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#rb Christopher.Waters #rnx #preflight 638643c47b4bd3f057981494 [CL 23313433 by Matt Peters in ue5-main branch]
225 lines
6.9 KiB
C++
225 lines
6.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "ShaderSymbolExport.h"
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#if WITH_ENGINE
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#include "FileUtilities/ZipArchiveReader.h"
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#include "FileUtilities/ZipArchiveWriter.h"
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#include "GenericPlatform/GenericPlatformFile.h"
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#include "HAL/FileManager.h"
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#include "HAL/PlatformFileManager.h"
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#include "Logging/LogMacros.h"
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#include "Misc/CommandLine.h"
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#include "Misc/PathViews.h"
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#include "ShaderCompilerCore.h"
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DECLARE_LOG_CATEGORY_CLASS(LogShaderSymbolExport, Display, Display);
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static const TCHAR* ZipFileBaseLeafName = TEXT("ShaderSymbols");
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static const TCHAR* ZipFileExtension = TEXT(".zip");
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FShaderSymbolExport::FShaderSymbolExport(FName InShaderFormat)
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: ShaderFormat(InShaderFormat)
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{
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}
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FShaderSymbolExport::~FShaderSymbolExport() = default;
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static void DeleteExistingShaderZips(IPlatformFile& PlatformFile, const FString& Directory)
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{
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TArray<FString> ExistingZips;
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PlatformFile.FindFiles(ExistingZips, *Directory, ZipFileExtension);
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for (const FString& ZipFile : ExistingZips)
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{
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if (FPathViews::GetPathLeaf(ZipFile).StartsWith(ZipFileBaseLeafName))
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{
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PlatformFile.DeleteFile(*ZipFile);
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}
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}
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}
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void FShaderSymbolExport::Initialize()
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{
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const bool bSymbolsEnabled = ShouldWriteShaderSymbols(ShaderFormat);
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const bool bForceSymbols = FParse::Value(FCommandLine::Get(), TEXT("-ShaderSymbolsExport="), ExportPath);
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if (bSymbolsEnabled || bForceSymbols)
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{
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// if no command line path is provided, look to the cvar first
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if (ExportPath.IsEmpty())
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{
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if (GetShaderSymbolPathOverride(ExportPath, ShaderFormat))
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{
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ExportPath = IFileManager::Get().ConvertToAbsolutePathForExternalAppForWrite(*ExportPath);
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}
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}
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// if there was no path set via command line or the cvar, fall back to our default
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if (ExportPath.IsEmpty())
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{
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ExportPath = IFileManager::Get().ConvertToAbsolutePathForExternalAppForWrite(
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*(FPaths::ProjectSavedDir() / TEXT("ShaderSymbols") / ShaderFormat.ToString()));
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}
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IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
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bExportShaderSymbols = PlatformFile.CreateDirectoryTree(*ExportPath);
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if (!bExportShaderSymbols)
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{
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UE_LOG(LogShaderSymbolExport, Error, TEXT("Failed to create shader symbols output directory. Shader symbol export will be disabled."));
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}
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else
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{
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// Check if the export mode is to an uncompressed archive or loose files.
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bool bExportAsZip = ShouldWriteShaderSymbolsAsZip(ShaderFormat);
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if (bExportAsZip || FParse::Param(FCommandLine::Get(), TEXT("ShaderSymbolsExportZip")))
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{
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uint32 MultiprocessId = 0;
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FParse::Value(FCommandLine::Get(), TEXT("-MultiprocessId="), MultiprocessId);
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FString LeafName;
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bMultiprocessOwner = MultiprocessId == 0;
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if (bMultiprocessOwner)
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{
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DeleteExistingShaderZips(PlatformFile, ExportPath);
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LeafName = FString::Printf(TEXT("%s%s"), ZipFileBaseLeafName, ZipFileExtension);
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}
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else
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{
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LeafName = FString::Printf(TEXT("%s_%d%s"), ZipFileBaseLeafName, MultiprocessId, ZipFileExtension);
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}
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FString SingleFilePath = ExportPath / LeafName;
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IFileHandle* OutputZipFile = PlatformFile.OpenWrite(*SingleFilePath);
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if (!OutputZipFile)
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{
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UE_LOG(LogShaderSymbolExport, Error, TEXT("Failed to create shader symbols output file \"%s\". Shader symbol export will be disabled."), *SingleFilePath);
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bExportShaderSymbols = false;
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}
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else
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{
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ZipWriter = MakeUnique<FZipArchiveWriter>(OutputZipFile);
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}
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}
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}
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}
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if (bExportShaderSymbols)
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{
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UE_LOG(LogShaderSymbolExport, Display, TEXT("Shader symbol export enabled. Output directory: \"%s\""), *ExportPath);
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if (ZipWriter)
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{
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UE_LOG(LogShaderSymbolExport, Display, TEXT("Shader symbol zip mode enabled. Shader symbols will be archived in a single (uncompressed) zip file."));
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}
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}
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}
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void FShaderSymbolExport::WriteSymbolData(const FString& Filename, TConstArrayView<uint8> Contents)
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{
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// Skip this symbol data if we've already exported it before.
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bool bAlreadyInSet = false;
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ExportedShaders.Add(Filename, &bAlreadyInSet);
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if (bAlreadyInSet)
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{
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// We've already exported this shader hash
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return;
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}
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// Emit periodic log messages detailing the size of the shader symbols output file/directory.
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static uint64 LastReport = 0;
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TotalSymbolDataBytes += Contents.Num();
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TotalSymbolData++;
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if ((TotalSymbolDataBytes - LastReport) >= (64 * 1024 * 1024))
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{
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UE_LOG(LogShaderSymbolExport, Display, TEXT("Shader symbols export size: %.2f MB, count: %llu"),
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double(TotalSymbolDataBytes) / (1024.0 * 1024.0), TotalSymbolData);
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LastReport = TotalSymbolDataBytes;
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}
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if (ZipWriter)
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{
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// Append the platform data to the zip file
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ZipWriter->AddFile(Filename, Contents, FDateTime::Now());
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}
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else
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{
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IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
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// Write the symbols to the export directory
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const FString OutputPath = ExportPath / Filename;
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const FString Directory = FPaths::GetPath(OutputPath);
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// Filename could contain extra folders, so we need to make sure they exist first.
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if (!PlatformFile.CreateDirectoryTree(*Directory))
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{
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UE_LOG(LogShaderSymbolExport, Error, TEXT("Failed to create shader symbol directory \"%s\"."), *Directory);
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}
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else
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{
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IFileHandle* File = PlatformFile.OpenWrite(*OutputPath);
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if (!File || !File->Write(Contents.GetData(), Contents.Num()))
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{
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UE_LOG(LogShaderSymbolExport, Error, TEXT("Failed to export shader symbols \"%s\"."), *OutputPath);
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}
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if (File)
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{
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delete File;
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}
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}
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}
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}
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void FShaderSymbolExport::NotifyShaderCompilersShutdown()
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{
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if (bMultiprocessOwner && ZipWriter)
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{
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IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
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TArray<FString> ZipsToMergeIn;
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PlatformFile.FindFiles(ZipsToMergeIn, *ExportPath, ZipFileExtension);
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ZipsToMergeIn.RemoveAll([](const FString& FileName)
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{
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return FPathViews::GetBaseFilename(FileName) == ZipFileBaseLeafName;
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});
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#if WITH_EDITOR // FZipArchiveReader is only available in editor
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for (const FString& ZipFile : ZipsToMergeIn)
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{
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{
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FZipArchiveReader Reader(PlatformFile.OpenRead(*ZipFile));
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bool bAllValid = false;
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if (Reader.IsValid())
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{
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bAllValid = true;
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for (const FString& EmbeddedFileName : Reader.GetFileNames())
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{
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TArray<uint8> Contents;
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if (!Reader.TryReadFile(EmbeddedFileName, Contents))
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{
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bAllValid = false;
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continue;
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}
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ZipWriter->AddFile(EmbeddedFileName, Contents, FDateTime::Now());
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}
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}
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if (!bAllValid)
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{
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UE_LOG(LogShaderSymbolExport, Error,
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TEXT("Failed to read from CookWorker shader symbols output file \"%s\". Some shader symbols will be missing."),
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*ZipFile);
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}
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}
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PlatformFile.DeleteFile(*ZipFile);
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}
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#else
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UE_CLOG(!ZipsToMergeIn.IsEmpty(), LogShaderSymbolExport, Error,
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TEXT("Cannot merge zips from multiprocess instances in %s; merging is only available in editor."), *ExportPath);
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#endif
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}
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ZipWriter.Reset();
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}
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#endif // WITH_ENGINE
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