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#jira none #rb guillaume.abadie, kenzo.terelst #preflight 62b0ecb8ec13d14b5a1897ba [CL 20757788 by christopher waters in ue5-main branch]
822 lines
24 KiB
C++
822 lines
24 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "ShaderParameterParser.h"
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#include "ShaderCompilerCommon.h"
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static void AddNoteToDisplayShaderParameterMemberOnCppSide(
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const FShaderCompilerInput& CompilerInput,
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const FShaderParameterParser::FParsedShaderParameter& ParsedParameter,
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FShaderCompilerOutput& CompilerOutput)
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{
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const FShaderParametersMetadata* MemberContainingStruct = nullptr;
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const FShaderParametersMetadata::FMember* Member = nullptr;
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{
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int32 ArrayElementId = 0;
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FString NamePrefix;
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CompilerInput.RootParametersStructure->FindMemberFromOffset(ParsedParameter.ConstantBufferOffset, &MemberContainingStruct, &Member, &ArrayElementId, &NamePrefix);
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}
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FString CppCodeName = CompilerInput.RootParametersStructure->GetFullMemberCodeName(ParsedParameter.ConstantBufferOffset);
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FShaderCompilerError Error;
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Error.StrippedErrorMessage = FString::Printf(
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TEXT("Note: Definition of %s"),
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*CppCodeName);
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Error.ErrorVirtualFilePath = ANSI_TO_TCHAR(MemberContainingStruct->GetFileName());
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Error.ErrorLineString = FString::FromInt(Member->GetFileLine());
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CompilerOutput.Errors.Add(Error);
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}
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inline bool MemberWasPotentiallyMoved(const FShaderParametersMetadata::FMember& InMember)
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{
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const EUniformBufferBaseType BaseType = InMember.GetBaseType();
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return BaseType == UBMT_INT32 || BaseType == UBMT_UINT32 || BaseType == UBMT_FLOAT32
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|| BaseType == UBMT_TEXTURE || BaseType == UBMT_SRV || BaseType == UBMT_UAV
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|| BaseType == UBMT_RDG_TEXTURE || BaseType == UBMT_RDG_TEXTURE_SRV || BaseType == UBMT_RDG_TEXTURE_UAV
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|| BaseType == UBMT_RDG_BUFFER_SRV || BaseType == UBMT_RDG_BUFFER_UAV
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|| BaseType == UBMT_SAMPLER
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;
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}
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bool FShaderParameterParser::ParseAndMoveShaderParametersToRootConstantBuffer(
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const FShaderCompilerInput& CompilerInput,
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FShaderCompilerOutput& CompilerOutput,
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FString& PreprocessedShaderSource,
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const TCHAR* ConstantBufferType)
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{
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// The shader doesn't have any parameter binding through shader structure, therefore don't do anything.
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if (!CompilerInput.RootParametersStructure)
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{
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return true;
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}
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const bool bMoveToRootConstantBuffer = ConstantBufferType != nullptr;
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OriginalParsedShader = PreprocessedShaderSource;
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// Reserves the number of parameters up front.
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ParsedParameters.Reserve(CompilerInput.RootParametersStructure->GetSize() / sizeof(int32));
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CompilerInput.RootParametersStructure->IterateShaderParameterMembers(
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[&](const FShaderParametersMetadata& ParametersMetadata,
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const FShaderParametersMetadata::FMember& Member,
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const TCHAR* ShaderBindingName,
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uint16 ByteOffset)
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{
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FParsedShaderParameter ParsedParameter;
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ParsedParameter.Member = &Member;
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ParsedParameter.ConstantBufferOffset = ByteOffset;
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check(ParsedParameter.IsBindable());
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ParsedParameters.Add(ShaderBindingName, ParsedParameter);
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});
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bool bSuccess = true;
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// Browse the code for global shader parameter, Save their type and erase them white spaces.
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{
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enum class EState
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{
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// When to look for something to scan.
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Scanning,
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// When going to next ; in the global scope and reset.
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GoToNextSemicolonAndReset,
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// Parsing what might be a type of the parameter.
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ParsingPotentialType,
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FinishedPotentialType,
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// Parsing what might be a name of the parameter.
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ParsingPotentialName,
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FinishedPotentialName,
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// Parsing what looks like array of the parameter.
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ParsingPotentialArraySize,
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FinishedArraySize,
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// Found a parameter, just finish to it's semi colon.
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FoundParameter,
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};
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const int32 ShaderSourceLen = PreprocessedShaderSource.Len();
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int32 CurrentPragamLineoffset = -1;
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int32 CurrentLineoffset = 0;
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int32 TypeQualifierStartPos = -1;
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int32 TypeStartPos = -1;
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int32 TypeEndPos = -1;
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int32 NameStartPos = -1;
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int32 NameEndPos = -1;
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int32 ArrayStartPos = -1;
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int32 ArrayEndPos = -1;
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int32 ScopeIndent = 0;
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EState State = EState::Scanning;
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bool bGoToNextLine = false;
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auto ResetState = [&]()
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{
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TypeQualifierStartPos = -1;
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TypeStartPos = -1;
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TypeEndPos = -1;
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NameStartPos = -1;
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NameEndPos = -1;
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ArrayStartPos = -1;
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ArrayEndPos = -1;
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State = EState::Scanning;
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};
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auto EmitError = [&](const FString& ErrorMessage)
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{
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FShaderCompilerError Error;
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Error.StrippedErrorMessage = ErrorMessage;
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ExtractFileAndLine(CurrentPragamLineoffset, CurrentLineoffset, Error.ErrorVirtualFilePath, Error.ErrorLineString);
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CompilerOutput.Errors.Add(Error);
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bSuccess = false;
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};
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auto EmitUnpextectedHLSLSyntaxError = [&]()
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{
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EmitError(TEXT("Unexpected syntax when parsing shader parameters from shader code."));
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State = EState::GoToNextSemicolonAndReset;
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};
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for (int32 Cursor = 0; Cursor < ShaderSourceLen; Cursor++)
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{
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const TCHAR Char = PreprocessedShaderSource[Cursor];
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auto FoundShaderParameter = [&]()
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{
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check(Char == ';');
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check(TypeStartPos != -1);
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check(TypeEndPos != -1);
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check(NameStartPos != -1);
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check(NameEndPos != -1);
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FString Type = PreprocessedShaderSource.Mid(TypeStartPos, TypeEndPos - TypeStartPos + 1);
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FString Name = PreprocessedShaderSource.Mid(NameStartPos, NameEndPos - NameStartPos + 1);
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const FString ParsedName = Name;
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const bool bBindlessParameter = UE::ShaderCompilerCommon::RemoveBindlessParameterPrefix(Name);
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FParsedShaderParameter ParsedParameter;
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bool bUpdateParsedParameters = false;
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bool bEraseOriginalParameter = false;
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if (ParsedParameters.Contains(Name))
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{
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if (ParsedParameters.FindChecked(Name).IsFound())
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{
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// If it has already been found, it means it is duplicated. Do nothing and let the shader compiler throw the error.
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}
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else
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{
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// Update the parsed parameters
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bUpdateParsedParameters = true;
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ParsedParameter = ParsedParameters.FindChecked(Name);
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// Erase the parameter to move it into the root constant buffer.
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if (bMoveToRootConstantBuffer && ParsedParameter.IsBindable())
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{
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EUniformBufferBaseType BaseType = ParsedParameter.Member->GetBaseType();
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bEraseOriginalParameter = BaseType == UBMT_INT32 || BaseType == UBMT_UINT32 || BaseType == UBMT_FLOAT32 || bBindlessParameter;
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}
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}
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}
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else
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{
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// Update the parsed parameters to still have file and line number.
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bUpdateParsedParameters = true;
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}
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// Update
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if (bUpdateParsedParameters)
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{
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ParsedParameter.ParsedName = ParsedName;
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ParsedParameter.ParsedType = Type;
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ParsedParameter.ParsedPragmaLineoffset = CurrentPragamLineoffset;
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ParsedParameter.ParsedLineOffset = CurrentLineoffset;
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ParsedParameter.bOriginalParameterErased = bEraseOriginalParameter;
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if (ArrayStartPos != -1 && ArrayEndPos != -1)
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{
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ParsedParameter.ParsedArraySize = PreprocessedShaderSource.Mid(ArrayStartPos + 1, ArrayEndPos - ArrayStartPos - 1);
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}
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ParsedParameters.Add(Name, ParsedParameter);
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}
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// Erases this shader parameter conserving the same line numbers.
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if (bEraseOriginalParameter)
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{
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for (int32 j = (TypeQualifierStartPos != -1 ? TypeQualifierStartPos : TypeStartPos); j <= Cursor; j++)
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{
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if (PreprocessedShaderSource[j] != '\r' && PreprocessedShaderSource[j] != '\n')
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PreprocessedShaderSource[j] = ' ';
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}
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}
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ResetState();
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};
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const bool bIsWhiteSpace = Char == ' ' || Char == '\t' || Char == '\r' || Char == '\n';
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const bool bIsLetter = (Char >= 'a' && Char <= 'z') || (Char >= 'A' && Char <= 'Z');
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const bool bIsNumber = Char >= '0' && Char <= '9';
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const TCHAR* UpComing = (*PreprocessedShaderSource) + Cursor;
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const int32 RemainingSize = ShaderSourceLen - Cursor;
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CurrentLineoffset += Char == '\n';
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// Go to the next line if this is a preprocessor macro.
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if (bGoToNextLine)
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{
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if (Char == '\n')
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{
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bGoToNextLine = false;
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}
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continue;
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}
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else if (Char == '#')
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{
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if (RemainingSize > 6 && FCString::Strncmp(UpComing, TEXT("#line "), 6) == 0)
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{
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CurrentPragamLineoffset = Cursor;
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CurrentLineoffset = -1; // that will be incremented to 0 when reaching the \n at the end of the #line
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}
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bGoToNextLine = true;
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continue;
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}
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// If within a scope, just carry on until outside the scope.
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if (ScopeIndent > 0 || Char == '{')
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{
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if (Char == '{')
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{
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ScopeIndent++;
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}
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else if (Char == '}')
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{
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ScopeIndent--;
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if (ScopeIndent == 0)
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{
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ResetState();
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}
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}
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continue;
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}
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if (State == EState::Scanning)
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{
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if (bIsLetter)
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{
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static const TCHAR* KeywordTable[] = {
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TEXT("enum"),
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TEXT("class"),
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TEXT("const"),
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TEXT("struct"),
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TEXT("static"),
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};
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static int32 KeywordTableSize[] = {4, 5, 5, 6, 6};
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int32 RecognisedKeywordId = -1;
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for (int32 KeywordId = 0; KeywordId < UE_ARRAY_COUNT(KeywordTable); KeywordId++)
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{
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const TCHAR* Keyword = KeywordTable[KeywordId];
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const int32 KeywordSize = KeywordTableSize[KeywordId];
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if (RemainingSize > KeywordSize)
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{
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TCHAR KeywordEndTestChar = UpComing[KeywordSize];
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if ((KeywordEndTestChar == ' ' || KeywordEndTestChar == '\r' || KeywordEndTestChar == '\n' || KeywordEndTestChar == '\t') &&
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FCString::Strncmp(UpComing, Keyword, KeywordSize) == 0)
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{
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RecognisedKeywordId = KeywordId;
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break;
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}
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}
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}
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if (RecognisedKeywordId == -1)
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{
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// Might have found beginning of the type of a parameter.
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State = EState::ParsingPotentialType;
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TypeStartPos = Cursor;
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}
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else if (RecognisedKeywordId == 2)
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{
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// Ignore the const keywords, but still parse given it might still be a shader parameter.
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if (TypeQualifierStartPos == -1)
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{
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// If the parameter is erased, we also have to erase *all* 'const'-qualifiers, e.g. "const int Foo" or "const const int Foo".
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TypeQualifierStartPos = Cursor;
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}
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Cursor += KeywordTableSize[RecognisedKeywordId];
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}
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else
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{
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// Purposefully ignore enum, class, struct, static
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State = EState::GoToNextSemicolonAndReset;
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}
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}
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else if (bIsWhiteSpace)
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{
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// Keep parsing void.
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}
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else if (Char == ';')
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{
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// Looks like redundant semicolon, just ignore and keep scanning.
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}
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else
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{
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// No idea what this is, just go to next semi colon.
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State = EState::GoToNextSemicolonAndReset;
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}
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}
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else if (State == EState::GoToNextSemicolonAndReset)
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{
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// If need to go to next global semicolon and reach it. Resume browsing.
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if (Char == ';')
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{
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ResetState();
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}
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}
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else if (State == EState::ParsingPotentialType)
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{
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// Found character legal for a type...
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if (bIsLetter ||
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bIsNumber ||
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Char == '<' || Char == '>' || Char == '_')
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{
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// Keep browsing what might be type of the parameter.
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}
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else if (bIsWhiteSpace)
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{
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// Might have found a type.
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State = EState::FinishedPotentialType;
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TypeEndPos = Cursor - 1;
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}
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else
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{
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// Found unexpected character in the type.
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State = EState::GoToNextSemicolonAndReset;
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}
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}
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else if (State == EState::FinishedPotentialType)
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{
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if (bIsLetter)
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{
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// Might have found beginning of the name of a parameter.
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State = EState::ParsingPotentialName;
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NameStartPos = Cursor;
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}
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else if (bIsWhiteSpace)
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{
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// Keep parsing void.
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}
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else
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{
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// No idea what this is, just go to next semi colon.
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State = EState::GoToNextSemicolonAndReset;
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}
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}
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else if (State == EState::ParsingPotentialName)
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{
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// Found character legal for a name...
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if (bIsLetter ||
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bIsNumber ||
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Char == '_')
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{
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// Keep browsing what might be name of the parameter.
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}
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else if (Char == ':' || Char == '=')
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{
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// Found a parameter with syntax:
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// uint MyParameter : <whatever>;
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// uint MyParameter = <DefaultValue>;
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NameEndPos = Cursor - 1;
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State = EState::FoundParameter;
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}
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else if (Char == ';')
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{
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// Found a parameter with syntax:
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// uint MyParameter;
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NameEndPos = Cursor - 1;
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FoundShaderParameter();
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}
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else if (Char == '[')
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{
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// Syntax:
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// uint MyArray[
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NameEndPos = Cursor - 1;
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ArrayStartPos = Cursor;
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State = EState::ParsingPotentialArraySize;
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}
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else if (bIsWhiteSpace)
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{
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// Might have found a name.
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// uint MyParameter <Still need to know what is after>;
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NameEndPos = Cursor - 1;
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State = EState::FinishedPotentialName;
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}
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else
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{
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// Found unexpected character in the name.
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// syntax:
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// uint MyFunction(<Don't care what is after>
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State = EState::GoToNextSemicolonAndReset;
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}
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}
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else if (
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State == EState::FinishedPotentialName ||
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State == EState::FinishedArraySize)
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{
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if (Char == ';')
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{
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// Found a parameter with syntax:
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// uint MyParameter <a bit of OK stuf>;
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FoundShaderParameter();
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}
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else if (Char == ':')
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{
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// Found a parameter with syntax:
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// uint MyParameter <a bit of OK stuf> : <Ignore all this crap>;
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State = EState::FoundParameter;
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}
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else if (Char == '=')
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{
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// Found syntax that doesn't make any sens:
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// uint MyParameter <a bit of OK stuf> = <Ignore all this crap>;
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State = EState::FoundParameter;
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// TDOO: should error out that this is useless.
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}
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else if (Char == '[')
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{
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if (State == EState::FinishedPotentialName)
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{
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// Syntax:
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// uint MyArray [
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ArrayStartPos = Cursor;
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State = EState::ParsingPotentialArraySize;
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}
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else
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{
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EmitError(TEXT("Shader parameters can only support one dimensional array"));
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}
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}
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else if (bIsWhiteSpace)
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{
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// Keep parsing void.
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}
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else
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{
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// Found unexpected stuff.
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State = EState::GoToNextSemicolonAndReset;
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}
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}
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else if (State == EState::ParsingPotentialArraySize)
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{
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if (Char == ']')
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{
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ArrayEndPos = Cursor;
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State = EState::FinishedArraySize;
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}
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else if (Char == ';')
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{
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EmitUnpextectedHLSLSyntaxError();
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}
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else
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{
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// Keep going through the array size that might be a complex expression.
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}
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}
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else if (State == EState::FoundParameter)
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{
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if (Char == ';')
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{
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FoundShaderParameter();
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}
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else
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{
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// Cary on skipping all crap we don't care about shader parameter until we find it's semi colon.
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}
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}
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else
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{
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unimplemented();
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}
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} // for (int32 Cursor = 0; Cursor < PreprocessedShaderSource.Len(); Cursor++)
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}
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|
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// Generate the root cbuffer content.
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if (bMoveToRootConstantBuffer)
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{
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FString RootCBufferContent;
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|
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CompilerInput.RootParametersStructure->IterateShaderParameterMembers(
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[&](const FShaderParametersMetadata& ParametersMetadata,
|
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const FShaderParametersMetadata::FMember& Member,
|
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const TCHAR* ShaderBindingName,
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uint16 ByteOffset)
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|
{
|
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if (MemberWasPotentiallyMoved(Member))
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{
|
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FParsedShaderParameter* ParsedParameter = ParsedParameters.Find(ShaderBindingName);
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if (ParsedParameter && ParsedParameter->IsFound() && ParsedParameter->bOriginalParameterErased)
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{
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uint32 ConstantRegister = ByteOffset / 16;
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const TCHAR* ConstantSwizzle = [ByteOffset]()
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{
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switch (ByteOffset % 16)
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{
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default: unimplemented();
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case 0: return TEXT("");
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case 4: return TEXT(".y");
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case 8: return TEXT(".z");
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case 12: return TEXT(".w");
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}
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}();
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|
|
|
if (!ParsedParameter->ParsedArraySize.IsEmpty())
|
|
{
|
|
RootCBufferContent.Append(FString::Printf(
|
|
TEXT("%s %s[%s] : packoffset(c%d%s);\r\n"),
|
|
*ParsedParameter->ParsedType,
|
|
*ParsedParameter->ParsedName,
|
|
*ParsedParameter->ParsedArraySize,
|
|
ConstantRegister,
|
|
ConstantSwizzle));
|
|
}
|
|
else
|
|
{
|
|
RootCBufferContent.Append(FString::Printf(
|
|
TEXT("%s %s : packoffset(c%d%s);\r\n"),
|
|
*ParsedParameter->ParsedType,
|
|
*ParsedParameter->ParsedName,
|
|
ConstantRegister,
|
|
ConstantSwizzle));
|
|
}
|
|
}
|
|
}
|
|
});
|
|
|
|
FString CBufferCodeBlock = FString::Printf(
|
|
TEXT("%s %s\r\n")
|
|
TEXT("{\r\n")
|
|
TEXT("%s")
|
|
TEXT("}\r\n\r\n"),
|
|
ConstantBufferType,
|
|
FShaderParametersMetadata::kRootUniformBufferBindingName,
|
|
*RootCBufferContent);
|
|
|
|
FString NewShaderCode = (
|
|
MakeInjectedShaderCodeBlock(TEXT("ParseAndMoveShaderParametersToRootConstantBuffer"), CBufferCodeBlock) +
|
|
PreprocessedShaderSource);
|
|
|
|
PreprocessedShaderSource = MoveTemp(NewShaderCode);
|
|
|
|
bMovedLoosedParametersToRootConstantBuffer = true;
|
|
} // if (bMoveToRootConstantBuffer)
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
void FShaderParameterParser::ValidateShaderParameterType(
|
|
const FShaderCompilerInput& CompilerInput,
|
|
const FString& ShaderBindingName,
|
|
int32 ReflectionOffset,
|
|
int32 ReflectionSize,
|
|
bool bPlatformSupportsPrecisionModifier,
|
|
FShaderCompilerOutput& CompilerOutput) const
|
|
{
|
|
FString BindingName(ShaderBindingName);
|
|
|
|
const bool bBindlessHack = UE::ShaderCompilerCommon::RemoveBindlessParameterPrefix(BindingName);
|
|
|
|
const FShaderParameterParser::FParsedShaderParameter& ParsedParameter = FindParameterInfos(BindingName);
|
|
|
|
check(ParsedParameter.IsFound());
|
|
check(CompilerInput.RootParametersStructure);
|
|
|
|
if (ReflectionSize > 0 && bMovedLoosedParametersToRootConstantBuffer)
|
|
{
|
|
// Verify the offset of the parameter coming from shader reflections honor the packoffset()
|
|
check(ReflectionOffset == ParsedParameter.ConstantBufferOffset);
|
|
}
|
|
|
|
// Validate the shader type.
|
|
if (!bBindlessHack)
|
|
{
|
|
FString ExpectedShaderType;
|
|
ParsedParameter.Member->GenerateShaderParameterType(ExpectedShaderType, bPlatformSupportsPrecisionModifier);
|
|
|
|
const bool bShouldBeInt = ParsedParameter.Member->GetBaseType() == UBMT_INT32;
|
|
const bool bShouldBeUint = ParsedParameter.Member->GetBaseType() == UBMT_UINT32;
|
|
|
|
// Match parsed type with expected shader type
|
|
bool bIsTypeCorrect = ParsedParameter.ParsedType == ExpectedShaderType;
|
|
|
|
if (!bIsTypeCorrect)
|
|
{
|
|
// Accept half-precision floats when single-precision was requested
|
|
if (ParsedParameter.ParsedType.StartsWith(TEXT("half")) && ParsedParameter.Member->GetBaseType() == UBMT_FLOAT32)
|
|
{
|
|
bIsTypeCorrect = (FCString::Strcmp(*ParsedParameter.ParsedType + 4, *ExpectedShaderType + 5) == 0);
|
|
}
|
|
// Accept single-precision floats when half-precision was expected
|
|
else if (ParsedParameter.ParsedType.StartsWith(TEXT("float")) && ExpectedShaderType.StartsWith(TEXT("half")))
|
|
{
|
|
bIsTypeCorrect = (FCString::Strcmp(*ParsedParameter.ParsedType + 5, *ExpectedShaderType + 4) == 0);
|
|
}
|
|
// support for min16float
|
|
else if (ParsedParameter.ParsedType.StartsWith(TEXT("min16float")) && ExpectedShaderType.StartsWith(TEXT("float")))
|
|
{
|
|
bIsTypeCorrect = (FCString::Strcmp(*ParsedParameter.ParsedType + 10, *ExpectedShaderType + 5) == 0);
|
|
}
|
|
else if (ParsedParameter.ParsedType.StartsWith(TEXT("min16float")) && ExpectedShaderType.StartsWith(TEXT("half")))
|
|
{
|
|
bIsTypeCorrect = (FCString::Strcmp(*ParsedParameter.ParsedType + 10, *ExpectedShaderType + 4) == 0);
|
|
}
|
|
}
|
|
|
|
// Allow silent casting between signed and unsigned on shader bindings.
|
|
if (!bIsTypeCorrect && (bShouldBeInt || bShouldBeUint))
|
|
{
|
|
FString NewExpectedShaderType;
|
|
if (bShouldBeInt)
|
|
{
|
|
// tries up with an uint.
|
|
NewExpectedShaderType = TEXT("u") + ExpectedShaderType;
|
|
}
|
|
else
|
|
{
|
|
// tries up with an int.
|
|
NewExpectedShaderType = ExpectedShaderType;
|
|
NewExpectedShaderType.RemoveAt(0);
|
|
}
|
|
|
|
bIsTypeCorrect = ParsedParameter.ParsedType == NewExpectedShaderType;
|
|
}
|
|
|
|
if (!bIsTypeCorrect)
|
|
{
|
|
FString CppCodeName = CompilerInput.RootParametersStructure->GetFullMemberCodeName(ParsedParameter.ConstantBufferOffset);
|
|
|
|
FShaderCompilerError Error;
|
|
Error.StrippedErrorMessage = FString::Printf(
|
|
TEXT("Error: Type %s of shader parameter %s in shader mismatch the shader parameter structure: %s expects a %s"),
|
|
*ParsedParameter.ParsedType,
|
|
*ShaderBindingName,
|
|
*CppCodeName,
|
|
*ExpectedShaderType);
|
|
GetParameterFileAndLine(ParsedParameter, Error.ErrorVirtualFilePath, Error.ErrorLineString);
|
|
|
|
CompilerOutput.Errors.Add(Error);
|
|
CompilerOutput.bSucceeded = false;
|
|
|
|
AddNoteToDisplayShaderParameterMemberOnCppSide(CompilerInput, ParsedParameter, CompilerOutput);
|
|
}
|
|
}
|
|
|
|
// Validate parameter size, in case this is an array.
|
|
if (!bBindlessHack && ReflectionSize > int32(ParsedParameter.Member->GetMemberSize()))
|
|
{
|
|
FString CppCodeName = CompilerInput.RootParametersStructure->GetFullMemberCodeName(ParsedParameter.ConstantBufferOffset);
|
|
|
|
FShaderCompilerError Error;
|
|
Error.StrippedErrorMessage = FString::Printf(
|
|
TEXT("Error: The size required to bind shader parameter %s is %i bytes, smaller than %s that is %i bytes in the parameter structure."),
|
|
*ShaderBindingName,
|
|
ReflectionSize,
|
|
*CppCodeName,
|
|
ParsedParameter.Member->GetMemberSize());
|
|
GetParameterFileAndLine(ParsedParameter, Error.ErrorVirtualFilePath, Error.ErrorLineString);
|
|
|
|
CompilerOutput.Errors.Add(Error);
|
|
CompilerOutput.bSucceeded = false;
|
|
|
|
AddNoteToDisplayShaderParameterMemberOnCppSide(CompilerInput, ParsedParameter, CompilerOutput);
|
|
}
|
|
}
|
|
|
|
void FShaderParameterParser::ValidateShaderParameterTypes(
|
|
const FShaderCompilerInput& CompilerInput,
|
|
bool bPlatformSupportsPrecisionModifier,
|
|
FShaderCompilerOutput& CompilerOutput) const
|
|
{
|
|
// The shader doesn't have any parameter binding through shader structure, therefore don't do anything.
|
|
if (!CompilerInput.RootParametersStructure)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!CompilerOutput.bSucceeded)
|
|
{
|
|
return;
|
|
}
|
|
|
|
const TMap<FString, FParameterAllocation>& ParametersFoundByCompiler = CompilerOutput.ParameterMap.GetParameterMap();
|
|
|
|
CompilerInput.RootParametersStructure->IterateShaderParameterMembers(
|
|
[&](const FShaderParametersMetadata& ParametersMetadata,
|
|
const FShaderParametersMetadata::FMember& Member,
|
|
const TCHAR* ShaderBindingName,
|
|
uint16 ByteOffset)
|
|
{
|
|
if (
|
|
Member.GetBaseType() != UBMT_INT32 &&
|
|
Member.GetBaseType() != UBMT_UINT32 &&
|
|
Member.GetBaseType() != UBMT_FLOAT32)
|
|
{
|
|
return;
|
|
}
|
|
|
|
const FParsedShaderParameter& ParsedParameter = ParsedParameters[ShaderBindingName];
|
|
|
|
// Did not find shader parameter in code.
|
|
if (!ParsedParameter.IsFound())
|
|
{
|
|
// Verify the shader compiler also did not find this parameter to make sure there is no bug in the parser.
|
|
checkf(
|
|
!ParametersFoundByCompiler.Contains(ShaderBindingName),
|
|
TEXT("Looks like there is a bug in FShaderParameterParser ParameterName=%s DumpDebugInfoPath=%s"),
|
|
ShaderBindingName,
|
|
*CompilerInput.DumpDebugInfoPath);
|
|
return;
|
|
}
|
|
|
|
int32 BoundOffset = 0;
|
|
int32 BoundSize = 0;
|
|
if (const FParameterAllocation* ParameterAllocation = ParametersFoundByCompiler.Find(ShaderBindingName))
|
|
{
|
|
BoundOffset = ParameterAllocation->BaseIndex;
|
|
BoundSize = ParameterAllocation->Size;
|
|
}
|
|
|
|
ValidateShaderParameterType(CompilerInput, ShaderBindingName, BoundOffset, BoundSize, bPlatformSupportsPrecisionModifier, CompilerOutput);
|
|
});
|
|
}
|
|
|
|
void FShaderParameterParser::ExtractFileAndLine(int32 PragamLineoffset, int32 LineOffset, FString& OutFile, FString& OutLine) const
|
|
{
|
|
if (PragamLineoffset == -1)
|
|
{
|
|
return;
|
|
}
|
|
|
|
check(FCString::Strncmp((*OriginalParsedShader) + PragamLineoffset, TEXT("#line "), 6) == 0);
|
|
|
|
const int32 ShaderSourceLen = OriginalParsedShader.Len();
|
|
|
|
int32 StartFilePos = -1;
|
|
int32 EndFilePos = -1;
|
|
int32 StartLinePos = PragamLineoffset + 6;
|
|
int32 EndLinePos = -1;
|
|
|
|
for (int32 Cursor = StartLinePos; Cursor < ShaderSourceLen; Cursor++)
|
|
{
|
|
const TCHAR Char = OriginalParsedShader[Cursor];
|
|
|
|
if (Char == '\n')
|
|
{
|
|
break;
|
|
}
|
|
|
|
if (EndLinePos == -1)
|
|
{
|
|
if (Char > '9' || Char < '0')
|
|
{
|
|
EndLinePos = Cursor - 1;
|
|
}
|
|
}
|
|
else if (StartFilePos == -1)
|
|
{
|
|
if (Char == '"')
|
|
{
|
|
StartFilePos = Cursor + 1;
|
|
}
|
|
}
|
|
else if (EndFilePos == -1)
|
|
{
|
|
if (Char == '"')
|
|
{
|
|
EndFilePos = Cursor - 1;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
check(StartFilePos != -1);
|
|
check(EndFilePos != -1);
|
|
check(EndLinePos != -1);
|
|
|
|
OutFile = OriginalParsedShader.Mid(StartFilePos, EndFilePos - StartFilePos + 1);
|
|
FString LineBasis = OriginalParsedShader.Mid(StartLinePos, EndLinePos - StartLinePos + 1);
|
|
|
|
int32 FinalLine = FCString::Atoi(*LineBasis) + LineOffset;
|
|
OutLine = FString::FromInt(FinalLine);
|
|
}
|