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942 lines
27 KiB
C++
942 lines
27 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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///
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#include "MetalShaderFormat.h"
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#include "Core.h"
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#include "ShaderCore.h"
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#include "MetalShaderResources.h"
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#include "ShaderCompilerCommon.h"
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#if PLATFORM_WINDOWS
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#include "AllowWindowsPlatformTypes.h"
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#include "Windows/PreWindowsApi.h"
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#include <objbase.h>
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#include <assert.h>
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#include <stdio.h>
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#include "Windows/PostWindowsApi.h"
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#include "Windows/MinWindows.h"
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#include "HideWindowsPlatformTypes.h"
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#endif
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#include "ShaderPreprocessor.h"
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#include "hlslcc.h"
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#include "Metal/MetalBackend.h"
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DEFINE_LOG_CATEGORY_STATIC(LogMetalShaderCompiler, Log, All);
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/*------------------------------------------------------------------------------
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Shader compiling.
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------------------------------------------------------------------------------*/
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/** Map shader frequency -> string for messages. */
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static const TCHAR* GLFrequencyStringTable[] =
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{
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TEXT("Vertex"),
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TEXT("Hull"),
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TEXT("Domain"),
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TEXT("Pixel"),
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TEXT("Geometry"),
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TEXT("Compute")
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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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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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static uint32 ParseNumber(const ANSICHAR* &Str)
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{
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uint32 Num = 0;
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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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/**
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* Construct the final microcode from the compiled and verified shader source.
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* @param ShaderOutput - Where to store the microcode and parameter map.
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* @param InShaderSource - Metal source with input/output signature.
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* @param SourceLen - The length of the Metal source code.
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*/
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static void BuildMetalShaderOutput(
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FShaderCompilerOutput& ShaderOutput,
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const FShaderCompilerInput& ShaderInput,
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const ANSICHAR* InShaderSource,
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int32 SourceLen,
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TArray<FShaderCompilerError>& OutErrors
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)
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{
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FMetalCodeHeader Header = {0};
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const ANSICHAR* ShaderSource = InShaderSource;
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FShaderParameterMap& ParameterMap = ShaderOutput.ParameterMap;
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EShaderFrequency Frequency = (EShaderFrequency)ShaderOutput.Target.Frequency;
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TBitArray<> UsedUniformBufferSlots;
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UsedUniformBufferSlots.Init(false,32);
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// Write out the magic markers.
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Header.Frequency = Frequency;
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#define DEF_PREFIX_STR(Str) \
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const ANSICHAR* Str##Prefix = "// @" #Str ": "; \
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const int32 Str##PrefixLen = FCStringAnsi::Strlen(Str##Prefix)
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DEF_PREFIX_STR(Inputs);
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DEF_PREFIX_STR(Outputs);
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DEF_PREFIX_STR(UniformBlocks);
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DEF_PREFIX_STR(Uniforms);
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DEF_PREFIX_STR(PackedGlobals);
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DEF_PREFIX_STR(PackedUB);
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DEF_PREFIX_STR(PackedUBCopies);
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DEF_PREFIX_STR(PackedUBGlobalCopies);
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DEF_PREFIX_STR(Samplers);
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DEF_PREFIX_STR(UAVs);
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DEF_PREFIX_STR(SamplerStates);
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#undef DEF_PREFIX_STR
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// Skip any comments that come before the signature.
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while ( FCStringAnsi::Strncmp(ShaderSource, "//", 2) == 0 &&
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FCStringAnsi::Strncmp(ShaderSource, "// @", 4) != 0 )
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{
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while (*ShaderSource && *ShaderSource++ != '\n') {}
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}
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// HLSLCC first prints the list of inputs.
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if (FCStringAnsi::Strncmp(ShaderSource, InputsPrefix, InputsPrefixLen) == 0)
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{
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ShaderSource += InputsPrefixLen;
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// Only inputs for vertex shaders must be tracked.
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if (Frequency == SF_Vertex)
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{
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const ANSICHAR* AttributePrefix = "in_ATTRIBUTE";
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const int32 AttributePrefixLen = FCStringAnsi::Strlen(AttributePrefix);
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while (*ShaderSource && *ShaderSource != '\n')
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{
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// Skip the type.
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while (*ShaderSource && *ShaderSource++ != ':') {}
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// Only process attributes.
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if (FCStringAnsi::Strncmp(ShaderSource, AttributePrefix, AttributePrefixLen) == 0)
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{
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ShaderSource += AttributePrefixLen;
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uint8 AttributeIndex = ParseNumber(ShaderSource);
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Header.Bindings.InOutMask |= (1 << AttributeIndex);
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}
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// Skip to the next.
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while (*ShaderSource && *ShaderSource != ',' && *ShaderSource != '\n')
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{
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ShaderSource++;
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}
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if (Match(ShaderSource, '\n'))
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{
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break;
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}
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verify(Match(ShaderSource, ','));
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}
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}
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else
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{
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// Skip to the next line.
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while (*ShaderSource && *ShaderSource++ != '\n') {}
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}
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}
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// Then the list of outputs.
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if (FCStringAnsi::Strncmp(ShaderSource, OutputsPrefix, OutputsPrefixLen) == 0)
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{
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ShaderSource += OutputsPrefixLen;
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// Only outputs for pixel shaders must be tracked.
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if (Frequency == SF_Pixel)
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{
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const ANSICHAR* TargetPrefix = "out_Target";
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const int32 TargetPrefixLen = FCStringAnsi::Strlen(TargetPrefix);
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while (*ShaderSource && *ShaderSource != '\n')
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{
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// Skip the type.
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while (*ShaderSource && *ShaderSource++ != ':') {}
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// Handle targets.
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if (FCStringAnsi::Strncmp(ShaderSource, TargetPrefix, TargetPrefixLen) == 0)
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{
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ShaderSource += TargetPrefixLen;
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uint8 TargetIndex = ParseNumber(ShaderSource);
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Header.Bindings.InOutMask |= (1 << TargetIndex);
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}
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// Handle depth writes.
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else if (FCStringAnsi::Strcmp(ShaderSource, "gl_FragDepth") == 0)
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{
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Header.Bindings.InOutMask |= 0x8000;
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}
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// Skip to the next.
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while (*ShaderSource && *ShaderSource != ',' && *ShaderSource != '\n')
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{
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ShaderSource++;
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}
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if (Match(ShaderSource, '\n'))
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{
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break;
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}
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verify(Match(ShaderSource, ','));
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}
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}
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else
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{
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// Skip to the next line.
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while (*ShaderSource && *ShaderSource++ != '\n') {}
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}
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}
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bool bHasRegularUniformBuffers = false;
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// Then 'normal' uniform buffers.
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if (FCStringAnsi::Strncmp(ShaderSource, UniformBlocksPrefix, UniformBlocksPrefixLen) == 0)
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{
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ShaderSource += UniformBlocksPrefixLen;
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while (*ShaderSource && *ShaderSource != '\n')
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{
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FString BufferName = ParseIdentifier(ShaderSource);
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verify(BufferName.Len() > 0);
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verify(Match(ShaderSource, '('));
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uint16 UBIndex = ParseNumber(ShaderSource);
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if (UBIndex >= Header.Bindings.NumUniformBuffers)
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{
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Header.Bindings.NumUniformBuffers = UBIndex + 1;
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}
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UsedUniformBufferSlots[UBIndex] = true;
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verify(Match(ShaderSource, ')'));
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ParameterMap.AddParameterAllocation(*BufferName, UBIndex, 0, 0);
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bHasRegularUniformBuffers = true;
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// Skip the comma.
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if (Match(ShaderSource, '\n'))
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{
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break;
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}
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verify(Match(ShaderSource, ','));
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}
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Match(ShaderSource, '\n');
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}
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// Then uniforms.
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const uint16 BytesPerComponent = 4;
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/*
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uint16 PackedUniformSize[OGL_NUM_PACKED_UNIFORM_ARRAYS] = {0};
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FMemory::Memzero(&PackedUniformSize, sizeof(PackedUniformSize));
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*/
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if (FCStringAnsi::Strncmp(ShaderSource, UniformsPrefix, UniformsPrefixLen) == 0)
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{
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// @todo-mobile: Will we ever need to support this code path?
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check(0);
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/*
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ShaderSource += UniformsPrefixLen;
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while (*ShaderSource && *ShaderSource != '\n')
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{
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uint16 ArrayIndex = 0;
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uint16 Offset = 0;
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uint16 NumComponents = 0;
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FString ParameterName = ParseIdentifier(ShaderSource);
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verify(ParameterName.Len() > 0);
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verify(Match(ShaderSource, '('));
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ArrayIndex = ParseNumber(ShaderSource);
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verify(Match(ShaderSource, ':'));
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Offset = ParseNumber(ShaderSource);
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verify(Match(ShaderSource, ':'));
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NumComponents = ParseNumber(ShaderSource);
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verify(Match(ShaderSource, ')'));
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ParameterMap.AddParameterAllocation(
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*ParameterName,
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ArrayIndex,
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Offset * BytesPerComponent,
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NumComponents * BytesPerComponent
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);
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if (ArrayIndex < OGL_NUM_PACKED_UNIFORM_ARRAYS)
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{
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PackedUniformSize[ArrayIndex] = FMath::Max<uint16>(
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PackedUniformSize[ArrayIndex],
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BytesPerComponent * (Offset + NumComponents)
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);
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}
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// Skip the comma.
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if (Match(ShaderSource, '\n'))
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{
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break;
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}
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verify(Match(ShaderSource, ','));
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}
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Match(ShaderSource, '\n');
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*/
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}
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// Packed global uniforms
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TMap<ANSICHAR, uint16> PackedGlobalArraySize;
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if (FCStringAnsi::Strncmp(ShaderSource, PackedGlobalsPrefix, PackedGlobalsPrefixLen) == 0)
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{
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ShaderSource += PackedGlobalsPrefixLen;
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while (*ShaderSource && *ShaderSource != '\n')
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{
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ANSICHAR ArrayIndex = 0;
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uint16 Offset = 0;
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uint16 NumComponents = 0;
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FString ParameterName = ParseIdentifier(ShaderSource);
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verify(ParameterName.Len() > 0);
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verify(Match(ShaderSource, '('));
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ArrayIndex = *ShaderSource++;
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verify(Match(ShaderSource, ':'));
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Offset = ParseNumber(ShaderSource);
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verify(Match(ShaderSource, ','));
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NumComponents = ParseNumber(ShaderSource);
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verify(Match(ShaderSource, ')'));
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ParameterMap.AddParameterAllocation(
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*ParameterName,
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ArrayIndex,
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Offset * BytesPerComponent,
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NumComponents * BytesPerComponent
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);
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uint16& Size = PackedGlobalArraySize.FindOrAdd(ArrayIndex);
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Size = FMath::Max<uint16>(BytesPerComponent * (Offset + NumComponents), Size);
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if (Match(ShaderSource, '\n'))
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{
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break;
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}
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// Skip the comma.
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verify(Match(ShaderSource, ','));
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}
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Match(ShaderSource, '\n');
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}
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// Packed Uniform Buffers
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TMap<int, TMap<ANSICHAR, uint16> > PackedUniformBuffersSize;
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while (FCStringAnsi::Strncmp(ShaderSource, PackedUBPrefix, PackedUBPrefixLen) == 0)
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{
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ShaderSource += PackedUBPrefixLen;
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FString BufferName = ParseIdentifier(ShaderSource);
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verify(BufferName.Len() > 0);
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verify(Match(ShaderSource, '('));
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uint16 BufferIndex = ParseNumber(ShaderSource);
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check(BufferIndex == Header.Bindings.NumUniformBuffers);
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verify(Match(ShaderSource, ')'));
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ParameterMap.AddParameterAllocation(*BufferName, Header.Bindings.NumUniformBuffers++, 0, 0);
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verify(Match(ShaderSource, ':'));
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Match(ShaderSource, ' ');
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while (*ShaderSource && *ShaderSource != '\n')
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{
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FString ParameterName = ParseIdentifier(ShaderSource);
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verify(ParameterName.Len() > 0);
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verify(Match(ShaderSource, '('));
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ParseNumber(ShaderSource);
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verify(Match(ShaderSource, ','));
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ParseNumber(ShaderSource);
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verify(Match(ShaderSource, ')'));
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if (Match(ShaderSource, '\n'))
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{
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break;
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}
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verify(Match(ShaderSource, ','));
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}
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}
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// Packed Uniform Buffers copy lists & setup sizes for each UB/Precision entry
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if (FCStringAnsi::Strncmp(ShaderSource, PackedUBCopiesPrefix, PackedUBCopiesPrefixLen) == 0)
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{
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ShaderSource += PackedUBCopiesPrefixLen;
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while (*ShaderSource && *ShaderSource != '\n')
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{
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FMetalUniformBufferCopyInfo CopyInfo;
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CopyInfo.SourceUBIndex = ParseNumber(ShaderSource);
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verify(Match(ShaderSource, ':'));
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CopyInfo.SourceOffsetInFloats = ParseNumber(ShaderSource);
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verify(Match(ShaderSource, '-'));
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CopyInfo.DestUBIndex = ParseNumber(ShaderSource);
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verify(Match(ShaderSource, ':'));
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CopyInfo.DestUBTypeName = *ShaderSource++;
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CopyInfo.DestUBTypeIndex = MetalPackedTypeNameToTypeIndex(CopyInfo.DestUBTypeName);
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verify(Match(ShaderSource, ':'));
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CopyInfo.DestOffsetInFloats = ParseNumber(ShaderSource);
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verify(Match(ShaderSource, ':'));
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CopyInfo.SizeInFloats = ParseNumber(ShaderSource);
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Header.UniformBuffersCopyInfo.Add(CopyInfo);
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auto& UniformBufferSize = PackedUniformBuffersSize.FindOrAdd(CopyInfo.DestUBIndex);
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uint16& Size = UniformBufferSize.FindOrAdd(CopyInfo.DestUBTypeName);
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Size = FMath::Max<uint16>(BytesPerComponent * (CopyInfo.DestOffsetInFloats + CopyInfo.SizeInFloats), Size);
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if (Match(ShaderSource, '\n'))
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{
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break;
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}
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verify(Match(ShaderSource, ','));
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}
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}
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if (FCStringAnsi::Strncmp(ShaderSource, PackedUBGlobalCopiesPrefix, PackedUBGlobalCopiesPrefixLen) == 0)
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{
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ShaderSource += PackedUBGlobalCopiesPrefixLen;
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while (*ShaderSource && *ShaderSource != '\n')
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{
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FMetalUniformBufferCopyInfo CopyInfo;
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CopyInfo.SourceUBIndex = ParseNumber(ShaderSource);
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verify(Match(ShaderSource, ':'));
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CopyInfo.SourceOffsetInFloats = ParseNumber(ShaderSource);
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verify(Match(ShaderSource, '-'));
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CopyInfo.DestUBIndex = 0;
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CopyInfo.DestUBTypeName = *ShaderSource++;
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CopyInfo.DestUBTypeIndex = MetalPackedTypeNameToTypeIndex(CopyInfo.DestUBTypeName);
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verify(Match(ShaderSource, ':'));
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CopyInfo.DestOffsetInFloats = ParseNumber(ShaderSource);
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verify(Match(ShaderSource, ':'));
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CopyInfo.SizeInFloats = ParseNumber(ShaderSource);
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Header.UniformBuffersCopyInfo.Add(CopyInfo);
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uint16& Size = PackedGlobalArraySize.FindOrAdd(CopyInfo.DestUBTypeName);
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Size = FMath::Max<uint16>(BytesPerComponent * (CopyInfo.DestOffsetInFloats + CopyInfo.SizeInFloats), Size);
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if (Match(ShaderSource, '\n'))
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{
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break;
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}
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verify(Match(ShaderSource, ','));
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}
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}
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Header.Bindings.bHasRegularUniformBuffers = bHasRegularUniformBuffers;
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// Setup Packed Array info
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Header.Bindings.PackedGlobalArrays.Reserve(PackedGlobalArraySize.Num());
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for (auto Iterator = PackedGlobalArraySize.CreateIterator(); Iterator; ++Iterator)
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{
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ANSICHAR TypeName = Iterator.Key();
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uint16 Size = Iterator.Value();
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Size = (Size + 0xf) & (~0xf);
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FMetalPackedArrayInfo Info;
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Info.Size = Size;
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Info.TypeName = TypeName;
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Info.TypeIndex = MetalPackedTypeNameToTypeIndex(TypeName);
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Header.Bindings.PackedGlobalArrays.Add(Info);
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}
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// Setup Packed Uniform Buffers info
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Header.Bindings.PackedUniformBuffers.Reserve(PackedUniformBuffersSize.Num());
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for (auto Iterator = PackedUniformBuffersSize.CreateIterator(); Iterator; ++Iterator)
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{
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int BufferIndex = Iterator.Key();
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auto& ArraySizes = Iterator.Value();
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TArray<FMetalPackedArrayInfo> InfoArray;
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InfoArray.Reserve(ArraySizes.Num());
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for (auto IterSizes = ArraySizes.CreateIterator(); IterSizes; ++IterSizes)
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{
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ANSICHAR TypeName = IterSizes.Key();
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uint16 Size = IterSizes.Value();
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Size = (Size + 0xf) & (~0xf);
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FMetalPackedArrayInfo Info;
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Info.Size = Size;
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Info.TypeName = TypeName;
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Info.TypeIndex = MetalPackedTypeNameToTypeIndex(TypeName);
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InfoArray.Add(Info);
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}
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Header.Bindings.PackedUniformBuffers.Add(InfoArray);
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}
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// Then samplers.
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if (FCStringAnsi::Strncmp(ShaderSource, SamplersPrefix, SamplersPrefixLen) == 0)
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{
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ShaderSource += SamplersPrefixLen;
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while (*ShaderSource && *ShaderSource != '\n')
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{
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uint16 Offset = 0;
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uint16 NumSamplers = 0;
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FString ParameterName = ParseIdentifier(ShaderSource);
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verify(ParameterName.Len() > 0);
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verify(Match(ShaderSource, '('));
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Offset = ParseNumber(ShaderSource);
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verify(Match(ShaderSource, ':'));
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NumSamplers = ParseNumber(ShaderSource);
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ParameterMap.AddParameterAllocation(
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*ParameterName,
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0,
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Offset,
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NumSamplers
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);
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|
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Header.Bindings.NumSamplers = FMath::Max<uint8>(
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Header.Bindings.NumSamplers,
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Offset + NumSamplers
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);
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|
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if (Match(ShaderSource, '['))
|
|
{
|
|
// Sampler States
|
|
do
|
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{
|
|
FString SamplerState = ParseIdentifier(ShaderSource);
|
|
checkSlow(SamplerState.Len() != 0);
|
|
ParameterMap.AddParameterAllocation(
|
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*SamplerState,
|
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0,
|
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Offset,
|
|
NumSamplers
|
|
);
|
|
}
|
|
while (Match(ShaderSource, ','));
|
|
verify(Match(ShaderSource, ']'));
|
|
}
|
|
|
|
verify(Match(ShaderSource, ')'));
|
|
|
|
if (Match(ShaderSource, '\n'))
|
|
{
|
|
break;
|
|
}
|
|
|
|
// Skip the comma.
|
|
verify(Match(ShaderSource, ','));
|
|
}
|
|
}
|
|
|
|
// Then UAVs (images in Metal)
|
|
if (FCStringAnsi::Strncmp(ShaderSource, UAVsPrefix, UAVsPrefixLen) == 0)
|
|
{
|
|
ShaderSource += UAVsPrefixLen;
|
|
|
|
while (*ShaderSource && *ShaderSource != '\n')
|
|
{
|
|
uint16 Offset = 0;
|
|
uint16 NumUAVs = 0;
|
|
|
|
FString ParameterName = ParseIdentifier(ShaderSource);
|
|
verify(ParameterName.Len() > 0);
|
|
verify(Match(ShaderSource, '('));
|
|
Offset = ParseNumber(ShaderSource);
|
|
verify(Match(ShaderSource, ':'));
|
|
NumUAVs = ParseNumber(ShaderSource);
|
|
|
|
ParameterMap.AddParameterAllocation(
|
|
*ParameterName,
|
|
0,
|
|
Offset,
|
|
NumUAVs
|
|
);
|
|
|
|
Header.Bindings.NumUAVs = FMath::Max<uint8>(
|
|
Header.Bindings.NumUAVs,
|
|
Offset + NumUAVs
|
|
);
|
|
|
|
verify(Match(ShaderSource, ')'));
|
|
|
|
if (Match(ShaderSource, '\n'))
|
|
{
|
|
break;
|
|
}
|
|
|
|
// Skip the comma.
|
|
verify(Match(ShaderSource, ','));
|
|
}
|
|
}
|
|
|
|
// Build the SRT for this shader.
|
|
{
|
|
// Build the generic SRT for this shader.
|
|
FShaderResourceTable GenericSRT;
|
|
BuildResourceTableMapping(ShaderInput.Environment.ResourceTableMap, ShaderInput.Environment.ResourceTableLayoutHashes, UsedUniformBufferSlots, ShaderOutput.ParameterMap, GenericSRT);
|
|
|
|
// Copy over the bits indicating which resource tables are active.
|
|
Header.Bindings.ShaderResourceTable.ResourceTableBits = GenericSRT.ResourceTableBits;
|
|
|
|
Header.Bindings.ShaderResourceTable.ResourceTableLayoutHashes = GenericSRT.ResourceTableLayoutHashes;
|
|
|
|
// Now build our token streams.
|
|
BuildResourceTableTokenStream(GenericSRT.TextureMap, GenericSRT.MaxBoundResourceTable, Header.Bindings.ShaderResourceTable.TextureMap);
|
|
BuildResourceTableTokenStream(GenericSRT.ShaderResourceViewMap, GenericSRT.MaxBoundResourceTable, Header.Bindings.ShaderResourceTable.ShaderResourceViewMap);
|
|
BuildResourceTableTokenStream(GenericSRT.SamplerMap, GenericSRT.MaxBoundResourceTable, Header.Bindings.ShaderResourceTable.SamplerMap);
|
|
BuildResourceTableTokenStream(GenericSRT.UnorderedAccessViewMap, GenericSRT.MaxBoundResourceTable, Header.Bindings.ShaderResourceTable.UnorderedAccessViewMap);
|
|
}
|
|
|
|
const int32 MaxSamplers = GetFeatureLevelMaxTextureSamplers(GetMaxSupportedFeatureLevel((EShaderPlatform)ShaderOutput.Target.Platform));
|
|
|
|
if (Header.Bindings.NumSamplers > MaxSamplers)
|
|
{
|
|
ShaderOutput.bSucceeded = false;
|
|
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
|
|
NewError->StrippedErrorMessage =
|
|
FString::Printf(TEXT("shader uses %d samplers exceeding the limit of %d"),
|
|
Header.Bindings.NumSamplers, MaxSamplers);
|
|
}
|
|
else
|
|
{
|
|
#if METAL_OFFLINE_COMPILE
|
|
// at this point, the shader source is ready to be compiled
|
|
FString InputFilename = FPaths::CreateTempFilename(*FPaths::EngineIntermediateDir(), TEXT("ShaderIn"), TEXT(""));
|
|
FString ObjFilename = InputFilename + TEXT(".o");
|
|
FString ArFilename = InputFilename + TEXT(".ar");
|
|
FString OutputFilename = InputFilename + TEXT(".lib");
|
|
InputFilename = InputFilename + TEXT(".metal");
|
|
|
|
// write out shader source
|
|
FFileHelper::SaveStringToFile(FString(ShaderSource), *InputFilename);
|
|
|
|
int32 ReturnCode = 0;
|
|
FString Results;
|
|
FString Errors;
|
|
bool bHadError = true;
|
|
|
|
// metal commandlines
|
|
FString Params = FString::Printf(TEXT("-std=ios-metal1.0 %s -o %s"), *InputFilename, *ObjFilename);
|
|
FPlatformProcess::ExecProcess( TEXT("/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/usr/local/bin/metal"), *Params, &ReturnCode, &Results, &Errors );
|
|
|
|
// handle compile error
|
|
if (ReturnCode != 0 || IFileManager::Get().FileSize(*ObjFilename) <= 0)
|
|
{
|
|
// FShaderCompilerError* Error = new(OutErrors) FShaderCompilerError();
|
|
// Error->ErrorFile = InputFilename;
|
|
// Error->ErrorLineString = TEXT("0");
|
|
// Error->StrippedErrorMessage = Results + Errors;
|
|
}
|
|
else
|
|
{
|
|
Params = FString::Printf(TEXT("r %s %s"), *ArFilename, *ObjFilename);
|
|
FPlatformProcess::ExecProcess( TEXT("/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/usr/local/bin/metal-ar"), *Params, &ReturnCode, &Results, &Errors );
|
|
|
|
// handle compile error
|
|
if (ReturnCode != 0 || IFileManager::Get().FileSize(*ArFilename) <= 0)
|
|
{
|
|
// FShaderCompilerError* Error = new(OutErrors) FShaderCompilerError();
|
|
// Error->ErrorFile = InputFilename;
|
|
// Error->ErrorLineString = TEXT("0");
|
|
// Error->StrippedErrorMessage = Results + Errors;
|
|
}
|
|
else
|
|
{
|
|
Params = FString::Printf(TEXT("-o %s %s"), *OutputFilename, *ArFilename);
|
|
FPlatformProcess::ExecProcess( TEXT("/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/usr/local/bin/metallib"), *Params, &ReturnCode, &Results, &Errors );
|
|
|
|
// handle compile error
|
|
if (ReturnCode != 0 || IFileManager::Get().FileSize(*OutputFilename) <= 0)
|
|
{
|
|
// FShaderCompilerError* Error = new(OutErrors) FShaderCompilerError();
|
|
// Error->ErrorFile = InputFilename;
|
|
// Error->ErrorLineString = TEXT("0");
|
|
// Error->StrippedErrorMessage = Results + Errors;
|
|
}
|
|
else
|
|
{
|
|
bHadError = false;
|
|
|
|
// Write out the header and compiled shader code
|
|
FMemoryWriter Ar(ShaderOutput.Code, true);
|
|
uint8 PrecompiledFlag = 1;
|
|
Ar << PrecompiledFlag;
|
|
Ar << Header;
|
|
|
|
// load output
|
|
TArray<uint8> CompiledShader;
|
|
FFileHelper::LoadFileToArray(CompiledShader, *OutputFilename);
|
|
|
|
// jam it into the output bytes
|
|
Ar.Serialize(CompiledShader.GetData(), CompiledShader.Num());
|
|
|
|
ShaderOutput.NumInstructions = 0;
|
|
ShaderOutput.NumTextureSamplers = Header.Bindings.NumSamplers;
|
|
ShaderOutput.bSucceeded = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (bHadError)
|
|
{
|
|
// Write out the header and shader source code.
|
|
FMemoryWriter Ar(ShaderOutput.Code, true);
|
|
uint8 PrecompiledFlag = 0;
|
|
Ar << PrecompiledFlag;
|
|
Ar << Header;
|
|
Ar.Serialize((void*)ShaderSource, SourceLen + 1 - (ShaderSource - InShaderSource));
|
|
|
|
ShaderOutput.NumInstructions = 0;
|
|
ShaderOutput.NumTextureSamplers = Header.Bindings.NumSamplers;
|
|
ShaderOutput.bSucceeded = true;
|
|
}
|
|
|
|
IFileManager::Get().Delete(*InputFilename);
|
|
IFileManager::Get().Delete(*ObjFilename);
|
|
IFileManager::Get().Delete(*ArFilename);
|
|
IFileManager::Get().Delete(*OutputFilename);
|
|
#else
|
|
// Write out the header and shader source code.
|
|
FMemoryWriter Ar(ShaderOutput.Code, true);
|
|
uint8 PrecompiledFlag = 0;
|
|
Ar << PrecompiledFlag;
|
|
Ar << Header;
|
|
Ar.Serialize((void*)ShaderSource, SourceLen + 1 - (ShaderSource - InShaderSource));
|
|
|
|
ShaderOutput.NumInstructions = 0;
|
|
ShaderOutput.NumTextureSamplers = Header.Bindings.NumSamplers;
|
|
ShaderOutput.bSucceeded = true;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Parse an error emitted by the HLSL cross-compiler.
|
|
* @param OutErrors - Array into which compiler errors may be added.
|
|
* @param InLine - A line from the compile log.
|
|
*/
|
|
static void ParseHlslccError(TArray<FShaderCompilerError>& OutErrors, const FString& InLine)
|
|
{
|
|
const TCHAR* p = *InLine;
|
|
FShaderCompilerError* Error = new(OutErrors) FShaderCompilerError();
|
|
|
|
// Copy the filename.
|
|
while (*p && *p != TEXT('(')) { Error->ErrorFile += (*p++); }
|
|
Error->ErrorFile = GetRelativeShaderFilename(Error->ErrorFile);
|
|
p++;
|
|
|
|
// Parse the line number.
|
|
int32 LineNumber = 0;
|
|
while (*p && *p >= TEXT('0') && *p <= TEXT('9'))
|
|
{
|
|
LineNumber = 10 * LineNumber + (*p++ - TEXT('0'));
|
|
}
|
|
Error->ErrorLineString = *FString::Printf(TEXT("%d"), LineNumber);
|
|
|
|
// Skip to the warning message.
|
|
while (*p && (*p == TEXT(')') || *p == TEXT(':') || *p == TEXT(' ') || *p == TEXT('\t'))) { p++; }
|
|
Error->StrippedErrorMessage = p;
|
|
}
|
|
|
|
/*------------------------------------------------------------------------------
|
|
External interface.
|
|
------------------------------------------------------------------------------*/
|
|
|
|
static FString CreateCommandLineHLSLCC( const FString& ShaderFile, const FString& OutputFile, const FString& EntryPoint, EHlslShaderFrequency Frequency, uint32 CCFlags )
|
|
{
|
|
const TCHAR* FrequencySwitch = TEXT("");
|
|
switch (Frequency)
|
|
{
|
|
case HSF_PixelShader:
|
|
FrequencySwitch = TEXT(" -ps");
|
|
break;
|
|
|
|
case HSF_VertexShader:
|
|
FrequencySwitch = TEXT(" -vs");
|
|
break;
|
|
|
|
case HSF_HullShader:
|
|
FrequencySwitch = TEXT(" -hs");
|
|
break;
|
|
|
|
case HSF_DomainShader:
|
|
FrequencySwitch = TEXT(" -ds");
|
|
break;
|
|
case HSF_ComputeShader:
|
|
FrequencySwitch = TEXT(" -cs");
|
|
break;
|
|
|
|
case HSF_GeometryShader:
|
|
FrequencySwitch = TEXT(" -gs");
|
|
break;
|
|
|
|
default:
|
|
check(0);
|
|
}
|
|
|
|
const TCHAR* VersionSwitch = TEXT("-metal");
|
|
const TCHAR* FlattenUB = (CCFlags & HLSLCC_FlattenUniformBuffers) ? TEXT("-flattenub") : TEXT("");
|
|
|
|
FString CmdLine = FPaths::RootDir() / FString::Printf(TEXT("Engine\\Source\\ThirdParty\\hlslcc\\hlslcc\\bin\\Win64\\VS2013\\hlslcc_64.exe %s -o=%s %s -entry=%s %s %s"), *ShaderFile, *OutputFile, FrequencySwitch, *EntryPoint, VersionSwitch, FlattenUB);
|
|
CmdLine += "\npause";
|
|
return CmdLine;
|
|
}
|
|
|
|
void CompileShader_Metal(const FShaderCompilerInput& Input,FShaderCompilerOutput& Output,const FString& WorkingDirectory)
|
|
{
|
|
FString PreprocessedShader;
|
|
FShaderCompilerDefinitions AdditionalDefines;
|
|
EHlslCompileTarget HlslCompilerTarget = HCT_FeatureLevelES3_1;
|
|
AdditionalDefines.SetDefine(TEXT("IOS"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("METAL_PROFILE"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("ES2_PROFILE"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
|
|
|
|
const bool bDumpDebugInfo = (Input.DumpDebugInfoPath != TEXT("") && IFileManager::Get().DirectoryExists(*Input.DumpDebugInfoPath));
|
|
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_SUPPORTS_ATTRIBUTES"), (uint32)1);
|
|
if (PreprocessShader(PreprocessedShader, Output, Input, AdditionalDefines))
|
|
{
|
|
char* MetalShaderSource = NULL;
|
|
char* ErrorLog = NULL;
|
|
|
|
const EHlslShaderFrequency FrequencyTable[] =
|
|
{
|
|
HSF_VertexShader,
|
|
HSF_InvalidFrequency,
|
|
HSF_InvalidFrequency,
|
|
HSF_PixelShader,
|
|
HSF_InvalidFrequency,
|
|
HSF_ComputeShader
|
|
};
|
|
|
|
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 Metal."),
|
|
GLFrequencyStringTable[Input.Target.Frequency]
|
|
);
|
|
return;
|
|
}
|
|
|
|
// Write out the preprocessed file and a batch file to compile it if requested (DumpDebugInfoPath is valid)
|
|
if (bDumpDebugInfo)
|
|
{
|
|
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 = HLSLCC_NoPreprocess | HLSLCC_PackUniforms;
|
|
//CCFlags |= HLSLCC_FlattenUniformBuffers | HLSLCC_FlattenUniformBufferStructures;
|
|
|
|
if (bDumpDebugInfo)
|
|
{
|
|
const FString MetalFile = (Input.DumpDebugInfoPath / TEXT("Output.metal"));
|
|
const FString USFFile = (Input.DumpDebugInfoPath / Input.SourceFilename) + TEXT(".usf");
|
|
const FString CCBatchFileContents = CreateCommandLineHLSLCC(USFFile, MetalFile, *Input.EntryPointName, Frequency, CCFlags);
|
|
if (!CCBatchFileContents.IsEmpty())
|
|
{
|
|
FFileHelper::SaveStringToFile(CCBatchFileContents, *(Input.DumpDebugInfoPath / TEXT("CrossCompile.bat")));
|
|
}
|
|
}
|
|
|
|
FMetalCodeBackend MetalBackEnd(CCFlags);
|
|
FMetalLanguageSpec MetalLanguageSpec;
|
|
int32 Result = HlslCrossCompile(
|
|
TCHAR_TO_ANSI(*Input.SourceFilename),
|
|
TCHAR_TO_ANSI(*PreprocessedShader),
|
|
TCHAR_TO_ANSI(*Input.EntryPointName),
|
|
Frequency,
|
|
&MetalBackEnd,
|
|
&MetalLanguageSpec,
|
|
CCFlags,
|
|
HlslCompilerTarget,
|
|
&MetalShaderSource,
|
|
&ErrorLog
|
|
);
|
|
|
|
if (bDumpDebugInfo)
|
|
{
|
|
int32 MetalSourceLen = FCStringAnsi::Strlen(MetalShaderSource);
|
|
if (MetalSourceLen > 0)
|
|
{
|
|
FArchive* FileWriter = IFileManager::Get().CreateFileWriter(*(Input.DumpDebugInfoPath / Input.SourceFilename + TEXT(".metal")));
|
|
if (FileWriter)
|
|
{
|
|
FileWriter->Serialize(MetalShaderSource,MetalSourceLen+1);
|
|
FileWriter->Close();
|
|
delete FileWriter;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (Result != 0)
|
|
{
|
|
int32 SourceLen = FCStringAnsi::Strlen(MetalShaderSource);
|
|
Output.Target = Input.Target;
|
|
BuildMetalShaderOutput(Output, Input, MetalShaderSource, SourceLen, Output.Errors);
|
|
}
|
|
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];
|
|
ParseHlslccError(Output.Errors, Line);
|
|
}
|
|
}
|
|
|
|
if (MetalShaderSource)
|
|
{
|
|
free(MetalShaderSource);
|
|
}
|
|
if (ErrorLog)
|
|
{
|
|
free(ErrorLog);
|
|
}
|
|
}
|
|
}
|