Files
UnrealEngineUWP/Engine/Source/Developer/ShaderCompilerCommon/Private/ShaderSymbolExport.cpp
Matt Peters c9f018dced Use ZipArchiveReader to merge shader symbol zip files created during MPCook.
#rb Christopher.Waters
#rnx
#preflight 638643c47b4bd3f057981494

[CL 23313433 by Matt Peters in ue5-main branch]
2022-11-29 13:13:26 -05:00

225 lines
6.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ShaderSymbolExport.h"
#if WITH_ENGINE
#include "FileUtilities/ZipArchiveReader.h"
#include "FileUtilities/ZipArchiveWriter.h"
#include "GenericPlatform/GenericPlatformFile.h"
#include "HAL/FileManager.h"
#include "HAL/PlatformFileManager.h"
#include "Logging/LogMacros.h"
#include "Misc/CommandLine.h"
#include "Misc/PathViews.h"
#include "ShaderCompilerCore.h"
DECLARE_LOG_CATEGORY_CLASS(LogShaderSymbolExport, Display, Display);
static const TCHAR* ZipFileBaseLeafName = TEXT("ShaderSymbols");
static const TCHAR* ZipFileExtension = TEXT(".zip");
FShaderSymbolExport::FShaderSymbolExport(FName InShaderFormat)
: ShaderFormat(InShaderFormat)
{
}
FShaderSymbolExport::~FShaderSymbolExport() = default;
static void DeleteExistingShaderZips(IPlatformFile& PlatformFile, const FString& Directory)
{
TArray<FString> ExistingZips;
PlatformFile.FindFiles(ExistingZips, *Directory, ZipFileExtension);
for (const FString& ZipFile : ExistingZips)
{
if (FPathViews::GetPathLeaf(ZipFile).StartsWith(ZipFileBaseLeafName))
{
PlatformFile.DeleteFile(*ZipFile);
}
}
}
void FShaderSymbolExport::Initialize()
{
const bool bSymbolsEnabled = ShouldWriteShaderSymbols(ShaderFormat);
const bool bForceSymbols = FParse::Value(FCommandLine::Get(), TEXT("-ShaderSymbolsExport="), ExportPath);
if (bSymbolsEnabled || bForceSymbols)
{
// if no command line path is provided, look to the cvar first
if (ExportPath.IsEmpty())
{
if (GetShaderSymbolPathOverride(ExportPath, ShaderFormat))
{
ExportPath = IFileManager::Get().ConvertToAbsolutePathForExternalAppForWrite(*ExportPath);
}
}
// if there was no path set via command line or the cvar, fall back to our default
if (ExportPath.IsEmpty())
{
ExportPath = IFileManager::Get().ConvertToAbsolutePathForExternalAppForWrite(
*(FPaths::ProjectSavedDir() / TEXT("ShaderSymbols") / ShaderFormat.ToString()));
}
IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
bExportShaderSymbols = PlatformFile.CreateDirectoryTree(*ExportPath);
if (!bExportShaderSymbols)
{
UE_LOG(LogShaderSymbolExport, Error, TEXT("Failed to create shader symbols output directory. Shader symbol export will be disabled."));
}
else
{
// Check if the export mode is to an uncompressed archive or loose files.
bool bExportAsZip = ShouldWriteShaderSymbolsAsZip(ShaderFormat);
if (bExportAsZip || FParse::Param(FCommandLine::Get(), TEXT("ShaderSymbolsExportZip")))
{
uint32 MultiprocessId = 0;
FParse::Value(FCommandLine::Get(), TEXT("-MultiprocessId="), MultiprocessId);
FString LeafName;
bMultiprocessOwner = MultiprocessId == 0;
if (bMultiprocessOwner)
{
DeleteExistingShaderZips(PlatformFile, ExportPath);
LeafName = FString::Printf(TEXT("%s%s"), ZipFileBaseLeafName, ZipFileExtension);
}
else
{
LeafName = FString::Printf(TEXT("%s_%d%s"), ZipFileBaseLeafName, MultiprocessId, ZipFileExtension);
}
FString SingleFilePath = ExportPath / LeafName;
IFileHandle* OutputZipFile = PlatformFile.OpenWrite(*SingleFilePath);
if (!OutputZipFile)
{
UE_LOG(LogShaderSymbolExport, Error, TEXT("Failed to create shader symbols output file \"%s\". Shader symbol export will be disabled."), *SingleFilePath);
bExportShaderSymbols = false;
}
else
{
ZipWriter = MakeUnique<FZipArchiveWriter>(OutputZipFile);
}
}
}
}
if (bExportShaderSymbols)
{
UE_LOG(LogShaderSymbolExport, Display, TEXT("Shader symbol export enabled. Output directory: \"%s\""), *ExportPath);
if (ZipWriter)
{
UE_LOG(LogShaderSymbolExport, Display, TEXT("Shader symbol zip mode enabled. Shader symbols will be archived in a single (uncompressed) zip file."));
}
}
}
void FShaderSymbolExport::WriteSymbolData(const FString& Filename, TConstArrayView<uint8> Contents)
{
// Skip this symbol data if we've already exported it before.
bool bAlreadyInSet = false;
ExportedShaders.Add(Filename, &bAlreadyInSet);
if (bAlreadyInSet)
{
// We've already exported this shader hash
return;
}
// Emit periodic log messages detailing the size of the shader symbols output file/directory.
static uint64 LastReport = 0;
TotalSymbolDataBytes += Contents.Num();
TotalSymbolData++;
if ((TotalSymbolDataBytes - LastReport) >= (64 * 1024 * 1024))
{
UE_LOG(LogShaderSymbolExport, Display, TEXT("Shader symbols export size: %.2f MB, count: %llu"),
double(TotalSymbolDataBytes) / (1024.0 * 1024.0), TotalSymbolData);
LastReport = TotalSymbolDataBytes;
}
if (ZipWriter)
{
// Append the platform data to the zip file
ZipWriter->AddFile(Filename, Contents, FDateTime::Now());
}
else
{
IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
// Write the symbols to the export directory
const FString OutputPath = ExportPath / Filename;
const FString Directory = FPaths::GetPath(OutputPath);
// Filename could contain extra folders, so we need to make sure they exist first.
if (!PlatformFile.CreateDirectoryTree(*Directory))
{
UE_LOG(LogShaderSymbolExport, Error, TEXT("Failed to create shader symbol directory \"%s\"."), *Directory);
}
else
{
IFileHandle* File = PlatformFile.OpenWrite(*OutputPath);
if (!File || !File->Write(Contents.GetData(), Contents.Num()))
{
UE_LOG(LogShaderSymbolExport, Error, TEXT("Failed to export shader symbols \"%s\"."), *OutputPath);
}
if (File)
{
delete File;
}
}
}
}
void FShaderSymbolExport::NotifyShaderCompilersShutdown()
{
if (bMultiprocessOwner && ZipWriter)
{
IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
TArray<FString> ZipsToMergeIn;
PlatformFile.FindFiles(ZipsToMergeIn, *ExportPath, ZipFileExtension);
ZipsToMergeIn.RemoveAll([](const FString& FileName)
{
return FPathViews::GetBaseFilename(FileName) == ZipFileBaseLeafName;
});
#if WITH_EDITOR // FZipArchiveReader is only available in editor
for (const FString& ZipFile : ZipsToMergeIn)
{
{
FZipArchiveReader Reader(PlatformFile.OpenRead(*ZipFile));
bool bAllValid = false;
if (Reader.IsValid())
{
bAllValid = true;
for (const FString& EmbeddedFileName : Reader.GetFileNames())
{
TArray<uint8> Contents;
if (!Reader.TryReadFile(EmbeddedFileName, Contents))
{
bAllValid = false;
continue;
}
ZipWriter->AddFile(EmbeddedFileName, Contents, FDateTime::Now());
}
}
if (!bAllValid)
{
UE_LOG(LogShaderSymbolExport, Error,
TEXT("Failed to read from CookWorker shader symbols output file \"%s\". Some shader symbols will be missing."),
*ZipFile);
}
}
PlatformFile.DeleteFile(*ZipFile);
}
#else
UE_CLOG(!ZipsToMergeIn.IsEmpty(), LogShaderSymbolExport, Error,
TEXT("Cannot merge zips from multiprocess instances in %s; merging is only available in editor."), *ExportPath);
#endif
}
ZipWriter.Reset();
}
#endif // WITH_ENGINE