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#lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change3030420on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change3042244on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
1518 lines
47 KiB
C++
1518 lines
47 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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// ..
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#include "VulkanShaderFormat.h"
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#include "Core.h"
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#include "ShaderPreprocessor.h"
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#include "ShaderCompilerCommon.h"
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#include "hlslcc.h"
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#include "VulkanBackend.h"
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#include "VulkanShaderResources.h"
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DEFINE_LOG_CATEGORY_STATIC(LogVulkanShaderCompiler, Log, All);
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//static int32 GUseExternalShaderCompiler = 0;
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//static FAutoConsoleVariableRef CVarVulkanUseExternalShaderCompiler(
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// TEXT("r.Vulkan.UseExternalShaderCompiler"),
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// GUseExternalShaderCompiler,
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// TEXT("Whether to use the internal shader compiling library or the external glslang tool.\n")
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// TEXT(" 0: Internal compiler\n")
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// TEXT(" 1: External compiler)"),
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// ECVF_Default
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// );
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extern bool GenerateSpirv(const ANSICHAR* Source, FCompilerInfo& CompilerInfo, FString& OutErrors, const FString& DumpDebugInfoPath, TArray<uint8>& OutSpirv);
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static TArray<ANSICHAR> ParseIdentifierANSI(const FString& Str)
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{
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TArray<ANSICHAR> Result;
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Result.Reserve(Str.Len());
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for (int32 Index = 0; Index < Str.Len(); ++Index)
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{
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Result.Add(FChar::ToLower((ANSICHAR)Str[Index]));
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}
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Result.Add('\0');
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return Result;
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}
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inline const ANSICHAR * CStringEndOfLine(const ANSICHAR * Text)
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{
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const ANSICHAR * LineEnd = FCStringAnsi::Strchr(Text, '\n');
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if (nullptr == LineEnd)
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{
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LineEnd = Text + FCStringAnsi::Strlen(Text);
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}
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return LineEnd;
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}
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inline bool CStringIsBlankLine(const ANSICHAR * Text)
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{
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while (!FCharAnsi::IsLinebreak(*Text))
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{
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if (!FCharAnsi::IsWhitespace(*Text))
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{
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return false;
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}
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++Text;
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}
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return true;
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}
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static FString ParseIdentifier(const ANSICHAR* &Str)
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{
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FString Result;
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while ((*Str >= 'A' && *Str <= 'Z')
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|| (*Str >= 'a' && *Str <= 'z')
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|| (*Str >= '0' && *Str <= '9')
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|| *Str == '_')
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{
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Result += *Str;
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++Str;
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}
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return Result;
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}
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inline void AppendCString(TArray<ANSICHAR> & Dest, const ANSICHAR * Source)
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{
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if (Dest.Num() > 0)
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{
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Dest.Insert(Source, FCStringAnsi::Strlen(Source), Dest.Num() - 1);;
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}
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else
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{
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Dest.Append(Source, FCStringAnsi::Strlen(Source) + 1);
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}
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}
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inline bool MoveHashLines(TArray<ANSICHAR> & Dest, TArray<ANSICHAR> & Source)
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{
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// Walk through the lines to find the first non-# line...
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const ANSICHAR * LineStart = Source.GetData();
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for (bool FoundNonHashLine = false; !FoundNonHashLine;)
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{
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const ANSICHAR * LineEnd = CStringEndOfLine(LineStart);
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if (LineStart[0] != '#' && !CStringIsBlankLine(LineStart))
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{
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FoundNonHashLine = true;
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}
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else if (LineEnd[0] == '\n')
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{
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LineStart = LineEnd + 1;
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}
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else
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{
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LineStart = LineEnd;
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}
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}
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// Copy the hash lines over, if we found any. And delete from
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// the source.
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if (LineStart > Source.GetData())
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{
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int32 LineLength = LineStart - Source.GetData();
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if (Dest.Num() > 0)
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{
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Dest.Insert(Source.GetData(), LineLength, Dest.Num() - 1);
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}
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else
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{
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Dest.Append(Source.GetData(), LineLength);
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Dest.Append("", 1);
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}
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if (Dest.Last(1) != '\n')
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{
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Dest.Insert("\n", 1, Dest.Num() - 1);
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}
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Source.RemoveAt(0, LineStart - Source.GetData());
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return true;
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}
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return false;
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}
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static bool Match(const ANSICHAR* &Str, ANSICHAR Char)
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{
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if (*Str == Char)
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{
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++Str;
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return true;
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}
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return false;
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}
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template <typename T>
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uint32 ParseNumber(const T* Str)
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{
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check(Str);
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uint32 Num = 0;
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int32 Len = 0;
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// Find terminating character
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for(int32 Index=0; Index<128; Index++)
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{
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if(Str[Index] == 0)
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{
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Len = Index;
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break;
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}
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}
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check(Len > 0);
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// Find offset to integer type
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int32 Offset = -1;
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for(int32 Index=0; Index<Len; Index++)
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{
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if (*(Str + Index) >= '0' && *(Str + Index) <= '9')
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{
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Offset = Index;
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break;
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}
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}
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// Check if we found a number
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check(Offset >= 0);
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Str += Offset;
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while (*(Str) && *Str >= '0' && *Str <= '9')
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{
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Num = Num * 10 + *Str++ - '0';
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}
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return Num;
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}
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static inline FString GetExtension(EHlslShaderFrequency Frequency, bool bAddDot = true)
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{
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const TCHAR* Name = nullptr;
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switch (Frequency)
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{
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default:
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check(0);
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// fallthrough...
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case HSF_PixelShader: Name = TEXT(".frag"); break;
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case HSF_VertexShader: Name = TEXT(".vert"); break;
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case HSF_ComputeShader: Name = TEXT(".comp"); break;
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case HSF_GeometryShader: Name = TEXT(".geom"); break;
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case HSF_HullShader: Name = TEXT(".tesc"); break;
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case HSF_DomainShader: Name = TEXT(".tese"); break;
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}
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if (!bAddDot)
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{
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++Name;
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}
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return FString(Name);
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}
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static uint32 GetTypeComponents(const FString& Type)
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{
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static const FString TypePrefix[] = { "f", "i", "u" };
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uint32 Components = 0;
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int32 PrefixLength = 0;
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for (uint32 i = 0; i<ARRAY_COUNT(TypePrefix); i++)
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{
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const FString& Prefix = TypePrefix[i];
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const int32 CmpLength = Type.Contains(Prefix, ESearchCase::CaseSensitive, ESearchDir::FromStart);
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if (CmpLength == Prefix.Len())
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{
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PrefixLength = CmpLength;
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break;
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}
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}
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check(PrefixLength > 0);
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Components = ParseNumber(*Type + PrefixLength);
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check(Components > 0);
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return Components;
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}
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static void GenerateBindingTable(const FVulkanShaderSerializedBindings& SerializedBindings, FVulkanShaderBindingTable& OutBindingTable)
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{
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int32 NumCombinedSamplers = 0;
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int32 NumSamplerBuffers = 0;
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int32 NumUniformBuffers = 0;
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auto& Layouts = SerializedBindings.Bindings;
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//#todo-rco: FIX! SamplerBuffers share numbering with Samplers
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NumCombinedSamplers = Layouts[FVulkanShaderSerializedBindings::TYPE_COMBINED_IMAGE_SAMPLER].Num() + Layouts[FVulkanShaderSerializedBindings::TYPE_SAMPLER_BUFFER].Num();
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NumSamplerBuffers = Layouts[FVulkanShaderSerializedBindings::TYPE_COMBINED_IMAGE_SAMPLER].Num() + Layouts[FVulkanShaderSerializedBindings::TYPE_SAMPLER_BUFFER].Num();
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NumUniformBuffers = Layouts[FVulkanShaderSerializedBindings::TYPE_PACKED_UNIFORM_BUFFER].Num() + Layouts[FVulkanShaderSerializedBindings::TYPE_UNIFORM_BUFFER].Num();
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for (int32 Index = 0; Index < CrossCompiler::PACKED_TYPEINDEX_MAX; ++Index)
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{
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OutBindingTable.PackedGlobalUBsIndices[Index] = -1;
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}
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OutBindingTable.CombinedSamplerBindingIndices.AddUninitialized(NumCombinedSamplers);
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//#todo-rco: FIX! SamplerBuffers share numbering with Samplers
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OutBindingTable.SamplerBufferBindingIndices.AddUninitialized(NumSamplerBuffers);
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OutBindingTable.UniformBufferBindingIndices.AddUninitialized(NumUniformBuffers);
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for (int32 Index = 0; Index < Layouts[FVulkanShaderSerializedBindings::TYPE_COMBINED_IMAGE_SAMPLER].Num(); ++Index)
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{
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auto& Mapping = Layouts[FVulkanShaderSerializedBindings::TYPE_COMBINED_IMAGE_SAMPLER][Index];
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OutBindingTable.CombinedSamplerBindingIndices[Mapping.EngineBindingIndex] = Mapping.VulkanBindingIndex;
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//#todo-rco: FIX! SamplerBuffers share numbering with Samplers
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OutBindingTable.SamplerBufferBindingIndices[Mapping.EngineBindingIndex] = Mapping.VulkanBindingIndex;
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}
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for (int32 Index = 0; Index < Layouts[FVulkanShaderSerializedBindings::TYPE_SAMPLER_BUFFER].Num(); ++Index)
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{
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auto& Mapping = Layouts[FVulkanShaderSerializedBindings::TYPE_SAMPLER_BUFFER][Index];
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OutBindingTable.CombinedSamplerBindingIndices[Mapping.EngineBindingIndex] = Mapping.VulkanBindingIndex;
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//#todo-rco: FIX! SamplerBuffers share numbering with Samplers
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OutBindingTable.SamplerBufferBindingIndices[Mapping.EngineBindingIndex] = Mapping.VulkanBindingIndex;
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}
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for (int32 Index = 0; Index < Layouts[FVulkanShaderSerializedBindings::TYPE_UNIFORM_BUFFER].Num(); ++Index)
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{
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auto& Mapping = Layouts[FVulkanShaderSerializedBindings::TYPE_UNIFORM_BUFFER][Index];
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OutBindingTable.UniformBufferBindingIndices[Mapping.EngineBindingIndex] = Mapping.VulkanBindingIndex;
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}
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for (int32 Index = 0; Index < Layouts[FVulkanShaderSerializedBindings::TYPE_PACKED_UNIFORM_BUFFER].Num(); ++Index)
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{
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auto& Mapping = Layouts[FVulkanShaderSerializedBindings::TYPE_PACKED_UNIFORM_BUFFER][Index];
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OutBindingTable.UniformBufferBindingIndices[Mapping.EngineBindingIndex] = Mapping.VulkanBindingIndex;
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uint8 PackedIndex = SerializedBindings.PackedUBTypeIndex[Index];
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check(PackedIndex != (uint8)-1);
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|
OutBindingTable.PackedGlobalUBsIndices[PackedIndex] = Mapping.EngineBindingIndex;
|
|
}
|
|
|
|
// Do not share numbers here
|
|
OutBindingTable.NumDescriptorsWithoutPackedUniformBuffers = Layouts[FVulkanShaderSerializedBindings::TYPE_COMBINED_IMAGE_SAMPLER].Num() + Layouts[FVulkanShaderSerializedBindings::TYPE_SAMPLER_BUFFER].Num() + Layouts[FVulkanShaderSerializedBindings::TYPE_UNIFORM_BUFFER].Num();
|
|
OutBindingTable.NumDescriptors = OutBindingTable.NumDescriptorsWithoutPackedUniformBuffers + Layouts[FVulkanShaderSerializedBindings::TYPE_PACKED_UNIFORM_BUFFER].Num();
|
|
}
|
|
|
|
|
|
static void BuildShaderOutput(
|
|
FShaderCompilerOutput& ShaderOutput,
|
|
const FShaderCompilerInput& ShaderInput,
|
|
const ANSICHAR* InShaderSource,
|
|
int32 SourceLen,
|
|
const FVulkanBindingTable& BindingTable,
|
|
const ANSICHAR* InShaderSourceES,
|
|
int32 SourceLenES,
|
|
TArray<uint8>& Spirv,
|
|
const FString& DebugName
|
|
)
|
|
{
|
|
const ANSICHAR* USFSource = InShaderSource;
|
|
CrossCompiler::FHlslccHeader CCHeader;
|
|
if (!CCHeader.Read(USFSource, SourceLen))
|
|
{
|
|
UE_LOG(LogVulkanShaderCompiler, Error, TEXT("Bad hlslcc header found"));
|
|
return;
|
|
}
|
|
|
|
if (*USFSource != '#')
|
|
{
|
|
UE_LOG(LogVulkanShaderCompiler, Error, TEXT("Bad hlslcc header found! Missing '#'!"));
|
|
return;
|
|
}
|
|
|
|
FVulkanCodeHeader Header;
|
|
|
|
FShaderParameterMap& ParameterMap = ShaderOutput.ParameterMap;
|
|
EShaderFrequency Frequency = (EShaderFrequency)ShaderOutput.Target.Frequency;
|
|
|
|
TBitArray<> UsedUniformBufferSlots;
|
|
UsedUniformBufferSlots.Init(false, 32);
|
|
|
|
|
|
static const FString AttributePrefix = TEXT("in_ATTRIBUTE");
|
|
static const FString GL_Prefix = TEXT("gl_");
|
|
for (auto& Input : CCHeader.Inputs)
|
|
{
|
|
// Only process attributes for vertex shaders.
|
|
if (Frequency == SF_Vertex && Input.Name.StartsWith(AttributePrefix))
|
|
{
|
|
int32 AttributeIndex = ParseNumber(*Input.Name + AttributePrefix.Len());
|
|
Header.SerializedBindings.InOutMask |= (1 << AttributeIndex);
|
|
}
|
|
#if 0
|
|
// Record user-defined input varyings
|
|
else if (!Input.Name.StartsWith(GL_Prefix))
|
|
{
|
|
FVulkanShaderVarying Var;
|
|
Var.Location = Input.Index;
|
|
Var.Varying = ParseIdentifierANSI(Input.Name);
|
|
Var.Components = GetTypeComponents(Input.Type);
|
|
Header.SerializedBindings.InputVaryings.Add(Var);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
static const FString TargetPrefix = "out_Target";
|
|
static const FString GL_FragDepth = "gl_FragDepth";
|
|
for (auto& Output : CCHeader.Outputs)
|
|
{
|
|
// Only targets for pixel shaders must be tracked.
|
|
if (Frequency == SF_Pixel && Output.Name.StartsWith(TargetPrefix))
|
|
{
|
|
uint8 TargetIndex = ParseNumber(*Output.Name + TargetPrefix.Len());
|
|
Header.SerializedBindings.InOutMask |= (1 << TargetIndex);
|
|
}
|
|
// Only depth writes for pixel shaders must be tracked.
|
|
else if (Frequency == SF_Pixel && Output.Name.Equals(GL_FragDepth))
|
|
{
|
|
Header.SerializedBindings.InOutMask |= 0x8000;
|
|
}
|
|
#if 0
|
|
// Record user-defined output varyings
|
|
else if (!Output.Name.StartsWith(GL_Prefix))
|
|
{
|
|
FVulkanShaderVarying Var;
|
|
Var.Location = Output.Index;
|
|
Var.Varying = ParseIdentifierANSI(Output.Name);
|
|
Var.Components = GetTypeComponents(Output.Type);
|
|
Header.SerializedBindings.OutputVaryings.Add(Var);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
TMap<uint8, uint32> PackedGlobalUBs;
|
|
// Then 'normal' uniform buffers.
|
|
static const FString CBPrefix = "HLSLCC_CB";
|
|
for (auto& UniformBlock : CCHeader.UniformBlocks)
|
|
{
|
|
uint16 UBIndex = UniformBlock.Index;
|
|
UsedUniformBufferSlots[UBIndex] = true;
|
|
if (UniformBlock.Name.StartsWith(CBPrefix))
|
|
{
|
|
// This is a uniform buffer that holds the array for packed global uniforms
|
|
ANSICHAR Type = (ANSICHAR)UniformBlock.Name[CBPrefix.Len()];
|
|
PackedGlobalUBs.Add(Type) = UBIndex;
|
|
}
|
|
else
|
|
{
|
|
// Regular UB
|
|
ParameterMap.AddParameterAllocation(*UniformBlock.Name, Header.SerializedBindings.NumUniformBuffers++, 0, 0);
|
|
}
|
|
}
|
|
|
|
// Parse binding table; categorize by type
|
|
FMemory::Memset(Header.SerializedBindings.PackedUBTypeIndex, (uint8)-1);
|
|
for (const auto& CurrBinding : BindingTable.GetBindings())
|
|
{
|
|
FVulkanShaderSerializedBindings::FBindMap NewBinding;
|
|
NewBinding.VulkanBindingIndex = CurrBinding.Index;
|
|
auto NewBindingName = ParseIdentifierANSI(CurrBinding.Name);
|
|
NewBinding.EngineBindingIndex = ParseNumber(NewBindingName.GetData());
|
|
|
|
auto Type = FVulkanShaderSerializedBindings::TYPE_MAX;
|
|
switch (CurrBinding.Type)
|
|
{
|
|
//case FVulkanBindingTable::TYPE_SAMPLER:
|
|
// Type = FVulkanShaderSerializedBindings::TYPE_SAMPLER;
|
|
// break;
|
|
case FVulkanBindingTable::TYPE_COMBINED_IMAGE_SAMPLER:
|
|
Type = FVulkanShaderSerializedBindings::TYPE_COMBINED_IMAGE_SAMPLER;
|
|
break;
|
|
case FVulkanBindingTable::TYPE_SAMPLER_BUFFER:
|
|
Type = FVulkanShaderSerializedBindings::TYPE_SAMPLER_BUFFER;
|
|
break;
|
|
case FVulkanBindingTable::TYPE_UNIFORM_BUFFER:
|
|
Type = FVulkanShaderSerializedBindings::TYPE_UNIFORM_BUFFER;
|
|
break;
|
|
case FVulkanBindingTable::TYPE_PACKED_UNIFORM_BUFFER:
|
|
Type = FVulkanShaderSerializedBindings::TYPE_PACKED_UNIFORM_BUFFER;
|
|
check(Header.SerializedBindings.Bindings[Type].Num() < CrossCompiler::PACKED_TYPEINDEX_MAX);
|
|
Header.SerializedBindings.PackedUBTypeIndex[Header.SerializedBindings.Bindings[Type].Num()] = CrossCompiler::PackedTypeNameToTypeIndex(CurrBinding.SubType);
|
|
break;
|
|
default:
|
|
checkf(0, TEXT("Binding Type %d not found"), (int32)CurrBinding.Type);
|
|
break;
|
|
}
|
|
|
|
Header.SerializedBindings.Bindings[Type].Add(NewBinding);
|
|
}
|
|
|
|
// Fix up packed global layouts so they are in packed name type index order
|
|
{
|
|
// Simple bubble sort of 5 elements
|
|
bool bChanged = false;
|
|
do
|
|
{
|
|
bChanged = false;
|
|
|
|
auto& Bindings = Header.SerializedBindings.Bindings[FVulkanShaderSerializedBindings::TYPE_PACKED_UNIFORM_BUFFER];
|
|
auto& PackedTypes = Header.SerializedBindings.PackedUBTypeIndex;
|
|
for (int32 Index = 0; Index < Bindings.Num() - 1; ++Index)
|
|
{
|
|
if (PackedTypes[Index] > PackedTypes[Index + 1])
|
|
{
|
|
Swap(PackedTypes[Index], PackedTypes[Index + 1]);
|
|
Swap(Bindings[Index], Bindings[Index + 1]);
|
|
bChanged = true;
|
|
}
|
|
}
|
|
}
|
|
while (bChanged);
|
|
}
|
|
|
|
const uint16 BytesPerComponent = 4;
|
|
|
|
// Packed global uniforms
|
|
TMap<ANSICHAR, uint16> PackedGlobalArraySize;
|
|
for (auto& PackedGlobal : CCHeader.PackedGlobals)
|
|
{
|
|
ParameterMap.AddParameterAllocation(
|
|
*PackedGlobal.Name,
|
|
PackedGlobal.PackedType,
|
|
PackedGlobal.Offset * BytesPerComponent,
|
|
PackedGlobal.Count * BytesPerComponent
|
|
);
|
|
|
|
uint16& Size = PackedGlobalArraySize.FindOrAdd(PackedGlobal.PackedType);
|
|
Size = FMath::Max<uint16>(BytesPerComponent * (PackedGlobal.Offset + PackedGlobal.Count), Size);
|
|
}
|
|
|
|
// Packed Uniform Buffers
|
|
TMap<int, TMap<ANSICHAR, uint16> > PackedUniformBuffersSize;
|
|
for (auto& PackedUB : CCHeader.PackedUBs)
|
|
{
|
|
check(PackedUB.Attribute.Index == Header.SerializedBindings.NumUniformBuffers);
|
|
UsedUniformBufferSlots[PackedUB.Attribute.Index] = true;
|
|
ParameterMap.AddParameterAllocation(*PackedUB.Attribute.Name, Header.SerializedBindings.NumUniformBuffers++, 0, 0);
|
|
|
|
// Nothing else...
|
|
//for (auto& Member : PackedUB.Members)
|
|
//{
|
|
//}
|
|
}
|
|
|
|
// Packed Uniform Buffers copy lists & setup sizes for each UB/Precision entry
|
|
enum EFlattenUBState
|
|
{
|
|
Unknown,
|
|
GroupedUBs,
|
|
FlattenedUBs,
|
|
};
|
|
|
|
EFlattenUBState UBState = Unknown;
|
|
|
|
for (auto& PackedUBCopy : CCHeader.PackedUBCopies)
|
|
{
|
|
CrossCompiler::FUniformBufferCopyInfo CopyInfo;
|
|
CopyInfo.SourceUBIndex = PackedUBCopy.SourceUB;
|
|
CopyInfo.SourceOffsetInFloats = PackedUBCopy.SourceOffset;
|
|
CopyInfo.DestUBIndex = PackedUBCopy.DestUB;
|
|
CopyInfo.DestUBTypeName = PackedUBCopy.DestPackedType;
|
|
CopyInfo.DestUBTypeIndex = CrossCompiler::PackedTypeNameToTypeIndex(CopyInfo.DestUBTypeName);
|
|
CopyInfo.DestOffsetInFloats = PackedUBCopy.DestOffset;
|
|
CopyInfo.SizeInFloats = PackedUBCopy.Count;
|
|
|
|
Header.UniformBuffersCopyInfo.Add(CopyInfo);
|
|
|
|
auto& UniformBufferSize = PackedUniformBuffersSize.FindOrAdd(CopyInfo.DestUBIndex);
|
|
uint16& Size = UniformBufferSize.FindOrAdd(CopyInfo.DestUBTypeName);
|
|
Size = FMath::Max<uint16>(BytesPerComponent * (CopyInfo.DestOffsetInFloats + CopyInfo.SizeInFloats), Size);
|
|
|
|
check(UBState == Unknown || UBState == GroupedUBs);
|
|
UBState = GroupedUBs;
|
|
}
|
|
|
|
for (auto& PackedUBCopy : CCHeader.PackedUBGlobalCopies)
|
|
{
|
|
CrossCompiler::FUniformBufferCopyInfo CopyInfo;
|
|
CopyInfo.SourceUBIndex = PackedUBCopy.SourceUB;
|
|
CopyInfo.SourceOffsetInFloats = PackedUBCopy.SourceOffset;
|
|
CopyInfo.DestUBIndex = PackedUBCopy.DestUB;
|
|
CopyInfo.DestUBTypeName = PackedUBCopy.DestPackedType;
|
|
CopyInfo.DestUBTypeIndex = CrossCompiler::PackedTypeNameToTypeIndex(CopyInfo.DestUBTypeName);
|
|
CopyInfo.DestOffsetInFloats = PackedUBCopy.DestOffset;
|
|
CopyInfo.SizeInFloats = PackedUBCopy.Count;
|
|
|
|
Header.UniformBuffersCopyInfo.Add(CopyInfo);
|
|
|
|
uint16& Size = PackedGlobalArraySize.FindOrAdd(CopyInfo.DestUBTypeName);
|
|
Size = FMath::Max<uint16>(BytesPerComponent * (CopyInfo.DestOffsetInFloats + CopyInfo.SizeInFloats), Size);
|
|
|
|
check(UBState == Unknown || UBState == FlattenedUBs);
|
|
UBState = FlattenedUBs;
|
|
}
|
|
|
|
Header.SerializedBindings.bFlattenUB = (UBState == FlattenedUBs);
|
|
|
|
// Setup Packed Array info
|
|
Header.SerializedBindings.PackedGlobalArrays.Reserve(PackedGlobalArraySize.Num());
|
|
for (auto Iterator = PackedGlobalArraySize.CreateIterator(); Iterator; ++Iterator)
|
|
{
|
|
ANSICHAR TypeName = Iterator.Key();
|
|
uint16 Size = Iterator.Value();
|
|
Size = (Size + 0xf) & (~0xf);
|
|
CrossCompiler::FPackedArrayInfo Info;
|
|
Info.Size = Size;
|
|
Info.TypeName = TypeName;
|
|
Info.TypeIndex = CrossCompiler::PackedTypeNameToTypeIndex(TypeName);
|
|
Header.SerializedBindings.PackedGlobalArrays.Add(Info);
|
|
}
|
|
|
|
// Setup Packed Uniform Buffers info
|
|
Header.SerializedBindings.PackedUniformBuffers.Reserve(PackedUniformBuffersSize.Num());
|
|
for (auto Iterator = PackedUniformBuffersSize.CreateIterator(); Iterator; ++Iterator)
|
|
{
|
|
int BufferIndex = Iterator.Key();
|
|
auto& ArraySizes = Iterator.Value();
|
|
TArray<CrossCompiler::FPackedArrayInfo> InfoArray;
|
|
InfoArray.Reserve(ArraySizes.Num());
|
|
for (auto IterSizes = ArraySizes.CreateIterator(); IterSizes; ++IterSizes)
|
|
{
|
|
ANSICHAR TypeName = IterSizes.Key();
|
|
uint16 Size = IterSizes.Value();
|
|
Size = (Size + 0xf) & (~0xf);
|
|
CrossCompiler::FPackedArrayInfo Info;
|
|
Info.Size = Size;
|
|
Info.TypeName = TypeName;
|
|
Info.TypeIndex = CrossCompiler::PackedTypeNameToTypeIndex(TypeName);
|
|
InfoArray.Add(Info);
|
|
}
|
|
|
|
Header.SerializedBindings.PackedUniformBuffers.Add(InfoArray);
|
|
}
|
|
|
|
// Then samplers.
|
|
for (auto& Sampler : CCHeader.Samplers)
|
|
{
|
|
ParameterMap.AddParameterAllocation(
|
|
*Sampler.Name,
|
|
0,
|
|
Sampler.Offset,
|
|
Sampler.Count
|
|
);
|
|
|
|
Header.SerializedBindings.NumSamplers = FMath::Max<uint8>(
|
|
Header.SerializedBindings.NumSamplers,
|
|
Sampler.Offset + Sampler.Count
|
|
);
|
|
|
|
for (auto& SamplerState : Sampler.SamplerStates)
|
|
{
|
|
ParameterMap.AddParameterAllocation(
|
|
*SamplerState,
|
|
0,
|
|
Sampler.Offset,
|
|
Sampler.Count
|
|
);
|
|
}
|
|
}
|
|
|
|
// Then UAVs (images in GLSL)
|
|
for (auto& UAV : CCHeader.UAVs)
|
|
{
|
|
ParameterMap.AddParameterAllocation(
|
|
*UAV.Name,
|
|
0,
|
|
UAV.Offset,
|
|
UAV.Count
|
|
);
|
|
|
|
Header.SerializedBindings.NumUAVs = FMath::Max<uint8>(
|
|
Header.SerializedBindings.NumSamplers,
|
|
UAV.Offset + UAV.Count
|
|
);
|
|
}
|
|
|
|
// Lats make sure that there is some type of name visible
|
|
Header.ShaderName = CCHeader.Name.Len() > 0 ? CCHeader.Name : DebugName;
|
|
|
|
FSHA1::HashBuffer(USFSource, FCStringAnsi::Strlen(USFSource), (uint8*)&Header.SourceHash);
|
|
|
|
// Build the SRT for this shader.
|
|
{
|
|
// Build the generic SRT for this shader.
|
|
FShaderCompilerResourceTable GenericSRT;
|
|
BuildResourceTableMapping(ShaderInput.Environment.ResourceTableMap, ShaderInput.Environment.ResourceTableLayoutHashes, UsedUniformBufferSlots, ShaderOutput.ParameterMap, /*MaxBoundResourceTable, */GenericSRT);
|
|
|
|
// Copy over the bits indicating which resource tables are active.
|
|
Header.SerializedBindings.ShaderResourceTable.ResourceTableBits = GenericSRT.ResourceTableBits;
|
|
|
|
Header.SerializedBindings.ShaderResourceTable.ResourceTableLayoutHashes = GenericSRT.ResourceTableLayoutHashes;
|
|
|
|
// Now build our token streams.
|
|
BuildResourceTableTokenStream(GenericSRT.TextureMap, GenericSRT.MaxBoundResourceTable, Header.SerializedBindings.ShaderResourceTable.TextureMap);
|
|
BuildResourceTableTokenStream(GenericSRT.ShaderResourceViewMap, GenericSRT.MaxBoundResourceTable, Header.SerializedBindings.ShaderResourceTable.ShaderResourceViewMap);
|
|
BuildResourceTableTokenStream(GenericSRT.SamplerMap, GenericSRT.MaxBoundResourceTable, Header.SerializedBindings.ShaderResourceTable.SamplerMap);
|
|
BuildResourceTableTokenStream(GenericSRT.UnorderedAccessViewMap, GenericSRT.MaxBoundResourceTable, Header.SerializedBindings.ShaderResourceTable.UnorderedAccessViewMap);
|
|
}
|
|
|
|
// Write out the header and shader source code.
|
|
FMemoryWriter Ar(ShaderOutput.ShaderCode.GetWriteAccess(), true);
|
|
Ar << Header;
|
|
|
|
FVulkanShaderBindingTable ShaderBindingTable;
|
|
GenerateBindingTable(Header.SerializedBindings, ShaderBindingTable);
|
|
|
|
Ar << ShaderBindingTable;
|
|
|
|
TArray<ANSICHAR> DebugNameArray;
|
|
AppendCString(DebugNameArray, TCHAR_TO_ANSI(*DebugName));
|
|
Ar << DebugNameArray;
|
|
|
|
Ar << Spirv;
|
|
|
|
TArray<ANSICHAR> GlslSourceArray;
|
|
AppendCString(GlslSourceArray, InShaderSource);
|
|
Ar << GlslSourceArray;
|
|
|
|
// store data we can pickup later with ShaderCode.FindOptionalData('n'), could be removed for shipping
|
|
// Daniel L: This GenerateShaderName does not generate a deterministic output among shaders as the shader code can be shared.
|
|
// uncommenting this will cause the project to have non deterministic materials and will hurt patch sizes
|
|
// ShaderOutput.ShaderCode.AddOptionalData('n', TCHAR_TO_UTF8(*ShaderInput.GenerateShaderName()));
|
|
|
|
ShaderOutput.NumInstructions = 0;
|
|
ShaderOutput.NumTextureSamplers = Header.SerializedBindings.NumSamplers;
|
|
ShaderOutput.bSucceeded = true;
|
|
}
|
|
|
|
static void BuildShaderOutput(
|
|
FShaderCompilerOutput& ShaderOutput,
|
|
const FShaderCompilerInput& ShaderInput,
|
|
const ANSICHAR* InShaderSource,
|
|
int32 SourceLen,
|
|
const FVulkanBindingTable& BindingTable,
|
|
const ANSICHAR* InShaderSourceES,
|
|
int32 SourceLenES,
|
|
const FString& SPVFile,
|
|
const FString& DebugName
|
|
)
|
|
{
|
|
TArray<uint8> Spirv;
|
|
FFileHelper::LoadFileToArray(Spirv, *SPVFile);
|
|
|
|
BuildShaderOutput(
|
|
ShaderOutput,
|
|
ShaderInput,
|
|
InShaderSource,
|
|
SourceLen,
|
|
BindingTable,
|
|
InShaderSourceES,
|
|
SourceLenES,
|
|
Spirv,
|
|
DebugName
|
|
);
|
|
}
|
|
|
|
static bool StringToFile(const FString& Filepath, const char* str)
|
|
{
|
|
int32 StrLength = str ? FCStringAnsi::Strlen(str) : 0;
|
|
|
|
if(StrLength == 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
FArchive* FileWriter = IFileManager::Get().CreateFileWriter(*Filepath);
|
|
if (FileWriter)
|
|
{
|
|
// const cast...
|
|
FileWriter->Serialize((void*)str, StrLength+1);
|
|
FileWriter->Close();
|
|
delete FileWriter;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static char* PatchGLSLVersionPosition(const char* InSourceGLSL)
|
|
{
|
|
if(!InSourceGLSL)
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
const int32 InSrcLength = FCStringAnsi::Strlen(InSourceGLSL);
|
|
if(InSrcLength <= 0)
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
char* GlslSource = (char*)malloc(InSrcLength+1);
|
|
check(GlslSource);
|
|
memcpy(GlslSource, InSourceGLSL, InSrcLength+1);
|
|
|
|
// Find begin of "#version" line
|
|
char* VersionBegin = strstr(GlslSource, "#version");
|
|
|
|
// Find end of "#version line"
|
|
char* VersionEnd = VersionBegin ? strstr(VersionBegin, "\n") : nullptr;
|
|
|
|
if(VersionEnd)
|
|
{
|
|
// Add '\n' character
|
|
VersionEnd++;
|
|
|
|
const int32 VersionLineLength = VersionEnd - VersionBegin - 1;
|
|
|
|
// Copy version line into a temporary buffer (+1 for term-char).
|
|
const int32 TmpStrBytes = (VersionEnd - VersionBegin) + 1;
|
|
char* TmpVersionLine = (char*)malloc(TmpStrBytes);
|
|
check(TmpVersionLine);
|
|
memset(TmpVersionLine, 0, TmpStrBytes);
|
|
memcpy(TmpVersionLine, VersionBegin, VersionEnd - VersionBegin);
|
|
|
|
// Erase current version number, just replace it with spaces...
|
|
for(char* str=VersionBegin; str<(VersionEnd-1); str++)
|
|
{
|
|
*str=' ';
|
|
}
|
|
|
|
// Allocate new source buffer to place version string on the first line.
|
|
char* NewSource = (char*)malloc(InSrcLength + TmpStrBytes);
|
|
check(NewSource);
|
|
|
|
// Copy version line
|
|
memcpy(NewSource, TmpVersionLine, TmpStrBytes);
|
|
|
|
// Copy original source after the source line
|
|
// -1 to offset back from the term-char
|
|
memcpy(NewSource + TmpStrBytes - 1, GlslSource, InSrcLength + 1);
|
|
|
|
free(TmpVersionLine);
|
|
TmpVersionLine = nullptr;
|
|
|
|
// Update string pointer
|
|
free(GlslSource);
|
|
GlslSource = NewSource;
|
|
}
|
|
|
|
return GlslSource;
|
|
}
|
|
|
|
static void PatchForToWhileLoop(char** InOutSourceGLSL)
|
|
{
|
|
//checkf(InOutSourceGLSL, TEXT("Attempting to patch an invalid glsl source-string"));
|
|
|
|
char* srcGlsl = *InOutSourceGLSL;
|
|
//checkf(srcGlsl, TEXT("Attempting to patch an invalid glsl source-string"));
|
|
|
|
const size_t InSrcLength = strlen(srcGlsl);
|
|
//checkf(InSrcLength > 0, TEXT("Attempting to patch an empty glsl source-string."));
|
|
|
|
// This is what we are relacing
|
|
const char* srcPatchable = "for (;;)";
|
|
const size_t srcPatchableLength = strlen(srcPatchable);
|
|
|
|
// This is where we are replacing with
|
|
const char* dstPatchable = "while(true)";
|
|
const size_t dstPatchableLength = strlen(dstPatchable);
|
|
|
|
// Find number of occurances
|
|
int numNumberOfOccurances = 0;
|
|
for(char* dstReplacePos = strstr(srcGlsl, srcPatchable);
|
|
dstReplacePos != NULL;
|
|
dstReplacePos = strstr(dstReplacePos+srcPatchableLength, srcPatchable))
|
|
{
|
|
numNumberOfOccurances++;
|
|
}
|
|
|
|
// No patching needed
|
|
if(numNumberOfOccurances == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Calc new required string-length
|
|
const size_t newLength = InSrcLength + (dstPatchableLength-srcPatchableLength)*numNumberOfOccurances;
|
|
|
|
// Allocate destination buffer + 1 char for terminating character
|
|
char* GlslSource = (char*)malloc(newLength+1);
|
|
check(GlslSource)
|
|
memset(GlslSource, 0, sizeof(char)*(newLength+1));
|
|
memcpy(GlslSource, srcGlsl, InSrcLength);
|
|
|
|
// Scan and replace
|
|
char* dstReplacePos = strstr(GlslSource, srcPatchable);
|
|
char* srcReplacePos = strstr(srcGlsl, srcPatchable);
|
|
int bytesRemaining = (int)newLength;
|
|
while(dstReplacePos != NULL && srcReplacePos != NULL)
|
|
{
|
|
// Replace the string
|
|
bytesRemaining = (int)newLength - (int)(dstReplacePos - GlslSource);
|
|
memcpy(dstReplacePos, dstPatchable, dstPatchableLength);
|
|
|
|
// Increment positions
|
|
dstReplacePos+=dstPatchableLength;
|
|
srcReplacePos+=srcPatchableLength;
|
|
|
|
// Append remaining code
|
|
int bytesToCopy = InSrcLength - (int)(srcReplacePos - srcGlsl);
|
|
memcpy(dstReplacePos, srcReplacePos, bytesToCopy);
|
|
|
|
dstReplacePos = strstr(dstReplacePos, srcPatchable);
|
|
srcReplacePos = strstr(srcReplacePos, srcPatchable);
|
|
}
|
|
|
|
free(*InOutSourceGLSL);
|
|
|
|
*InOutSourceGLSL = GlslSource;
|
|
}
|
|
|
|
static FString CreateShaderCompileCommandLine(FCompilerInfo& CompilerInfo, EHlslCompileTarget Target)
|
|
{
|
|
//const FString OutputFileNoExt = FPaths::GetBaseFilename(OutputFile);
|
|
FString CmdLine;
|
|
FString GLSLFile = CompilerInfo.Input.DumpDebugInfoPath / (TEXT("Output") + GetExtension(CompilerInfo.Frequency));
|
|
FString SPVFile = CompilerInfo.Input.DumpDebugInfoPath / TEXT("Output.spv");
|
|
FString SPVDisasmFile = CompilerInfo.Input.DumpDebugInfoPath / TEXT("Output.spvasm");
|
|
|
|
FString DumpedUSFFile = CompilerInfo.Input.DumpDebugInfoPath / (CompilerInfo.BaseSourceFilename + TEXT(".usf"));
|
|
const TCHAR* VersionSwitch = TEXT("-esdeferred");
|
|
switch (Target)
|
|
{
|
|
case HCT_FeatureLevelES3_1Ext:
|
|
case HCT_FeatureLevelES3_1:
|
|
VersionSwitch = TEXT("-vulkan");
|
|
break;
|
|
case HCT_FeatureLevelSM4:
|
|
VersionSwitch = TEXT("-vulkansm4");
|
|
break;
|
|
case HCT_FeatureLevelSM5:
|
|
VersionSwitch = TEXT("-vulkansm5");
|
|
break;
|
|
default:
|
|
check(0);
|
|
}
|
|
CmdLine += CrossCompiler::CreateBatchFileContents(DumpedUSFFile, GLSLFile, CompilerInfo.Frequency, CompilerInfo.Input.EntryPointName, VersionSwitch, CompilerInfo.CCFlags);
|
|
|
|
CmdLine += TEXT("\n\"");
|
|
CmdLine += *(FPaths::RootDir() / TEXT("Engine/Binaries/ThirdParty/glslang/glslangValidator.exe"));
|
|
CmdLine += TEXT("\"");
|
|
CmdLine += TEXT(" -V -H -r -o \"") + SPVFile + TEXT("\" \"") + GLSLFile + TEXT("\" > \"" + SPVDisasmFile + "\"");
|
|
CmdLine += TEXT("\npause\n");
|
|
|
|
return CmdLine;
|
|
}
|
|
|
|
|
|
FCompilerInfo::FCompilerInfo(const FShaderCompilerInput& InInput, const FString& InWorkingDirectory, EHlslShaderFrequency InFrequency) :
|
|
Input(InInput),
|
|
WorkingDirectory(InWorkingDirectory),
|
|
CCFlags(0),
|
|
Frequency(InFrequency),
|
|
bDebugDump(false)
|
|
{
|
|
bDebugDump = Input.DumpDebugInfoPath != TEXT("") && IFileManager::Get().DirectoryExists(*Input.DumpDebugInfoPath);
|
|
BaseSourceFilename = FPaths::GetBaseFilename(Input.SourceFilename);
|
|
}
|
|
|
|
|
|
/**
|
|
* Compile a shader using the external shader compiler
|
|
*
|
|
static void CompileUsingExternal(const struct FShaderCompilerInput& Input, struct FShaderCompilerOutput& Output, const class FString& WorkingDirectory, EVulkanShaderVersion Version)
|
|
{
|
|
FString PreprocessedShader;
|
|
FShaderCompilerDefinitions AdditionalDefines;
|
|
EHlslCompileTarget HlslCompilerTarget = HCT_FeatureLevelES3_1Ext;
|
|
EHlslCompileTarget HlslCompilerTargetES = HCT_FeatureLevelES3_1Ext;
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_HLSLCC"), 1);
|
|
if (Version == EVulkanShaderVersion::ES3_1 || Version == EVulkanShaderVersion::ES3_1_ANDROID || Version == EVulkanShaderVersion::ES3_1_UB)
|
|
{
|
|
HlslCompilerTarget = HCT_FeatureLevelES3_1Ext;
|
|
HlslCompilerTargetES = HCT_FeatureLevelES3_1Ext;
|
|
AdditionalDefines.SetDefine(TEXT("USE_LOWER_PRECISION"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("ES2_PROFILE"), 1);
|
|
}
|
|
else if (Version == EVulkanShaderVersion::SM4)
|
|
{
|
|
HlslCompilerTarget = HCT_FeatureLevelSM4;
|
|
HlslCompilerTargetES = HCT_FeatureLevelSM4;
|
|
}
|
|
else if (Version == EVulkanShaderVersion::SM5)
|
|
{
|
|
HlslCompilerTarget = HCT_FeatureLevelSM5;
|
|
HlslCompilerTargetES = HCT_FeatureLevelSM5;
|
|
}
|
|
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
|
|
AdditionalDefines.SetDefine(TEXT("VULKAN_PROFILE"), 1);
|
|
|
|
FString DebugName = Input.DumpDebugInfoPath.Right(Input.DumpDebugInfoPath.Len() - Input.DumpDebugInfoRootPath.Len());
|
|
|
|
const bool bDumpDebugInfo = (Input.DumpDebugInfoPath != TEXT("") && IFileManager::Get().DirectoryExists(*Input.DumpDebugInfoPath));
|
|
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_SUPPORTS_ATTRIBUTES"), (uint32)1);
|
|
|
|
const bool bUseFullPrecisionInPS = Input.Environment.CompilerFlags.Contains(CFLAG_UseFullPrecisionInPS);
|
|
if (bUseFullPrecisionInPS)
|
|
{
|
|
AdditionalDefines.SetDefine(TEXT("FORCE_FLOATS"), (uint32)1);
|
|
}
|
|
|
|
auto DoPreprocess = [&]() -> bool
|
|
{
|
|
if (Input.bSkipPreprocessedCache)
|
|
{
|
|
return FFileHelper::LoadFileToString(PreprocessedShader, *Input.SourceFilename);
|
|
}
|
|
else
|
|
{
|
|
return PreprocessShader(PreprocessedShader, Output, Input, AdditionalDefines);
|
|
}
|
|
};
|
|
|
|
if (DoPreprocess())
|
|
{
|
|
char* GlslShaderSource = NULL;
|
|
char* ESShaderSource = NULL;
|
|
char* ErrorLog = NULL;
|
|
|
|
const bool bIsSM5 = (Version == EVulkanShaderVersion::SM5);
|
|
|
|
const EHlslShaderFrequency FrequencyTable[] =
|
|
{
|
|
HSF_VertexShader,
|
|
bIsSM5 ? HSF_HullShader : HSF_InvalidFrequency,
|
|
bIsSM5 ? HSF_DomainShader : HSF_InvalidFrequency,
|
|
HSF_PixelShader,
|
|
bIsSM5 ? HSF_GeometryShader : HSF_InvalidFrequency,
|
|
bIsSM5 ? HSF_ComputeShader : HSF_InvalidFrequency
|
|
};
|
|
|
|
const EHlslShaderFrequency Frequency = FrequencyTable[Input.Target.Frequency];
|
|
if (Frequency == HSF_InvalidFrequency)
|
|
{
|
|
Output.bSucceeded = false;
|
|
FShaderCompilerError* NewError = new(Output.Errors) FShaderCompilerError();
|
|
NewError->StrippedErrorMessage = FString::Printf(
|
|
TEXT("%s shaders not supported for use in Vulkan."),
|
|
CrossCompiler::GetFrequencyName((EShaderFrequency)Input.Target.Frequency));
|
|
return;
|
|
}
|
|
|
|
// This requires removing the HLSLCC_NoPreprocess flag later on!
|
|
if (!RemoveUniformBuffersFromSource(PreprocessedShader))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Write out the preprocessed file and a batch file to compile it if requested (DumpDebugInfoPath is valid)
|
|
if (bDumpDebugInfo && !Input.bSkipPreprocessedCache)
|
|
{
|
|
FArchive* FileWriter = IFileManager::Get().CreateFileWriter(*(Input.DumpDebugInfoPath / Input.SourceFilename + TEXT(".usf")));
|
|
if (FileWriter)
|
|
{
|
|
auto AnsiSourceFile = StringCast<ANSICHAR>(*PreprocessedShader);
|
|
FileWriter->Serialize((ANSICHAR*)AnsiSourceFile.Get(), AnsiSourceFile.Length());
|
|
FileWriter->Close();
|
|
delete FileWriter;
|
|
}
|
|
}
|
|
|
|
uint32 CCFlags = 0;
|
|
CCFlags |= HLSLCC_NoPreprocess;
|
|
//if (!bIsSM5)
|
|
{
|
|
CCFlags |= HLSLCC_PackUniformsIntoUniformBuffers;
|
|
CCFlags |= HLSLCC_FlattenUniformBuffers;
|
|
CCFlags |= HLSLCC_SeparateShaderObjects;
|
|
}
|
|
//CCFlags |= HLSLCC_DX11ClipSpace;
|
|
|
|
if (bUseFullPrecisionInPS)
|
|
{
|
|
CCFlags |= HLSLCC_UseFullPrecisionInPS;
|
|
}
|
|
|
|
// Required as we added the RemoveUniformBuffersFromSource() function (the cross-compiler won't be able to interpret comments w/o a preprocessor)
|
|
CCFlags &= ~HLSLCC_NoPreprocess;
|
|
|
|
// ES SL doesn't support origin layout
|
|
uint32 CCFlagsES = CCFlags | HLSLCC_DX11ClipSpace;
|
|
|
|
FVulkanBindingTable BindingTableES(Frequency);
|
|
|
|
FVulkanCodeBackend VulkanBackendES(CCFlagsES, BindingTableES, HlslCompilerTargetES);
|
|
FVulkanLanguageSpec VulkanLanguageSpec(false, true);
|
|
|
|
int32 Result = 0;
|
|
if (!bIsSM5)
|
|
{
|
|
FHlslCrossCompilerContext CrossCompilerContextES(CCFlagsES, Frequency, HlslCompilerTargetES);
|
|
if (CrossCompilerContextES.Init(TCHAR_TO_ANSI(*Input.SourceFilename), &VulkanLanguageSpec))
|
|
{
|
|
Result = CrossCompilerContextES.Run(
|
|
TCHAR_TO_ANSI(*PreprocessedShader),
|
|
TCHAR_TO_ANSI(*Input.EntryPointName),
|
|
&VulkanBackendES,
|
|
&ESShaderSource,
|
|
&ErrorLog
|
|
) ? 1 : 0;
|
|
}
|
|
|
|
if (Result != 0)
|
|
{
|
|
if (bDumpDebugInfo)
|
|
{
|
|
int32 ESSourceLen = ESShaderSource ? FCStringAnsi::Strlen(ESShaderSource) : 0;
|
|
const FString ESFile = (Input.DumpDebugInfoPath / TEXT("Output_ES") + GetExtension(Frequency));
|
|
|
|
StringToFile(ESFile, ESShaderSource);
|
|
}
|
|
}
|
|
}
|
|
|
|
FVulkanBindingTable BindingTable(Frequency);
|
|
FVulkanCodeBackend VulkanBackend(CCFlags, BindingTable, HlslCompilerTarget);
|
|
|
|
FHlslCrossCompilerContext CrossCompilerContext(CCFlags, Frequency, HlslCompilerTarget);
|
|
if (CrossCompilerContext.Init(TCHAR_TO_ANSI(*Input.SourceFilename), &VulkanLanguageSpec))
|
|
{
|
|
Result = CrossCompilerContext.Run(
|
|
TCHAR_TO_ANSI(*PreprocessedShader),
|
|
TCHAR_TO_ANSI(*Input.EntryPointName),
|
|
&VulkanBackend,
|
|
&GlslShaderSource,
|
|
&ErrorLog
|
|
) ? 1 : 0;
|
|
}
|
|
|
|
if (Result != 0)
|
|
{
|
|
int32 GlslSourceLen = GlslShaderSource ? FCStringAnsi::Strlen(GlslShaderSource) : 0;
|
|
|
|
// If no GLSL file is generated, we cannot generate SPIR-V, there for we have to generate an error
|
|
if (GlslSourceLen > 0)
|
|
{
|
|
FString GLSLFile;
|
|
if (bDumpDebugInfo)
|
|
{
|
|
GLSLFile = (Input.DumpDebugInfoPath / TEXT("Output") + GetExtension(Frequency));
|
|
|
|
// Store unchanged GLSL source
|
|
StringToFile(GLSLFile, GlslShaderSource);
|
|
}
|
|
|
|
// Convert GLSL to SPIRV
|
|
{
|
|
// In order to convert GLSL to SPIRV, we need to bypass the signature and set the version on the first line.
|
|
// This is probably glsl to spriv converter bug, since it only occurs some versions of glsl.
|
|
|
|
// Patch GLSL source
|
|
char* PatchedGlslSource = PatchGLSLVersionPosition(GlslShaderSource);
|
|
check(PatchedGlslSource);
|
|
PatchForToWhileLoop(&PatchedGlslSource);
|
|
|
|
FString SPVFile;
|
|
if (bDumpDebugInfo)
|
|
{
|
|
// Change output file name to patched filename and store
|
|
GLSLFile = (Input.DumpDebugInfoPath / TEXT("patched") + GetExtension(Frequency));
|
|
if (GLSLFile.Len() >= MAX_PATH)
|
|
{
|
|
FShaderCompilerError* Error = new(Output.Errors) FShaderCompilerError();
|
|
Error->ErrorLineString = FString::Printf(TEXT("Filepath exeeding %d characters: "), MAX_PATH, *GLSLFile);
|
|
Output.bSucceeded = false;
|
|
|
|
if (PatchedGlslSource)
|
|
{
|
|
free(PatchedGlslSource);
|
|
}
|
|
if (ESShaderSource)
|
|
{
|
|
free(ESShaderSource);
|
|
}
|
|
if (GlslShaderSource)
|
|
{
|
|
free(GlslShaderSource);
|
|
}
|
|
if (ErrorLog)
|
|
{
|
|
free(ErrorLog);
|
|
}
|
|
return;
|
|
}
|
|
|
|
StringToFile(GLSLFile, PatchedGlslSource);
|
|
free(PatchedGlslSource);
|
|
|
|
SPVFile = Input.DumpDebugInfoPath / GetExtension(Frequency, false) + TEXT(".spv");
|
|
}
|
|
else
|
|
{
|
|
FString WorkDirectory = *(FPaths::Combine(*(FPaths::ConvertRelativePathToFull(*FPaths::GameSavedDir())), TEXT("VulkanShaderWork")));
|
|
|
|
GLSLFile = FPaths::CreateTempFilename(*WorkDirectory, TEXT("VSW"), *(TEXT(".") + GetExtension(Frequency, false)));
|
|
StringToFile(GLSLFile, PatchedGlslSource);
|
|
free(PatchedGlslSource);
|
|
|
|
SPVFile = *(FPaths::GetBaseFilename(GLSLFile, false) + TEXT(".spv"));
|
|
}
|
|
|
|
int32 ReturnCode = 0;
|
|
FString Out, Err;
|
|
const FString ConverterToolPath = *(FPaths::RootDir() / TEXT("Engine/Binaries/ThirdParty/glslang/glslangValidator.exe"));
|
|
const FString InputArguments = TEXT(" -V -H -r -o \"") + SPVFile + TEXT("\" \"") + GLSLFile + TEXT("\"");
|
|
bool bResult = FPlatformProcess::ExecProcess(*ConverterToolPath, *InputArguments, &ReturnCode, &Out, &Err);
|
|
|
|
if (bResult && FPaths::FileExists(SPVFile))
|
|
{
|
|
if (bDumpDebugInfo)
|
|
{
|
|
FArchive* FileWriter = IFileManager::Get().CreateFileWriter(*(SPVFile + TEXT("asm"))); // So it becomes *.spvasm
|
|
if (FileWriter)
|
|
{
|
|
FileWriter->Serialize(TCHAR_TO_ANSI(*Out), Out.Len() + 1);
|
|
FileWriter->Close();
|
|
delete FileWriter;
|
|
}
|
|
}
|
|
|
|
Output.Target = Input.Target;
|
|
BuildShaderOutput(Output, Input,
|
|
GlslShaderSource, GlslSourceLen,
|
|
BindingTable,
|
|
ESShaderSource, ESShaderSource ? FCStringAnsi::Strlen(ESShaderSource) : 0 ,
|
|
SPVFile, DebugName);
|
|
|
|
if (!bDumpDebugInfo)
|
|
{
|
|
IFileManager::Get().Delete(*SPVFile, false, true);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FShaderCompilerError* Error = new(Output.Errors) FShaderCompilerError();
|
|
Error->ErrorLineString = Out;
|
|
Output.bSucceeded = false;
|
|
}
|
|
|
|
if (!bDumpDebugInfo)
|
|
{
|
|
IFileManager::Get().Delete(*GLSLFile, false, true);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FShaderCompilerError* Error = new(Output.Errors) FShaderCompilerError();
|
|
if (bDumpDebugInfo)
|
|
{
|
|
Error->ErrorLineString = FString::Printf(TEXT("No GLSL code generated for SPIR-V conversion. Shader: '%s'"), *Input.DumpDebugInfoPath);
|
|
}
|
|
else
|
|
{
|
|
Error->ErrorLineString = FString::Printf(TEXT("No GLSL code generated for SPIR-V conversion. Shader: '%s'"), *DebugName);
|
|
}
|
|
Output.bSucceeded = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FString Tmp = ANSI_TO_TCHAR(ErrorLog);
|
|
TArray<FString> ErrorLines;
|
|
Tmp.ParseIntoArray(ErrorLines, TEXT("\n"), true);
|
|
for (int32 LineIndex = 0; LineIndex < ErrorLines.Num(); ++LineIndex)
|
|
{
|
|
const FString& Line = ErrorLines[LineIndex];
|
|
CrossCompiler::ParseHlslccError(Output.Errors, Line);
|
|
}
|
|
}
|
|
|
|
if (ESShaderSource)
|
|
{
|
|
free(ESShaderSource);
|
|
}
|
|
if (GlslShaderSource)
|
|
{
|
|
free(GlslShaderSource);
|
|
}
|
|
if (ErrorLog)
|
|
{
|
|
free(ErrorLog);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Compile a shader using the internal shader compiling library
|
|
*/
|
|
static void CompileUsingInternal(FCompilerInfo& CompilerInfo, FVulkanBindingTable& BindingTable, TArray<ANSICHAR>& GlslSource, FString& EntryPointName, FShaderCompilerOutput& Output)
|
|
{
|
|
FString Errors;
|
|
TArray<uint8> Spirv;
|
|
if (GenerateSpirv(GlslSource.GetData(), CompilerInfo, Errors, CompilerInfo.Input.DumpDebugInfoPath, Spirv))
|
|
{
|
|
FString DebugName = CompilerInfo.Input.DumpDebugInfoPath.Right(CompilerInfo.Input.DumpDebugInfoPath.Len() - CompilerInfo.Input.DumpDebugInfoRootPath.Len());
|
|
|
|
Output.Target = CompilerInfo.Input.Target;
|
|
BuildShaderOutput(Output, CompilerInfo.Input,
|
|
GlslSource.GetData(), GlslSource.Num(),
|
|
BindingTable, nullptr, 0, Spirv, DebugName);
|
|
}
|
|
else
|
|
{
|
|
if (Errors.Len() > 0)
|
|
{
|
|
FShaderCompilerError* Error = new(Output.Errors) FShaderCompilerError();
|
|
Error->ErrorLineString = Errors;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static bool CallHlslcc(const FString& PreprocessedShader, FVulkanBindingTable& BindingTable, FCompilerInfo& CompilerInfo, FString& EntryPointName, EHlslCompileTarget HlslCompilerTarget, FShaderCompilerOutput& Output, TArray<ANSICHAR>& OutGlsl)
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{
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char* GlslShaderSource = nullptr;
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char* ErrorLog = nullptr;
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auto InnerFunction = [&]()
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{
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// Call hlslcc
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FVulkanCodeBackend VulkanBackend(CompilerInfo.CCFlags, BindingTable, HlslCompilerTarget);
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FHlslCrossCompilerContext CrossCompilerContext(CompilerInfo.CCFlags, CompilerInfo.Frequency, HlslCompilerTarget);
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const bool bShareSamplers = false;
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FVulkanLanguageSpec VulkanLanguageSpec(bShareSamplers);
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int32 Result = 0;
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if (CrossCompilerContext.Init(TCHAR_TO_ANSI(*CompilerInfo.Input.SourceFilename), &VulkanLanguageSpec))
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{
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Result = CrossCompilerContext.Run(
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TCHAR_TO_ANSI(*PreprocessedShader),
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TCHAR_TO_ANSI(*EntryPointName),
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&VulkanBackend,
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&GlslShaderSource,
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&ErrorLog
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) ? 1 : 0;
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}
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if (Result == 0)
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{
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FString Tmp = ANSI_TO_TCHAR(ErrorLog);
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TArray<FString> ErrorLines;
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Tmp.ParseIntoArray(ErrorLines, TEXT("\n"), true);
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for (int32 LineIndex = 0; LineIndex < ErrorLines.Num(); ++LineIndex)
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{
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const FString& Line = ErrorLines[LineIndex];
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CrossCompiler::ParseHlslccError(Output.Errors, Line);
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}
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return false;
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}
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check(GlslShaderSource);
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// Patch GLSL source
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PatchForToWhileLoop(&GlslShaderSource);
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if (CompilerInfo.bDebugDump)
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{
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FString DumpedGlslFile = CompilerInfo.Input.DumpDebugInfoPath / (TEXT("Output") + GetExtension(CompilerInfo.Frequency));
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FArchive* FileWriter = IFileManager::Get().CreateFileWriter(*DumpedGlslFile);
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if (FileWriter)
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{
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FileWriter->Serialize(GlslShaderSource, FCStringAnsi::Strlen(GlslShaderSource));
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FileWriter->Close();
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delete FileWriter;
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}
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}
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int32 Length = FCStringAnsi::Strlen(GlslShaderSource);
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OutGlsl.AddUninitialized(Length + 1);
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FCStringAnsi::Strcpy(OutGlsl.GetData(), Length + 1, GlslShaderSource);
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return true;
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};
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bool bResult = InnerFunction();
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if (ErrorLog)
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{
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free(ErrorLog);
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}
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if (GlslShaderSource)
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{
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free(GlslShaderSource);
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}
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return bResult;
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}
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void CompileShader_Windows_Vulkan(const FShaderCompilerInput& Input, FShaderCompilerOutput& Output, const class FString& WorkingDirectory, EVulkanShaderVersion Version)
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{
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check(IsVulkanPlatform((EShaderPlatform)Input.Target.Platform));
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//if (GUseExternalShaderCompiler)
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//{
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// // Old path...
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// CompileUsingExternal(Input, Output, WorkingDirectory, Version);
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// return;
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//}
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const bool bIsSM5 = (Version == EVulkanShaderVersion::SM5);
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const bool bIsSM4 = (Version == EVulkanShaderVersion::SM4);
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const EHlslShaderFrequency FrequencyTable[] =
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{
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HSF_VertexShader,
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bIsSM5 ? HSF_HullShader : HSF_InvalidFrequency,
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bIsSM5 ? HSF_DomainShader : HSF_InvalidFrequency,
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HSF_PixelShader,
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(bIsSM4 || bIsSM5) ? HSF_GeometryShader : HSF_InvalidFrequency,
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bIsSM5 ? HSF_ComputeShader : HSF_InvalidFrequency
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};
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const EHlslShaderFrequency Frequency = FrequencyTable[Input.Target.Frequency];
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if (Frequency == HSF_InvalidFrequency)
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{
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Output.bSucceeded = false;
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FShaderCompilerError* NewError = new(Output.Errors) FShaderCompilerError();
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NewError->StrippedErrorMessage = FString::Printf(
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TEXT("%s shaders not supported for use in Vulkan."),
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CrossCompiler::GetFrequencyName((EShaderFrequency)Input.Target.Frequency));
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return;
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}
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FString PreprocessedShader;
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FShaderCompilerDefinitions AdditionalDefines;
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EHlslCompileTarget HlslCompilerTarget = HCT_FeatureLevelES3_1Ext;
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EHlslCompileTarget HlslCompilerTargetES = HCT_FeatureLevelES3_1Ext;
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AdditionalDefines.SetDefine(TEXT("COMPILER_HLSLCC"), 1);
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if (Version == EVulkanShaderVersion::ES3_1 || Version == EVulkanShaderVersion::ES3_1_ANDROID || Version == EVulkanShaderVersion::ES3_1_UB)
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{
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HlslCompilerTarget = HCT_FeatureLevelES3_1Ext;
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HlslCompilerTargetES = HCT_FeatureLevelES3_1Ext;
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AdditionalDefines.SetDefine(TEXT("USE_LOWER_PRECISION"), 1);
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AdditionalDefines.SetDefine(TEXT("ES2_PROFILE"), 1);
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AdditionalDefines.SetDefine(TEXT("VULKAN_PROFILE"), 1);
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}
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else if (Version == EVulkanShaderVersion::SM4)
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{
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HlslCompilerTarget = HCT_FeatureLevelSM4;
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HlslCompilerTargetES = HCT_FeatureLevelSM4;
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AdditionalDefines.SetDefine(TEXT("VULKAN_PROFILE_SM4"), 1);
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}
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else if (Version == EVulkanShaderVersion::SM5)
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{
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HlslCompilerTarget = HCT_FeatureLevelSM5;
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HlslCompilerTargetES = HCT_FeatureLevelSM5;
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AdditionalDefines.SetDefine(TEXT("VULKAN_PROFILE_SM5"), 1);
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}
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AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
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AdditionalDefines.SetDefine(TEXT("COMPILER_SUPPORTS_ATTRIBUTES"), (uint32)1);
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const bool bUseFullPrecisionInPS = Input.Environment.CompilerFlags.Contains(CFLAG_UseFullPrecisionInPS);
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if (bUseFullPrecisionInPS)
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{
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AdditionalDefines.SetDefine(TEXT("FORCE_FLOATS"), (uint32)1);
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}
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//#todo-rco: Glslang doesn't allow this yet
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AdditionalDefines.SetDefine(TEXT("noperspective"), TEXT(""));
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// Preprocess the shader.
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FString PreprocessedShaderSource;
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if (Input.bSkipPreprocessedCache)
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{
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if (!FFileHelper::LoadFileToString(PreprocessedShaderSource, *Input.SourceFilename))
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{
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return;
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}
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}
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else
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{
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if (!PreprocessShader(PreprocessedShaderSource, Output, Input, AdditionalDefines))
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{
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// The preprocessing stage will add any relevant errors.
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return;
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}
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// Disable instanced stereo until supported for Vulkan
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StripInstancedStereo(PreprocessedShaderSource);
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}
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FString EntryPointName = Input.EntryPointName;
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if (!RemoveUniformBuffersFromSource(PreprocessedShaderSource))
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{
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return;
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}
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{
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// Tiny helper when debugging issues on glslang
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static bool bRemoveHashLine = false;
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if (bRemoveHashLine)
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{
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PreprocessedShaderSource = PreprocessedShaderSource.Replace(TEXT("#line"), TEXT("///#line"), ESearchCase::CaseSensitive);
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}
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}
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FCompilerInfo CompilerInfo(Input, WorkingDirectory, Frequency);
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CompilerInfo.CCFlags |= HLSLCC_PackUniforms;
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CompilerInfo.CCFlags |= HLSLCC_PackUniformsIntoUniformBuffers;
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//#todo-rco: All version using packed currently
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//if (Version == EVulkanShaderVersion::ES3_1 || Version == EVulkanShaderVersion::ES3_1_ANDROID)
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{
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CompilerInfo.CCFlags |= HLSLCC_FlattenUniformBuffers;
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}
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if (bUseFullPrecisionInPS)
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{
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CompilerInfo.CCFlags |= HLSLCC_UseFullPrecisionInPS;
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}
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CompilerInfo.CCFlags |= HLSLCC_SeparateShaderObjects;
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// ES doesn't support origin layout
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CompilerInfo.CCFlags |= HLSLCC_DX11ClipSpace;
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// Required as we added the RemoveUniformBuffersFromSource() function (the cross-compiler won't be able to interpret comments w/o a preprocessor)
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CompilerInfo.CCFlags &= ~HLSLCC_NoPreprocess;
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// Write out the preprocessed file and a batch file to compile it if requested (DumpDebugInfoPath is valid)
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if (CompilerInfo.bDebugDump)
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{
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FString DumpedUSFFile = CompilerInfo.Input.DumpDebugInfoPath / (CompilerInfo.BaseSourceFilename + TEXT(".usf"));
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FArchive* FileWriter = IFileManager::Get().CreateFileWriter(*DumpedUSFFile);
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if (FileWriter)
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{
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auto AnsiSourceFile = StringCast<ANSICHAR>(*PreprocessedShaderSource);
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FileWriter->Serialize((ANSICHAR*)AnsiSourceFile.Get(), AnsiSourceFile.Length());
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FileWriter->Close();
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delete FileWriter;
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}
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const FString BatchFileContents = CreateShaderCompileCommandLine(CompilerInfo, HlslCompilerTarget);
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FFileHelper::SaveStringToFile(BatchFileContents, *(CompilerInfo.Input.DumpDebugInfoPath / TEXT("CompileSPIRV.bat")));
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if (Input.bGenerateDirectCompileFile)
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{
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FFileHelper::SaveStringToFile(CreateShaderCompilerWorkerDirectCommandLine(Input), *(Input.DumpDebugInfoPath / TEXT("DirectCompile.txt")));
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}
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}
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TArray<ANSICHAR> GeneratedGlslSource;
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FVulkanBindingTable BindingTable(CompilerInfo.Frequency);
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if (CallHlslcc(PreprocessedShaderSource, BindingTable, CompilerInfo, EntryPointName, HlslCompilerTarget, Output, GeneratedGlslSource))
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{
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//#todo-rco: Once it's all cleaned up...
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//if (GUseExternalShaderCompiler)
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//{
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// CompileUsingExternal(CompilerInfo, BindingTable, GeneratedGlslSource, EntryPointName, Output);
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//}
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//else
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{
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// For debugging; if you hit an error from Glslang/Spirv, use the SourceNoHeader for line numbers
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auto* SourceWithHeader = GeneratedGlslSource.GetData();
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char* SourceNoHeader = strstr(SourceWithHeader, "#version");
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CompileUsingInternal(CompilerInfo, BindingTable, GeneratedGlslSource, EntryPointName, Output);
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}
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}
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}
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