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//depot/UE4-TappyChicken/Engine/Source/... to //depot/UE4/Engine/Source/... [CL 2081906 by Peter Sauerbrei in Main branch]
1574 lines
46 KiB
C++
1574 lines
46 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved..
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//
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#include "ShaderFormatOpenGL.h"
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#include "Core.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 "glsl/ir_gen_glsl.h"
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#if PLATFORM_WINDOWS
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#include "AllowWindowsPlatformTypes.h"
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#include <GL/glcorearb.h>
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#include <GL/glext.h>
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#include <GL/wglext.h>
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#include "HideWindowsPlatformTypes.h"
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#elif PLATFORM_MAC
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#include <OpenGL/OpenGL.h>
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#include <OpenGL/gl3.h>
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#include <OpenGL/gl3ext.h>
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#ifndef GL_COMPUTE_SHADER
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#define GL_COMPUTE_SHADER 0x91B9
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#endif
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#ifndef GL_TESS_EVALUATION_SHADER
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#define GL_TESS_EVALUATION_SHADER 0x8E87
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#endif
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#ifndef GL_TESS_CONTROL_SHADER
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#define GL_TESS_CONTROL_SHADER 0x8E88
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#endif
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#endif
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#include "OpenGLUtil.h"
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#include "OpenGLShaderResources.h"
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DEFINE_LOG_CATEGORY_STATIC(LogOpenGLShaderCompiler, Log, All);
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#define ENABLE_IMAGINATION_COMPILER 1
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#define MAX_SAMPLERS_PER_SHADER_GLSL_150 16
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#define MAX_SAMPLERS_PER_SHADER_GLSL_430 32
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static FORCEINLINE bool IsES2Platform(GLSLVersion Version)
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{
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return (Version == GLSL_ES2 || Version == GLSL_150_ES2 || Version == GLSL_ES2_WEBGL || Version == GLSL_ES2_IOS);
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}
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static FORCEINLINE bool IsPCES2Platform(GLSLVersion Version)
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{
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return (Version == GLSL_150_ES2);
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}
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/*------------------------------------------------------------------------------
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Shader compiling.
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------------------------------------------------------------------------------*/
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#if PLATFORM_WINDOWS
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/** List all OpenGL entry points needed for shader compilation. */
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#define ENUM_GL_ENTRYPOINTS(EnumMacro) \
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EnumMacro(PFNGLCOMPILESHADERPROC,glCompileShader) \
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EnumMacro(PFNGLCREATESHADERPROC,glCreateShader) \
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EnumMacro(PFNGLDELETESHADERPROC,glDeleteShader) \
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EnumMacro(PFNGLGETSHADERIVPROC,glGetShaderiv) \
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EnumMacro(PFNGLGETSHADERINFOLOGPROC,glGetShaderInfoLog) \
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EnumMacro(PFNGLSHADERSOURCEPROC,glShaderSource) \
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EnumMacro(PFNGLDELETEBUFFERSPROC,glDeleteBuffers)
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/** Define all GL functions. */
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#define DEFINE_GL_ENTRYPOINTS(Type,Func) static Type Func = NULL;
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ENUM_GL_ENTRYPOINTS(DEFINE_GL_ENTRYPOINTS);
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/** This function is handled separately because it is used to get a real context. */
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static PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB;
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/** Platform specific OpenGL context. */
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struct FPlatformOpenGLContext
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{
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HWND WindowHandle;
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HDC DeviceContext;
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HGLRC OpenGLContext;
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};
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/**
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* A dummy wndproc.
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*/
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static LRESULT CALLBACK PlatformDummyGLWndproc(HWND hWnd, uint32 Message, WPARAM wParam, LPARAM lParam)
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{
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return DefWindowProc(hWnd, Message, wParam, lParam);
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}
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/**
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* Initialize a pixel format descriptor for the given window handle.
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*/
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static void PlatformInitPixelFormatForDevice(HDC DeviceContext)
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{
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// Pixel format descriptor for the context.
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PIXELFORMATDESCRIPTOR PixelFormatDesc;
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FMemory::MemZero(PixelFormatDesc);
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PixelFormatDesc.nSize = sizeof(PIXELFORMATDESCRIPTOR);
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PixelFormatDesc.nVersion = 1;
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PixelFormatDesc.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
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PixelFormatDesc.iPixelType = PFD_TYPE_RGBA;
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PixelFormatDesc.cColorBits = 32;
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PixelFormatDesc.cDepthBits = 0;
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PixelFormatDesc.cStencilBits = 0;
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PixelFormatDesc.iLayerType = PFD_MAIN_PLANE;
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// Set the pixel format and create the context.
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int32 PixelFormat = ChoosePixelFormat(DeviceContext, &PixelFormatDesc);
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if (!PixelFormat || !SetPixelFormat(DeviceContext, PixelFormat, &PixelFormatDesc))
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{
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UE_LOG(LogOpenGLShaderCompiler, Fatal,TEXT("Failed to set pixel format for device context."));
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}
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}
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/**
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* Create a dummy window used to construct OpenGL contexts.
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*/
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static void PlatformCreateDummyGLWindow(FPlatformOpenGLContext* OutContext)
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{
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const TCHAR* WindowClassName = TEXT("DummyGLToolsWindow");
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// Register a dummy window class.
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static bool bInitializedWindowClass = false;
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if (!bInitializedWindowClass)
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{
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WNDCLASS wc;
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bInitializedWindowClass = true;
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FMemory::MemZero(wc);
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wc.style = CS_OWNDC;
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wc.lpfnWndProc = PlatformDummyGLWndproc;
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wc.cbClsExtra = 0;
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wc.cbWndExtra = 0;
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wc.hInstance = NULL;
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wc.hIcon = NULL;
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wc.hCursor = NULL;
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wc.hbrBackground = (HBRUSH)(COLOR_MENUTEXT);
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wc.lpszMenuName = NULL;
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wc.lpszClassName = WindowClassName;
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ATOM ClassAtom = ::RegisterClass(&wc);
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check(ClassAtom);
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}
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// Create a dummy window.
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OutContext->WindowHandle = CreateWindowEx(
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WS_EX_WINDOWEDGE,
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WindowClassName,
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NULL,
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WS_POPUP,
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CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT,
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NULL, NULL, NULL, NULL);
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check(OutContext->WindowHandle);
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// Get the device context.
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OutContext->DeviceContext = GetDC(OutContext->WindowHandle);
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check(OutContext->DeviceContext);
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PlatformInitPixelFormatForDevice(OutContext->DeviceContext);
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}
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/**
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* Create a core profile OpenGL context.
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*/
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static void PlatformCreateOpenGLContextCore(FPlatformOpenGLContext* OutContext, int MajorVersion, int MinorVersion, HGLRC InParentContext)
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{
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check(wglCreateContextAttribsARB);
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check(OutContext);
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check(OutContext->DeviceContext);
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int AttribList[] =
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{
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WGL_CONTEXT_MAJOR_VERSION_ARB, MajorVersion,
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WGL_CONTEXT_MINOR_VERSION_ARB, MinorVersion,
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WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB | WGL_CONTEXT_DEBUG_BIT_ARB,
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WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
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0
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};
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OutContext->OpenGLContext = wglCreateContextAttribsARB(OutContext->DeviceContext, InParentContext, AttribList);
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check(OutContext->OpenGLContext);
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}
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/**
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* Make the context current.
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*/
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static void PlatformMakeGLContextCurrent(FPlatformOpenGLContext* Context)
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{
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check(Context && Context->OpenGLContext && Context->DeviceContext);
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wglMakeCurrent(Context->DeviceContext, Context->OpenGLContext);
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}
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/**
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* Initialize an OpenGL context so that shaders can be compiled.
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*/
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static void PlatformInitOpenGL(void*& ContextPtr, void*& PrevContextPtr, int InMajorVersion, int InMinorVersion)
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{
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static FPlatformOpenGLContext ShaderCompileContext = {0};
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ContextPtr = (void*)wglGetCurrentDC();
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PrevContextPtr = (void*)wglGetCurrentContext();
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if (ShaderCompileContext.OpenGLContext == NULL && InMajorVersion && InMinorVersion)
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{
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PlatformCreateDummyGLWindow(&ShaderCompileContext);
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// Disable warning C4191: 'type cast' : unsafe conversion from 'PROC' to 'XXX' while getting GL entry points.
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#pragma warning(push)
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#pragma warning(disable:4191)
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if (wglCreateContextAttribsARB == NULL)
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{
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// Create a dummy context so that wglCreateContextAttribsARB can be initialized.
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ShaderCompileContext.OpenGLContext = wglCreateContext(ShaderCompileContext.DeviceContext);
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check(ShaderCompileContext.OpenGLContext);
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PlatformMakeGLContextCurrent(&ShaderCompileContext);
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wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
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check(wglCreateContextAttribsARB);
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wglDeleteContext(ShaderCompileContext.OpenGLContext);
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}
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// Create a context so that remaining GL function pointers can be initialized.
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PlatformCreateOpenGLContextCore(&ShaderCompileContext, InMajorVersion, InMinorVersion, /*InParentContext=*/ NULL);
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check(ShaderCompileContext.OpenGLContext);
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PlatformMakeGLContextCurrent(&ShaderCompileContext);
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if (glCreateShader == NULL)
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{
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// Initialize all entry points.
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#define GET_GL_ENTRYPOINTS(Type,Func) Func = (Type)wglGetProcAddress(#Func);
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ENUM_GL_ENTRYPOINTS(GET_GL_ENTRYPOINTS);
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// Check that all of the entry points have been initialized.
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bool bFoundAllEntryPoints = true;
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#define CHECK_GL_ENTRYPOINTS(Type,Func) if (Func == NULL) { bFoundAllEntryPoints = false; UE_LOG(LogOpenGLShaderCompiler, Warning, TEXT("Failed to find entry point for %s"), TEXT(#Func)); }
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ENUM_GL_ENTRYPOINTS(CHECK_GL_ENTRYPOINTS);
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checkf(bFoundAllEntryPoints, TEXT("Failed to find all OpenGL entry points."));
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}
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// Restore warning C4191.
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#pragma warning(pop)
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}
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PlatformMakeGLContextCurrent(&ShaderCompileContext);
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}
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static void PlatformReleaseOpenGL(void* ContextPtr, void* PrevContextPtr)
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{
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wglMakeCurrent((HDC)ContextPtr, (HGLRC)PrevContextPtr);
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}
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#elif PLATFORM_MAC
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static void PlatformInitOpenGL(void*& ContextPtr, void*& PrevContextPtr, int InMajorVersion, int InMinorVersion)
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{
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check(InMajorVersion > 3 || (InMajorVersion == 3 && InMinorVersion >= 2));
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CGLPixelFormatAttribute AttribList[] =
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{
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kCGLPFANoRecovery,
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kCGLPFAAccelerated,
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kCGLPFAOpenGLProfile,
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(CGLPixelFormatAttribute)kCGLOGLPVersion_3_2_Core,
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(CGLPixelFormatAttribute)0
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};
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CGLPixelFormatObj PixelFormat;
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GLint NumFormats = 0;
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CGLError Error = CGLChoosePixelFormat(AttribList, &PixelFormat, &NumFormats);
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check(Error == kCGLNoError);
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CGLContextObj ShaderCompileContext;
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Error = CGLCreateContext(PixelFormat, NULL, &ShaderCompileContext);
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check(Error == kCGLNoError);
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Error = CGLDestroyPixelFormat(PixelFormat);
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check(Error == kCGLNoError);
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PrevContextPtr = (void*)CGLGetCurrentContext();
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Error = CGLSetCurrentContext(ShaderCompileContext);
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check(Error == kCGLNoError);
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ContextPtr = (void*)ShaderCompileContext;
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}
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static void PlatformReleaseOpenGL(void* ContextPtr, void* PrevContextPtr)
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{
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CGLContextObj ShaderCompileContext = (CGLContextObj)ContextPtr;
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CGLContextObj PreviousShaderCompileContext = (CGLContextObj)PrevContextPtr;
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CGLError Error;
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Error = CGLSetCurrentContext(PreviousShaderCompileContext);
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check(Error == kCGLNoError);
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Error = CGLDestroyContext(ShaderCompileContext);
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check(Error == kCGLNoError);
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}
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#endif
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/** Map shader frequency -> GL shader type. */
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GLenum GLFrequencyTable[] =
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{
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GL_VERTEX_SHADER, // SF_Vertex
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GL_TESS_CONTROL_SHADER, // SF_Hull
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GL_TESS_EVALUATION_SHADER, // SF_Domain
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GL_FRAGMENT_SHADER, // SF_Pixel
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GL_GEOMETRY_SHADER, // SF_Geometry
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GL_COMPUTE_SHADER, // SF_Compute
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};
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/** Map shader frequency -> string for messages. */
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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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/** Compile time check to verify that the GL mapping tables are up-to-date. */
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checkAtCompileTime(SF_NumFrequencies == ARRAY_COUNT(GLFrequencyTable), SF_NumFrequencesChanged_PleaseUpdateTables);
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checkAtCompileTime(ARRAY_COUNT(GLFrequencyTable) == ARRAY_COUNT(GLFrequencyStringTable), FrequencyTableSizeMismatch);
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/**
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* Parse a GLSL error.
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* @param OutErrors - Storage for shader compiler errors.
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* @param InLine - A single line from the compile error log.
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*/
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void ParseGlslError(TArray<FShaderCompilerError>& OutErrors, const FString& InLine)
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{
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const TCHAR* ErrorPrefix = TEXT("error: 0:");
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const TCHAR* p = *InLine;
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if (FCString::Strnicmp(p, ErrorPrefix, 9) == 0)
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{
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FString ErrorMsg;
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int32 LineNumber = 0;
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p += FCString::Strlen(ErrorPrefix);
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// Skip to a number, take that to be the line number.
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while (*p && *p < TEXT('0') && *p > TEXT('9')) { p++; }
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while (*p && *p >= TEXT('0') && *p <= TEXT('9'))
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{
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LineNumber = 10 * LineNumber + (*p++ - TEXT('0'));
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}
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// Skip to the next alphanumeric value, treat that as the error message.
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while (*p && !FChar::IsAlnum(*p)) { p++; }
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ErrorMsg = p;
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// Generate a compiler error.
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if (ErrorMsg.Len() > 0)
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{
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// Note that no mapping exists from the GLSL source to the original
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// HLSL source.
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FShaderCompilerError* CompilerError = new(OutErrors) FShaderCompilerError;
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CompilerError->StrippedErrorMessage = FString::Printf(
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TEXT("driver compile error(%d): %s"),
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LineNumber,
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*ErrorMsg
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);
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}
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}
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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 - GLSL source with input/output signature.
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* @param SourceLen - The length of the GLSL source code.
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*/
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static void BuildShaderOutput(
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FShaderCompilerOutput& ShaderOutput,
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const ANSICHAR* InShaderSource,
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int32 SourceLen,
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GLSLVersion Version
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)
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{
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FOpenGLCodeHeader 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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// Write out the magic markers.
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Header.GlslMarker = 0x474c534c;
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switch (Frequency)
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{
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case SF_Vertex:
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Header.FrequencyMarker = 0x5653;
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break;
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case SF_Pixel:
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Header.FrequencyMarker = 0x5053;
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break;
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case SF_Geometry:
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Header.FrequencyMarker = 0x4753;
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break;
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case SF_Hull:
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Header.FrequencyMarker = 0x4853;
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break;
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case SF_Domain:
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Header.FrequencyMarker = 0x4453;
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break;
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case SF_Compute:
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Header.FrequencyMarker = 0x4353;
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break;
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default:
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UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Invalid shader frequency: %d"), (int32)Frequency);
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}
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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.
|
|
if (FCStringAnsi::Strncmp(ShaderSource, AttributePrefix, AttributePrefixLen) == 0)
|
|
{
|
|
ShaderSource += AttributePrefixLen;
|
|
uint8 AttributeIndex = ParseNumber(ShaderSource);
|
|
Header.Bindings.InOutMask |= (1 << AttributeIndex);
|
|
}
|
|
|
|
// Skip to the next.
|
|
while (*ShaderSource && *ShaderSource != ',' && *ShaderSource != '\n')
|
|
{
|
|
ShaderSource++;
|
|
}
|
|
|
|
if (Match(ShaderSource, '\n'))
|
|
{
|
|
break;
|
|
}
|
|
|
|
verify(Match(ShaderSource, ','));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Skip to the next line.
|
|
while (*ShaderSource && *ShaderSource++ != '\n') {}
|
|
}
|
|
}
|
|
|
|
// Then the list of outputs.
|
|
if (FCStringAnsi::Strncmp(ShaderSource, OutputsPrefix, OutputsPrefixLen) == 0)
|
|
{
|
|
ShaderSource += OutputsPrefixLen;
|
|
|
|
// Only outputs for pixel shaders must be tracked.
|
|
if (Frequency == SF_Pixel)
|
|
{
|
|
const ANSICHAR* TargetPrefix = "out_Target";
|
|
const int32 TargetPrefixLen = FCStringAnsi::Strlen(TargetPrefix);
|
|
|
|
while (*ShaderSource && *ShaderSource != '\n')
|
|
{
|
|
// Skip the type.
|
|
while (*ShaderSource && *ShaderSource++ != ':') {}
|
|
|
|
// Handle targets.
|
|
if (FCStringAnsi::Strncmp(ShaderSource, TargetPrefix, TargetPrefixLen) == 0)
|
|
{
|
|
ShaderSource += TargetPrefixLen;
|
|
uint8 TargetIndex = ParseNumber(ShaderSource);
|
|
Header.Bindings.InOutMask |= (1 << TargetIndex);
|
|
}
|
|
// Handle depth writes.
|
|
else if (FCStringAnsi::Strcmp(ShaderSource, "gl_FragDepth") == 0)
|
|
{
|
|
Header.Bindings.InOutMask |= 0x8000;
|
|
}
|
|
|
|
// Skip to the next.
|
|
while (*ShaderSource && *ShaderSource != ',' && *ShaderSource != '\n')
|
|
{
|
|
ShaderSource++;
|
|
}
|
|
|
|
if (Match(ShaderSource, '\n'))
|
|
{
|
|
break;
|
|
}
|
|
|
|
verify(Match(ShaderSource, ','));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Skip to the next line.
|
|
while (*ShaderSource && *ShaderSource++ != '\n') {}
|
|
}
|
|
}
|
|
|
|
// Then 'normal' uniform buffers.
|
|
if (FCStringAnsi::Strncmp(ShaderSource, UniformBlocksPrefix, UniformBlocksPrefixLen) == 0)
|
|
{
|
|
ShaderSource += UniformBlocksPrefixLen;
|
|
|
|
while (*ShaderSource && *ShaderSource != '\n')
|
|
{
|
|
FString BufferName = ParseIdentifier(ShaderSource);
|
|
verify(BufferName.Len() > 0);
|
|
verify(Match(ShaderSource, '('));
|
|
uint16 UBIndex = ParseNumber(ShaderSource);
|
|
check(UBIndex == Header.Bindings.NumUniformBuffers);
|
|
verify(Match(ShaderSource, ')'));
|
|
ParameterMap.AddParameterAllocation(*BufferName, Header.Bindings.NumUniformBuffers++, 0, 0);
|
|
|
|
// Skip the comma.
|
|
if (Match(ShaderSource, '\n'))
|
|
{
|
|
break;
|
|
}
|
|
|
|
verify(Match(ShaderSource, ','));
|
|
}
|
|
|
|
Match(ShaderSource, '\n');
|
|
}
|
|
|
|
// Then uniforms.
|
|
const uint16 BytesPerComponent = 4;
|
|
/*
|
|
uint16 PackedUniformSize[OGL_NUM_PACKED_UNIFORM_ARRAYS] = {0};
|
|
FMemory::Memzero(&PackedUniformSize, sizeof(PackedUniformSize));
|
|
*/
|
|
if (FCStringAnsi::Strncmp(ShaderSource, UniformsPrefix, UniformsPrefixLen) == 0)
|
|
{
|
|
// @todo-mobile: Will we ever need to support this code path?
|
|
check(0);
|
|
/*
|
|
ShaderSource += UniformsPrefixLen;
|
|
|
|
while (*ShaderSource && *ShaderSource != '\n')
|
|
{
|
|
uint16 ArrayIndex = 0;
|
|
uint16 Offset = 0;
|
|
uint16 NumComponents = 0;
|
|
|
|
FString ParameterName = ParseIdentifier(ShaderSource);
|
|
verify(ParameterName.Len() > 0);
|
|
verify(Match(ShaderSource, '('));
|
|
ArrayIndex = ParseNumber(ShaderSource);
|
|
verify(Match(ShaderSource, ':'));
|
|
Offset = ParseNumber(ShaderSource);
|
|
verify(Match(ShaderSource, ':'));
|
|
NumComponents = ParseNumber(ShaderSource);
|
|
verify(Match(ShaderSource, ')'));
|
|
|
|
ParameterMap.AddParameterAllocation(
|
|
*ParameterName,
|
|
ArrayIndex,
|
|
Offset * BytesPerComponent,
|
|
NumComponents * BytesPerComponent
|
|
);
|
|
|
|
if (ArrayIndex < OGL_NUM_PACKED_UNIFORM_ARRAYS)
|
|
{
|
|
PackedUniformSize[ArrayIndex] = FMath::Max<uint16>(
|
|
PackedUniformSize[ArrayIndex],
|
|
BytesPerComponent * (Offset + NumComponents)
|
|
);
|
|
}
|
|
|
|
// Skip the comma.
|
|
if (Match(ShaderSource, '\n'))
|
|
{
|
|
break;
|
|
}
|
|
|
|
verify(Match(ShaderSource, ','));
|
|
}
|
|
|
|
Match(ShaderSource, '\n');
|
|
*/
|
|
}
|
|
|
|
// Packed global uniforms
|
|
TMap<ANSICHAR, uint16> PackedGlobalArraySize;
|
|
if (FCStringAnsi::Strncmp(ShaderSource, PackedGlobalsPrefix, PackedGlobalsPrefixLen) == 0)
|
|
{
|
|
ShaderSource += PackedGlobalsPrefixLen;
|
|
while (*ShaderSource && *ShaderSource != '\n')
|
|
{
|
|
ANSICHAR ArrayIndex = 0;
|
|
uint16 Offset = 0;
|
|
uint16 NumComponents = 0;
|
|
|
|
FString ParameterName = ParseIdentifier(ShaderSource);
|
|
verify(ParameterName.Len() > 0);
|
|
verify(Match(ShaderSource, '('));
|
|
ArrayIndex = *ShaderSource++;
|
|
verify(Match(ShaderSource, ':'));
|
|
Offset = ParseNumber(ShaderSource);
|
|
verify(Match(ShaderSource, ','));
|
|
NumComponents = ParseNumber(ShaderSource);
|
|
verify(Match(ShaderSource, ')'));
|
|
|
|
ParameterMap.AddParameterAllocation(
|
|
*ParameterName,
|
|
ArrayIndex,
|
|
Offset * BytesPerComponent,
|
|
NumComponents * BytesPerComponent
|
|
);
|
|
|
|
uint16& Size = PackedGlobalArraySize.FindOrAdd(ArrayIndex);
|
|
Size = FMath::Max<uint16>(BytesPerComponent * (Offset + NumComponents), Size);
|
|
|
|
if (Match(ShaderSource, '\n'))
|
|
{
|
|
break;
|
|
}
|
|
|
|
// Skip the comma.
|
|
verify(Match(ShaderSource, ','));
|
|
}
|
|
|
|
Match(ShaderSource, '\n');
|
|
}
|
|
|
|
// Packed Uniform Buffers
|
|
TMap<int, TMap<ANSICHAR, uint16> > PackedUniformBuffersSize;
|
|
while (FCStringAnsi::Strncmp(ShaderSource, PackedUBPrefix, PackedUBPrefixLen) == 0)
|
|
{
|
|
ShaderSource += PackedUBPrefixLen;
|
|
FString BufferName = ParseIdentifier(ShaderSource);
|
|
verify(BufferName.Len() > 0);
|
|
verify(Match(ShaderSource, '('));
|
|
uint16 BufferIndex = ParseNumber(ShaderSource);
|
|
check(BufferIndex == Header.Bindings.NumUniformBuffers);
|
|
verify(Match(ShaderSource, ')'));
|
|
ParameterMap.AddParameterAllocation(*BufferName, Header.Bindings.NumUniformBuffers++, 0, 0);
|
|
|
|
verify(Match(ShaderSource, ':'));
|
|
Match(ShaderSource, ' ');
|
|
while (*ShaderSource && *ShaderSource != '\n')
|
|
{
|
|
FString ParameterName = ParseIdentifier(ShaderSource);
|
|
verify(ParameterName.Len() > 0);
|
|
verify(Match(ShaderSource, '('));
|
|
ParseNumber(ShaderSource);
|
|
verify(Match(ShaderSource, ','));
|
|
ParseNumber(ShaderSource);
|
|
verify(Match(ShaderSource, ')'));
|
|
|
|
if (Match(ShaderSource, '\n'))
|
|
{
|
|
break;
|
|
}
|
|
|
|
verify(Match(ShaderSource, ','));
|
|
}
|
|
}
|
|
|
|
// Packed Uniform Buffers copy lists & setup sizes for each UB/Precision entry
|
|
enum EFlattenUBState
|
|
{
|
|
Unknown,
|
|
GroupedUBs,
|
|
FlattenedUBs,
|
|
};
|
|
EFlattenUBState UBState = Unknown;
|
|
if (FCStringAnsi::Strncmp(ShaderSource, PackedUBCopiesPrefix, PackedUBCopiesPrefixLen) == 0)
|
|
{
|
|
ShaderSource += PackedUBCopiesPrefixLen;
|
|
while (*ShaderSource && *ShaderSource != '\n')
|
|
{
|
|
FOpenGLUniformBufferCopyInfo CopyInfo;
|
|
|
|
CopyInfo.SourceUBIndex = ParseNumber(ShaderSource);
|
|
verify(Match(ShaderSource, ':'));
|
|
|
|
CopyInfo.SourceOffsetInFloats = ParseNumber(ShaderSource);
|
|
verify(Match(ShaderSource, '-'));
|
|
|
|
CopyInfo.DestUBIndex = ParseNumber(ShaderSource);
|
|
verify(Match(ShaderSource, ':'));
|
|
|
|
CopyInfo.DestUBTypeName = *ShaderSource++;
|
|
CopyInfo.DestUBTypeIndex = GLPackedTypeNameToTypeIndex(CopyInfo.DestUBTypeName);
|
|
verify(Match(ShaderSource, ':'));
|
|
|
|
CopyInfo.DestOffsetInFloats = ParseNumber(ShaderSource);
|
|
verify(Match(ShaderSource, ':'));
|
|
|
|
CopyInfo.SizeInFloats = ParseNumber(ShaderSource);
|
|
|
|
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);
|
|
|
|
if (Match(ShaderSource, '\n'))
|
|
{
|
|
break;
|
|
}
|
|
|
|
verify(Match(ShaderSource, ','));
|
|
}
|
|
|
|
check(UBState == Unknown);
|
|
UBState = GroupedUBs;
|
|
}
|
|
|
|
if (FCStringAnsi::Strncmp(ShaderSource, PackedUBGlobalCopiesPrefix, PackedUBGlobalCopiesPrefixLen) == 0)
|
|
{
|
|
ShaderSource += PackedUBGlobalCopiesPrefixLen;
|
|
while (*ShaderSource && *ShaderSource != '\n')
|
|
{
|
|
FOpenGLUniformBufferCopyInfo CopyInfo;
|
|
|
|
CopyInfo.SourceUBIndex = ParseNumber(ShaderSource);
|
|
verify(Match(ShaderSource, ':'));
|
|
|
|
CopyInfo.SourceOffsetInFloats = ParseNumber(ShaderSource);
|
|
verify(Match(ShaderSource, '-'));
|
|
|
|
CopyInfo.DestUBIndex = 0;
|
|
|
|
CopyInfo.DestUBTypeName = *ShaderSource++;
|
|
CopyInfo.DestUBTypeIndex = GLPackedTypeNameToTypeIndex(CopyInfo.DestUBTypeName);
|
|
verify(Match(ShaderSource, ':'));
|
|
|
|
CopyInfo.DestOffsetInFloats = ParseNumber(ShaderSource);
|
|
verify(Match(ShaderSource, ':'));
|
|
|
|
CopyInfo.SizeInFloats = ParseNumber(ShaderSource);
|
|
|
|
Header.UniformBuffersCopyInfo.Add(CopyInfo);
|
|
|
|
uint16& Size = PackedGlobalArraySize.FindOrAdd(CopyInfo.DestUBTypeName);
|
|
Size = FMath::Max<uint16>(BytesPerComponent * (CopyInfo.DestOffsetInFloats + CopyInfo.SizeInFloats), Size);
|
|
|
|
if (Match(ShaderSource, '\n'))
|
|
{
|
|
break;
|
|
}
|
|
|
|
verify(Match(ShaderSource, ','));
|
|
}
|
|
|
|
check(UBState == Unknown);
|
|
UBState = FlattenedUBs;
|
|
}
|
|
|
|
Header.Bindings.bFlattenUB = (UBState == FlattenedUBs);
|
|
|
|
// Setup Packed Array info
|
|
Header.Bindings.PackedGlobalArrays.Reserve(PackedGlobalArraySize.Num());
|
|
for (auto Iterator = PackedGlobalArraySize.CreateIterator(); Iterator; ++Iterator)
|
|
{
|
|
ANSICHAR TypeName = Iterator.Key();
|
|
uint16 Size = Iterator.Value();
|
|
Size = (Size + 0xf) & (~0xf);
|
|
FOpenGLPackedArrayInfo Info;
|
|
Info.Size = Size;
|
|
Info.TypeName = TypeName;
|
|
Info.TypeIndex = GLPackedTypeNameToTypeIndex(TypeName);
|
|
Header.Bindings.PackedGlobalArrays.Add(Info);
|
|
}
|
|
|
|
// Setup Packed Uniform Buffers info
|
|
Header.Bindings.PackedUniformBuffers.Reserve(PackedUniformBuffersSize.Num());
|
|
for (auto Iterator = PackedUniformBuffersSize.CreateIterator(); Iterator; ++Iterator)
|
|
{
|
|
int BufferIndex = Iterator.Key();
|
|
auto& ArraySizes = Iterator.Value();
|
|
TArray<FOpenGLPackedArrayInfo> InfoArray;
|
|
InfoArray.Reserve(ArraySizes.Num());
|
|
for (auto IterSizes = ArraySizes.CreateIterator(); IterSizes; ++IterSizes)
|
|
{
|
|
ANSICHAR TypeName = IterSizes.Key();
|
|
uint16 Size = IterSizes.Value();
|
|
Size = (Size + 0xf) & (~0xf);
|
|
FOpenGLPackedArrayInfo Info;
|
|
Info.Size = Size;
|
|
Info.TypeName = TypeName;
|
|
Info.TypeIndex = GLPackedTypeNameToTypeIndex(TypeName);
|
|
InfoArray.Add(Info);
|
|
}
|
|
|
|
Header.Bindings.PackedUniformBuffers.Add(InfoArray);
|
|
}
|
|
|
|
// Then samplers.
|
|
if (FCStringAnsi::Strncmp(ShaderSource, SamplersPrefix, SamplersPrefixLen) == 0)
|
|
{
|
|
ShaderSource += SamplersPrefixLen;
|
|
|
|
while (*ShaderSource && *ShaderSource != '\n')
|
|
{
|
|
uint16 Offset = 0;
|
|
uint16 NumSamplers = 0;
|
|
|
|
FString ParameterName = ParseIdentifier(ShaderSource);
|
|
verify(ParameterName.Len() > 0);
|
|
verify(Match(ShaderSource, '('));
|
|
Offset = ParseNumber(ShaderSource);
|
|
verify(Match(ShaderSource, ':'));
|
|
NumSamplers = ParseNumber(ShaderSource);
|
|
ParameterMap.AddParameterAllocation(
|
|
*ParameterName,
|
|
0,
|
|
Offset,
|
|
NumSamplers
|
|
);
|
|
|
|
Header.Bindings.NumSamplers = FMath::Max<uint8>(
|
|
Header.Bindings.NumSamplers,
|
|
Offset + NumSamplers
|
|
);
|
|
|
|
if (Match(ShaderSource, '['))
|
|
{
|
|
// Sampler States
|
|
do
|
|
{
|
|
FString SamplerState = ParseIdentifier(ShaderSource);
|
|
checkSlow(SamplerState.Len() != 0);
|
|
ParameterMap.AddParameterAllocation(
|
|
*SamplerState,
|
|
0,
|
|
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 GLSL)
|
|
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, ','));
|
|
}
|
|
}
|
|
|
|
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
|
|
{
|
|
// Write out the header and shader source code.
|
|
FMemoryWriter Ar(ShaderOutput.Code, true);
|
|
Ar << Header;
|
|
Ar.Serialize((void*)ShaderSource, SourceLen + 1 - (ShaderSource - InShaderSource));
|
|
|
|
ShaderOutput.NumInstructions = 0;
|
|
ShaderOutput.NumTextureSamplers = Header.Bindings.NumSamplers;
|
|
ShaderOutput.bSucceeded = true;
|
|
}
|
|
}
|
|
|
|
static void OpenGLVersionFromGLSLVersion(GLSLVersion InVersion, int& OutMajorVersion, int& OutMinorVersion)
|
|
{
|
|
switch(InVersion)
|
|
{
|
|
case GLSL_150:
|
|
case GLSL_150_MAC:
|
|
OutMajorVersion = 3;
|
|
OutMinorVersion = 2;
|
|
break;
|
|
case GLSL_430:
|
|
OutMajorVersion = 4;
|
|
OutMinorVersion = 3;
|
|
break;
|
|
case GLSL_150_ES2:
|
|
OutMajorVersion = 3;
|
|
OutMinorVersion = 2;
|
|
break;
|
|
case GLSL_ES2_IOS:
|
|
case GLSL_ES2_WEBGL:
|
|
case GLSL_ES2:
|
|
OutMajorVersion = 0;
|
|
OutMinorVersion = 0;
|
|
break;
|
|
default:
|
|
// Invalid enum
|
|
check(0);
|
|
OutMajorVersion = 0;
|
|
OutMinorVersion = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
static const TCHAR* GetGLSLES2CompilerExecutable(bool bNDACompiler)
|
|
{
|
|
// Unfortunately no env var is set to handle install path
|
|
return (bNDACompiler
|
|
? TEXT("C:\\Imagination\\PowerVR\\GraphicsSDK\\Compilers\\OGLES\\Windows_x86_32\\glslcompiler_sgx543_nda.exe")
|
|
: TEXT("C:\\Imagination\\PowerVR\\GraphicsSDK\\Compilers\\OGLES\\Windows_x86_32\\glslcompiler_sgx543.exe"));
|
|
}
|
|
|
|
static FString CreateGLSLES2CompilerArguments(const FString& ShaderFile, const FString& OutputFile, EHlslShaderFrequency Frequency, bool bNDACompiler)
|
|
{
|
|
const TCHAR* FrequencySwitch = TEXT("");
|
|
switch (Frequency)
|
|
{
|
|
case HSF_PixelShader:
|
|
FrequencySwitch = TEXT(" -f");
|
|
break;
|
|
|
|
case HSF_VertexShader:
|
|
FrequencySwitch = TEXT(" -v");
|
|
break;
|
|
|
|
default:
|
|
return TEXT("");
|
|
}
|
|
|
|
FString Arguments = FString::Printf(TEXT("%s %s %s -profile -perfsim"), *FPaths::GetCleanFilename(ShaderFile), *FPaths::GetCleanFilename(OutputFile), FrequencySwitch);
|
|
|
|
if (bNDACompiler)
|
|
{
|
|
Arguments += " -disasm";
|
|
}
|
|
|
|
return Arguments;
|
|
}
|
|
|
|
static FString CreateCommandLineGLSLES2(const FString& ShaderFile, const FString& OutputFile, GLSLVersion Version, EHlslShaderFrequency Frequency, bool bNDACompiler)
|
|
{
|
|
if (Version != GLSL_ES2 && Version != GLSL_ES2_WEBGL && Version != GLSL_ES2_IOS)
|
|
{
|
|
return TEXT("");
|
|
}
|
|
|
|
FString CmdLine = FString(GetGLSLES2CompilerExecutable(bNDACompiler)) + TEXT(" ") + CreateGLSLES2CompilerArguments(ShaderFile, OutputFile, Frequency, bNDACompiler);
|
|
CmdLine += FString(LINE_TERMINATOR) + TEXT("pause");
|
|
return CmdLine;
|
|
}
|
|
|
|
/** Precompile a glsl shader for ES2. */
|
|
static void PrecompileGLSLES2(FShaderCompilerOutput& ShaderOutput, const FShaderCompilerInput& ShaderInput, const ANSICHAR* ShaderSource, EHlslShaderFrequency Frequency)
|
|
{
|
|
const TCHAR* CompilerExecutableName = GetGLSLES2CompilerExecutable(false);
|
|
const int32 SourceLen = FCStringAnsi::Strlen(ShaderSource);
|
|
const bool bCompilerExecutableExists = FPaths::FileExists(CompilerExecutableName);
|
|
|
|
// Using the debug info path to write out the files to disk for the PVR shader compiler
|
|
if (ShaderInput.DumpDebugInfoPath != TEXT("") && bCompilerExecutableExists)
|
|
{
|
|
const FString GLSLSourceFile = (ShaderInput.DumpDebugInfoPath / TEXT("GLSLSource.txt"));
|
|
bool bSavedSuccessfully = false;
|
|
|
|
{
|
|
FArchive* Ar = IFileManager::Get().CreateFileWriter(*GLSLSourceFile, FILEWRITE_EvenIfReadOnly);
|
|
|
|
// Save the ansi file to disk so it can be used as input to the PVR shader compiler
|
|
if (Ar)
|
|
{
|
|
bSavedSuccessfully = true;
|
|
|
|
// @todo: Patch the code so that textureCubeLodEXT gets converted to textureCubeLod to workaround PowerVR issues
|
|
const ANSICHAR* VersionString = FCStringAnsi::Strfind(ShaderSource, "#version 100");
|
|
check(VersionString);
|
|
VersionString += 12; // strlen("# version 100");
|
|
Ar->Serialize((void*)ShaderSource, (VersionString - ShaderSource) * sizeof(ANSICHAR));
|
|
const char* PVRWorkaround = "\n#ifndef textureCubeLodEXT\n#define textureCubeLodEXT textureCubeLod\n#endif\n";
|
|
Ar->Serialize((void*)PVRWorkaround, FCStringAnsi::Strlen(PVRWorkaround));
|
|
Ar->Serialize((void*)VersionString, (SourceLen - (VersionString - ShaderSource)) * sizeof(ANSICHAR));
|
|
delete Ar;
|
|
}
|
|
}
|
|
|
|
if (bSavedSuccessfully && ENABLE_IMAGINATION_COMPILER)
|
|
{
|
|
const FString Arguments = CreateGLSLES2CompilerArguments(GLSLSourceFile, TEXT("ASM.txt"), Frequency, false);
|
|
|
|
FString StdOut;
|
|
FString StdErr;
|
|
int32 ReturnCode = 0;
|
|
|
|
// Run the PowerVR shader compiler and wait for completion
|
|
FPlatformProcess::ExecProcess(GetGLSLES2CompilerExecutable(false), *Arguments, &ReturnCode, &StdOut, &StdErr);
|
|
|
|
if (ReturnCode >= 0)
|
|
{
|
|
ShaderOutput.bSucceeded = true;
|
|
ShaderOutput.Target = ShaderInput.Target;
|
|
|
|
BuildShaderOutput(ShaderOutput, ShaderSource, SourceLen, GLSL_ES2);
|
|
|
|
// Parse the cycle count
|
|
const int32 CycleCountStringLength = FPlatformString::Strlen(TEXT("Cycle count: "));
|
|
const int32 CycleCountIndex = StdOut.Find(TEXT("Cycle count: "));
|
|
|
|
if (CycleCountIndex != INDEX_NONE && CycleCountIndex + CycleCountStringLength < StdOut.Len())
|
|
{
|
|
const int32 CycleCountEndIndex = StdOut.Find(TEXT("\n"), ESearchCase::IgnoreCase, ESearchDir::FromStart, CycleCountIndex + CycleCountStringLength);
|
|
|
|
if (CycleCountEndIndex != INDEX_NONE)
|
|
{
|
|
const FString InstructionSubstring = StdOut.Mid(CycleCountIndex + CycleCountStringLength, CycleCountEndIndex - (CycleCountIndex + CycleCountStringLength));
|
|
ShaderOutput.NumInstructions = FCString::Atoi(*InstructionSubstring);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ShaderOutput.bSucceeded = false;
|
|
|
|
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
|
|
// Print the name of the generated glsl file so we can open it with a double click in the VS.Net output window
|
|
NewError->StrippedErrorMessage = FString::Printf(TEXT("%s \nPVR SDK glsl compiler for SGX543: %s"), *GLSLSourceFile, *StdOut);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ShaderOutput.bSucceeded = true;
|
|
ShaderOutput.Target = ShaderInput.Target;
|
|
|
|
BuildShaderOutput(ShaderOutput, ShaderSource, SourceLen, GLSL_ES2);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ShaderOutput.bSucceeded = true;
|
|
ShaderOutput.Target = ShaderInput.Target;
|
|
|
|
BuildShaderOutput(ShaderOutput, ShaderSource, SourceLen, GLSL_ES2);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Precompile a GLSL shader.
|
|
* @param ShaderOutput - The precompiled shader.
|
|
* @param ShaderInput - The shader input.
|
|
* @param InPreprocessedShader - The preprocessed source code.
|
|
*/
|
|
static void PrecompileShader(FShaderCompilerOutput& ShaderOutput, const FShaderCompilerInput& ShaderInput, const ANSICHAR* ShaderSource, GLSLVersion Version, EHlslShaderFrequency Frequency)
|
|
{
|
|
check(ShaderInput.Target.Frequency < SF_NumFrequencies);
|
|
|
|
// Lookup the GL shader type.
|
|
GLenum GLFrequency = GLFrequencyTable[ShaderInput.Target.Frequency];
|
|
if (GLFrequency == GL_NONE)
|
|
{
|
|
ShaderOutput.bSucceeded = false;
|
|
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
|
|
NewError->StrippedErrorMessage = FString::Printf(TEXT("%s shaders not supported for use in OpenGL."), GLFrequencyStringTable[ShaderInput.Target.Frequency]);
|
|
return;
|
|
}
|
|
|
|
if (Version == GLSL_ES2 || Version == GLSL_ES2_WEBGL || Version == GLSL_ES2_IOS)
|
|
{
|
|
PrecompileGLSLES2(ShaderOutput, ShaderInput, ShaderSource, Frequency);
|
|
}
|
|
else
|
|
{
|
|
// Create the shader with the preprocessed source code.
|
|
void* ContextPtr;
|
|
void* PrevContextPtr;
|
|
int MajorVersion = 0;
|
|
int MinorVersion = 0;
|
|
OpenGLVersionFromGLSLVersion(Version, MajorVersion, MinorVersion);
|
|
PlatformInitOpenGL(ContextPtr, PrevContextPtr, MajorVersion, MinorVersion);
|
|
|
|
GLint SourceLen = FCStringAnsi::Strlen(ShaderSource);
|
|
GLuint Shader = glCreateShader(GLFrequency);
|
|
{
|
|
const GLchar* SourcePtr = ShaderSource;
|
|
glShaderSource(Shader, 1, &SourcePtr, &SourceLen);
|
|
}
|
|
|
|
// Compile and get results.
|
|
glCompileShader(Shader);
|
|
{
|
|
GLint CompileStatus;
|
|
glGetShaderiv(Shader, GL_COMPILE_STATUS, &CompileStatus);
|
|
if (CompileStatus == GL_TRUE)
|
|
{
|
|
ShaderOutput.Target = ShaderInput.Target;
|
|
BuildShaderOutput(
|
|
ShaderOutput,
|
|
ShaderSource,
|
|
(int32)SourceLen,
|
|
Version
|
|
);
|
|
}
|
|
else
|
|
{
|
|
GLint LogLength;
|
|
glGetShaderiv(Shader, GL_INFO_LOG_LENGTH, &LogLength);
|
|
if (LogLength > 1)
|
|
{
|
|
TArray<ANSICHAR> RawCompileLog;
|
|
FString CompileLog;
|
|
TArray<FString> LogLines;
|
|
|
|
RawCompileLog.Empty(LogLength);
|
|
RawCompileLog.AddZeroed(LogLength);
|
|
glGetShaderInfoLog(Shader, LogLength, /*OutLength=*/ NULL, RawCompileLog.GetTypedData());
|
|
CompileLog = ANSI_TO_TCHAR(RawCompileLog.GetTypedData());
|
|
CompileLog.ParseIntoArray(&LogLines, TEXT("\n"), true);
|
|
|
|
for (int32 Line = 0; Line < LogLines.Num(); ++Line)
|
|
{
|
|
ParseGlslError(ShaderOutput.Errors, LogLines[Line]);
|
|
}
|
|
|
|
if (ShaderOutput.Errors.Num() == 0)
|
|
{
|
|
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
|
|
NewError->StrippedErrorMessage = FString::Printf(
|
|
TEXT("GLSL source:\n%sGL compile log: %s\n"),
|
|
ANSI_TO_TCHAR(ShaderSource),
|
|
ANSI_TO_TCHAR(RawCompileLog.GetTypedData())
|
|
);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
|
|
NewError->StrippedErrorMessage = TEXT("Shader compile failed without errors.");
|
|
}
|
|
|
|
ShaderOutput.bSucceeded = false;
|
|
}
|
|
}
|
|
glDeleteShader(Shader);
|
|
PlatformReleaseOpenGL(ContextPtr, PrevContextPtr);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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, GLSLVersion Version, 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("");
|
|
switch (Version)
|
|
{
|
|
case GLSL_150:
|
|
VersionSwitch = TEXT(" -gl3");
|
|
break;
|
|
|
|
case GLSL_150_MAC:
|
|
VersionSwitch = TEXT(" -gl3 -mac");
|
|
break;
|
|
|
|
case GLSL_150_ES2:
|
|
VersionSwitch = TEXT(" -gl3 -flattenub -flattenubstruct");
|
|
break;
|
|
|
|
case GLSL_430:
|
|
VersionSwitch = TEXT(" -gl4");
|
|
break;
|
|
|
|
case GLSL_ES2:
|
|
case GLSL_ES2_WEBGL:
|
|
VersionSwitch = TEXT(" -es2");
|
|
break;
|
|
|
|
case GLSL_ES2_IOS:
|
|
VersionSwitch = TEXT(" -es2");
|
|
break;
|
|
|
|
default:
|
|
return TEXT("");
|
|
}
|
|
|
|
const TCHAR* ApplyCSE = (CCFlags & HLSLCC_ApplyCommonSubexpressionElimination) != 0 ? TEXT("-cse") : 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, ApplyCSE);
|
|
CmdLine += "\npause";
|
|
return CmdLine;
|
|
}
|
|
|
|
/**
|
|
* Compile a shader for OpenGL on Windows.
|
|
* @param Input - The input shader code and environment.
|
|
* @param Output - Contains shader compilation results upon return.
|
|
*/
|
|
void CompileShader_Windows_OGL(const FShaderCompilerInput& Input,FShaderCompilerOutput& Output,const FString& WorkingDirectory, GLSLVersion Version)
|
|
{
|
|
FString PreprocessedShader;
|
|
FShaderCompilerDefinitions AdditionalDefines;
|
|
EHlslCompileTarget HlslCompilerTarget = HCT_InvalidTarget;
|
|
switch (Version)
|
|
{
|
|
case GLSL_430:
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("GL4_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelSM5;
|
|
break;
|
|
|
|
case GLSL_150:
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("GL3_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelSM4;
|
|
break;
|
|
|
|
case GLSL_150_MAC:
|
|
AdditionalDefines.SetDefine(TEXT("MAC"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("GL3_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelSM4;
|
|
break;
|
|
|
|
case GLSL_ES2_WEBGL:
|
|
AdditionalDefines.SetDefine(TEXT("WEBGL"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL_ES2"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("ES2_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelES2;
|
|
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
|
|
break;
|
|
|
|
case GLSL_ES2_IOS:
|
|
AdditionalDefines.SetDefine(TEXT("IOS"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL_ES2"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("ES2_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelES2;
|
|
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
|
|
break;
|
|
|
|
case GLSL_ES2:
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL_ES2"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("ES2_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelES2;
|
|
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
|
|
break;
|
|
|
|
case GLSL_150_ES2:
|
|
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
|
|
AdditionalDefines.SetDefine(TEXT("ES2_PROFILE"), 1);
|
|
HlslCompilerTarget = HCT_FeatureLevelSM4;
|
|
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
|
|
break;
|
|
|
|
default:
|
|
check(0);
|
|
}
|
|
|
|
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* GlslShaderSource = NULL;
|
|
char* ErrorLog = NULL;
|
|
|
|
const EHlslShaderFrequency FrequencyTable[] =
|
|
{
|
|
HSF_VertexShader,
|
|
Version == GLSL_430 ? HSF_HullShader : HSF_InvalidFrequency,
|
|
Version == GLSL_430 ? HSF_DomainShader : HSF_InvalidFrequency,
|
|
HSF_PixelShader,
|
|
IsES2Platform(Version) ? HSF_InvalidFrequency : HSF_GeometryShader,
|
|
Version == GLSL_430 ? 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 OpenGL."),
|
|
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 | HLSLCC_DX11ClipSpace;
|
|
if (IsES2Platform(Version))
|
|
{
|
|
CCFlags |= HLSLCC_FlattenUniformBuffers | HLSLCC_FlattenUniformBufferStructures;
|
|
// Currently only enabled for ES2, as there are still features to implement for SM4+ (atomics, global store, UAVs, etc)
|
|
if (!IsPCES2Platform(Version))
|
|
{
|
|
CCFlags |= HLSLCC_ApplyCommonSubexpressionElimination;
|
|
}
|
|
}
|
|
|
|
if (bDumpDebugInfo)
|
|
{
|
|
const FString GLSLFile = (Input.DumpDebugInfoPath / TEXT("Output.glsl"));
|
|
const FString USFFile = (Input.DumpDebugInfoPath / Input.SourceFilename) + TEXT(".usf");
|
|
const FString CCBatchFileContents = CreateCommandLineHLSLCC(USFFile, GLSLFile, *Input.EntryPointName, Frequency, Version, CCFlags);
|
|
if (!CCBatchFileContents.IsEmpty())
|
|
{
|
|
FFileHelper::SaveStringToFile(CCBatchFileContents, *(Input.DumpDebugInfoPath / TEXT("CrossCompile.bat")));
|
|
}
|
|
}
|
|
|
|
FGlslCodeBackend GlslBackEnd(CCFlags);
|
|
FGlslLanguageSpec GLslLanguageSpec(IsES2Platform(Version) && !IsPCES2Platform(Version));
|
|
int32 Result = HlslCrossCompile(
|
|
TCHAR_TO_ANSI(*Input.SourceFilename),
|
|
TCHAR_TO_ANSI(*PreprocessedShader),
|
|
TCHAR_TO_ANSI(*Input.EntryPointName),
|
|
Frequency,
|
|
&GlslBackEnd,
|
|
&GLslLanguageSpec,
|
|
CCFlags,
|
|
HlslCompilerTarget,
|
|
&GlslShaderSource,
|
|
&ErrorLog
|
|
);
|
|
|
|
if (Result != 0)
|
|
{
|
|
if (bDumpDebugInfo)
|
|
{
|
|
const FString GLSLFile = (Input.DumpDebugInfoPath / TEXT("Output.glsl"));
|
|
const FString GLBatchFileContents = CreateCommandLineGLSLES2(GLSLFile, (Input.DumpDebugInfoPath / TEXT("Output.asm")), Version, Frequency, false);
|
|
if (!GLBatchFileContents.IsEmpty())
|
|
{
|
|
FFileHelper::SaveStringToFile(GLBatchFileContents, *(Input.DumpDebugInfoPath / TEXT("GLSLCompile.bat")));
|
|
}
|
|
|
|
const FString NDABatchFileContents = CreateCommandLineGLSLES2(GLSLFile, (Input.DumpDebugInfoPath / TEXT("Output.asm")), Version, Frequency, true);
|
|
if (!NDABatchFileContents.IsEmpty())
|
|
{
|
|
FFileHelper::SaveStringToFile(NDABatchFileContents, *(Input.DumpDebugInfoPath / TEXT("NDAGLSLCompile.bat")));
|
|
}
|
|
|
|
int32 GlslSourceLen = FCStringAnsi::Strlen(GlslShaderSource);
|
|
if (GlslSourceLen > 0)
|
|
{
|
|
FArchive* FileWriter = IFileManager::Get().CreateFileWriter(*(Input.DumpDebugInfoPath / Input.SourceFilename + TEXT(".glsl")));
|
|
if (FileWriter)
|
|
{
|
|
FileWriter->Serialize(GlslShaderSource,GlslSourceLen+1);
|
|
FileWriter->Close();
|
|
delete FileWriter;
|
|
}
|
|
}
|
|
}
|
|
|
|
#if VALIDATE_GLSL_WITH_DRIVER
|
|
PrecompileShader(Output, Input, GlslShaderSource, Version, Frequency);
|
|
if (Output.bSucceeded == false)
|
|
{
|
|
#if DUMP_HLSCLCC_SHADERS
|
|
DumpFile.SetFilename( *DumpGLSL);
|
|
for(int i = 0; i < Output.Errors.Num(); ++i)
|
|
{
|
|
DumpFile.Logf(TEXT("%s"), *Output.Errors[i].GetErrorString());
|
|
}
|
|
DumpFile.Flush();
|
|
#endif
|
|
}
|
|
#else // VALIDATE_GLSL_WITH_DRIVER
|
|
int32 SourceLen = FCStringAnsi::Strlen(GlslShaderSource);
|
|
Output.Target = Input.Target;
|
|
BuildShaderOutput(Output, GlslShaderSource, SourceLen, Version);
|
|
#endif // VALIDATE_GLSL_WITH_DRIVER
|
|
}
|
|
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 (GlslShaderSource)
|
|
{
|
|
free(GlslShaderSource);
|
|
}
|
|
if (ErrorLog)
|
|
{
|
|
free(ErrorLog);
|
|
}
|
|
}
|
|
}
|