You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
* Add shader implementation of TraceRayInline * Add required RHI changes #rb Yuriy.Odonnell #preflight 619d69dff934c1a291078e0d #ROBOMERGE-AUTHOR: aleksander.netzel #ROBOMERGE-SOURCE: CL 18280920 in //UE5/Release-5.0/... via CL 18280924 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469) [CL 18280927 by aleksander netzel in ue5-release-engine-test branch]
1318 lines
45 KiB
C++
1318 lines
45 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "ShaderFormatD3D.h"
|
|
#include "ShaderPreprocessor.h"
|
|
#include "ShaderCompilerCommon.h"
|
|
#include "D3D11ShaderResources.h"
|
|
#include "D3D12RHI.h"
|
|
#include "Misc/Paths.h"
|
|
#include "Misc/FileHelper.h"
|
|
#include "HAL/FileManager.h"
|
|
#include "Serialization/MemoryWriter.h"
|
|
#include "RayTracingDefinitions.h"
|
|
#include "SpirvCommon.h"
|
|
|
|
DEFINE_LOG_CATEGORY_STATIC(LogD3D11ShaderCompiler, Log, All);
|
|
|
|
#define DEBUG_SHADERS 0
|
|
|
|
// D3D headers.
|
|
#define D3D_OVERLOADS 1
|
|
|
|
// D3D doesn't define a mask for this, so we do so here
|
|
#define SHADER_OPTIMIZATION_LEVEL_MASK (D3DCOMPILE_OPTIMIZATION_LEVEL0 | D3DCOMPILE_OPTIMIZATION_LEVEL1 | D3DCOMPILE_OPTIMIZATION_LEVEL2 | D3DCOMPILE_OPTIMIZATION_LEVEL3)
|
|
|
|
// Disable macro redefinition warning for compatibility with Windows SDK 8+
|
|
#pragma warning(push)
|
|
#pragma warning(disable : 4005) // macro redefinition
|
|
|
|
#include "Windows/AllowWindowsPlatformTypes.h"
|
|
#include <D3D11.h>
|
|
#include <D3Dcompiler.h>
|
|
#include <d3d11Shader.h>
|
|
#include "Windows/HideWindowsPlatformTypes.h"
|
|
#undef DrawText
|
|
|
|
#include "D3DShaderCompiler.inl"
|
|
|
|
#pragma warning(pop)
|
|
|
|
static const uint32 GD3DMaximumNumUAVs = 8; // Limit for feature level 11.0
|
|
|
|
int32 GD3DAllowRemoveUnused = 0;
|
|
static int32 GD3DCheckForDoubles = 1;
|
|
static int32 GD3DDumpAMDCodeXLFile = 0;
|
|
|
|
/**
|
|
* TranslateCompilerFlag - translates the platform-independent compiler flags into D3DX defines
|
|
* @param CompilerFlag - the platform-independent compiler flag to translate
|
|
* @return uint32 - the value of the appropriate D3DX enum
|
|
*/
|
|
static uint32 TranslateCompilerFlagD3D11(ECompilerFlags CompilerFlag)
|
|
{
|
|
switch(CompilerFlag)
|
|
{
|
|
case CFLAG_PreferFlowControl: return D3DCOMPILE_PREFER_FLOW_CONTROL;
|
|
case CFLAG_AvoidFlowControl: return D3DCOMPILE_AVOID_FLOW_CONTROL;
|
|
case CFLAG_WarningsAsErrors: return D3DCOMPILE_WARNINGS_ARE_ERRORS;
|
|
default: return 0;
|
|
};
|
|
}
|
|
|
|
/**
|
|
* Filters out unwanted shader compile warnings
|
|
*/
|
|
static void D3D11FilterShaderCompileWarnings(const FString& CompileWarnings, TArray<FString>& FilteredWarnings)
|
|
{
|
|
TArray<FString> WarningArray;
|
|
FString OutWarningString = TEXT("");
|
|
CompileWarnings.ParseIntoArray(WarningArray, TEXT("\n"), true);
|
|
|
|
//go through each warning line
|
|
for (int32 WarningIndex = 0; WarningIndex < WarningArray.Num(); WarningIndex++)
|
|
{
|
|
//suppress "warning X3557: Loop only executes for 1 iteration(s), forcing loop to unroll"
|
|
if (!WarningArray[WarningIndex].Contains(TEXT("X3557"))
|
|
// "warning X3205: conversion from larger type to smaller, possible loss of data"
|
|
// Gets spammed when converting from float to half
|
|
&& !WarningArray[WarningIndex].Contains(TEXT("X3205")))
|
|
{
|
|
FilteredWarnings.AddUnique(WarningArray[WarningIndex]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// @return 0 if not recognized
|
|
static const TCHAR* GetShaderProfileName(FShaderTarget Target, bool bForceSM6)
|
|
{
|
|
if (Target.Platform == SP_PCD3D_SM6)
|
|
{
|
|
switch (Target.Frequency)
|
|
{
|
|
default:
|
|
checkfSlow(false, TEXT("Unexpected shader frequency"));
|
|
return nullptr;
|
|
case SF_Pixel:
|
|
return USE_SHADER_MODEL_6_6 ? TEXT("ps_6_6") : TEXT("ps_6_5");
|
|
case SF_Vertex:
|
|
return USE_SHADER_MODEL_6_6 ? TEXT("vs_6_6") : TEXT("vs_6_5");
|
|
case SF_Mesh:
|
|
return USE_SHADER_MODEL_6_6 ? TEXT("ms_6_6") : TEXT("ms_6_5");
|
|
case SF_Amplification:
|
|
return USE_SHADER_MODEL_6_6 ? TEXT("as_6_6") : TEXT("as_6_5");
|
|
case SF_Geometry:
|
|
return USE_SHADER_MODEL_6_6 ? TEXT("gs_6_6") : TEXT("gs_6_5");
|
|
case SF_Compute:
|
|
return USE_SHADER_MODEL_6_6 ? TEXT("cs_6_6") : TEXT("cs_6_5");
|
|
case SF_RayGen:
|
|
case SF_RayMiss:
|
|
case SF_RayHitGroup:
|
|
case SF_RayCallable:
|
|
// return USE_SHADER_MODEL_6_6 ? TEXT("lib_6_6") : TEXT("lib_6_5");
|
|
return TEXT("lib_6_5"); // TODO: Intentionally using SM6.5 as a workaround for outstanding driver bug.
|
|
}
|
|
}
|
|
else if(Target.Platform == SP_PCD3D_SM5)
|
|
{
|
|
//set defines and profiles for the appropriate shader paths
|
|
switch(Target.Frequency)
|
|
{
|
|
default:
|
|
checkfSlow(false, TEXT("Unexpected shader frequency"));
|
|
return nullptr;
|
|
case SF_Pixel:
|
|
return bForceSM6 ? TEXT("ps_6_0") : TEXT("ps_5_0");
|
|
case SF_Vertex:
|
|
return bForceSM6 ? TEXT("vs_6_0") : TEXT("vs_5_0");
|
|
case SF_Geometry:
|
|
return bForceSM6 ? TEXT("gs_6_0") : TEXT("gs_5_0");
|
|
case SF_Compute:
|
|
return bForceSM6 ? TEXT("cs_6_0") : TEXT("cs_5_0");
|
|
case SF_RayGen:
|
|
case SF_RayMiss:
|
|
case SF_RayHitGroup:
|
|
case SF_RayCallable:
|
|
return TEXT("lib_6_3");
|
|
}
|
|
}
|
|
else if (Target.Platform == SP_PCD3D_ES3_1)
|
|
{
|
|
checkSlow(Target.Frequency == SF_Vertex ||
|
|
Target.Frequency == SF_Pixel ||
|
|
Target.Frequency == SF_Geometry ||
|
|
Target.Frequency == SF_Compute);
|
|
|
|
//set defines and profiles for the appropriate shader paths
|
|
switch(Target.Frequency)
|
|
{
|
|
case SF_Pixel:
|
|
return TEXT("ps_5_0");
|
|
case SF_Vertex:
|
|
return TEXT("vs_5_0");
|
|
case SF_Geometry:
|
|
return TEXT("gs_5_0");
|
|
case SF_Compute:
|
|
return TEXT("cs_5_0");
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
/**
|
|
* D3D11CreateShaderCompileCommandLine - takes shader parameters used to compile with the DX11
|
|
* compiler and returns an fxc command to compile from the command line
|
|
*/
|
|
static FString D3D11CreateShaderCompileCommandLine(
|
|
const FString& ShaderPath,
|
|
const TCHAR* EntryFunction,
|
|
const TCHAR* ShaderProfile,
|
|
uint32 CompileFlags,
|
|
FShaderCompilerOutput& Output
|
|
)
|
|
{
|
|
// fxc is our command line compiler
|
|
FString FXCCommandline = FString(TEXT("%FXC% ")) + ShaderPath;
|
|
|
|
// add the entry point reference
|
|
FXCCommandline += FString(TEXT(" /E ")) + EntryFunction;
|
|
|
|
// go through and add other switches
|
|
if(CompileFlags & D3DCOMPILE_PREFER_FLOW_CONTROL)
|
|
{
|
|
CompileFlags &= ~D3DCOMPILE_PREFER_FLOW_CONTROL;
|
|
FXCCommandline += FString(TEXT(" /Gfp"));
|
|
}
|
|
|
|
if(CompileFlags & D3DCOMPILE_DEBUG)
|
|
{
|
|
CompileFlags &= ~D3DCOMPILE_DEBUG;
|
|
FXCCommandline += FString(TEXT(" /Zi"));
|
|
}
|
|
|
|
if(CompileFlags & D3DCOMPILE_SKIP_OPTIMIZATION)
|
|
{
|
|
CompileFlags &= ~D3DCOMPILE_SKIP_OPTIMIZATION;
|
|
FXCCommandline += FString(TEXT(" /Od"));
|
|
}
|
|
|
|
if (CompileFlags & D3DCOMPILE_SKIP_VALIDATION)
|
|
{
|
|
CompileFlags &= ~D3DCOMPILE_SKIP_VALIDATION;
|
|
FXCCommandline += FString(TEXT(" /Vd"));
|
|
}
|
|
|
|
if(CompileFlags & D3DCOMPILE_AVOID_FLOW_CONTROL)
|
|
{
|
|
CompileFlags &= ~D3DCOMPILE_AVOID_FLOW_CONTROL;
|
|
FXCCommandline += FString(TEXT(" /Gfa"));
|
|
}
|
|
|
|
if(CompileFlags & D3DCOMPILE_PACK_MATRIX_ROW_MAJOR)
|
|
{
|
|
CompileFlags &= ~D3DCOMPILE_PACK_MATRIX_ROW_MAJOR;
|
|
FXCCommandline += FString(TEXT(" /Zpr"));
|
|
}
|
|
|
|
if(CompileFlags & D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY)
|
|
{
|
|
CompileFlags &= ~D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY;
|
|
FXCCommandline += FString(TEXT(" /Gec"));
|
|
}
|
|
|
|
if (CompileFlags & D3DCOMPILE_WARNINGS_ARE_ERRORS)
|
|
{
|
|
CompileFlags &= ~D3DCOMPILE_WARNINGS_ARE_ERRORS;
|
|
FXCCommandline += FString(TEXT(" /WX"));
|
|
}
|
|
|
|
switch (CompileFlags & SHADER_OPTIMIZATION_LEVEL_MASK)
|
|
{
|
|
case D3DCOMPILE_OPTIMIZATION_LEVEL2:
|
|
CompileFlags &= ~D3DCOMPILE_OPTIMIZATION_LEVEL2;
|
|
FXCCommandline += FString(TEXT(" /O2"));
|
|
break;
|
|
|
|
case D3DCOMPILE_OPTIMIZATION_LEVEL3:
|
|
CompileFlags &= ~D3DCOMPILE_OPTIMIZATION_LEVEL3;
|
|
FXCCommandline += FString(TEXT(" /O3"));
|
|
break;
|
|
|
|
case D3DCOMPILE_OPTIMIZATION_LEVEL1:
|
|
CompileFlags &= ~D3DCOMPILE_OPTIMIZATION_LEVEL1;
|
|
FXCCommandline += FString(TEXT(" /O1"));
|
|
break;
|
|
|
|
case D3DCOMPILE_OPTIMIZATION_LEVEL0:
|
|
CompileFlags &= ~D3DCOMPILE_OPTIMIZATION_LEVEL0;
|
|
break;
|
|
|
|
default:
|
|
Output.Errors.Emplace(TEXT("Unknown D3DCOMPILE optimization level"));
|
|
break;
|
|
}
|
|
|
|
checkf(CompileFlags == 0, TEXT("Unhandled d3d11 shader compiler flag!"));
|
|
|
|
// add the target instruction set
|
|
FXCCommandline += FString(TEXT(" /T ")) + ShaderProfile;
|
|
|
|
// Assembly instruction numbering
|
|
FXCCommandline += TEXT(" /Ni");
|
|
|
|
// Output to ShaderPath.d3dasm
|
|
if (FPaths::GetExtension(ShaderPath) == TEXT("usf"))
|
|
{
|
|
FXCCommandline += FString::Printf(TEXT(" /Fc%sd3dasm"), *ShaderPath.LeftChop(3));
|
|
}
|
|
|
|
// add a pause on a newline
|
|
FXCCommandline += FString(TEXT(" \r\n pause"));
|
|
|
|
// Batch file header:
|
|
/*
|
|
@ECHO OFF
|
|
SET FXC="C:\Program Files (x86)\Windows Kits\10\bin\x64\fxc.exe"
|
|
IF EXIST %FXC% (
|
|
REM
|
|
) ELSE (
|
|
ECHO Couldn't find Windows 10 SDK, falling back to DXSDK...
|
|
SET FXC="%DXSDK_DIR%\Utilities\bin\x86\fxc.exe"
|
|
IF EXIST %FXC% (
|
|
REM
|
|
) ELSE (
|
|
ECHO Couldn't find DXSDK! Exiting...
|
|
GOTO END
|
|
)
|
|
)
|
|
*/
|
|
FString BatchFileHeader = TEXT("@ECHO OFF\nSET FXC=\"C:\\Program Files (x86)\\Windows Kits\\10\\bin\\x64\\fxc.exe\"\n"\
|
|
"IF EXIST %FXC% (\nREM\n) ELSE (\nECHO Couldn't find Windows 10 SDK, falling back to DXSDK...\n"\
|
|
"SET FXC=\"%DXSDK_DIR%\\Utilities\\bin\\x86\\fxc.exe\"\nIF EXIST %FXC% (\nREM\n) ELSE (\nECHO Couldn't find DXSDK! Exiting...\n"\
|
|
"GOTO END\n)\n)\n");
|
|
return BatchFileHeader + FXCCommandline + TEXT("\n:END\nREM\n");
|
|
}
|
|
|
|
|
|
// Validate that we are not going over to maximum amount of resource bindings support by the default root signature on DX12
|
|
// Currently limited for hard-coded root signature setup (see: FD3D12RootSignatureDesc::GetStaticGraphicsRootSignatureDesc)
|
|
// In theory this limitation is only required for DX12, but we don't want a shader to compile on DX11 while not working on DX12.
|
|
// (DX11 has an API limit on 128 SRVs, 16 Samplers, 8 UAVs and 14 CBs but if you go over these values then the shader won't compile)
|
|
bool ValidateResourceCounts(uint32 NumSRVs, uint32 NumSamplers, uint32 NumUAVs, uint32 NumCBs, TArray<FString>& OutFilteredErrors)
|
|
{
|
|
if (NumSRVs > MAX_SRVS || NumSamplers > MAX_SAMPLERS || NumUAVs > MAX_UAVS || NumCBs > MAX_CBS)
|
|
{
|
|
if (NumSRVs > MAX_SRVS)
|
|
{
|
|
OutFilteredErrors.Add(FString::Printf(TEXT("Shader is using too many SRVs: %d (only %d supported)"), NumSRVs, MAX_SRVS));
|
|
}
|
|
|
|
if (NumSamplers > MAX_SAMPLERS)
|
|
{
|
|
OutFilteredErrors.Add(FString::Printf(TEXT("Shader is using too many Samplers: %d (only %d supported)"), NumSamplers, MAX_SAMPLERS));
|
|
}
|
|
|
|
if (NumUAVs > MAX_UAVS)
|
|
{
|
|
OutFilteredErrors.Add(FString::Printf(TEXT("Shader is using too many UAVs: %d (only %d supported)"), NumUAVs, MAX_UAVS));
|
|
}
|
|
|
|
if (NumCBs > MAX_CBS)
|
|
{
|
|
OutFilteredErrors.Add(FString::Printf(TEXT("Shader is using too many Constant Buffers: %d (only %d supported)"), NumCBs, MAX_CBS));
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/** Creates a batch file string to call the AMD shader analyzer. */
|
|
static FString CreateAMDCodeXLCommandLine(
|
|
const FString& ShaderPath,
|
|
const TCHAR* EntryFunction,
|
|
const TCHAR* ShaderProfile,
|
|
uint32 DXFlags
|
|
)
|
|
{
|
|
// Hardcoded to the default install path since there's no Env variable or addition to PATH
|
|
FString Commandline = FString(TEXT("\"C:\\Program Files (x86)\\AMD\\CodeXL\\CodeXLAnalyzer.exe\" -c Pitcairn"))
|
|
+ TEXT(" -f ") + EntryFunction
|
|
+ TEXT(" -s HLSL")
|
|
+ TEXT(" -p ") + ShaderProfile
|
|
+ TEXT(" -a AnalyzerStats.csv")
|
|
+ TEXT(" --isa ISA.txt")
|
|
+ *FString::Printf(TEXT(" --DXFlags %u "), DXFlags)
|
|
+ ShaderPath;
|
|
|
|
// add a pause on a newline
|
|
Commandline += FString(TEXT(" \r\n pause"));
|
|
return Commandline;
|
|
}
|
|
|
|
// D3Dcompiler.h has function pointer typedefs for some functions, but not all
|
|
typedef HRESULT(WINAPI *pD3DReflect)
|
|
(__in_bcount(SrcDataSize) LPCVOID pSrcData,
|
|
__in SIZE_T SrcDataSize,
|
|
__in REFIID pInterface,
|
|
__out void** ppReflector);
|
|
|
|
typedef HRESULT(WINAPI *pD3DStripShader)
|
|
(__in_bcount(BytecodeLength) LPCVOID pShaderBytecode,
|
|
__in SIZE_T BytecodeLength,
|
|
__in UINT uStripFlags,
|
|
__out ID3DBlob** ppStrippedBlob);
|
|
|
|
#define DEFINE_GUID_FOR_CURRENT_COMPILER(name, l, w1, w2, b1, b2, b3, b4, b5, b6, b7, b8) \
|
|
static const GUID name = { l, w1, w2, { b1, b2, b3, b4, b5, b6, b7, b8 } }
|
|
|
|
// ShaderReflection IIDs may change between SDK versions if the reflection API changes.
|
|
// Define a GUID below that matches the desired IID for the DLL in CompilerPath. For example,
|
|
// look for IID_ID3D11ShaderReflection in d3d11shader.h for the SDK matching the compiler DLL.
|
|
DEFINE_GUID_FOR_CURRENT_COMPILER(IID_ID3D11ShaderReflectionForCurrentCompiler, 0x8d536ca1, 0x0cca, 0x4956, 0xa8, 0x37, 0x78, 0x69, 0x63, 0x75, 0x55, 0x84);
|
|
|
|
/**
|
|
* GetD3DCompilerFuncs - gets function pointers from the dll at NewCompilerPath
|
|
* @param OutD3DCompile - function pointer for D3DCompile (0 if not found)
|
|
* @param OutD3DReflect - function pointer for D3DReflect (0 if not found)
|
|
* @param OutD3DDisassemble - function pointer for D3DDisassemble (0 if not found)
|
|
* @param OutD3DStripShader - function pointer for D3DStripShader (0 if not found)
|
|
* @return bool - true if functions were retrieved from NewCompilerPath
|
|
*/
|
|
static bool GetD3DCompilerFuncs(const FString& NewCompilerPath, pD3DCompile* OutD3DCompile,
|
|
pD3DReflect* OutD3DReflect, pD3DDisassemble* OutD3DDisassemble, pD3DStripShader* OutD3DStripShader)
|
|
{
|
|
static FString CurrentCompiler;
|
|
static HMODULE CompilerDLL = 0;
|
|
|
|
if(CurrentCompiler != *NewCompilerPath)
|
|
{
|
|
CurrentCompiler = *NewCompilerPath;
|
|
|
|
if(CompilerDLL)
|
|
{
|
|
FreeLibrary(CompilerDLL);
|
|
CompilerDLL = 0;
|
|
}
|
|
|
|
if(CurrentCompiler.Len())
|
|
{
|
|
CompilerDLL = LoadLibrary(*CurrentCompiler);
|
|
}
|
|
|
|
if(!CompilerDLL && NewCompilerPath.Len())
|
|
{
|
|
// Couldn't find HLSL compiler in specified path. We fail the first compile.
|
|
*OutD3DCompile = 0;
|
|
*OutD3DReflect = 0;
|
|
*OutD3DDisassemble = 0;
|
|
*OutD3DStripShader = 0;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if(CompilerDLL)
|
|
{
|
|
// from custom folder e.g. "C:/DXWin8/D3DCompiler_44.dll"
|
|
*OutD3DCompile = (pD3DCompile)(void*)GetProcAddress(CompilerDLL, "D3DCompile");
|
|
*OutD3DReflect = (pD3DReflect)(void*)GetProcAddress(CompilerDLL, "D3DReflect");
|
|
*OutD3DDisassemble = (pD3DDisassemble)(void*)GetProcAddress(CompilerDLL, "D3DDisassemble");
|
|
*OutD3DStripShader = (pD3DStripShader)(void*)GetProcAddress(CompilerDLL, "D3DStripShader");
|
|
return true;
|
|
}
|
|
|
|
// if we cannot find the bundled DLL, this is a fatal error. We _do_not_ want to use a system-specific library as it can make the shaders (and DDC) system-specific
|
|
UE_LOG(LogD3D11ShaderCompiler, Fatal, TEXT("Cannot find the compiler DLL '%s'"), *CurrentCompiler);
|
|
#if 0
|
|
// D3D SDK we compiled with (usually D3DCompiler_43.dll from windows folder)
|
|
*OutD3DCompile = &D3DCompile;
|
|
*OutD3DReflect = &D3DReflect;
|
|
*OutD3DDisassemble = &D3DDisassemble;
|
|
*OutD3DStripShader = &D3DStripShader;
|
|
#endif
|
|
return false;
|
|
}
|
|
|
|
static const char* Win32SehExceptionToString(DWORD Code)
|
|
{
|
|
#define CASE_TO_STRING(IDENT) case IDENT: return #IDENT
|
|
|
|
switch (Code)
|
|
{
|
|
CASE_TO_STRING(EXCEPTION_ACCESS_VIOLATION);
|
|
CASE_TO_STRING(EXCEPTION_ARRAY_BOUNDS_EXCEEDED);
|
|
CASE_TO_STRING(EXCEPTION_BREAKPOINT);
|
|
CASE_TO_STRING(EXCEPTION_DATATYPE_MISALIGNMENT);
|
|
CASE_TO_STRING(EXCEPTION_FLT_DENORMAL_OPERAND);
|
|
CASE_TO_STRING(EXCEPTION_FLT_DIVIDE_BY_ZERO);
|
|
CASE_TO_STRING(EXCEPTION_FLT_INEXACT_RESULT);
|
|
CASE_TO_STRING(EXCEPTION_FLT_INVALID_OPERATION);
|
|
CASE_TO_STRING(EXCEPTION_FLT_OVERFLOW);
|
|
CASE_TO_STRING(EXCEPTION_FLT_STACK_CHECK);
|
|
CASE_TO_STRING(EXCEPTION_FLT_UNDERFLOW);
|
|
CASE_TO_STRING(EXCEPTION_GUARD_PAGE);
|
|
CASE_TO_STRING(EXCEPTION_ILLEGAL_INSTRUCTION);
|
|
CASE_TO_STRING(EXCEPTION_IN_PAGE_ERROR);
|
|
CASE_TO_STRING(EXCEPTION_INT_DIVIDE_BY_ZERO);
|
|
CASE_TO_STRING(EXCEPTION_INT_OVERFLOW);
|
|
CASE_TO_STRING(EXCEPTION_INVALID_DISPOSITION);
|
|
CASE_TO_STRING(EXCEPTION_INVALID_HANDLE);
|
|
CASE_TO_STRING(EXCEPTION_NONCONTINUABLE_EXCEPTION);
|
|
CASE_TO_STRING(EXCEPTION_PRIV_INSTRUCTION);
|
|
CASE_TO_STRING(EXCEPTION_SINGLE_STEP);
|
|
CASE_TO_STRING(EXCEPTION_STACK_OVERFLOW);
|
|
CASE_TO_STRING(STATUS_UNWIND_CONSOLIDATE);
|
|
default: return nullptr;
|
|
}
|
|
|
|
#undef CASE_TO_STRING
|
|
}
|
|
|
|
struct FD3DExceptionInfo
|
|
{
|
|
uint32 Code;
|
|
uint64 Base;
|
|
uint64 Address;
|
|
};
|
|
|
|
static int D3DExceptionFilter(DWORD Code, LPEXCEPTION_POINTERS InInfo, FD3DExceptionInfo& OutInfo)
|
|
{
|
|
OutInfo.Code = InInfo->ExceptionRecord->ExceptionCode;
|
|
OutInfo.Base = (uint64)GetModuleHandle(NULL);
|
|
OutInfo.Address = (uint64)InInfo->ExceptionRecord->ExceptionAddress;
|
|
return EXCEPTION_EXECUTE_HANDLER;
|
|
}
|
|
|
|
static HRESULT D3DCompileWrapper(
|
|
pD3DCompile D3DCompileFunc,
|
|
LPCVOID pSrcData,
|
|
SIZE_T SrcDataSize,
|
|
LPCSTR pFileName,
|
|
CONST D3D_SHADER_MACRO* pDefines,
|
|
ID3DInclude* pInclude,
|
|
LPCSTR pEntrypoint,
|
|
LPCSTR pTarget,
|
|
uint32 Flags1,
|
|
uint32 Flags2,
|
|
ID3DBlob** ppCode,
|
|
ID3DBlob** ppErrorMsgs,
|
|
bool& bOutException,
|
|
FD3DExceptionInfo& OutExceptionInfo
|
|
)
|
|
{
|
|
#if !PLATFORM_SEH_EXCEPTIONS_DISABLED
|
|
__try
|
|
#endif
|
|
{
|
|
return D3DCompileFunc(
|
|
pSrcData,
|
|
SrcDataSize,
|
|
pFileName,
|
|
pDefines,
|
|
pInclude,
|
|
pEntrypoint,
|
|
pTarget,
|
|
Flags1,
|
|
Flags2,
|
|
ppCode,
|
|
ppErrorMsgs
|
|
);
|
|
}
|
|
#if !PLATFORM_SEH_EXCEPTIONS_DISABLED
|
|
__except(D3DExceptionFilter(GetExceptionCode(), GetExceptionInformation(), OutExceptionInfo))
|
|
{
|
|
GSCWErrorCode = ESCWErrorCode::CrashInsidePlatformCompiler;
|
|
bOutException = true;
|
|
return E_FAIL;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Utility variable so we can place a breakpoint while debugging
|
|
static int32 GBreakpoint = 0;
|
|
|
|
inline bool IsCompatibleBinding(const D3D11_SHADER_INPUT_BIND_DESC& BindDesc, uint32 BindingSpace)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
bool DumpDebugShaderUSF(FString& PreprocessedShaderSource, const FShaderCompilerInput& Input)
|
|
{
|
|
bool bDumpDebugInfo = false;
|
|
|
|
// Write out the preprocessed file and a batch file to compile it if requested (DumpDebugInfoPath is valid)
|
|
if (Input.DumpDebugInfoPath.Len() > 0 && IFileManager::Get().DirectoryExists(*Input.DumpDebugInfoPath))
|
|
{
|
|
bDumpDebugInfo = true;
|
|
FString Filename = Input.GetSourceFilename();
|
|
FArchive* FileWriter = IFileManager::Get().CreateFileWriter(*(Input.DumpDebugInfoPath / Filename));
|
|
if (FileWriter)
|
|
{
|
|
auto AnsiSourceFile = StringCast<ANSICHAR>(*PreprocessedShaderSource);
|
|
FileWriter->Serialize((ANSICHAR*)AnsiSourceFile.Get(), AnsiSourceFile.Length());
|
|
{
|
|
FString Line = CrossCompiler::CreateResourceTableFromEnvironment(Input.Environment);
|
|
|
|
Line += TEXT("#if 0 /*DIRECT COMPILE*/\n");
|
|
Line += CreateShaderCompilerWorkerDirectCommandLine(Input);
|
|
Line += TEXT("\n#endif /*DIRECT COMPILE*/\n");
|
|
Line += TEXT("//");
|
|
Line += Input.DebugDescription;
|
|
Line += TEXT("\n");
|
|
FileWriter->Serialize(TCHAR_TO_ANSI(*Line), Line.Len());
|
|
}
|
|
FileWriter->Close();
|
|
delete FileWriter;
|
|
}
|
|
}
|
|
|
|
return bDumpDebugInfo;
|
|
}
|
|
|
|
|
|
// Generate the dumped usf file; call the D3D compiler, gather reflection information and generate the output data
|
|
bool CompileAndProcessD3DShaderFXC(FString& PreprocessedShaderSource, const FString& CompilerPath,
|
|
uint32 CompileFlags,
|
|
const FShaderCompilerInput& Input,
|
|
const FShaderParameterParser& ShaderParameterParser,
|
|
FString& EntryPointName,
|
|
const TCHAR* ShaderProfile, bool bSecondPassAferUnusedInputRemoval,
|
|
TArray<FString>& FilteredErrors, FShaderCompilerOutput& Output)
|
|
{
|
|
auto AnsiSourceFile = StringCast<ANSICHAR>(*PreprocessedShaderSource);
|
|
|
|
// Write out the preprocessed file and a batch file to compile it if requested (DumpDebugInfoPath is valid)
|
|
bool bDumpDebugInfo = DumpDebugShaderUSF(PreprocessedShaderSource, Input);
|
|
FString DisasmFilename;
|
|
if (bDumpDebugInfo)
|
|
{
|
|
FString BatchFileContents;
|
|
FString Filename = Input.GetSourceFilename();
|
|
BatchFileContents = D3D11CreateShaderCompileCommandLine(Filename, *EntryPointName, ShaderProfile, CompileFlags, Output);
|
|
|
|
if (GD3DDumpAMDCodeXLFile)
|
|
{
|
|
const FString BatchFileContents2 = CreateAMDCodeXLCommandLine(Filename, *EntryPointName, ShaderProfile, CompileFlags);
|
|
FFileHelper::SaveStringToFile(BatchFileContents2, *(Input.DumpDebugInfoPath / TEXT("CompileAMD.bat")));
|
|
}
|
|
|
|
FFileHelper::SaveStringToFile(BatchFileContents, *(Input.DumpDebugInfoPath / TEXT("CompileFXC.bat")));
|
|
|
|
if (Input.bGenerateDirectCompileFile)
|
|
{
|
|
FFileHelper::SaveStringToFile(CreateShaderCompilerWorkerDirectCommandLine(Input), *(Input.DumpDebugInfoPath / TEXT("DirectCompile.txt")));
|
|
FFileHelper::SaveStringToFile(Input.DebugDescription, *(Input.DumpDebugInfoPath / TEXT("permutation_info.txt")));
|
|
}
|
|
|
|
DisasmFilename = *(Input.DumpDebugInfoPath / TEXT("Output.d3dasm"));
|
|
}
|
|
|
|
TRefCountPtr<ID3DBlob> Shader;
|
|
|
|
HRESULT Result = S_OK;
|
|
pD3DCompile D3DCompileFunc = nullptr;
|
|
pD3DReflect D3DReflectFunc = nullptr;
|
|
pD3DDisassemble D3DDisassembleFunc = nullptr;
|
|
pD3DStripShader D3DStripShaderFunc = nullptr;
|
|
bool bCompilerPathFunctionsUsed = GetD3DCompilerFuncs(CompilerPath, &D3DCompileFunc, &D3DReflectFunc, &D3DDisassembleFunc, &D3DStripShaderFunc);
|
|
TRefCountPtr<ID3DBlob> Errors;
|
|
|
|
if (D3DCompileFunc)
|
|
{
|
|
bool bException = false;
|
|
FD3DExceptionInfo ExceptionInfo;
|
|
|
|
Result = D3DCompileWrapper(
|
|
D3DCompileFunc,
|
|
AnsiSourceFile.Get(),
|
|
AnsiSourceFile.Length(),
|
|
TCHAR_TO_ANSI(*Input.VirtualSourceFilePath),
|
|
/*pDefines=*/ NULL,
|
|
/*pInclude=*/ NULL,
|
|
TCHAR_TO_ANSI(*EntryPointName),
|
|
TCHAR_TO_ANSI(ShaderProfile),
|
|
CompileFlags,
|
|
0,
|
|
Shader.GetInitReference(),
|
|
Errors.GetInitReference(),
|
|
bException,
|
|
ExceptionInfo
|
|
);
|
|
|
|
// Some materials give FXC a hard time to optimize and the compiler fails with an internal error.
|
|
if (Result == HRESULT_FROM_WIN32(ERROR_ARITHMETIC_OVERFLOW))
|
|
{
|
|
CrossCompiler::FShaderConductorContext CompilerContext;
|
|
|
|
// Load shader source into compiler context
|
|
const EShaderFrequency Frequency = (EShaderFrequency)Input.Target.Frequency;
|
|
CompilerContext.LoadSource(PreprocessedShaderSource, Input.VirtualSourceFilePath, EntryPointName, Frequency);
|
|
|
|
// Compile HLSL source to SPIR-V binary
|
|
CrossCompiler::FShaderConductorOptions Options;
|
|
|
|
FSpirv Spirv;
|
|
if (!CompilerContext.CompileHlslToSpirv(Options, Spirv.Data))
|
|
{
|
|
CompilerContext.FlushErrors(Output.Errors);
|
|
return false;
|
|
}
|
|
|
|
// Cross-compile back to HLSL
|
|
CrossCompiler::FShaderConductorTarget TargetDesc;
|
|
TargetDesc.Language = CrossCompiler::EShaderConductorLanguage::Hlsl;
|
|
TargetDesc.Version = 50;
|
|
TargetDesc.CompileFlags.SetDefine(TEXT("implicit_resource_binding"), 1);
|
|
TargetDesc.CompileFlags.SetDefine(TEXT("reconstruct_global_uniforms"), 1);
|
|
TargetDesc.CompileFlags.SetDefine(TEXT("reconstruct_cbuffer_names"), 1);
|
|
TargetDesc.CompileFlags.SetDefine(TEXT("reconstruct_semantics"), 1);
|
|
|
|
TArray<ANSICHAR> CrossCompiledSource;
|
|
if (!CompilerContext.CompileSpirvToSourceAnsi(Options, TargetDesc, Spirv.GetByteData(), Spirv.GetByteSize(), CrossCompiledSource))
|
|
{
|
|
CompilerContext.FlushErrors(Output.Errors);
|
|
return false;
|
|
}
|
|
|
|
if (bDumpDebugInfo && CrossCompiledSource.Num() > 1)
|
|
{
|
|
DumpDebugShaderText(Input, CrossCompiledSource.GetData(), CrossCompiledSource.Num() - 1, TEXT("intermediate.hlsl"));
|
|
}
|
|
|
|
// Compile again with FXC:
|
|
// SPIRV-Cross will have generated the new shader with "main" as the new entry point.
|
|
const FString CrossCompiledSourceFilename = Input.VirtualSourceFilePath + TEXT(".intermediate.hlsl");
|
|
Result = D3DCompileWrapper(
|
|
D3DCompileFunc,
|
|
CrossCompiledSource.GetData(),
|
|
CrossCompiledSource.Num() - 1,
|
|
TCHAR_TO_ANSI(*CrossCompiledSourceFilename),
|
|
/*pDefines=*/ NULL,
|
|
/*pInclude=*/ NULL,
|
|
"main",
|
|
TCHAR_TO_ANSI(ShaderProfile),
|
|
CompileFlags,
|
|
0,
|
|
Shader.GetInitReference(),
|
|
Errors.GetInitReference(),
|
|
bException,
|
|
ExceptionInfo
|
|
);
|
|
|
|
if (SUCCEEDED(Result))
|
|
{
|
|
// Let the user know this shader had to be cross-compiled due to a crash in FXC. Only shows up if CVar 'r.ShaderDevelopmentMode' is enabled.
|
|
Output.Errors.Add(FShaderCompilerError(FString::Printf(TEXT("Cross-compiled shader to intermediate HLSL after first attempt crashed FXC: %s"), *Input.GenerateShaderName())));
|
|
}
|
|
}
|
|
|
|
if (bException)
|
|
{
|
|
const char* CodeName = Win32SehExceptionToString(ExceptionInfo.Code);
|
|
const FString CodeNameStr = (CodeName != nullptr ? ANSI_TO_TCHAR(CodeName) : TEXT("Unknown"));
|
|
FilteredErrors.Add(
|
|
FString::Printf(
|
|
TEXT("D3DCompile exception: Code = 0x%08X (%s), Address = 0x%016llX, Offset = 0x%016llX, Codebase = 0x%016llX"),
|
|
ExceptionInfo.Code,
|
|
*CodeNameStr,
|
|
ExceptionInfo.Address,
|
|
(ExceptionInfo.Address - ExceptionInfo.Base),
|
|
ExceptionInfo.Base
|
|
)
|
|
);
|
|
|
|
// Dump input shader source on exception to be able to investigate issue through logs on CIS servers
|
|
FString DumpedSource;
|
|
DumpedSource = PreprocessedShaderSource;
|
|
DumpedSource += TEXT("\n#if 0 /*DIRECT COMPILE*/\n");
|
|
DumpedSource += CreateShaderCompilerWorkerDirectCommandLine(Input);
|
|
DumpedSource += TEXT("\n#endif /*DIRECT COMPILE*/\n");
|
|
Output.OptionalPreprocessedShaderSource = MoveTemp(DumpedSource);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FilteredErrors.Add(FString::Printf(TEXT("Couldn't find shader compiler: %s"), *CompilerPath));
|
|
Result = E_FAIL;
|
|
}
|
|
|
|
// Filter any errors.
|
|
void* ErrorBuffer = Errors ? Errors->GetBufferPointer() : NULL;
|
|
if (ErrorBuffer)
|
|
{
|
|
D3D11FilterShaderCompileWarnings(ANSI_TO_TCHAR(ErrorBuffer), FilteredErrors);
|
|
}
|
|
|
|
// Fail the compilation if certain extended features are being used, since those are not supported on all D3D11 cards.
|
|
if (SUCCEEDED(Result) && D3DDisassembleFunc)
|
|
{
|
|
const bool bCheckForTypedUAVs = !Input.Environment.CompilerFlags.Contains(CFLAG_AllowTypedUAVLoads);
|
|
if (GD3DCheckForDoubles || bCheckForTypedUAVs || bDumpDebugInfo)
|
|
{
|
|
TRefCountPtr<ID3DBlob> Disassembly;
|
|
if (SUCCEEDED(D3DDisassembleFunc(Shader->GetBufferPointer(), Shader->GetBufferSize(), 0, "", Disassembly.GetInitReference())))
|
|
{
|
|
ANSICHAR* DisassemblyString = new ANSICHAR[Disassembly->GetBufferSize() + 1];
|
|
FMemory::Memcpy(DisassemblyString, Disassembly->GetBufferPointer(), Disassembly->GetBufferSize());
|
|
DisassemblyString[Disassembly->GetBufferSize()] = 0;
|
|
FString DisassemblyStringW(DisassemblyString);
|
|
delete[] DisassemblyString;
|
|
|
|
if (bDumpDebugInfo)
|
|
{
|
|
FFileHelper::SaveStringToFile(DisassemblyStringW, *(Input.DumpDebugInfoPath / TEXT("Output.d3dasm")));
|
|
}
|
|
|
|
if (GD3DCheckForDoubles)
|
|
{
|
|
// dcl_globalFlags will contain enableDoublePrecisionFloatOps when the shader uses doubles, even though the docs on dcl_globalFlags don't say anything about this
|
|
if (DisassemblyStringW.Contains(TEXT("enableDoublePrecisionFloatOps")))
|
|
{
|
|
FilteredErrors.Add(TEXT("Shader uses double precision floats, which are not supported on all D3D11 hardware!"));
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (bCheckForTypedUAVs)
|
|
{
|
|
// Disassembly will contain this text with typed loads from UAVs are used where the format and dimension are not fully supported
|
|
// across all versions of Windows (like Windows 7/8.1).
|
|
// https://microsoft.github.io/DirectX-Specs/d3d/UAVTypedLoad.html
|
|
// https://docs.microsoft.com/en-us/windows/win32/direct3d12/typed-unordered-access-view-loads
|
|
// https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/format-support-for-direct3d-11-0-feature-level-hardware
|
|
if (DisassemblyStringW.Contains(TEXT("Typed UAV Load Additional Formats")))
|
|
{
|
|
FilteredErrors.Add(TEXT("Shader uses UAV loads from additional typed formats, which are not supported on all D3D11 hardware! Set r.D3D.CheckedForTypedUAVs=0 if you want to allow typed UAV loads for your project, or individual shaders can opt-in by specifying CFLAG_AllowTypedUAVLoads."));
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Gather reflection information
|
|
TArray<FString> ShaderInputs;
|
|
TArray<FShaderCodeVendorExtension> VendorExtensions;
|
|
|
|
if (SUCCEEDED(Result))
|
|
{
|
|
bool bGlobalUniformBufferUsed = false;
|
|
bool bDiagnosticBufferUsed = false;
|
|
uint32 NumInstructions = 0;
|
|
uint32 NumSamplers = 0;
|
|
uint32 NumSRVs = 0;
|
|
uint32 NumCBs = 0;
|
|
uint32 NumUAVs = 0;
|
|
|
|
TArray<FString> UniformBufferNames;
|
|
|
|
TBitArray<> UsedUniformBufferSlots;
|
|
UsedUniformBufferSlots.Init(false, 32);
|
|
|
|
if (D3DReflectFunc)
|
|
{
|
|
Output.bSucceeded = true;
|
|
ID3D11ShaderReflection* Reflector = NULL;
|
|
|
|
// IID_ID3D11ShaderReflectionForCurrentCompiler is defined in this file and needs to match the IID from the dll in CompilerPath
|
|
// if the function pointers from that dll are being used
|
|
const IID ShaderReflectionInterfaceID = bCompilerPathFunctionsUsed ? IID_ID3D11ShaderReflectionForCurrentCompiler : IID_ID3D11ShaderReflection;
|
|
Result = D3DReflectFunc(Shader->GetBufferPointer(), Shader->GetBufferSize(), ShaderReflectionInterfaceID, (void**)&Reflector);
|
|
if (FAILED(Result))
|
|
{
|
|
UE_LOG(LogD3D11ShaderCompiler, Fatal, TEXT("D3DReflect failed: Result=%08x"), Result);
|
|
}
|
|
|
|
// Read the constant table description.
|
|
D3D11_SHADER_DESC ShaderDesc;
|
|
Reflector->GetDesc(&ShaderDesc);
|
|
|
|
if (Input.Target.Frequency == SF_Pixel)
|
|
{
|
|
if (GD3DAllowRemoveUnused != 0 && Input.bCompilingForShaderPipeline)
|
|
{
|
|
// Handy place for a breakpoint for debugging...
|
|
++GBreakpoint;
|
|
}
|
|
|
|
bool bFoundUnused = false;
|
|
for (uint32 Index = 0; Index < ShaderDesc.InputParameters; ++Index)
|
|
{
|
|
// VC++ horrible hack: Runtime ESP checks get confused and fail for some reason calling Reflector->GetInputParameterDesc() (because it comes from another DLL?)
|
|
// so "guard it" using the middle of an array; it's been confirmed NO corruption is really happening.
|
|
D3D11_SIGNATURE_PARAMETER_DESC ParamDescs[3];
|
|
D3D11_SIGNATURE_PARAMETER_DESC& ParamDesc = ParamDescs[1];
|
|
Reflector->GetInputParameterDesc(Index, &ParamDesc);
|
|
if (ParamDesc.SystemValueType == D3D_NAME_UNDEFINED)
|
|
{
|
|
if (ParamDesc.ReadWriteMask != 0)
|
|
{
|
|
FString SemanticName = ANSI_TO_TCHAR(ParamDesc.SemanticName);
|
|
|
|
ShaderInputs.AddUnique(SemanticName);
|
|
|
|
// Add the number (for the case of TEXCOORD)
|
|
FString SemanticIndexName = FString::Printf(TEXT("%s%d"), *SemanticName, ParamDesc.SemanticIndex);
|
|
ShaderInputs.AddUnique(SemanticIndexName);
|
|
|
|
// Add _centroid
|
|
ShaderInputs.AddUnique(SemanticName + TEXT("_centroid"));
|
|
ShaderInputs.AddUnique(SemanticIndexName + TEXT("_centroid"));
|
|
}
|
|
else
|
|
{
|
|
bFoundUnused = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//if (ParamDesc.ReadWriteMask != 0)
|
|
{
|
|
// Keep system values
|
|
ShaderInputs.AddUnique(FString(ANSI_TO_TCHAR(ParamDesc.SemanticName)));
|
|
}
|
|
}
|
|
}
|
|
|
|
if (GD3DAllowRemoveUnused && Input.bCompilingForShaderPipeline && bFoundUnused && !bSecondPassAferUnusedInputRemoval)
|
|
{
|
|
// Rewrite the source removing the unused inputs so the bindings will match.
|
|
// We may need to do this more than once if unused inputs change after the removal. Ie. for complex shaders, what can happen is:
|
|
// pass1 detects that input A is not used, but input B and C are. Input A is removed, and we recompile (pass2). After the recompilation, we see that Input B is now also unused in pass2
|
|
// (it became simpler and the compiler could see through that).
|
|
// Since unused inputs are passed to the next stage, that will cause us to generate a vertex shader that does not output B, but our pixel shader will still be expecting B on input,
|
|
// as it was rewritten based on the pass1 results.
|
|
|
|
FString OriginalPreprocSource = PreprocessedShaderSource;
|
|
FString OriginalEntryPointName = EntryPointName;
|
|
FShaderCompilerOutput OriginalOutput = Output;
|
|
const int kMaxReasonableAttempts = 64;
|
|
for (int32 Attempt = 0; Attempt < kMaxReasonableAttempts; ++Attempt)
|
|
{
|
|
TArray<FString> RemoveErrors;
|
|
PreprocessedShaderSource = OriginalPreprocSource;
|
|
EntryPointName = OriginalEntryPointName;
|
|
if (RemoveUnusedInputs(PreprocessedShaderSource, ShaderInputs, EntryPointName, RemoveErrors))
|
|
{
|
|
Output = OriginalOutput;
|
|
if (!CompileAndProcessD3DShaderFXC(PreprocessedShaderSource, CompilerPath, CompileFlags, Input, ShaderParameterParser, EntryPointName, ShaderProfile, true, FilteredErrors, Output))
|
|
{
|
|
// if we failed to compile the shader, propagate the error up
|
|
return false;
|
|
}
|
|
|
|
// check if the ShaderInputs changed - if not, we're done here
|
|
if (Output.UsedAttributes.Num() == ShaderInputs.Num())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// second pass cannot use more attributes than previously
|
|
if (Output.UsedAttributes.Num() > ShaderInputs.Num())
|
|
{
|
|
UE_LOG(LogD3D11ShaderCompiler, Warning, TEXT("Second pass had more used attributes (%d) than first pass (%d)"), Output.UsedAttributes.Num(), ShaderInputs.Num());
|
|
FShaderCompilerError NewError;
|
|
NewError.StrippedErrorMessage = FString::Printf(TEXT("Second pass had more used attributes (%d) than first pass (%d)"), Output.UsedAttributes.Num(), ShaderInputs.Num());
|
|
Output = OriginalOutput;
|
|
Output.Errors.Add(NewError);
|
|
Output.bFailedRemovingUnused = true;
|
|
break;
|
|
}
|
|
|
|
// if we're about to run out of attempts, report
|
|
if (Attempt >= kMaxReasonableAttempts - 1)
|
|
{
|
|
UE_LOG(LogD3D11ShaderCompiler, Warning, TEXT("Unable to determine unused inputs after %d attempts (last number of used attributes: %d, previous step:%d)!"),
|
|
Attempt + 1,
|
|
Output.UsedAttributes.Num(),
|
|
ShaderInputs.Num()
|
|
);
|
|
FShaderCompilerError NewError;
|
|
NewError.StrippedErrorMessage = FString::Printf(TEXT("Unable to determine unused inputs after %d attempts (last number of used attributes: %d, previous step:%d)!"),
|
|
Attempt + 1,
|
|
Output.UsedAttributes.Num(),
|
|
ShaderInputs.Num()
|
|
);
|
|
Output = OriginalOutput;
|
|
Output.Errors.Add(NewError);
|
|
Output.bFailedRemovingUnused = true;
|
|
break;
|
|
}
|
|
|
|
ShaderInputs = Output.UsedAttributes;
|
|
// go around to remove newly identified unused inputs
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogD3D11ShaderCompiler, Warning, TEXT("Failed to remove unused inputs from shader: %s"), *Input.GenerateShaderName());
|
|
for (int32 Index = 0; Index < RemoveErrors.Num(); ++Index)
|
|
{
|
|
FShaderCompilerError NewError;
|
|
NewError.StrippedErrorMessage = RemoveErrors[Index];
|
|
Output.Errors.Add(NewError);
|
|
}
|
|
Output.bFailedRemovingUnused = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
const uint32 BindingSpace = 0; // Default binding space for D3D11 shaders
|
|
ExtractParameterMapFromD3DShader<
|
|
ID3D11ShaderReflection, D3D11_SHADER_DESC, D3D11_SHADER_INPUT_BIND_DESC,
|
|
ID3D11ShaderReflectionConstantBuffer, D3D11_SHADER_BUFFER_DESC,
|
|
ID3D11ShaderReflectionVariable, D3D11_SHADER_VARIABLE_DESC>(
|
|
Input, ShaderParameterParser,
|
|
BindingSpace, Reflector, ShaderDesc,
|
|
bGlobalUniformBufferUsed, bDiagnosticBufferUsed,
|
|
NumSamplers, NumSRVs, NumCBs, NumUAVs,
|
|
Output, UniformBufferNames, UsedUniformBufferSlots, VendorExtensions);
|
|
|
|
NumInstructions = ShaderDesc.InstructionCount;
|
|
|
|
// Reflector is a com interface, so it needs to be released.
|
|
Reflector->Release();
|
|
}
|
|
else
|
|
{
|
|
FilteredErrors.Add(FString::Printf(TEXT("Couldn't find shader reflection function in %s"), *CompilerPath));
|
|
Result = E_FAIL;
|
|
Output.bSucceeded = false;
|
|
}
|
|
|
|
if (!ValidateResourceCounts(NumSRVs, NumSamplers, NumUAVs, NumCBs, FilteredErrors))
|
|
{
|
|
Result = E_FAIL;
|
|
Output.bSucceeded = false;
|
|
}
|
|
|
|
// Check for resource limits for feature level 11.0
|
|
if (NumUAVs > GD3DMaximumNumUAVs)
|
|
{
|
|
FilteredErrors.Add(FString::Printf(TEXT("Number of UAVs exceeded limit: %d slots used, but limit is %d due to maximum feature level 11.0"), NumUAVs, GD3DMaximumNumUAVs));
|
|
Result = E_FAIL;
|
|
Output.bSucceeded = false;
|
|
}
|
|
|
|
// Save results if compilation and reflection succeeded
|
|
if (Output.bSucceeded)
|
|
{
|
|
TRefCountPtr<ID3DBlob> CompressedData;
|
|
|
|
if (Input.Environment.CompilerFlags.Contains(CFLAG_GenerateSymbols))
|
|
{
|
|
CompressedData = Shader;
|
|
}
|
|
else if (D3DStripShaderFunc)
|
|
{
|
|
// Strip shader reflection and debug info
|
|
D3D_SHADER_DATA ShaderData;
|
|
ShaderData.pBytecode = Shader->GetBufferPointer();
|
|
ShaderData.BytecodeLength = Shader->GetBufferSize();
|
|
Result = D3DStripShaderFunc(Shader->GetBufferPointer(),
|
|
Shader->GetBufferSize(),
|
|
D3DCOMPILER_STRIP_REFLECTION_DATA | D3DCOMPILER_STRIP_DEBUG_INFO | D3DCOMPILER_STRIP_TEST_BLOBS,
|
|
CompressedData.GetInitReference());
|
|
|
|
if (FAILED(Result))
|
|
{
|
|
UE_LOG(LogD3D11ShaderCompiler, Fatal, TEXT("D3DStripShader failed: Result=%08x"), Result);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// D3DStripShader is not guaranteed to exist
|
|
// e.g. the open-source DXIL shader compiler does not currently implement it
|
|
CompressedData = Shader;
|
|
}
|
|
|
|
// Add resource masks before the parameters are pulled for the uniform buffers
|
|
FShaderCodeResourceMasks ResourceMasks{};
|
|
for (const auto& Param : Output.ParameterMap.GetParameterMap())
|
|
{
|
|
const FParameterAllocation& ParamAlloc = Param.Value;
|
|
if (ParamAlloc.Type == EShaderParameterType::UAV)
|
|
{
|
|
ResourceMasks.UAVMask |= 1u << ParamAlloc.BaseIndex;
|
|
}
|
|
}
|
|
|
|
auto AddOptionalDataCallback = [&](FShaderCode& ShaderCode)
|
|
{
|
|
Output.ShaderCode.AddOptionalData(ResourceMasks);
|
|
};
|
|
|
|
FShaderCodePackedResourceCounts PackedResourceCounts = { bGlobalUniformBufferUsed, static_cast<uint8>(NumSamplers), static_cast<uint8>(NumSRVs), static_cast<uint8>(NumCBs), static_cast<uint8>(NumUAVs) };
|
|
GenerateFinalOutput(CompressedData,
|
|
Input, VendorExtensions,
|
|
UsedUniformBufferSlots, UniformBufferNames,
|
|
bSecondPassAferUnusedInputRemoval, ShaderInputs,
|
|
PackedResourceCounts, NumInstructions,
|
|
Output,
|
|
[](FMemoryWriter&){},
|
|
AddOptionalDataCallback);
|
|
}
|
|
}
|
|
|
|
if (FAILED(Result))
|
|
{
|
|
++GBreakpoint;
|
|
}
|
|
|
|
return SUCCEEDED(Result);
|
|
}
|
|
|
|
void CompileD3DShader(const FShaderCompilerInput& Input, FShaderCompilerOutput& Output, FShaderCompilerDefinitions& AdditionalDefines, const FString& WorkingDirectory, ELanguage Language)
|
|
{
|
|
FString PreprocessedShaderSource;
|
|
const bool bIsRayTracingShader = Input.IsRayTracingShader();
|
|
const bool bUseDXC =
|
|
Language == ELanguage::SM6
|
|
|| bIsRayTracingShader
|
|
|| Input.Environment.CompilerFlags.Contains(CFLAG_WaveOperations)
|
|
|| Input.Environment.CompilerFlags.Contains(CFLAG_ForceDXC)
|
|
|| Input.Environment.CompilerFlags.Contains(CFLAG_InlineRayTracing);
|
|
const TCHAR* ShaderProfile = GetShaderProfileName(Input.Target, bUseDXC);
|
|
|
|
if(!ShaderProfile)
|
|
{
|
|
Output.Errors.Add(FShaderCompilerError(TEXT("Unrecognized shader frequency")));
|
|
return;
|
|
}
|
|
|
|
// Set additional defines.
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_HLSL"), 1);
|
|
|
|
if (bUseDXC)
|
|
{
|
|
AdditionalDefines.SetDefine(TEXT("PLATFORM_SUPPORTS_SM6_0_WAVE_OPERATIONS"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("PLATFORM_SUPPORTS_STATIC_SAMPLERS"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("PLATFORM_SUPPORTS_DIAGNOSTIC_BUFFER"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_SUPPORTS_NOINLINE"), 1);
|
|
|
|
if (Input.Environment.CompilerFlags.Contains(CFLAG_InlineRayTracing))
|
|
{
|
|
AdditionalDefines.SetDefine(TEXT("PLATFORM_SUPPORTS_INLINE_RAY_TRACING"), 1);
|
|
}
|
|
|
|
if (Language == ELanguage::SM6 && Input.Environment.CompilerFlags.Contains(CFLAG_AllowRealTypes))
|
|
{
|
|
AdditionalDefines.SetDefine(TEXT("PLATFORM_SUPPORTS_REAL_TYPES"), 1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AdditionalDefines.SetDefine(TEXT("IR_LANGUAGE_DXBC"), 1);
|
|
}
|
|
|
|
if (Input.bSkipPreprocessedCache)
|
|
{
|
|
if (!FFileHelper::LoadFileToString(PreprocessedShaderSource, *Input.VirtualSourceFilePath))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Remove const as we are on debug-only mode
|
|
CrossCompiler::CreateEnvironmentFromResourceTable(PreprocessedShaderSource, (FShaderCompilerEnvironment&)Input.Environment);
|
|
}
|
|
else
|
|
{
|
|
if (!PreprocessShader(PreprocessedShaderSource, Output, Input, AdditionalDefines))
|
|
{
|
|
// The preprocessing stage will add any relevant errors.
|
|
return;
|
|
}
|
|
}
|
|
|
|
GD3DAllowRemoveUnused = Input.Environment.CompilerFlags.Contains(CFLAG_ForceRemoveUnusedInterpolators) ? 1 : 0;
|
|
|
|
FString EntryPointName = Input.EntryPointName;
|
|
|
|
Output.bFailedRemovingUnused = false;
|
|
if (GD3DAllowRemoveUnused == 1 && Input.Target.Frequency == SF_Vertex && Input.bCompilingForShaderPipeline)
|
|
{
|
|
// Always add SV_Position
|
|
TArray<FString> UsedOutputs = Input.UsedOutputs;
|
|
UsedOutputs.AddUnique(TEXT("SV_POSITION"));
|
|
|
|
// We can't remove any of the output-only system semantics
|
|
//@todo - there are a bunch of tessellation ones as well
|
|
TArray<FString> Exceptions;
|
|
Exceptions.AddUnique(TEXT("SV_ClipDistance"));
|
|
Exceptions.AddUnique(TEXT("SV_ClipDistance0"));
|
|
Exceptions.AddUnique(TEXT("SV_ClipDistance1"));
|
|
Exceptions.AddUnique(TEXT("SV_ClipDistance2"));
|
|
Exceptions.AddUnique(TEXT("SV_ClipDistance3"));
|
|
Exceptions.AddUnique(TEXT("SV_ClipDistance4"));
|
|
Exceptions.AddUnique(TEXT("SV_ClipDistance5"));
|
|
Exceptions.AddUnique(TEXT("SV_ClipDistance6"));
|
|
Exceptions.AddUnique(TEXT("SV_ClipDistance7"));
|
|
|
|
Exceptions.AddUnique(TEXT("SV_CullDistance"));
|
|
Exceptions.AddUnique(TEXT("SV_CullDistance0"));
|
|
Exceptions.AddUnique(TEXT("SV_CullDistance1"));
|
|
Exceptions.AddUnique(TEXT("SV_CullDistance2"));
|
|
Exceptions.AddUnique(TEXT("SV_CullDistance3"));
|
|
Exceptions.AddUnique(TEXT("SV_CullDistance4"));
|
|
Exceptions.AddUnique(TEXT("SV_CullDistance5"));
|
|
Exceptions.AddUnique(TEXT("SV_CullDistance6"));
|
|
Exceptions.AddUnique(TEXT("SV_CullDistance7"));
|
|
|
|
// Write the preprocessed file out in case so we can debug issues on HlslParser
|
|
DumpDebugShaderUSF(PreprocessedShaderSource, Input);
|
|
|
|
TArray<FString> Errors;
|
|
if (!RemoveUnusedOutputs(PreprocessedShaderSource, UsedOutputs, Exceptions, EntryPointName, Errors))
|
|
{
|
|
DumpDebugShaderUSF(PreprocessedShaderSource, Input);
|
|
UE_LOG(LogD3D11ShaderCompiler, Warning, TEXT("Failed to remove unused outputs from shader: %s"), *Input.GenerateShaderName());
|
|
for (int32 Index = 0; Index < Errors.Num(); ++Index)
|
|
{
|
|
FShaderCompilerError NewError;
|
|
NewError.StrippedErrorMessage = Errors[Index];
|
|
Output.Errors.Add(NewError);
|
|
}
|
|
Output.bFailedRemovingUnused = true;
|
|
}
|
|
}
|
|
|
|
FShaderParameterParser ShaderParameterParser;
|
|
if (!ShaderParameterParser.ParseAndMoveShaderParametersToRootConstantBuffer(
|
|
Input, Output, PreprocessedShaderSource,
|
|
(Input.IsRayTracingShader() || ShouldUseStableConstantBuffer(Input)) ? TEXT("cbuffer") : nullptr))
|
|
{
|
|
// The FShaderParameterParser will add any relevant errors.
|
|
return;
|
|
}
|
|
|
|
RemoveUniformBuffersFromSource(Input.Environment, PreprocessedShaderSource);
|
|
|
|
// @TODO - implement different material path to allow us to remove backwards compat flag on sm5 shaders
|
|
uint32 CompileFlags = D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY
|
|
// Unpack uniform matrices as row-major to match the CPU layout.
|
|
| D3DCOMPILE_PACK_MATRIX_ROW_MAJOR;
|
|
|
|
if (Input.Environment.CompilerFlags.Contains(CFLAG_GenerateSymbols))
|
|
{
|
|
CompileFlags |= D3DCOMPILE_DEBUG;
|
|
}
|
|
|
|
if (Input.Environment.CompilerFlags.Contains(CFLAG_Debug))
|
|
{
|
|
CompileFlags |= D3DCOMPILE_SKIP_OPTIMIZATION;
|
|
}
|
|
else
|
|
{
|
|
if (Input.Environment.CompilerFlags.Contains(CFLAG_StandardOptimization))
|
|
{
|
|
CompileFlags |= D3DCOMPILE_OPTIMIZATION_LEVEL1;
|
|
}
|
|
else
|
|
{
|
|
CompileFlags |= D3DCOMPILE_OPTIMIZATION_LEVEL3;
|
|
}
|
|
}
|
|
|
|
Input.Environment.CompilerFlags.Iterate([&CompileFlags](uint32 Flag)
|
|
{
|
|
CompileFlags |= TranslateCompilerFlagD3D11((ECompilerFlags)Flag);
|
|
});
|
|
|
|
TArray<FString> FilteredErrors;
|
|
if (bUseDXC)
|
|
{
|
|
if (!CompileAndProcessD3DShaderDXC(PreprocessedShaderSource, CompileFlags, Input, ShaderParameterParser, EntryPointName, ShaderProfile, Language, false, FilteredErrors, Output))
|
|
{
|
|
if (!FilteredErrors.Num())
|
|
{
|
|
FilteredErrors.Add(TEXT("Compile Failed without errors!"));
|
|
}
|
|
}
|
|
CrossCompiler::FShaderConductorContext::ConvertCompileErrors(MoveTemp(FilteredErrors), Output.Errors);
|
|
}
|
|
else
|
|
{
|
|
// Override default compiler path to newer dll
|
|
FString CompilerPath = FPaths::EngineDir();
|
|
CompilerPath.Append(TEXT("Binaries/ThirdParty/Windows/DirectX/x64/d3dcompiler_47.dll"));
|
|
|
|
if (!CompileAndProcessD3DShaderFXC(PreprocessedShaderSource, CompilerPath, CompileFlags, Input, ShaderParameterParser, EntryPointName, ShaderProfile, false, FilteredErrors, Output))
|
|
{
|
|
if (!FilteredErrors.Num())
|
|
{
|
|
FilteredErrors.Add(TEXT("Compile Failed without errors!"));
|
|
}
|
|
}
|
|
|
|
// Process errors
|
|
for (int32 ErrorIndex = 0; ErrorIndex < FilteredErrors.Num(); ErrorIndex++)
|
|
{
|
|
const FString& CurrentError = FilteredErrors[ErrorIndex];
|
|
FShaderCompilerError NewError;
|
|
|
|
// Extract filename and line number from FXC output with format:
|
|
// "d:\Project\Binaries\BasePassPixelShader(30,7): error X3000: invalid target or usage string"
|
|
int32 FirstParenIndex = CurrentError.Find(TEXT("("));
|
|
int32 LastParenIndex = CurrentError.Find(TEXT("):"));
|
|
if (FirstParenIndex != INDEX_NONE &&
|
|
LastParenIndex != INDEX_NONE &&
|
|
LastParenIndex > FirstParenIndex)
|
|
{
|
|
// Extract and store error message with source filename
|
|
NewError.ErrorVirtualFilePath = CurrentError.Left(FirstParenIndex);
|
|
NewError.ErrorLineString = CurrentError.Mid(FirstParenIndex + 1, LastParenIndex - FirstParenIndex - FCString::Strlen(TEXT("(")));
|
|
NewError.StrippedErrorMessage = CurrentError.Right(CurrentError.Len() - LastParenIndex - FCString::Strlen(TEXT("):")));
|
|
}
|
|
else
|
|
{
|
|
NewError.StrippedErrorMessage = CurrentError;
|
|
}
|
|
Output.Errors.Add(NewError);
|
|
}
|
|
}
|
|
|
|
const bool bDirectCompile = FParse::Param(FCommandLine::Get(), TEXT("directcompile"));
|
|
if (bDirectCompile)
|
|
{
|
|
for (const auto& Error : Output.Errors)
|
|
{
|
|
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("%s\n"), *Error.GetErrorStringWithLineMarker());
|
|
}
|
|
}
|
|
|
|
ShaderParameterParser.ValidateShaderParameterTypes(Input, Output);
|
|
|
|
if (Input.ExtraSettings.bExtractShaderSource)
|
|
{
|
|
Output.OptionalFinalShaderSource = PreprocessedShaderSource;
|
|
}
|
|
}
|
|
|
|
void CompileShader_Windows(const FShaderCompilerInput& Input,FShaderCompilerOutput& Output,const FString& WorkingDirectory, ELanguage Language)
|
|
{
|
|
FShaderCompilerDefinitions AdditionalDefines;
|
|
if (Language == ELanguage::SM6)
|
|
{
|
|
check(Input.Target.Platform == SP_PCD3D_SM6);
|
|
AdditionalDefines.SetDefine(TEXT("SM6_PROFILE"), 1);
|
|
}
|
|
else if (Language == ELanguage::SM5)
|
|
{
|
|
check(Input.Target.Platform == SP_PCD3D_SM5);
|
|
AdditionalDefines.SetDefine(TEXT("SM5_PROFILE"), 1);
|
|
}
|
|
else if (Language == ELanguage::ES3_1)
|
|
{
|
|
check(Input.Target.Platform == SP_PCD3D_ES3_1);
|
|
AdditionalDefines.SetDefine(TEXT("ES3_1_PROFILE"), 1);
|
|
}
|
|
else
|
|
{
|
|
checkf(0, TEXT("Unknown ELanguage %d"), (int32)Language);
|
|
}
|
|
|
|
CompileD3DShader(Input, Output, AdditionalDefines, WorkingDirectory, Language);
|
|
}
|