Files
UnrealEngineUWP/Engine/Source/Developer/ShaderPreprocessor/Private/ShaderPreprocessor.cpp
2014-08-06 14:12:12 -04:00

235 lines
7.0 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "ShaderPreprocessor.h"
#include "mcpp.h"
#include "ModuleManager.h"
IMPLEMENT_MODULE(FDefaultModuleImpl, ShaderPreprocessor);
/**
* Append defines to an MCPP command line.
* @param OutOptions - Upon return contains MCPP command line parameters as a string appended to the current string.
* @param Definitions - Definitions to add.
*/
static void AddMcppDefines(FString& OutOptions, const TMap<FString,FString>& Definitions)
{
for (TMap<FString,FString>::TConstIterator It(Definitions); It; ++It)
{
OutOptions += FString::Printf(TEXT(" -D%s=%s"), *(It.Key()), *(It.Value()));
}
}
/**
* Filter MCPP errors.
* @param ErrorMsg - The error message.
* @returns true if the message is valid and has not been filtered out.
*/
static bool FilterMcppError(const FString& ErrorMsg)
{
const TCHAR* SubstringsToFilter[] =
{
TEXT("Unknown encoding:"),
TEXT("with no newline, supplemented newline"),
TEXT("Converted [CR+LF] to [LF]")
};
const int32 FilteredSubstringCount = ARRAY_COUNT(SubstringsToFilter);
for (int32 SubstringIndex = 0; SubstringIndex < FilteredSubstringCount; ++SubstringIndex)
{
if (ErrorMsg.Contains(SubstringsToFilter[SubstringIndex]))
{
return false;
}
}
return true;
}
/**
* Parses MCPP error output.
* @param ShaderOutput - Shader output to which to add errors.
* @param McppErrors - MCPP error output.
*/
static bool ParseMcppErrors(FShaderCompilerOutput& ShaderOutput, const FString& McppErrors)
{
bool bSuccess = true;
if (McppErrors.Len() > 0)
{
TArray<FString> Lines;
McppErrors.ParseIntoArray(&Lines, TEXT("\n"), true);
for (int32 LineIndex = 0; LineIndex < Lines.Num(); ++LineIndex)
{
const FString& Line = Lines[LineIndex];
int32 SepIndex1 = Line.Find(TEXT(":"), ESearchCase::CaseSensitive, ESearchDir::FromStart, 2);
int32 SepIndex2 = Line.Find(TEXT(":"), ESearchCase::CaseSensitive, ESearchDir::FromStart, SepIndex1 + 1);
if (SepIndex1 != INDEX_NONE && SepIndex2 != INDEX_NONE)
{
FString Filename = Line.Left(SepIndex1);
FString LineNumStr = Line.Mid(SepIndex1 + 1, SepIndex2 - SepIndex1 - 1);
FString Message = Line.Mid(SepIndex2 + 1, Line.Len() - SepIndex2 - 1);
if (Filename.Len() && LineNumStr.Len() && LineNumStr.IsNumeric() && Message.Len())
{
while (++LineIndex < Lines.Num() && Lines[LineIndex].Len() && Lines[LineIndex].StartsWith(TEXT(" "),ESearchCase::CaseSensitive))
{
Message += FString(TEXT("\n")) + Lines[LineIndex];
}
--LineIndex;
Message = Message.Trim().TrimTrailing();
// Ignore the warning about files that don't end with a newline.
if (FilterMcppError(Message))
{
FShaderCompilerError* CompilerError = new(ShaderOutput.Errors) FShaderCompilerError;
CompilerError->ErrorFile = GetRelativeShaderFilename(Filename);
CompilerError->ErrorLineString = LineNumStr;
CompilerError->StrippedErrorMessage = Message;
bSuccess = false;
}
}
}
}
}
return bSuccess;
}
/**
* Helper class used to load shader source files for MCPP.
*/
class FMcppFileLoader
{
public:
/** Initialization constructor. */
explicit FMcppFileLoader(const FShaderCompilerInput& InShaderInput)
: ShaderInput(InShaderInput)
{
FString ShaderDir = FPlatformProcess::ShaderDir();
InputShaderFile = ShaderDir / FPaths::GetCleanFilename(ShaderInput.SourceFilename);
if (FPaths::GetExtension(InputShaderFile) != TEXT("usf"))
{
InputShaderFile += TEXT(".usf");
}
FString InputShaderSource;
if (LoadShaderSourceFile(*ShaderInput.SourceFilename,InputShaderSource))
{
InputShaderSource = FString::Printf(TEXT("%s\n#line 1\n%s"), *ShaderInput.SourceFilePrefix, *InputShaderSource);
CachedFileContents.Add(GetRelativeShaderFilename(InputShaderFile),StringToArray<ANSICHAR>(*InputShaderSource, InputShaderSource.Len()));
}
}
/** Returns the input shader filename to pass to MCPP. */
const FString& GetInputShaderFilename() const
{
return InputShaderFile;
}
/** Retrieves the MCPP file loader interface. */
file_loader GetMcppInterface()
{
file_loader Loader;
Loader.get_file_contents = GetFileContents;
Loader.user_data = (void*)this;
return Loader;
}
private:
/** Holder for shader contents (string + size). */
typedef TArray<ANSICHAR> FShaderContents;
/** MCPP callback for retrieving file contents. */
static int GetFileContents(void* InUserData, const ANSICHAR* InFilename, const ANSICHAR** OutContents, size_t* OutContentSize)
{
FMcppFileLoader* This = (FMcppFileLoader*)InUserData;
FString Filename = GetRelativeShaderFilename(ANSI_TO_TCHAR(InFilename));
FShaderContents* CachedContents = This->CachedFileContents.Find(Filename);
if (!CachedContents)
{
FString FileContents;
if (This->ShaderInput.Environment.IncludeFileNameToContentsMap.Contains(Filename))
{
FileContents = This->ShaderInput.Environment.IncludeFileNameToContentsMap.FindRef(Filename);
}
else
{
LoadShaderSourceFile(*Filename,FileContents);
}
if (FileContents.Len() > 0)
{
CachedContents = &This->CachedFileContents.Add(Filename,StringToArray<ANSICHAR>(*FileContents, FileContents.Len()));
}
}
if (OutContents)
{
*OutContents = CachedContents ? CachedContents->GetTypedData() : NULL;
}
if (OutContentSize)
{
*OutContentSize = CachedContents ? CachedContents->Num() : 0;
}
return !!CachedContents;
}
/** Shader input data. */
const FShaderCompilerInput& ShaderInput;
/** File contents are cached as needed. */
TMap<FString,FShaderContents> CachedFileContents;
/** The input shader filename. */
FString InputShaderFile;
};
/**
* Preprocess a shader.
* @param OutPreprocessedShader - Upon return contains the preprocessed source code.
* @param ShaderOutput - ShaderOutput to which errors can be added.
* @param ShaderInput - The shader compiler input.
* @param AdditionalDefines - Additional defines with which to preprocess the shader.
* @returns true if the shader is preprocessed without error.
*/
bool PreprocessShader(
FString& OutPreprocessedShader,
FShaderCompilerOutput& ShaderOutput,
const FShaderCompilerInput& ShaderInput,
const FShaderCompilerDefinitions& AdditionalDefines
)
{
FString McppOptions;
FString McppOutput, McppErrors;
ANSICHAR* McppOutAnsi = NULL;
ANSICHAR* McppErrAnsi = NULL;
bool bSuccess = false;
// MCPP is not threadsafe.
static FCriticalSection McppCriticalSection;
FScopeLock McppLock(&McppCriticalSection);
FMcppFileLoader FileLoader(ShaderInput);
AddMcppDefines(McppOptions, ShaderInput.Environment.GetDefinitions());
AddMcppDefines(McppOptions, AdditionalDefines.GetDefinitionMap());
int32 Result = mcpp_run(
TCHAR_TO_ANSI(*McppOptions),
TCHAR_TO_ANSI(*FileLoader.GetInputShaderFilename()),
&McppOutAnsi,
&McppErrAnsi,
FileLoader.GetMcppInterface()
);
McppOutput = McppOutAnsi;
McppErrors = McppErrAnsi;
if (ParseMcppErrors(ShaderOutput, McppErrors))
{
// exchange strings
FMemory::Memswap( &OutPreprocessedShader, &McppOutput, sizeof(FString) );
bSuccess = true;
}
return bSuccess;
}