLSourceFile, TEXT("ASM.txt"), Frequency, false);
|
|
|
|
FString StdOut;
|
|
FString StdErr;
|
|
int32 ReturnCode = 0;
|
|
|
|
// Run the PowerVR shader compiler and wait for completion
|
|
FPlatformProcess::ExecProcess(GetGLSLES2CompilerExecutable(false), *Arguments, &ReturnCode, &StdOut, &StdErr);
|
|
|
|
if (ReturnCode >= 0)
|
|
{
|
|
ShaderOutput.bSucceeded = true;
|
|
ShaderOutput.Target = ShaderInput.Target;
|
|
|
|
BuildShaderOutput(ShaderOutput, ShaderInput, ShaderSource, SourceLen, GLSL_ES2);
|
|
|
|
// Parse the cycle count
|
|
const int32 CycleCountStringLength = FPlatformString::Strlen(TEXT("Cycle count: "));
|
|
const int32 CycleCountIndex = StdOut.Find(TEXT("Cycle count: "));
|
|
|
|
if (CycleCountIndex != INDEX_NONE && CycleCountIndex + CycleCountStringLength < StdOut.Len())
|
|
{
|
|
const int32 CycleCountEndIndex = StdOut.Find(TEXT("\n"), ESearchCase::IgnoreCase, ESearchDir::FromStart, CycleCountIndex + CycleCountStringLength);
|
|
|
|
if (CycleCountEndIndex != INDEX_NONE)
|
|
{
|
|
const FString InstructionSubstring = StdOut.Mid(CycleCountIndex + CycleCountStringLength, CycleCountEndIndex - (CycleCountIndex + CycleCountStringLength));
|
|
ShaderOutput.NumInstructions = FCString::Atoi(*InstructionSubstring);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ShaderOutput.bSucceeded = false;
|
|
|
|
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
|
|
// Print the name of the generated glsl file so we can open it with a double click in the VS.Net output window
|
|
NewError->StrippedErrorMessage = FString::Printf(TEXT("%s \nPVR SDK glsl compiler for SGX543: %s"), *GLSLSourceFile, *StdOut);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ShaderOutput.bSucceeded = true;
|
|
ShaderOutput.Target = ShaderInput.Target;
|
|
|
|
BuildShaderOutput(ShaderOutput, ShaderInput, ShaderSource, SourceLen, GLSL_ES2);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ShaderOutput.bSucceeded = true;
|
|
ShaderOutput.Target = ShaderInput.Target;
|
|
|
|
BuildShaderOutput(ShaderOutput, ShaderInput, ShaderSource, SourceLen, GLSL_ES2);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Precompile a GLSL shader.
|
|
* @param ShaderOutput - The precompiled shader.
|
|
* @param ShaderInput - The shader input.
|
|
* @param InPreprocessedShader - The preprocessed source code.
|
|
*/
|
|
void FOpenGLFrontend::PrecompileShader(FShaderCompilerOutput& ShaderOutput, const FShaderCompilerInput& ShaderInput, const ANSICHAR* ShaderSource, GLSLVersion Version, EHlslShaderFrequency Frequency)
|
|
{
|
|
check(ShaderInput.Target.Frequency < SF_NumFrequencies);
|
|
|
|
// Lookup the GL shader type.
|
|
GLenum GLFrequency = GLFrequencyTable[ShaderInput.Target.Frequency];
|
|
if (GLFrequency == GL_NONE)
|
|
{
|
|
ShaderOutput.bSucceeded = false;
|
|
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
|
|
NewError->StrippedErrorMessage = FString::Printf(TEXT("%s shaders not supported for use in OpenGL."), CrossCompiler::GetFrequencyName((EShaderFrequency)ShaderInput.Target.Frequency));
|
|
return;
|
|
}
|
|
|
|
if (Version == GLSL_ES2 || Version == GLSL_ES2_WEBGL || Version == GLSL_ES2_IOS)
|
|
{
|
|
PrecompileGLSLES2(ShaderOutput, ShaderInput, ShaderSource, Frequency);
|
|
}
|
|
else
|
|
{
|
|
// Create the shader with the preprocessed source code.
|
|
void* ContextPtr;
|
|
void* PrevContextPtr;
|
|
int MajorVersion = 0;
|
|
int MinorVersion = 0;
|
|
ConvertOpenGLVersionFromGLSLVersion(Version, MajorVersion, MinorVersion);
|
|
PlatformInitOpenGL(ContextPtr, PrevContextPtr, MajorVersion, MinorVersion);
|
|
|
|
GLint SourceLen = FCStringAnsi::Strlen(ShaderSource);
|
|
GLuint Shader = glCreateShader(GLFrequency);
|
|
{
|
|
const GLchar* SourcePtr = ShaderSource;
|
|
glShaderSource(Shader, 1, &SourcePtr, &SourceLen);
|
|
}
|
|
|
|
// Compile and get results.
|
|
glCompileShader(Shader);
|
|
{
|
|
GLint CompileStatus;
|
|
glGetShaderiv(Shader, GL_COMPILE_STATUS, &CompileStatus);
|
|
if (CompileStatus == GL_TRUE)
|
|
{
|
|
ShaderOutput.Target = ShaderInput.Target;
|
|
BuildShaderOutput(
|
|
ShaderOutput,
|
|
ShaderInput,
|
|
ShaderSource,
|
|
(int32)SourceLen,
|
|
Version
|
|
);
|
|
}
|
|
else
|
|
{
|
|
GLint LogLength;
|
|
glGetShaderiv(Shader, GL_INFO_LOG_LENGTH, &LogLength);
|
|
if (LogLength > 1)
|
|
{
|
|
TArray<ANSICHAR> RawCompileLog;
|
|
FString CompileLog;
|
|
TArray<FString> LogLines;
|
|
|
|
RawCompileLog.Empty(LogLength);
|
|
RawCompileLog.AddZeroed(LogLength);
|
|
glGetShaderInfoLog(Shader, LogLength, /*OutLength=*/ NULL, RawCompileLog.GetData());
|
|
CompileLog = ANSI_TO_TCHAR(RawCompileLog.GetData());
|
|
CompileLog.ParseIntoArray(LogLines, TEXT("\n"), true);
|
|
|
|
for (int32 Line = 0; Line < LogLines.Num(); ++Line)
|
|
{
|
|
ParseGlslError(ShaderOutput.Errors, LogLines[Line]);
|
|
}
|
|
|
|
if (ShaderOutput.Errors.Num() == 0)
|
|
{
|
|
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
|
|
NewError->StrippedErrorMessage = FString::Printf(
|
|
TEXT("GLSL source:\n%sGL compile log: %s\n"),
|
|
ANSI_TO_TCHAR(ShaderSource),
|
|
ANSI_TO_TCHAR(RawCompileLog.GetData())
|
|
);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
|
|
NewError->StrippedErrorMessage = TEXT("Shader compile failed without errors.");
|
|
}
|
|
|
|
ShaderOutput.bSucceeded = false;
|
|
}
|
|
}
|
|
glDeleteShader(Shader);
|
|
PlatformReleaseOpenGL(ContextPtr, PrevContextPtr);
|
|
}
|
|
}
|
|
|
|
void FOpenGLFrontend::SetupPerVersionCompilationEnvironment(GLSLVersion Version, FShaderCompilerDefinitions& AdditionalDefines, EHlslCompileTarget& HlslCompilerTarget)
|
|
{
|
|
switch (Version)
|
|
{
|
|
case GLSL_ES3_1_ANDROID:
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL_ES3_1"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("ES3_1_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelES3_1;
|
|
break;
|
|
|
|
case GLSL_310_ES_EXT:
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL_ES3_1_EXT"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("ESDEFERRED_PROFILE"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("GL4_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelES3_1Ext;
|
|
break;
|
|
|
|
case GLSL_430:
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("GL4_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelSM5;
|
|
break;
|
|
|
|
case GLSL_150:
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("GL3_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelSM4;
|
|
break;
|
|
|
|
case GLSL_ES2_WEBGL:
|
|
AdditionalDefines.SetDefine(TEXT("WEBGL"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL_ES2"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("ES2_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelES2;
|
|
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
|
|
break;
|
|
|
|
case GLSL_ES2_IOS:
|
|
AdditionalDefines.SetDefine(TEXT("IOS"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL_ES2"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("ES2_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelES2;
|
|
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
|
|
AdditionalDefines.SetDefine(TEXT("noperspective"), TEXT(""));
|
|
|
|
break;
|
|
|
|
case GLSL_ES2:
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL_ES2"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("ES2_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelES2;
|
|
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
|
|
break;
|
|
|
|
case GLSL_150_ES2:
|
|
case GLSL_150_ES2_NOUB:
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("ES2_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelSM4;
|
|
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
|
|
break;
|
|
|
|
case GLSL_150_ES3_1:
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("ES3_1_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelSM4;
|
|
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
|
|
break;
|
|
|
|
default:
|
|
check(0);
|
|
}
|
|
|
|
AdditionalDefines.SetDefine(TEXT("OPENGL_PROFILE"), 1);
|
|
}
|
|
|
|
uint32 FOpenGLFrontend::GetMaxSamplers(GLSLVersion Version)
|
|
{
|
|
switch (Version)
|
|
{
|
|
// Assume that GL4.3 targets support 32 samplers as we don't currently support separate sampler objects
|
|
case GLSL_430:
|
|
return 32;
|
|
|
|
// mimicing the old GetFeatureLevelMaxTextureSamplers for the rest
|
|
case GLSL_ES2:
|
|
case GLSL_ES2_IOS:
|
|
case GLSL_150_ES2:
|
|
case GLSL_150_ES2_NOUB:
|
|
return 8;
|
|
|
|
case GLSL_ES2_WEBGL:
|
|
// For WebGL 1 and 2, GL_MAX_TEXTURE_IMAGE_UNITS is generally much higher than on old GLES 2 Android
|
|
// devices, but we only know the limit at runtime. Assume a decent desktop default.
|
|
return 32;
|
|
|
|
default:
|
|
return 16;
|
|
}
|
|
}
|
|
|
|
uint32 FOpenGLFrontend::CalculateCrossCompilerFlags(GLSLVersion Version, const TArray<uint32>& CompilerFlags)
|
|
{
|
|
uint32 CCFlags = HLSLCC_NoPreprocess | HLSLCC_PackUniforms | HLSLCC_DX11ClipSpace | HLSLCC_RetainSizes;
|
|
if (IsES2Platform(Version) && !IsPCES2Platform(Version))
|
|
{
|
|
CCFlags |= HLSLCC_FlattenUniformBuffers | HLSLCC_FlattenUniformBufferStructures;
|
|
// Currently only enabled for ES2, as there are still features to implement for SM4+ (atomics, global store, UAVs, etc)
|
|
CCFlags |= HLSLCC_ApplyCommonSubexpressionElimination;
|
|
CCFlags |= HLSLCC_ExpandUBMemberArrays;
|
|
}
|
|
|
|
if (CompilerFlags.Contains(CFLAG_UseFullPrecisionInPS) || Version == GLSL_ES2_WEBGL)
|
|
{
|
|
CCFlags |= HLSLCC_UseFullPrecisionInPS;
|
|
}
|
|
|
|
if (Version == GLSL_150_ES2_NOUB ||
|
|
CompilerFlags.Contains(CFLAG_FeatureLevelES31) ||
|
|
CompilerFlags.Contains(CFLAG_UseEmulatedUB))
|
|
{
|
|
CCFlags |= HLSLCC_FlattenUniformBuffers | HLSLCC_FlattenUniformBufferStructures;
|
|
// Enabling HLSLCC_GroupFlattenedUniformBuffers, see FORT-159483.
|
|
CCFlags |= HLSLCC_GroupFlattenedUniformBuffers;
|
|
CCFlags |= HLSLCC_ExpandUBMemberArrays;
|
|
}
|
|
|
|
if (SupportsSeparateShaderObjects(Version))
|
|
{
|
|
CCFlags |= HLSLCC_SeparateShaderObjects;
|
|
}
|
|
|
|
if (CompilerFlags.Contains(CFLAG_UsesExternalTexture))
|
|
{
|
|
CCFlags |= HLSLCC_UsesExternalTexture;
|
|
}
|
|
|
|
return CCFlags;
|
|
}
|
|
|
|
FGlslCodeBackend* FOpenGLFrontend::CreateBackend(GLSLVersion Version, uint32 CCFlags, EHlslCompileTarget HlslCompilerTarget)
|
|
{
|
|
return new FGlslCodeBackend(CCFlags, HlslCompilerTarget, Version == GLSL_ES2_WEBGL);
|
|
}
|
|
|
|
FGlslLanguageSpec* FOpenGLFrontend::CreateLanguageSpec(GLSLVersion Version)
|
|
{
|
|
bool bIsES2 = (IsES2Platform(Version) && !IsPCES2Platform(Version));
|
|
bool bIsWebGL = (Version == GLSL_ES2_WEBGL);
|
|
// For backwards compatibility when targeting WebGL 2 shaders,
|
|
// generate GLES2/WebGL 1 style shaders but with GLES3/WebGL 2
|
|
// constructs available.
|
|
|
|
return new FGlslLanguageSpec(bIsES2, bIsWebGL);
|
|
}
|
|
|
|
/**
|
|
* Compile a shader for OpenGL on Windows.
|
|
* @param Input - The input shader code and environment.
|
|
* @param Output - Contains shader compilation results upon return.
|
|
*/
|
|
void FOpenGLFrontend::CompileShader(const FShaderCompilerInput& Input,FShaderCompilerOutput& Output,const FString& WorkingDirectory, GLSLVersion Version)
|
|
{
|
|
FString PreprocessedShader;
|
|
FShaderCompilerDefinitions AdditionalDefines;
|
|
EHlslCompileTarget HlslCompilerTarget = HCT_InvalidTarget;
|
|
ECompilerFlags PlatformFlowControl = CFLAG_AvoidFlowControl;
|
|
|
|
const bool bCompileES2With310 = (Version == GLSL_ES2 && Input.Environment.CompilerFlags.Contains(CFLAG_FeatureLevelES31));
|
|
if (bCompileES2With310)
|
|
{
|
|
Version = GLSL_ES3_1_ANDROID;
|
|
}
|
|
|
|
// set up compiler env based on version
|
|
SetupPerVersionCompilationEnvironment(Version, AdditionalDefines, HlslCompilerTarget);
|
|
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_HLSLCC"), 1);
|
|
|
|
const bool bDumpDebugInfo = (Input.DumpDebugInfoPath != TEXT("") && IFileManager::Get().DirectoryExists(*Input.DumpDebugInfoPath));
|
|
|
|
if(Input.Environment.CompilerFlags.Contains(CFLAG_AvoidFlowControl) || PlatformFlowControl == CFLAG_AvoidFlowControl)
|
|
{
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_SUPPORTS_ATTRIBUTES"), (uint32)1);
|
|
}
|
|
else
|
|
{
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_SUPPORTS_ATTRIBUTES"), (uint32)0);
|
|
}
|
|
|
|
if (Input.Environment.CompilerFlags.Contains(CFLAG_UseFullPrecisionInPS))
|
|
{
|
|
AdditionalDefines.SetDefine(TEXT("FORCE_FLOATS"), (uint32)1);
|
|
}
|
|
|
|
if (Input.bSkipPreprocessedCache)
|
|
{
|
|
if (!FFileHelper::LoadFileToString(PreprocessedShader, *Input.VirtualSourceFilePath))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Remove const as we are on debug-only mode
|
|
CrossCompiler::CreateEnvironmentFromResourceTable(PreprocessedShader, (FShaderCompilerEnvironment&)Input.Environment);
|
|
}
|
|
else
|
|
{
|
|
if (!PreprocessShader(PreprocessedShader, Output, Input, AdditionalDefines))
|
|
{
|
|
// The preprocessing stage will add any relevant errors.
|
|
return;
|
|
}
|
|
}
|
|
|
|
char* GlslShaderSource = NULL;
|
|
char* ErrorLog = NULL;
|
|
|
|
const bool bIsSM5 = IsSM5(Version);
|
|
|
|
const EHlslShaderFrequency FrequencyTable[] =
|
|
{
|
|
HSF_VertexShader,
|
|
bIsSM5 ? HSF_HullShader : HSF_InvalidFrequency,
|
|
bIsSM5 ? HSF_DomainShader : HSF_InvalidFrequency,
|
|
HSF_PixelShader,
|
|
IsES2Platform(Version) ? HSF_InvalidFrequency : HSF_GeometryShader,
|
|
RHISupportsComputeShaders(Input.Target.GetPlatform()) ? HSF_ComputeShader : HSF_InvalidFrequency
|
|
};
|
|
|
|
const EHlslShaderFrequency Frequency = FrequencyTable[Input.Target.Frequency];
|
|
if (Frequency == HSF_InvalidFrequency)
|
|
{
|
|
Output.bSucceeded = false;
|
|
FShaderCompilerError* NewError = new(Output.Errors) FShaderCompilerError();
|
|
NewError->StrippedErrorMessage = FString::Printf(
|
|
TEXT("%s shaders not supported for use in OpenGL."),
|
|
CrossCompiler::GetFrequencyName((EShaderFrequency)Input.Target.Frequency)
|
|
);
|
|
return;
|
|
}
|
|
|
|
// This requires removing the HLSLCC_NoPreprocess flag later on!
|
|
RemoveUniformBuffersFromSource(Input.Environment, PreprocessedShader);
|
|
|
|
uint32 CCFlags = CalculateCrossCompilerFlags(Version, Input.Environment.CompilerFlags);
|
|
|
|
// Required as we added the RemoveUniformBuffersFromSource() function (the cross-compiler won't be able to interpret comments w/o a preprocessor)
|
|
CCFlags &= ~HLSLCC_NoPreprocess;
|
|
|
|
|
|
// Write out the preprocessed file and a batch file to compile it if requested (DumpDebugInfoPath is valid)
|
|
if (bDumpDebugInfo)
|
|
{
|
|
FArchive* FileWriter = IFileManager::Get().CreateFileWriter(*(Input.DumpDebugInfoPath / Input.GetSourceFilename()));
|
|
if (FileWriter)
|
|
{
|
|
auto AnsiSourceFile = StringCast<ANSICHAR>(*PreprocessedShader);
|
|
FileWriter->Serialize((ANSICHAR*)AnsiSourceFile.Get(), AnsiSourceFile.Length());
|
|
{
|
|
FString Line = CrossCompiler::CreateResourceTableFromEnvironment(Input.Environment);
|
|
|
|
Line += TEXT("#if 0 /*DIRECT COMPILE*/\n");
|
|
Line += CreateShaderCompilerWorkerDirectCommandLine(Input, CCFlags);
|
|
Line += TEXT("\n#endif /*DIRECT COMPILE*/\n");
|
|
|
|
FileWriter->Serialize(TCHAR_TO_ANSI(*Line), Line.Len());
|
|
}
|
|
FileWriter->Close();
|
|
delete FileWriter;
|
|
}
|
|
|
|
if (Input.bGenerateDirectCompileFile)
|
|
{
|
|
FFileHelper::SaveStringToFile(CreateShaderCompilerWorkerDirectCommandLine(Input), *(Input.DumpDebugInfoPath / TEXT("DirectCompile.txt")));
|
|
}
|
|
}
|
|
|
|
FGlslCodeBackend* BackEnd = CreateBackend(Version, CCFlags, HlslCompilerTarget);
|
|
FGlslLanguageSpec* LanguageSpec = CreateLanguageSpec(Version);
|
|
|
|
int32 Result = 0;
|
|
FHlslCrossCompilerContext CrossCompilerContext(CCFlags, Frequency, HlslCompilerTarget);
|
|
if (CrossCompilerContext.Init(TCHAR_TO_ANSI(*Input.VirtualSourceFilePath), LanguageSpec))
|
|
{
|
|
Result = CrossCompilerContext.Run(
|
|
TCHAR_TO_ANSI(*PreprocessedShader),
|
|
TCHAR_TO_ANSI(*Input.EntryPointName),
|
|
BackEnd,
|
|
&GlslShaderSource,
|
|
&ErrorLog
|
|
) ? 1 : 0;
|
|
}
|
|
|
|
delete BackEnd;
|
|
delete LanguageSpec;
|
|
|
|
if (Result != 0)
|
|
{
|
|
int32 GlslSourceLen = GlslShaderSource ? FCStringAnsi::Strlen(GlslShaderSource) : 0;
|
|
if (bDumpDebugInfo)
|
|
{
|
|
const FString GLSLFile = (Input.DumpDebugInfoPath / TEXT("Output.glsl"));
|
|
const FString GLBatchFileContents = CreateCommandLineGLSLES2(GLSLFile, (Input.DumpDebugInfoPath / TEXT("Output.asm")), Version, Frequency, false);
|
|
if (!GLBatchFileContents.IsEmpty())
|
|
{
|
|
FFileHelper::SaveStringToFile(GLBatchFileContents, *(Input.DumpDebugInfoPath / TEXT("GLSLCompile.bat")));
|
|
}
|
|
|
|
const FString NDABatchFileContents = CreateCommandLineGLSLES2(GLSLFile, (Input.DumpDebugInfoPath / TEXT("Output.asm")), Version, Frequency, true);
|
|
if (!NDABatchFileContents.IsEmpty())
|
|
{
|
|
FFileHelper::SaveStringToFile(NDABatchFileContents, *(Input.DumpDebugInfoPath / TEXT("NDAGLSLCompile.bat")));
|
|
}
|
|
|
|
if (GlslSourceLen > 0)
|
|
{
|
|
uint32 Len = FCStringAnsi::Strlen(TCHAR_TO_ANSI(*Input.VirtualSourceFilePath)) + FCStringAnsi::Strlen(TCHAR_TO_ANSI(*Input.EntryPointName)) + FCStringAnsi::Strlen(GlslShaderSource) + 20;
|
|
char* Dest = (char*)malloc(Len);
|
|
FCStringAnsi::Snprintf(Dest, Len, "// ! %s:%s\n%s", (const char*)TCHAR_TO_ANSI(*Input.VirtualSourceFilePath), (const char*)TCHAR_TO_ANSI(*Input.EntryPointName), (const char*)GlslShaderSource);
|
|
free(GlslShaderSource);
|
|
GlslShaderSource = Dest;
|
|
GlslSourceLen = FCStringAnsi::Strlen(GlslShaderSource);
|
|
|
|
FArchive* FileWriter = IFileManager::Get().CreateFileWriter(*GLSLFile);
|
|
if (FileWriter)
|
|
{
|
|
FileWriter->Serialize(GlslShaderSource,GlslSourceLen+1);
|
|
FileWriter->Close();
|
|
delete FileWriter;
|
|
}
|
|
}
|
|
}
|
|
|
|
#if VALIDATE_GLSL_WITH_DRIVER
|
|
PrecompileShader(Output, Input, GlslShaderSource, Version, Frequency);
|
|
#else // VALIDATE_GLSL_WITH_DRIVER
|
|
int32 SourceLen = FCStringAnsi::Strlen(GlslShaderSource);
|
|
Output.Target = Input.Target;
|
|
BuildShaderOutput(Output, Input, GlslShaderSource, SourceLen, Version);
|
|
#endif // VALIDATE_GLSL_WITH_DRIVER
|
|
}
|
|
else
|
|
{
|
|
if (bDumpDebugInfo)
|
|
{
|
|
// Generate the batch file to help track down cross-compiler issues if necessary
|
|
const FString GLSLFile = (Input.DumpDebugInfoPath / TEXT("Output.glsl"));
|
|
const FString GLBatchFileContents = CreateCommandLineGLSLES2(GLSLFile, (Input.DumpDebugInfoPath / TEXT("Output.asm")), Version, Frequency, false);
|
|
if (!GLBatchFileContents.IsEmpty())
|
|
{
|
|
FFileHelper::SaveStringToFile(GLBatchFileContents, *(Input.DumpDebugInfoPath / TEXT("GLSLCompile.bat")));
|
|
}
|
|
}
|
|
|
|
FString Tmp = ANSI_TO_TCHAR(ErrorLog);
|
|
TArray<FString> ErrorLines;
|
|
Tmp.ParseIntoArray(ErrorLines, TEXT("\n"), true);
|
|
for (int32 LineIndex = 0; LineIndex < ErrorLines.Num(); ++LineIndex)
|
|
{
|
|
const FString& Line = ErrorLines[LineIndex];
|
|
CrossCompiler::ParseHlslccError(Output.Errors, Line);
|
|
}
|
|
}
|
|
|
|
if (GlslShaderSource)
|
|
{
|
|
free(GlslShaderSource);
|
|
}
|
|
if (ErrorLog)
|
|
{
|
|
free(ErrorLog);
|
|
}
|
|
}
|
|
|
|
enum class EPlatformType
|
|
{
|
|
Android,
|
|
IOS,
|
|
Web,
|
|
Desktop
|
|
};
|
|
|
|
struct FDeviceCapabilities
|
|
{
|
|
EPlatformType TargetPlatform = EPlatformType::Android;
|
|
bool bUseES30ShadingLanguage;
|
|
bool bSupportsSeparateShaderObjects;
|
|
bool bRequiresUEShaderFramebufferFetchDef;
|
|
bool bRequiresDontEmitPrecisionForTextureSamplers;
|
|
bool bSupportsShaderTextureLod;
|
|
bool bSupportsShaderTextureCubeLod;
|
|
bool bRequiresTextureCubeLodEXTToTextureCubeLodDefine;
|
|
};
|
|
|
|
void FOpenGLFrontend::FillDeviceCapsOfflineCompilation(struct FDeviceCapabilities& Capabilities, const GLSLVersion ShaderVersion) const
|
|
{
|
|
FMemory::Memzero(Capabilities);
|
|
|
|
if (ShaderVersion == GLSL_ES2 || ShaderVersion == GLSL_ES3_1_ANDROID)
|
|
{
|
|
Capabilities.TargetPlatform = EPlatformType::Android;
|
|
|
|
Capabilities.bUseES30ShadingLanguage = ShaderVersion == GLSL_ES3_1_ANDROID;
|
|
Capabilities.bRequiresUEShaderFramebufferFetchDef = true;
|
|
Capabilities.bRequiresDontEmitPrecisionForTextureSamplers = false;
|
|
}
|
|
else if (ShaderVersion == GLSL_ES2_WEBGL)
|
|
{
|
|
Capabilities.TargetPlatform = EPlatformType::Web;
|
|
Capabilities.bUseES30ShadingLanguage = false; // make sure this matches HTML5OpenGL.h -> FOpenGL::UseES30ShadingLanguage();
|
|
}
|
|
else if (ShaderVersion == GLSL_ES2_IOS)
|
|
{
|
|
Capabilities.TargetPlatform = EPlatformType::IOS;
|
|
}
|
|
else
|
|
{
|
|
Capabilities.TargetPlatform = EPlatformType::Desktop;
|
|
|
|
Capabilities.bSupportsSeparateShaderObjects = true;
|
|
}
|
|
|
|
Capabilities.bSupportsShaderTextureLod = true;
|
|
Capabilities.bSupportsShaderTextureCubeLod = false;
|
|
Capabilities.bRequiresTextureCubeLodEXTToTextureCubeLodDefine = true;
|
|
}
|
|
|
|
static bool MoveHashLines(FString& Destination, FString &Source)
|
|
{
|
|
int32 Index = 0;
|
|
int32 LineStart = 0;
|
|
|
|
bool bFound = false;
|
|
while (Index != INDEX_NONE && !bFound)
|
|
{
|
|
LineStart = Index;
|
|
Index = Source.Find(TEXT("\n"), ESearchCase::IgnoreCase, ESearchDir::FromStart, Index);
|
|
|
|
for (int32 i = LineStart; i < Index; ++i)
|
|
{
|
|
const auto CharValue = Source[i];
|
|
if (CharValue == '#')
|
|
{
|
|
break;
|
|
}
|
|
else if (!FChar::IsWhitespace(CharValue))
|
|
{
|
|
bFound = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
++Index;
|
|
}
|
|
|
|
if (bFound)
|
|
{
|
|
Destination.Append(Source.Left(LineStart));
|
|
Source.RemoveAt(0, LineStart);
|
|
}
|
|
|
|
return bFound;
|
|
}
|
|
|
|
static bool OpenGLShaderPlatformNeedsBindLocation(const GLSLVersion InShaderPlatform)
|
|
{
|
|
switch (InShaderPlatform)
|
|
{
|
|
case GLSL_430:
|
|
case GLSL_310_ES_EXT:
|
|
case GLSL_ES3_1_ANDROID:
|
|
case GLSL_150_ES3_1:
|
|
return false;
|
|
|
|
case GLSL_150:
|
|
case GLSL_150_ES2:
|
|
case GLSL_ES2:
|
|
case GLSL_150_ES2_NOUB:
|
|
case GLSL_ES2_WEBGL:
|
|
case GLSL_ES2_IOS:
|
|
return true;
|
|
|
|
default:
|
|
return true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
inline bool OpenGLShaderPlatformSeparable(const GLSLVersion InShaderPlatform)
|
|
{
|
|
switch (InShaderPlatform)
|
|
{
|
|
case GLSL_430:
|
|
case GLSL_150:
|
|
case GLSL_150_ES2:
|
|
case GLSL_150_ES2_NOUB:
|
|
case GLSL_150_ES3_1:
|
|
return true;
|
|
|
|
case GLSL_310_ES_EXT:
|
|
case GLSL_ES3_1_ANDROID:
|
|
case GLSL_ES2:
|
|
case GLSL_ES2_WEBGL:
|
|
case GLSL_ES2_IOS:
|
|
return false;
|
|
|
|
default:
|
|
return true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
TSharedPtr<ANSICHAR> FOpenGLFrontend::PrepareCodeForOfflineCompilation(const GLSLVersion ShaderVersion, EShaderFrequency Frequency, const ANSICHAR* InShaderSource) const
|
|
{
|
|
FString OriginalShaderSource(ANSI_TO_TCHAR(InShaderSource));
|
|
FString StrOutSource;
|
|
|
|
FDeviceCapabilities Capabilities;
|
|
FillDeviceCapsOfflineCompilation(Capabilities, ShaderVersion);
|
|
|
|
// Whether shader was compiled for ES 3.1
|
|
const TCHAR *ES310Version = TEXT("#version 310 es");
|
|
const bool bES31 = OriginalShaderSource.Find(ES310Version) != INDEX_NONE;
|
|
|
|
// Whether we need to emit mobile multi-view code or not.
|
|
const bool bEmitMobileMultiView = OriginalShaderSource.Find(TEXT("gl_ViewID_OVR")) != INDEX_NONE;
|
|
|
|
// Whether we need to emit texture external code or not.
|
|
const bool bEmitTextureExternal = OriginalShaderSource.Find(TEXT("samplerExternalOES")) != INDEX_NONE;
|
|
|
|
const bool bUseES30ShadingLanguage = Capabilities.bUseES30ShadingLanguage;
|
|
|
|
bool bNeedsExtDrawInstancedDefine = false;
|
|
if (Capabilities.TargetPlatform == EPlatformType::Android || Capabilities.TargetPlatform == EPlatformType::Web)
|
|
{
|
|
bNeedsExtDrawInstancedDefine = !bES31;
|
|
if (bES31)
|
|
{
|
|
StrOutSource.Append(ES310Version);
|
|
StrOutSource.Append(TEXT("\n"));
|
|
OriginalShaderSource.RemoveFromStart(ES310Version);
|
|
}
|
|
else if (IsES2Platform(ShaderVersion))
|
|
{
|
|
StrOutSource.Append(TEXT("#version 100\n"));
|
|
OriginalShaderSource.RemoveFromStart(TEXT("#version 100"));
|
|
}
|
|
}
|
|
else if (Capabilities.TargetPlatform == EPlatformType::IOS)
|
|
{
|
|
bNeedsExtDrawInstancedDefine = true;
|
|
StrOutSource.Append(TEXT("#version 100\n"));
|
|
OriginalShaderSource.RemoveFromStart(TEXT("#version 100"));
|
|
}
|
|
|
|
if (bNeedsExtDrawInstancedDefine)
|
|
{
|
|
// Check for the GL_EXT_draw_instanced extension if necessary (version < 300)
|
|
StrOutSource.Append(TEXT("#ifdef GL_EXT_draw_instanced\n"));
|
|
StrOutSource.Append(TEXT("#define UE_EXT_draw_instanced 1\n"));
|
|
StrOutSource.Append(TEXT("#endif\n"));
|
|
}
|
|
|
|
const GLenum TypeEnum = GLFrequencyTable[Frequency];
|
|
// The incoming glsl may have preprocessor code that is dependent on defines introduced via the engine.
|
|
// This is the place to insert such engine preprocessor defines, immediately after the glsl version declaration.
|
|
if (Capabilities.bRequiresUEShaderFramebufferFetchDef && TypeEnum == GL_FRAGMENT_SHADER)
|
|
{
|
|
// Some devices (Zenfone5) support GL_EXT_shader_framebuffer_fetch but do not define GL_EXT_shader_framebuffer_fetch in GLSL compiler
|
|
// We can't define anything with GL_, so we use UE_EXT_shader_framebuffer_fetch to enable frame buffer fetch
|
|
StrOutSource.Append(TEXT("#define UE_EXT_shader_framebuffer_fetch 1\n"));
|
|
}
|
|
|
|
if (bEmitMobileMultiView)
|
|
{
|
|
MoveHashLines(StrOutSource, OriginalShaderSource);
|
|
|
|
StrOutSource.Append(TEXT("\n\n"));
|
|
StrOutSource.Append(TEXT("#extension GL_OVR_multiview2 : enable\n"));
|
|
StrOutSource.Append(TEXT("\n\n"));
|
|
}
|
|
|
|
if (bEmitTextureExternal)
|
|
{
|
|
MoveHashLines(StrOutSource, OriginalShaderSource);
|
|
StrOutSource.Append(TEXT("#define samplerExternalOES sampler2D\n"));
|
|
}
|
|
|
|
// Only desktop with separable shader platform can use GL_ARB_separate_shader_objects for reduced shader compile/link hitches
|
|
// however ES3.1 relies on layout(location=) support
|
|
bool const bNeedsBindLocation = OpenGLShaderPlatformNeedsBindLocation(ShaderVersion) && !bES31;
|
|
if (OpenGLShaderPlatformSeparable(ShaderVersion) || !bNeedsBindLocation)
|
|
{
|
|
// Move version tag & extensions before beginning all other operations
|
|
MoveHashLines(StrOutSource, OriginalShaderSource);
|
|
|
|
// OpenGL SM5 shader platforms require location declarations for the layout, but don't necessarily use SSOs
|
|
if (Capabilities.bSupportsSeparateShaderObjects || !bNeedsBindLocation)
|
|
{
|
|
if (Capabilities.TargetPlatform == EPlatformType::Desktop)
|
|
{
|
|
StrOutSource.Append(TEXT("#extension GL_ARB_separate_shader_objects : enable\n"));
|
|
StrOutSource.Append(TEXT("#define INTERFACE_LOCATION(Pos) layout(location=Pos) \n"));
|
|
StrOutSource.Append(TEXT("#define INTERFACE_BLOCK(Pos, Interp, Modifiers, Semantic, PreType, PostType) layout(location=Pos) Interp Modifiers struct { PreType PostType; }\n"));
|
|
}
|
|
else
|
|
{
|
|
StrOutSource.Append(TEXT("#define INTERFACE_LOCATION(Pos) layout(location=Pos) \n"));
|
|
StrOutSource.Append(TEXT("#define INTERFACE_BLOCK(Pos, Interp, Modifiers, Semantic, PreType, PostType) layout(location=Pos) Modifiers Semantic { PreType PostType; }\n"));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
StrOutSource.Append(TEXT("#define INTERFACE_LOCATION(Pos) \n"));
|
|
StrOutSource.Append(TEXT("#define INTERFACE_BLOCK(Pos, Interp, Modifiers, Semantic, PreType, PostType) Modifiers Semantic { Interp PreType PostType; }\n"));
|
|
}
|
|
}
|
|
|
|
if (Capabilities.TargetPlatform == EPlatformType::Android)
|
|
{
|
|
if (IsES2Platform(ShaderVersion) && !bES31)
|
|
{
|
|
StrOutSource.Append(TEXT("#define HDR_32BPP_ENCODE_MODE 0.0\n"));
|
|
|
|
// This #define fixes compiler errors on Android (which doesn't seem to support textureCubeLodEXT)
|
|
if (bUseES30ShadingLanguage)
|
|
{
|
|
if (TypeEnum == GL_VERTEX_SHADER)
|
|
{
|
|
StrOutSource.Append(TEXT("#define texture2D texture \n"
|
|
"#define texture2DProj textureProj \n"
|
|
"#define texture2DLod textureLod \n"
|
|
"#define texture2DLodEXT textureLod \n"
|
|
"#define texture2DProjLod textureProjLod \n"
|
|
"#define textureCube texture \n"
|
|
"#define textureCubeLod textureLod \n"
|
|
"#define textureCubeLodEXT textureLod \n"
|
|
"#define texture3D texture \n"
|
|
"#define texture3DProj textureProj \n"
|
|
"#define texture3DLod textureLod \n"));
|
|
|
|
OriginalShaderSource.Replace(TEXT("attribute"), TEXT("in"));
|
|
OriginalShaderSource.Replace(TEXT("varying"), TEXT("out"));
|
|
}
|
|
else if (TypeEnum == GL_FRAGMENT_SHADER)
|
|
{
|
|
// #extension directives have to come before any non-# directives. Because
|
|
// we add non-# stuff below and the #extension directives
|
|
// get added to the incoming shader source we move any # directives
|
|
// to be right after the #version to ensure they are always correct.
|
|
MoveHashLines(StrOutSource, OriginalShaderSource);
|
|
|
|
StrOutSource.Append(TEXT("#define texture2D texture \n"
|
|
"#define texture2DProj textureProj \n"
|
|
"#define texture2DLod textureLod \n"
|
|
"#define texture2DLodEXT textureLod \n"
|
|
"#define texture2DProjLod textureProjLod \n"
|
|
"#define textureCube texture \n"
|
|
"#define textureCubeLod textureLod \n"
|
|
"#define textureCubeLodEXT textureLod \n"
|
|
"#define texture3D texture \n"
|
|
"#define texture3DProj textureProj \n"
|
|
"#define texture3DLod textureLod \n"
|
|
"#define texture3DProjLod textureProjLod \n"
|
|
"\n"
|
|
"#define gl_FragColor out_FragColor \n"
|
|
"#ifdef EXT_shader_framebuffer_fetch_enabled \n"
|
|
"inout mediump vec4 out_FragColor; \n"
|
|
"#else \n"
|
|
"out mediump vec4 out_FragColor; \n"
|
|
"#endif \n"));
|
|
|
|
OriginalShaderSource.Replace(TEXT("varying"), TEXT("in"));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (TypeEnum == GL_FRAGMENT_SHADER)
|
|
{
|
|
// Apply #defines to deal with incompatible sections of code
|
|
|
|
if (Capabilities.bRequiresDontEmitPrecisionForTextureSamplers)
|
|
{
|
|
StrOutSource.Append(TEXT("#define DONTEMITSAMPLERDEFAULTPRECISION \n"));
|
|
}
|
|
|
|
if (!Capabilities.bSupportsShaderTextureLod || !Capabilities.bSupportsShaderTextureCubeLod)
|
|
{
|
|
StrOutSource.Append(TEXT("#define DONTEMITEXTENSIONSHADERTEXTURELODENABLE \n"
|
|
"#define texture2DLodEXT(a, b, c) texture2D(a, b) \n"
|
|
"#define textureCubeLodEXT(a, b, c) textureCube(a, b) \n"));
|
|
}
|
|
else if (Capabilities.bRequiresTextureCubeLodEXTToTextureCubeLodDefine)
|
|
{
|
|
StrOutSource.Append(TEXT("#define textureCubeLodEXT textureCubeLod \n"));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (Capabilities.TargetPlatform == EPlatformType::Web)
|
|
{
|
|
// HTML5 use case is much simpler, use a separate chunk of code from android.
|
|
if (!Capabilities.bSupportsShaderTextureLod)
|
|
{
|
|
StrOutSource.Append(TEXT("#define DONTEMITEXTENSIONSHADERTEXTURELODENABLE \n"
|
|
"#define texture2DLodEXT(a, b, c) texture2D(a, b) \n"
|
|
"#define textureCubeLodEXT(a, b, c) textureCube(a, b) \n"));
|
|
}
|
|
}
|
|
|
|
StrOutSource.Append(TEXT("#define HLSLCC_DX11ClipSpace 1 \n"));
|
|
|
|
// Append the possibly edited shader to the one we will compile.
|
|
// This is to make it easier to debug as we can see the whole
|
|
// shader source.
|
|
StrOutSource.Append(TEXT("\n\n"));
|
|
StrOutSource.Append(OriginalShaderSource);
|
|
|
|
const int32 SourceLen = StrOutSource.Len();
|
|
TSharedPtr<ANSICHAR> RetShaderSource = MakeShareable(new ANSICHAR[SourceLen + 1]);
|
|
FCStringAnsi::Strcpy(RetShaderSource.Get(), SourceLen + 1, TCHAR_TO_ANSI(*StrOutSource));
|
|
|
|
return RetShaderSource;
|
|
}
|
|
|
|
bool FOpenGLFrontend::PlatformSupportsOfflineCompilation(const GLSLVersion ShaderVersion) const
|
|
{
|
|
switch (ShaderVersion)
|
|
{
|
|
// desktop
|
|
case GLSL_150:
|
|
case GLSL_430:
|
|
case GLSL_150_ES2:
|
|
case GLSL_150_ES2_NOUB:
|
|
case GLSL_150_ES3_1:
|
|
case GLSL_310_ES_EXT:
|
|
// web
|
|
case GLSL_ES2_WEBGL:
|
|
// switch
|
|
case GLSL_SWITCH:
|
|
case GLSL_SWITCH_FORWARD:
|
|
return false;
|
|
break;
|
|
// ios
|
|
case GLSL_ES2_IOS:
|
|
// android
|
|
case GLSL_ES2:
|
|
case GLSL_ES3_1_ANDROID:
|
|
return true;
|
|
break;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void FOpenGLFrontend::CompileOffline(const FShaderCompilerInput& Input, FShaderCompilerOutput& Output, const GLSLVersion ShaderVersion, const ANSICHAR* InShaderSource)
|
|
{
|
|
const bool bSupportsOfflineCompilation = PlatformSupportsOfflineCompilation(ShaderVersion);
|
|
|
|
if (!bSupportsOfflineCompilation)
|
|
{
|
|
return;
|
|
}
|
|
|
|
TSharedPtr<ANSICHAR> ShaderSource = PrepareCodeForOfflineCompilation(ShaderVersion, (EShaderFrequency)Input.Target.Frequency, InShaderSource);
|
|
|
|
PlatformCompileOffline(Input, Output, ShaderSource.Get(), ShaderVersion);
|
|
}
|
|
|
|
void FOpenGLFrontend::PlatformCompileOffline(const FShaderCompilerInput& Input, FShaderCompilerOutput& ShaderOutput, const ANSICHAR* ShaderSource, const GLSLVersion ShaderVersion)
|
|
{
|
|
if (ShaderVersion == GLSL_ES2 || ShaderVersion == GLSL_ES3_1_ANDROID || ShaderVersion == GLSL_ES2_IOS)
|
|
{
|
|
CompileOfflineMali(Input, ShaderOutput, ShaderSource, FPlatformString::Strlen(ShaderSource), false);
|
|
}
|
|
}
|