Files
UnrealEngineUWP/Engine/Source/Developer/ShaderFormatOpenGL/Private/ShaderFormatOpenGL.cpp
Rolando Caloca f38588a08d UE4 - Don't crash hlslcc if unhandled Nan value
#lockdown Nick.Penwarden
#codereview Dmitry.Rekman, Mark.Satterthwaite
#rb none
#jira UE-37065

[CL 3156673 by Rolando Caloca in Main branch]
2016-10-10 10:24:00 -04:00

239 lines
6.0 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
//
#include "Core.h"
#include "ShaderFormatOpenGL.h"
#include "ModuleInterface.h"
#include "ModuleManager.h"
#include "TargetPlatform.h"
#include "hlslcc.h"
#include "ShaderCore.h"
static FName NAME_GLSL_150(TEXT("GLSL_150"));
static FName NAME_GLSL_150_MAC(TEXT("GLSL_150_MAC"));
static FName NAME_GLSL_430(TEXT("GLSL_430"));
static FName NAME_GLSL_ES2(TEXT("GLSL_ES2"));
static FName NAME_GLSL_ES2_WEBGL(TEXT("GLSL_ES2_WEBGL"));
static FName NAME_GLSL_150_ES2(TEXT("GLSL_150_ES2"));
static FName NAME_GLSL_150_ES2_NOUB(TEXT("GLSL_150_ES2_NOUB"));
static FName NAME_GLSL_150_ES3_1(TEXT("GLSL_150_ES31"));
static FName NAME_GLSL_ES2_IOS(TEXT("GLSL_ES2_IOS"));
static FName NAME_GLSL_310_ES_EXT(TEXT("GLSL_310_ES_EXT"));
static FName NAME_GLSL_ES3_1_ANDROID(TEXT("GLSL_ES3_1_ANDROID"));
class FShaderFormatGLSL : public IShaderFormat
{
enum
{
/** Version for shader format, this becomes part of the DDC key. */
UE_SHADER_GLSL_150_VER = 61,
UE_SHADER_GLSL_150_MAC_VER = 61,
UE_SHADER_GLSL_430_VER = 62,
UE_SHADER_GLSL_ES2_VER = 61,
UE_SHADER_GLSL_150ES2_VER = 61,
UE_SHADER_GLSL_150ES2NOUB_VER = 61,
UE_SHADER_GLSL_150ES3_1_VER = 61,
UE_SHADER_GLSL_ES2_VER_WEBGL = 61,
UE_SHADER_GLSL_ES2_IOS_VER = 61,
UE_SHADER_GLSL_310_ES_EXT_VER = 62,
UE_SHADER_GLSL_ES3_1_ANDROID_VER = 61,
};
void CheckFormat(FName Format) const
{
check( Format == NAME_GLSL_150 ||
Format == NAME_GLSL_150_MAC ||
Format == NAME_GLSL_430 ||
Format == NAME_GLSL_ES2 ||
Format == NAME_GLSL_150_ES2 ||
Format == NAME_GLSL_150_ES2_NOUB ||
Format == NAME_GLSL_150_ES3_1 ||
Format == NAME_GLSL_ES2_WEBGL ||
Format == NAME_GLSL_ES2_IOS ||
Format == NAME_GLSL_310_ES_EXT ||
Format == NAME_GLSL_ES3_1_ANDROID
);
}
public:
virtual uint16 GetVersion(FName Format) const override
{
CheckFormat(Format);
uint32 GLSLVersion = 0;
if (Format == NAME_GLSL_150)
{
GLSLVersion = UE_SHADER_GLSL_150_VER;
}
else if (Format == NAME_GLSL_150_MAC)
{
GLSLVersion = UE_SHADER_GLSL_150_MAC_VER;
}
else if (Format == NAME_GLSL_430)
{
GLSLVersion = UE_SHADER_GLSL_430_VER;
}
else if (Format == NAME_GLSL_ES2)
{
GLSLVersion = UE_SHADER_GLSL_ES2_VER;
}
else if (Format == NAME_GLSL_150_ES2)
{
GLSLVersion = UE_SHADER_GLSL_150ES2_VER;
}
else if (Format == NAME_GLSL_150_ES3_1)
{
GLSLVersion = UE_SHADER_GLSL_150ES3_1_VER;
}
else if (Format == NAME_GLSL_150_ES2_NOUB)
{
GLSLVersion = UE_SHADER_GLSL_150ES2NOUB_VER;
}
else if (Format == NAME_GLSL_ES2_WEBGL)
{
GLSLVersion = UE_SHADER_GLSL_ES2_VER_WEBGL;
}
else if (Format == NAME_GLSL_ES2_IOS)
{
GLSLVersion = UE_SHADER_GLSL_ES2_IOS_VER;
}
else if (Format == NAME_GLSL_310_ES_EXT)
{
GLSLVersion = UE_SHADER_GLSL_310_ES_EXT_VER;
}
else if (Format == NAME_GLSL_ES3_1_ANDROID)
{
GLSLVersion = UE_SHADER_GLSL_ES3_1_ANDROID_VER;
}
else
{
check(0);
}
const uint16 Version = ((HLSLCC_VersionMinor & 0xff) << 8) | (GLSLVersion & 0xff);
return Version;
}
virtual void GetSupportedFormats(TArray<FName>& OutFormats) const override
{
OutFormats.Add(NAME_GLSL_150);
OutFormats.Add(NAME_GLSL_150_MAC);
OutFormats.Add(NAME_GLSL_430);
OutFormats.Add(NAME_GLSL_ES2);
OutFormats.Add(NAME_GLSL_ES2_WEBGL);
OutFormats.Add(NAME_GLSL_150_ES2);
OutFormats.Add(NAME_GLSL_150_ES3_1);
OutFormats.Add(NAME_GLSL_ES2_IOS);
OutFormats.Add(NAME_GLSL_310_ES_EXT);
OutFormats.Add(NAME_GLSL_150_ES2_NOUB);
OutFormats.Add(NAME_GLSL_ES3_1_ANDROID);
}
static GLSLVersion TranslateFormatNameToEnum(FName Format)
{
if (Format == NAME_GLSL_150)
{
return GLSL_150;
}
else if (Format == NAME_GLSL_150_MAC)
{
return GLSL_150_MAC;
}
else if (Format == NAME_GLSL_430)
{
return GLSL_430;
}
else if (Format == NAME_GLSL_ES2)
{
return GLSL_ES2;
}
else if (Format == NAME_GLSL_ES2_WEBGL )
{
return GLSL_ES2_WEBGL;
}
else if (Format == NAME_GLSL_ES2_IOS )
{
return GLSL_ES2_IOS;
}
else if (Format == NAME_GLSL_150_ES3_1)
{
return GLSL_150_ES3_1;
}
else if (Format == NAME_GLSL_150_ES2_NOUB)
{
return GLSL_150_ES2_NOUB;
}
else if (Format == NAME_GLSL_150_ES2)
{
return GLSL_150_ES2;
}
else if (Format == NAME_GLSL_310_ES_EXT)
{
return GLSL_310_ES_EXT;
}
else if (Format == NAME_GLSL_ES3_1_ANDROID)
{
return GLSL_ES3_1_ANDROID;
}
else
{
check(0);
return GLSL_MAX;
}
}
virtual void CompileShader(FName Format, const struct FShaderCompilerInput& Input, struct FShaderCompilerOutput& Output,const FString& WorkingDirectory) const override
{
CheckFormat(Format);
GLSLVersion Version = TranslateFormatNameToEnum(Format);
FOpenGLFrontend Frontend;
// the frontend will run the cross compiler
Frontend.CompileShader(Input, Output, WorkingDirectory, Version);
if (Version == GLSL_ES2 || Version == GLSL_150_ES2)
{
if (Input.DumpDebugInfoPath != TEXT("") && IFileManager::Get().DirectoryExists(*Input.DumpDebugInfoPath))
{
FShaderCompilerInput ES2Input = Input;
ES2Input.DumpDebugInfoPath = ES2Input.DumpDebugInfoPath.Replace(
TEXT("GLSL_150_ES2"),
(Version == GLSL_ES2 ? TEXT("GLSL_ES2") : TEXT("GLSL_ES2_150")),
ESearchCase::CaseSensitive);
if (!IFileManager::Get().DirectoryExists(*ES2Input.DumpDebugInfoPath))
{
verifyf(IFileManager::Get().MakeDirectory(*ES2Input.DumpDebugInfoPath, true), TEXT("Failed to create directory for shader debug info '%s'"), *ES2Input.DumpDebugInfoPath);
}
FShaderCompilerOutput ES2Output;
Frontend.CompileShader(ES2Input, ES2Output, WorkingDirectory, GLSL_ES2);
}
}
}
};
/**
* Module for OpenGL shaders
*/
static IShaderFormat* Singleton = NULL;
class FShaderFormatOpenGLModule : public IShaderFormatModule
{
public:
virtual ~FShaderFormatOpenGLModule()
{
delete Singleton;
Singleton = NULL;
}
virtual IShaderFormat* GetShaderFormat()
{
if (!Singleton)
{
Singleton = new FShaderFormatGLSL();
}
return Singleton;
}
};
IMPLEMENT_MODULE( FShaderFormatOpenGLModule, ShaderFormatOpenGL);