Files
UnrealEngine/Engine/Source/Developer/ShaderFormatOpenGL/Private/OpenGLShaderCompiler.cpp
2025-05-18 13:04:45 +08:00

3300 lines
108 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
// ..
#include "CoreMinimal.h"
#include "CrossCompiler.h"
#include "HAL/FileManager.h"
#include "HlslccHeaderWriter.h"
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"
#include "Serialization/MemoryWriter.h"
#include "ShaderCompilerCommon.h"
#include "ShaderCompilerDefinitions.h"
#include "ShaderFormatOpenGL.h"
#include "ShaderParameterParser.h"
#include "ShaderPreprocessTypes.h"
#include "SpirvReflectCommon.h"
#include <algorithm>
#include <regex>
#if PLATFORM_WINDOWS
#include "Windows/AllowWindowsPlatformTypes.h"
#include <objbase.h>
#include <stdio.h>
#include "Windows/HideWindowsPlatformTypes.h"
#endif
#include "ShaderCore.h"
#include "ShaderPreprocessor.h"
#include "ShaderCompilerCommon.h"
#if PLATFORM_WINDOWS
#include "Windows/AllowWindowsPlatformTypes.h"
#include <GL/glcorearb.h>
#include <GL/wglext.h>
#include "Windows/HideWindowsPlatformTypes.h"
#elif PLATFORM_LINUX
#include <GL/glcorearb.h>
#include <GL/glext.h>
#include <SDL3/SDL.h>
#include <stdio.h>
#include <wchar.h>
typedef SDL_Window* SDL_HWindow;
typedef SDL_GLContext SDL_HGLContext;
struct FPlatformOpenGLContext
{
SDL_HWindow hWnd;
SDL_HGLContext hGLContext; // this is a (void*) pointer
};
#elif PLATFORM_MAC
#include <OpenGL/OpenGL.h>
#include <OpenGL/gl3.h>
#include <OpenGL/gl3ext.h>
#ifndef GL_COMPUTE_SHADER
#define GL_COMPUTE_SHADER 0x91B9
#endif
#ifndef GL_TESS_EVALUATION_SHADER
#define GL_TESS_EVALUATION_SHADER 0x8E87
#endif
#ifndef GL_TESS_CONTROL_SHADER
#define GL_TESS_CONTROL_SHADER 0x8E88
#endif
#endif
#include "OpenGLShaderResources.h"
THIRD_PARTY_INCLUDES_START
#include "spirv_reflect.h"
#include <map>
THIRD_PARTY_INCLUDES_END
DEFINE_LOG_CATEGORY_STATIC(LogOpenGLShaderCompiler, Log, All);
#define VALIDATE_GLSL_WITH_DRIVER 0
#define ENABLE_IMAGINATION_COMPILER 1
/*------------------------------------------------------------------------------
Shader compiling.
------------------------------------------------------------------------------*/
#if PLATFORM_WINDOWS
/** List all OpenGL entry points needed for shader compilation. */
#define ENUM_GL_ENTRYPOINTS(EnumMacro) \
EnumMacro(PFNGLCOMPILESHADERPROC,glCompileShader) \
EnumMacro(PFNGLCREATESHADERPROC,glCreateShader) \
EnumMacro(PFNGLDELETESHADERPROC,glDeleteShader) \
EnumMacro(PFNGLGETSHADERIVPROC,glGetShaderiv) \
EnumMacro(PFNGLGETSHADERINFOLOGPROC,glGetShaderInfoLog) \
EnumMacro(PFNGLSHADERSOURCEPROC,glShaderSource) \
EnumMacro(PFNGLDELETEBUFFERSPROC,glDeleteBuffers)
/** Define all GL functions. */
#define DEFINE_GL_ENTRYPOINTS(Type,Func) static Type Func = NULL;
ENUM_GL_ENTRYPOINTS(DEFINE_GL_ENTRYPOINTS);
/** This function is handled separately because it is used to get a real context. */
static PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB;
/** Platform specific OpenGL context. */
struct FPlatformOpenGLContext
{
HWND WindowHandle;
HDC DeviceContext;
HGLRC OpenGLContext;
};
/**
* A dummy wndproc.
*/
static LRESULT CALLBACK PlatformDummyGLWndproc(HWND hWnd, uint32 Message, WPARAM wParam, LPARAM lParam)
{
return DefWindowProc(hWnd, Message, wParam, lParam);
}
/**
* Initialize a pixel format descriptor for the given window handle.
*/
static void PlatformInitPixelFormatForDevice(HDC DeviceContext)
{
// Pixel format descriptor for the context.
PIXELFORMATDESCRIPTOR PixelFormatDesc;
FMemory::Memzero(PixelFormatDesc);
PixelFormatDesc.nSize = sizeof(PIXELFORMATDESCRIPTOR);
PixelFormatDesc.nVersion = 1;
PixelFormatDesc.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
PixelFormatDesc.iPixelType = PFD_TYPE_RGBA;
PixelFormatDesc.cColorBits = 32;
PixelFormatDesc.cDepthBits = 0;
PixelFormatDesc.cStencilBits = 0;
PixelFormatDesc.iLayerType = PFD_MAIN_PLANE;
// Set the pixel format and create the context.
int32 PixelFormat = ChoosePixelFormat(DeviceContext, &PixelFormatDesc);
if (!PixelFormat || !SetPixelFormat(DeviceContext, PixelFormat, &PixelFormatDesc))
{
UE_LOG(LogOpenGLShaderCompiler, Fatal,TEXT("Failed to set pixel format for device context."));
}
}
/**
* Create a dummy window used to construct OpenGL contexts.
*/
static void PlatformCreateDummyGLWindow(FPlatformOpenGLContext* OutContext)
{
const TCHAR* WindowClassName = TEXT("DummyGLToolsWindow");
// Register a dummy window class.
static bool bInitializedWindowClass = false;
if (!bInitializedWindowClass)
{
WNDCLASS wc;
bInitializedWindowClass = true;
FMemory::Memzero(wc);
wc.style = CS_OWNDC;
wc.lpfnWndProc = PlatformDummyGLWndproc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = NULL;
wc.hIcon = NULL;
wc.hCursor = NULL;
wc.hbrBackground = (HBRUSH)(COLOR_MENUTEXT);
wc.lpszMenuName = NULL;
wc.lpszClassName = WindowClassName;
ATOM ClassAtom = ::RegisterClass(&wc);
check(ClassAtom);
}
// Create a dummy window.
OutContext->WindowHandle = CreateWindowEx(
WS_EX_WINDOWEDGE,
WindowClassName,
NULL,
WS_POPUP,
CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT,
NULL, NULL, NULL, NULL);
check(OutContext->WindowHandle);
// Get the device context.
OutContext->DeviceContext = GetDC(OutContext->WindowHandle);
check(OutContext->DeviceContext);
PlatformInitPixelFormatForDevice(OutContext->DeviceContext);
}
/**
* Create a core profile OpenGL context.
*/
static void PlatformCreateOpenGLContextCore(FPlatformOpenGLContext* OutContext, int MajorVersion, int MinorVersion, HGLRC InParentContext)
{
check(wglCreateContextAttribsARB);
check(OutContext);
check(OutContext->DeviceContext);
int AttribList[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, MajorVersion,
WGL_CONTEXT_MINOR_VERSION_ARB, MinorVersion,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB | WGL_CONTEXT_DEBUG_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
OutContext->OpenGLContext = wglCreateContextAttribsARB(OutContext->DeviceContext, InParentContext, AttribList);
check(OutContext->OpenGLContext);
}
/**
* Make the context current.
*/
static void PlatformMakeGLContextCurrent(FPlatformOpenGLContext* Context)
{
check(Context && Context->OpenGLContext && Context->DeviceContext);
wglMakeCurrent(Context->DeviceContext, Context->OpenGLContext);
}
/**
* Initialize an OpenGL context so that shaders can be compiled.
*/
static void PlatformInitOpenGL(void*& ContextPtr, void*& PrevContextPtr, int InMajorVersion, int InMinorVersion)
{
static FPlatformOpenGLContext ShaderCompileContext = {0};
ContextPtr = (void*)wglGetCurrentDC();
PrevContextPtr = (void*)wglGetCurrentContext();
if (ShaderCompileContext.OpenGLContext == NULL && InMajorVersion && InMinorVersion)
{
PlatformCreateDummyGLWindow(&ShaderCompileContext);
// Disable warning C4191: 'type cast' : unsafe conversion from 'PROC' to 'XXX' while getting GL entry points.
#pragma warning(push)
#pragma warning(disable:4191)
if (wglCreateContextAttribsARB == NULL)
{
// Create a dummy context so that wglCreateContextAttribsARB can be initialized.
ShaderCompileContext.OpenGLContext = wglCreateContext(ShaderCompileContext.DeviceContext);
check(ShaderCompileContext.OpenGLContext);
PlatformMakeGLContextCurrent(&ShaderCompileContext);
wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
check(wglCreateContextAttribsARB);
wglDeleteContext(ShaderCompileContext.OpenGLContext);
}
// Create a context so that remaining GL function pointers can be initialized.
PlatformCreateOpenGLContextCore(&ShaderCompileContext, InMajorVersion, InMinorVersion, /*InParentContext=*/ NULL);
check(ShaderCompileContext.OpenGLContext);
PlatformMakeGLContextCurrent(&ShaderCompileContext);
if (glCreateShader == NULL)
{
// Initialize all entry points.
#define GET_GL_ENTRYPOINTS(Type,Func) Func = (Type)wglGetProcAddress(#Func);
ENUM_GL_ENTRYPOINTS(GET_GL_ENTRYPOINTS);
// Check that all of the entry points have been initialized.
bool bFoundAllEntryPoints = true;
#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)); }
ENUM_GL_ENTRYPOINTS(CHECK_GL_ENTRYPOINTS);
checkf(bFoundAllEntryPoints, TEXT("Failed to find all OpenGL entry points."));
}
// Restore warning C4191.
#pragma warning(pop)
}
PlatformMakeGLContextCurrent(&ShaderCompileContext);
}
static void PlatformReleaseOpenGL(void* ContextPtr, void* PrevContextPtr)
{
wglMakeCurrent((HDC)ContextPtr, (HGLRC)PrevContextPtr);
}
#elif PLATFORM_LINUX
/** List all OpenGL entry points needed for shader compilation. */
#define ENUM_GL_ENTRYPOINTS(EnumMacro) \
EnumMacro(PFNGLCOMPILESHADERPROC,glCompileShader) \
EnumMacro(PFNGLCREATESHADERPROC,glCreateShader) \
EnumMacro(PFNGLDELETESHADERPROC,glDeleteShader) \
EnumMacro(PFNGLGETSHADERIVPROC,glGetShaderiv) \
EnumMacro(PFNGLGETSHADERINFOLOGPROC,glGetShaderInfoLog) \
EnumMacro(PFNGLSHADERSOURCEPROC,glShaderSource) \
EnumMacro(PFNGLDELETEBUFFERSPROC,glDeleteBuffers)
/** Define all GL functions. */
// We need to make pointer names different from GL functions otherwise we may end up getting
// addresses of those symbols when looking for extensions.
namespace GLFuncPointers
{
#define DEFINE_GL_ENTRYPOINTS(Type,Func) static Type Func = NULL;
ENUM_GL_ENTRYPOINTS(DEFINE_GL_ENTRYPOINTS);
};
using namespace GLFuncPointers;
static void _PlatformCreateDummyGLWindow(FPlatformOpenGLContext *OutContext)
{
static bool bInitializedWindowClass = false;
// Create a dummy window.
OutContext->hWnd = SDL_CreateWindow(NULL,
1, 1,
SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS | SDL_WINDOW_HIDDEN | SDL_WINDOW_UTILITY );
}
static void _PlatformCreateOpenGLContextCore(FPlatformOpenGLContext* OutContext)
{
check(OutContext);
SDL_HWindow PrevWindow = SDL_GL_GetCurrentWindow();
SDL_HGLContext PrevContext = SDL_GL_GetCurrentContext();
OutContext->hGLContext = SDL_GL_CreateContext(OutContext->hWnd);
SDL_GL_MakeCurrent(PrevWindow, PrevContext);
}
static void _ContextMakeCurrent(SDL_HWindow hWnd, SDL_HGLContext hGLDC)
{
GLint Result = SDL_GL_MakeCurrent( hWnd, hGLDC );
check(!Result);
}
static void PlatformInitOpenGL(void*& ContextPtr, void*& PrevContextPtr, int InMajorVersion, int InMinorVersion)
{
static bool bInitialized = (SDL_GL_GetCurrentWindow() != NULL) && (SDL_GL_GetCurrentContext() != NULL);
if (!bInitialized)
{
check(InMajorVersion > 3 || (InMajorVersion == 3 && InMinorVersion >= 2));
if (SDL_WasInit(0) == 0)
{
SDL_Init(SDL_INIT_VIDEO);
}
else
{
Uint32 InitializedSubsystemsMask = SDL_WasInit(SDL_INIT_VIDEO);
if ((InitializedSubsystemsMask & SDL_INIT_VIDEO) == 0)
{
SDL_InitSubSystem(SDL_INIT_VIDEO);
}
}
if (SDL_GL_LoadLibrary(NULL))
{
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Unable to dynamically load libGL: %s"), ANSI_TO_TCHAR(SDL_GetError()));
}
if (glCreateShader == nullptr)
{
// Initialize all entry points.
#define GET_GL_ENTRYPOINTS(Type,Func) GLFuncPointers::Func = reinterpret_cast<Type>(SDL_GL_GetProcAddress(#Func));
ENUM_GL_ENTRYPOINTS(GET_GL_ENTRYPOINTS);
// Check that all of the entry points have been initialized.
bool bFoundAllEntryPoints = true;
#define CHECK_GL_ENTRYPOINTS(Type,Func) if (Func == nullptr) { bFoundAllEntryPoints = false; UE_LOG(LogOpenGLShaderCompiler, Warning, TEXT("Failed to find entry point for %s"), TEXT(#Func)); }
ENUM_GL_ENTRYPOINTS(CHECK_GL_ENTRYPOINTS);
checkf(bFoundAllEntryPoints, TEXT("Failed to find all OpenGL entry points."));
}
if (SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, InMajorVersion))
{
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Failed to set GL major version: %s"), ANSI_TO_TCHAR(SDL_GetError()));
}
if (SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, InMinorVersion))
{
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Failed to set GL minor version: %s"), ANSI_TO_TCHAR(SDL_GetError()));
}
if (SDL_GL_SetAttribute( SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG))
{
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Failed to set GL flags: %s"), ANSI_TO_TCHAR(SDL_GetError()));
}
if (SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE))
{
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Failed to set GL mask/profile: %s"), ANSI_TO_TCHAR(SDL_GetError()));
}
// Create a dummy context to verify opengl support.
FPlatformOpenGLContext DummyContext;
_PlatformCreateDummyGLWindow(&DummyContext);
_PlatformCreateOpenGLContextCore(&DummyContext);
if (DummyContext.hGLContext)
{
_ContextMakeCurrent(DummyContext.hWnd, DummyContext.hGLContext);
}
else
{
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("OpenGL %d.%d not supported by driver"), InMajorVersion, InMinorVersion);
return;
}
PrevContextPtr = NULL;
ContextPtr = DummyContext.hGLContext;
bInitialized = true;
}
PrevContextPtr = reinterpret_cast<void*>(SDL_GL_GetCurrentContext());
SDL_HGLContext NewContext = SDL_GL_CreateContext(SDL_GL_GetCurrentWindow());
SDL_GL_MakeCurrent(SDL_GL_GetCurrentWindow(), NewContext);
ContextPtr = reinterpret_cast<void*>(NewContext);
}
static void PlatformReleaseOpenGL(void* ContextPtr, void* PrevContextPtr)
{
SDL_GL_MakeCurrent(SDL_GL_GetCurrentWindow(), reinterpret_cast<SDL_HGLContext>(PrevContextPtr));
SDL_GL_DestroyContext(reinterpret_cast<SDL_HGLContext>(ContextPtr));
}
#elif PLATFORM_MAC
static void PlatformInitOpenGL(void*& ContextPtr, void*& PrevContextPtr, int InMajorVersion, int InMinorVersion)
{
check(InMajorVersion > 3 || (InMajorVersion == 3 && InMinorVersion >= 2));
CGLPixelFormatAttribute AttribList[] =
{
kCGLPFANoRecovery,
kCGLPFAAccelerated,
kCGLPFAOpenGLProfile,
(CGLPixelFormatAttribute)kCGLOGLPVersion_3_2_Core,
(CGLPixelFormatAttribute)0
};
CGLPixelFormatObj PixelFormat;
GLint NumFormats = 0;
CGLError Error = CGLChoosePixelFormat(AttribList, &PixelFormat, &NumFormats);
check(Error == kCGLNoError);
CGLContextObj ShaderCompileContext;
Error = CGLCreateContext(PixelFormat, NULL, &ShaderCompileContext);
check(Error == kCGLNoError);
Error = CGLDestroyPixelFormat(PixelFormat);
check(Error == kCGLNoError);
PrevContextPtr = (void*)CGLGetCurrentContext();
Error = CGLSetCurrentContext(ShaderCompileContext);
check(Error == kCGLNoError);
ContextPtr = (void*)ShaderCompileContext;
}
static void PlatformReleaseOpenGL(void* ContextPtr, void* PrevContextPtr)
{
CGLContextObj ShaderCompileContext = (CGLContextObj)ContextPtr;
CGLContextObj PreviousShaderCompileContext = (CGLContextObj)PrevContextPtr;
CGLError Error;
Error = CGLSetCurrentContext(PreviousShaderCompileContext);
check(Error == kCGLNoError);
Error = CGLDestroyContext(ShaderCompileContext);
check(Error == kCGLNoError);
}
#endif
/** Map shader frequency -> GL shader type. */
GLenum GLFrequencyTable[] =
{
GL_VERTEX_SHADER, // SF_Vertex
GLenum(0), // SF_Mesh
GLenum(0), // SF_Amplification
GL_FRAGMENT_SHADER, // SF_Pixel
GL_GEOMETRY_SHADER, // SF_Geometry
GL_COMPUTE_SHADER, // SF_Compute
// Ray tracing shaders are not supported in OpenGL
GLenum(0), // SF_RayGen
GLenum(0), // SF_RayMiss
GLenum(0), // SF_RayHitGroup (closest hit, any hit, intersection)
GLenum(0), // SF_RayCallable
// Work graph shaders are not supported in OpenGL
GLenum(0), // SF_WorkGraphRoot
GLenum(0), // SF_WorkGraphComputeNode
};
static_assert(UE_ARRAY_COUNT(GLFrequencyTable) == SF_NumFrequencies, "Frequency table size mismatch.");
static inline bool IsDigit(TCHAR Char)
{
return Char >= '0' && Char <= '9';
}
/**
* Parse a GLSL error.
* @param OutErrors - Storage for shader compiler errors.
* @param InLine - A single line from the compile error log.
*/
void ParseGlslError(TArray<FShaderCompilerError>& OutErrors, const FString& InLine)
{
const TCHAR* ErrorPrefix = TEXT("error: 0:");
const TCHAR* p = *InLine;
if (FCString::Strnicmp(p, ErrorPrefix, 9) == 0)
{
FString ErrorMsg;
int32 LineNumber = 0;
p += FCString::Strlen(ErrorPrefix);
// Skip to a number, take that to be the line number.
while (*p && !IsDigit(*p)) { p++; }
while (*p && IsDigit(*p))
{
LineNumber = 10 * LineNumber + (*p++ - TEXT('0'));
}
// Skip to the next alphanumeric value, treat that as the error message.
while (*p && !FChar::IsAlnum(*p)) { p++; }
ErrorMsg = p;
// Generate a compiler error.
if (ErrorMsg.Len() > 0)
{
// Note that no mapping exists from the GLSL source to the original
// HLSL source.
FShaderCompilerError& CompilerError = OutErrors.AddDefaulted_GetRef();
CompilerError.StrippedErrorMessage = FString::Printf(
TEXT("driver compile error(%d): %s"),
LineNumber,
*ErrorMsg
);
}
}
}
static TArray<ANSICHAR> ParseIdentifierANSI(const FString& Str)
{
TArray<ANSICHAR> Result;
Result.Reserve(Str.Len());
for (int32 Index = 0; Index < Str.Len(); ++Index)
{
Result.Add(FChar::ToLower((ANSICHAR)Str[Index]));
}
Result.Add('\0');
return Result;
}
static uint32 ParseNumber(const TCHAR* Str)
{
uint32 Num = 0;
while (*Str && IsDigit(*Str))
{
Num = Num * 10 + *Str++ - '0';
}
return Num;
}
enum class EPlatformType
{
Android,
IOS,
Web,
Desktop
};
struct FDeviceCapabilities
{
EPlatformType TargetPlatform = EPlatformType::Android;
};
static bool PlatformSupportsOfflineCompilationInternal(const GLSLVersion ShaderVersion);
static void FillDeviceCapsOfflineCompilationInternal(struct FDeviceCapabilities& Capabilities, const GLSLVersion ShaderVersion);
static bool MoveHashLines(FAnsiString& Destination, FAnsiString& Source);
static FAnsiString PrepareCodeForOfflineCompilationInternal(const GLSLVersion ShaderVersion, EShaderFrequency Frequency, const ANSICHAR* InShaderSource);
static void PlatformCompileOfflineInternal(const FShaderCompilerInput& Input, FShaderCompilerOutput& ShaderOutput, const ANSICHAR* ShaderSource, const GLSLVersion ShaderVersion);
static void CompileOfflineInternal(const FShaderCompilerInput& Input, FShaderCompilerOutput& Output, const GLSLVersion ShaderVersion, const ANSICHAR* InShaderSource);
/**
* Construct the final microcode from the compiled and verified shader source.
* @param ShaderOutput - Where to store the microcode and parameter map.
* @param ShaderInput - The input struct for the shader being compiled.
* @param InShaderSource - GLSL source with input/output signature.
* @param SourceLen - The length of the GLSL source code.
* @param Version - The GLSL version to target.
*/
void BuildShaderOutputInternal(
FShaderCompilerOutput& ShaderOutput,
const FShaderCompilerInput& ShaderInput,
const ANSICHAR* InShaderSource,
int32 SourceLen,
GLSLVersion Version)
{
const ANSICHAR* USFSource = InShaderSource;
CrossCompiler::FHlslccHeader CCHeader;
if (!CCHeader.Read(USFSource, SourceLen))
{
UE_LOG(LogOpenGLShaderCompiler, Error, TEXT("Bad hlslcc header found"));
}
if (*USFSource != '#')
{
UE_LOG(LogOpenGLShaderCompiler, Error, TEXT("Bad hlslcc header found! Missing '#'!"));
}
FOpenGLCodeHeader Header = {0};
FShaderResourceTable SRT {};
EShaderFrequency Frequency = (EShaderFrequency)ShaderOutput.Target.Frequency;
TBitArray<> UsedUniformBufferSlots;
UsedUniformBufferSlots.Init(false, 32);
// Write out the magic markers.
Header.GlslMarker = 0x474c534c;
switch (Frequency)
{
case SF_Vertex:
Header.FrequencyMarker = 0x5653;
break;
case SF_Pixel:
Header.FrequencyMarker = 0x5053;
break;
case SF_Geometry:
Header.FrequencyMarker = 0x4753;
break;
case SF_Compute:
Header.FrequencyMarker = 0x4353;
break;
default:
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Invalid shader frequency: %d"), (int32)Frequency);
}
static const FString AttributePrefix = TEXT("in_ATTRIBUTE");
static const FString AttributeVarPrefix = TEXT("in_var_ATTRIBUTE");
static const FString GL_Prefix = TEXT("gl_");
for (auto& Input : CCHeader.Inputs)
{
// Only process attributes for vertex shaders.
if (Frequency == SF_Vertex && Input.Name.StartsWith(AttributePrefix))
{
int32 AttributeIndex = ParseNumber(*Input.Name + AttributePrefix.Len());
Header.Bindings.InOutMask.EnableField(AttributeIndex);
}
else if (Frequency == SF_Vertex && Input.Name.StartsWith(AttributeVarPrefix))
{
int32 AttributeIndex = ParseNumber(*Input.Name + AttributeVarPrefix.Len());
Header.Bindings.InOutMask.EnableField(AttributeIndex);
}
// Record user-defined input varyings
else if (!Input.Name.StartsWith(GL_Prefix))
{
FOpenGLShaderVarying Var;
Var.Location = Input.Index;
Var.Varying = ParseIdentifierANSI(Input.Name);
Header.Bindings.InputVaryings.Add(Var);
}
}
static const FString TargetPrefix = "out_Target";
static const FString GL_FragDepth = "gl_FragDepth";
for (auto& Output : CCHeader.Outputs)
{
// Only targets for pixel shaders must be tracked.
if (Frequency == SF_Pixel && Output.Name.StartsWith(TargetPrefix))
{
uint8 TargetIndex = ParseNumber(*Output.Name + TargetPrefix.Len());
Header.Bindings.InOutMask.EnableField(TargetIndex);
}
// Only depth writes for pixel shaders must be tracked.
else if (Frequency == SF_Pixel && Output.Name.Equals(GL_FragDepth))
{
Header.Bindings.InOutMask.EnableField(CrossCompiler::FShaderBindingInOutMask::DepthStencilMaskIndex);
}
// Record user-defined output varyings
else if (!Output.Name.StartsWith(GL_Prefix))
{
FOpenGLShaderVarying Var;
Var.Location = Output.Index;
Var.Varying = ParseIdentifierANSI(Output.Name);
Header.Bindings.OutputVaryings.Add(Var);
}
}
TMap<FString, FString> BindingNameMap;
// Then 'normal' uniform buffers.
for (auto& UniformBlock : CCHeader.UniformBlocks)
{
uint16 UBIndex = UniformBlock.Index;
UsedUniformBufferSlots[UBIndex] = true;
HandleReflectedUniformBuffer(UniformBlock.Name, UBIndex, ShaderOutput);
Header.Bindings.NumUniformBuffers++;
}
const uint16 BytesPerComponent = 4;
FString GlobalIgnoreStrings[] =
{
TEXT("gl_LastFragDepthARM"),
TEXT("ARM_shader_framebuffer_fetch_depth_stencil"),
};
// Packed global uniforms
TMap<ANSICHAR, uint16> PackedGlobalArraySize;
for (auto& PackedGlobal : CCHeader.PackedGlobals)
{
bool bIgnore = false;
for (uint32_t i = 0; i < UE_ARRAY_COUNT(GlobalIgnoreStrings); ++i)
{
if (PackedGlobal.Name.StartsWith(GlobalIgnoreStrings[i]))
{
bIgnore = true;
break;
}
}
if (bIgnore)
continue;
HandleReflectedGlobalConstantBufferMember(
PackedGlobal.Name,
PackedGlobal.PackedType,
PackedGlobal.Offset* BytesPerComponent,
PackedGlobal.Count* BytesPerComponent,
ShaderOutput
);
uint16& Size = PackedGlobalArraySize.FindOrAdd(PackedGlobal.PackedType);
Size = FMath::Max<uint16>(BytesPerComponent * (PackedGlobal.Offset + PackedGlobal.Count), Size);
}
// Packed Uniform Buffers
TMap<int, TMap<ANSICHAR, uint16> > PackedUniformBuffersSize;
for (auto& PackedUB : CCHeader.PackedUBs)
{
UsedUniformBufferSlots[PackedUB.Attribute.Index] = true;
HandleReflectedUniformBuffer(PackedUB.Attribute.Name, PackedUB.Attribute.Index, ShaderOutput);
Header.Bindings.NumUniformBuffers++;
// Nothing else...
//for (auto& Member : PackedUB.Members)
//{
//}
}
// Packed Uniform Buffers copy lists & setup sizes for each UB/Precision entry
enum EFlattenUBState
{
Unknown,
GroupedUBs,
FlattenedUBs,
};
EFlattenUBState UBState = Unknown;
for (auto& PackedUBCopy : CCHeader.PackedUBCopies)
{
CrossCompiler::FUniformBufferCopyInfo CopyInfo;
CopyInfo.SourceUBIndex = PackedUBCopy.SourceUB;
CopyInfo.SourceOffsetInFloats = PackedUBCopy.SourceOffset;
CopyInfo.DestUBIndex = PackedUBCopy.DestUB;
CopyInfo.DestUBTypeName = PackedUBCopy.DestPackedType;
CopyInfo.DestUBTypeIndex = CrossCompiler::PackedTypeNameToTypeIndex(CopyInfo.DestUBTypeName);
CopyInfo.DestOffsetInFloats = PackedUBCopy.DestOffset;
CopyInfo.SizeInFloats = PackedUBCopy.Count;
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);
check(UBState == Unknown || UBState == GroupedUBs);
UBState = GroupedUBs;
}
for (auto& PackedUBCopy : CCHeader.PackedUBGlobalCopies)
{
CrossCompiler::FUniformBufferCopyInfo CopyInfo;
CopyInfo.SourceUBIndex = PackedUBCopy.SourceUB;
CopyInfo.SourceOffsetInFloats = PackedUBCopy.SourceOffset;
CopyInfo.DestUBIndex = PackedUBCopy.DestUB;
CopyInfo.DestUBTypeName = PackedUBCopy.DestPackedType;
CopyInfo.DestUBTypeIndex = CrossCompiler::PackedTypeNameToTypeIndex(CopyInfo.DestUBTypeName);
CopyInfo.DestOffsetInFloats = PackedUBCopy.DestOffset;
CopyInfo.SizeInFloats = PackedUBCopy.Count;
Header.UniformBuffersCopyInfo.Add(CopyInfo);
uint16& Size = PackedGlobalArraySize.FindOrAdd(CopyInfo.DestUBTypeName);
Size = FMath::Max<uint16>(BytesPerComponent * (CopyInfo.DestOffsetInFloats + CopyInfo.SizeInFloats), Size);
check(UBState == Unknown || UBState == FlattenedUBs);
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);
CrossCompiler::FPackedArrayInfo Info;
Info.Size = Size;
Info.TypeName = TypeName;
Info.TypeIndex = CrossCompiler::PackedTypeNameToTypeIndex(TypeName);
Header.Bindings.PackedGlobalArrays.Add(Info);
}
// Setup Packed Uniform Buffers info
Header.Bindings.PackedUniformBuffers.Reserve(PackedUniformBuffersSize.Num());
for (auto Iterator = PackedUniformBuffersSize.CreateIterator(); Iterator; ++Iterator)
{
auto& ArraySizes = Iterator.Value();
TArray<CrossCompiler::FPackedArrayInfo> InfoArray;
InfoArray.Reserve(ArraySizes.Num());
for (auto IterSizes = ArraySizes.CreateIterator(); IterSizes; ++IterSizes)
{
ANSICHAR TypeName = IterSizes.Key();
uint16 Size = IterSizes.Value();
Size = (Size + 0xf) & (~0xf);
CrossCompiler::FPackedArrayInfo Info;
Info.Size = Size;
Info.TypeName = TypeName;
Info.TypeIndex = CrossCompiler::PackedTypeNameToTypeIndex(TypeName);
InfoArray.Add(Info);
}
// Sort by TypeIndex as expected by eUB uloading code
InfoArray.Sort([](const CrossCompiler::FPackedArrayInfo& A, const CrossCompiler::FPackedArrayInfo& B)
{
return A.TypeIndex < B.TypeIndex;
});
Header.Bindings.PackedUniformBuffers.Add(InfoArray);
}
// Then samplers.
for (auto& Sampler : CCHeader.Samplers)
{
HandleReflectedShaderResource(Sampler.Name, Sampler.Offset, Sampler.Count, ShaderOutput);
Header.Bindings.NumSamplers = FMath::Max<uint8>(
Header.Bindings.NumSamplers,
Sampler.Offset + Sampler.Count
);
for (auto& SamplerState : Sampler.SamplerStates)
{
HandleReflectedShaderSampler(SamplerState, Sampler.Offset, Sampler.Count, ShaderOutput);
}
}
// Then UAVs (images in GLSL)
for (auto& UAV : CCHeader.UAVs)
{
HandleReflectedShaderUAV(UAV.Name, UAV.Offset, UAV.Count, ShaderOutput);
Header.Bindings.NumUAVs = FMath::Max<uint8>(
Header.Bindings.NumSamplers,
UAV.Offset + UAV.Count
);
}
Header.ShaderName = CCHeader.Name;
ShaderOutput.bSucceeded = true;
// Build the SRT for this shader.
{
// Build the generic SRT for this shader.
FShaderCompilerResourceTable GenericSRT;
BuildResourceTableMapping(ShaderInput.Environment.ResourceTableMap, ShaderInput.Environment.UniformBufferMap, UsedUniformBufferSlots, ShaderOutput.ParameterMap, GenericSRT);
CullGlobalUniformBuffers(ShaderInput.Environment.UniformBufferMap, ShaderOutput.ParameterMap);
UE::ShaderCompilerCommon::BuildShaderResourceTable(GenericSRT, SRT);
}
constexpr int32 MaxSamplers = 16;
if (Header.Bindings.NumSamplers > MaxSamplers)
{
ShaderOutput.bSucceeded = false;
FShaderCompilerError& NewError = ShaderOutput.Errors.AddDefaulted_GetRef();
NewError.StrippedErrorMessage =
FString::Printf(TEXT("shader uses %d samplers exceeding the limit of %d"),
Header.Bindings.NumSamplers, MaxSamplers);
}
else if (ShaderOutput.bSucceeded)
{
// Write out the header
FMemoryWriter Ar(ShaderOutput.ShaderCode.GetWriteAccess(), true);
Header.Serialize(Ar, SRT);
Ar.Serialize((void*)USFSource, SourceLen + 1 - (USFSource - InShaderSource));
ShaderOutput.ModifiedShaderSource = USFSource;
if (ShaderInput.Environment.CompilerFlags.Contains(CFLAG_ExtraShaderData))
{
ShaderOutput.ShaderCode.AddOptionalData(FShaderCodeName::Key, TCHAR_TO_UTF8(*ShaderInput.GenerateShaderName()));
}
// if available, attempt run an offline compilation and extract statistics
if (ShaderInput.ExtraSettings.OfflineCompilerPath.Len() > 0)
{
CompileOfflineInternal(ShaderInput, ShaderOutput, Version, USFSource);
}
else
{
ShaderOutput.NumInstructions = 0;
}
ShaderOutput.NumTextureSamplers = Header.Bindings.NumSamplers;
}
}
static void ConvertOpenGLVersionFromGLSLVersionInternal(GLSLVersion InVersion, int& OutMajorVersion, int& OutMinorVersion)
{
switch(InVersion)
{
case GLSL_150_ES3_1:
OutMajorVersion = 3;
OutMinorVersion = 2;
break;
case GLSL_ES3_1_ANDROID:
OutMajorVersion = 0;
OutMinorVersion = 0;
break;
default:
// Invalid enum
check(0);
OutMajorVersion = 0;
OutMinorVersion = 0;
break;
}
}
/**
* Precompile a GLSL shader.
* @param ShaderOutput - The precompiled shader.
* @param ShaderInput - The shader input.
* @param ShaderSource - The preprocessed source code.
* @param Version - The GLSL language version to target.
* @param Frequency - The shader stage
*/
static void PrecompileShaderInternal(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 = ShaderOutput.Errors.AddDefaulted_GetRef();
NewError.StrippedErrorMessage = FString::Printf(TEXT("%s shaders not supported for use in OpenGL."), CrossCompiler::GetFrequencyName((EShaderFrequency)ShaderInput.Target.Frequency));
return;
}
// Create the shader with the preprocessed source code.
void* ContextPtr;
void* PrevContextPtr;
int MajorVersion = 0;
int MinorVersion = 0;
ConvertOpenGLVersionFromGLSLVersionInternal(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;
BuildShaderOutputInternal(
ShaderOutput,
ShaderInput,
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.GetData());
CompileLog = ANSI_TO_TCHAR(RawCompileLog.GetData());
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 = ShaderOutput.Errors.AddDefaulted_GetRef();
NewError.StrippedErrorMessage = FString::Printf(
TEXT("GLSL source:\n%sGL compile log: %s\n"),
ANSI_TO_TCHAR(ShaderSource),
ANSI_TO_TCHAR(RawCompileLog.GetData())
);
}
}
else
{
FShaderCompilerError& NewError = ShaderOutput.Errors.AddDefaulted_GetRef();
NewError.StrippedErrorMessage = TEXT("Shader compile failed without errors.");
}
ShaderOutput.bSucceeded = false;
}
}
glDeleteShader(Shader);
PlatformReleaseOpenGL(ContextPtr, PrevContextPtr);
}
static EHlslCompileTarget GetCompileTarget(GLSLVersion Version)
{
switch (Version)
{
case GLSL_ES3_1_ANDROID:
case GLSL_150_ES3_1:
return HCT_FeatureLevelES3_1;
default:
checkNoEntry();
}
return HCT_InvalidTarget;
}
static uint32 CalculateCrossCompilerFlagsInternal(GLSLVersion Version, const bool bFullPrecisionInPS, const FShaderCompilerFlags& CompilerFlags)
{
uint32 CCFlags = HLSLCC_NoPreprocess | HLSLCC_PackUniforms | HLSLCC_DX11ClipSpace | HLSLCC_RetainSizes;
if (bFullPrecisionInPS)
{
CCFlags |= HLSLCC_UseFullPrecisionInPS;
}
if (CompilerFlags.Contains(CFLAG_UseEmulatedUB))
{
CCFlags |= HLSLCC_FlattenUniformBuffers | HLSLCC_FlattenUniformBufferStructures;
// Enabling HLSLCC_GroupFlattenedUniformBuffers, see FORT-159483.
CCFlags |= HLSLCC_GroupFlattenedUniformBuffers;
CCFlags |= HLSLCC_ExpandUBMemberArrays;
}
if (CompilerFlags.Contains(CFLAG_UsesExternalTexture))
{
CCFlags |= HLSLCC_UsesExternalTexture;
}
return CCFlags;
}
static const ANSICHAR* GetFrequencyPrefix(EShaderFrequency Frequency)
{
switch (Frequency)
{
case SF_Vertex: return "v";
case SF_Pixel: return "p";
case SF_Geometry: return "g";
case SF_Compute: return "c";
default: return "";
}
}
struct PackedUBMemberInfo
{
std::string Name;
std::string SanitizedName;
std::string TypeQualifier;
uint32_t SrcOffset;
uint32_t DestOffset;
uint32_t SrcSizeInFloats;
uint32_t DestSizeInFloats;
};
void WritePackedUBHeader(CrossCompiler::FHlslccHeaderWriter& CCHeaderWriter, const TMap<uint32_t, TArray<PackedUBMemberInfo>>& UBMemberInfo, const TMap<uint32, std::string>& UBNames)
{
for (const auto & Pair : UBNames)
{
FString Name(Pair.Value.c_str());
CCHeaderWriter.WritePackedUB(Name, Pair.Key);
}
for (const auto & Pair : UBMemberInfo)
{
FString UBName(UBNames[Pair.Key].c_str());
std::string CurTypeQualifier = "\0";
uint32_t CurSrcOffset = 0;
uint32_t NextSrcOffset = 0;
uint32_t CurDestOffset = 0;
uint32_t NextDestOffset = 0;
uint32_t TotalSize = 0;
// Write out UB Copy data
// Groups copies together to save time on upload
for (int32_t MemberIdx = 0; MemberIdx < UBMemberInfo[Pair.Key].Num(); MemberIdx++)
{
const PackedUBMemberInfo& MemberInfo = UBMemberInfo[Pair.Key][MemberIdx];
CCHeaderWriter.WritePackedUBField(UBName, UTF8_TO_TCHAR(MemberInfo.SanitizedName.c_str()), MemberInfo.SrcOffset, MemberInfo.DestSizeInFloats * sizeof(float));
if (TotalSize == 0)
{
CurTypeQualifier = MemberInfo.TypeQualifier;
CurSrcOffset = MemberInfo.SrcOffset / sizeof(float);
CurDestOffset = MemberInfo.DestOffset / sizeof(float);
}
else if(CurTypeQualifier[0] != MemberInfo.TypeQualifier[0] ||
NextSrcOffset != MemberInfo.SrcOffset / sizeof(float) ||
NextDestOffset != MemberInfo.DestOffset / sizeof(float))
{
// Write out data before starting new
CCHeaderWriter.WritePackedUBCopy(Pair.Key, CurSrcOffset, Pair.Key, CurTypeQualifier[0], CurDestOffset, TotalSize, true);
CurTypeQualifier = MemberInfo.TypeQualifier;
TotalSize = 0;
CurSrcOffset = MemberInfo.SrcOffset / sizeof(float);
CurDestOffset = MemberInfo.DestOffset / sizeof(float);
}
TotalSize += MemberInfo.DestSizeInFloats;
NextSrcOffset = MemberInfo.SrcOffset / sizeof(float) + MemberInfo.DestSizeInFloats;
NextDestOffset = MemberInfo.DestOffset / sizeof(float) + MemberInfo.DestSizeInFloats;
}
// Write out any final data
if (TotalSize > 0)
{
CCHeaderWriter.WritePackedUBCopy(Pair.Key, CurSrcOffset, Pair.Key, CurTypeQualifier[0], CurDestOffset, TotalSize, true);
}
}
}
void GetSpvVarQualifier(const SpvReflectBlockVariable& Member, FString & Out)
{
auto const type = *Member.type_description;
FString TypeQualifier;
uint32_t masked_type = type.type_flags & 0xF;
switch (masked_type)
{
default: checkf(false, TEXT("unsupported component type %d"), masked_type); break;
case SPV_REFLECT_TYPE_FLAG_BOOL:
case SPV_REFLECT_TYPE_FLAG_INT:
Out = (type.traits.numeric.scalar.signedness ? TEXT("i") : TEXT("u"));
break;
case SPV_REFLECT_TYPE_FLAG_FLOAT:
if (Member.decoration_flags & SPV_REFLECT_DECORATION_RELAXED_PRECISION)
{
Out = TEXT("m");
}
else
{
Out = TEXT("h");
}
break;
}
}
// Adds a member to ne included in the PackedUB structures and generates the #define for readability in glsl
void AddMemberToPackedUB(const std::string& FrequencyPrefix,
const SpvReflectBlockVariable& Member,
const std::string& UBName,
int32_t Index,
TMap<FString, uint32>& Offsets,
TArray<PackedUBMemberInfo>& MemberInfos,
TArray<std::string>& Remap,
TArray<std::string>& Arrays)
{
std::string ArrayName;
const uint32 MbrSize = Member.size / sizeof(float);
FString TypeQualifier;
GetSpvVarQualifier(Member, TypeQualifier);
std::string SanitizedName = Member.name;
std::replace(SanitizedName.begin(), SanitizedName.end(), '.', '_');
uint32& Offset = Offsets.FindOrAdd(TypeQualifier);
auto const type = *Member.type_description;
bool const bArray = type.traits.array.dims_count > 0;
bool const bGlobals = Index == -1;
std::string Name = "#define ";
if (bGlobals)
{
Name += "_Globals_";
}
std::string OffsetString = std::to_string(Offset);
Name += SanitizedName;
PackedUBMemberInfo& MemberInfo = MemberInfos.AddDefaulted_GetRef();
MemberInfo.Name = Member.name;
MemberInfo.SanitizedName = SanitizedName;
MemberInfo.TypeQualifier = TCHAR_TO_UTF8(*TypeQualifier);
MemberInfo.SrcOffset = Member.offset;
MemberInfo.DestOffset = Offset * 4 * sizeof(float);
MemberInfo.SrcSizeInFloats = Member.size / sizeof(float);
MemberInfo.DestSizeInFloats = Member.size / sizeof(float);
if (bArray)
{
if (bGlobals)
{
ArrayName = UBName + SanitizedName;
}
else
{
ArrayName = SanitizedName;
}
Name += "(Offset)";
if (type.op == SpvOpTypeMatrix || (type.traits.numeric.matrix.column_count == 4 && type.traits.numeric.matrix.row_count == 4))
{
OffsetString += " + (int(Offset) * 4)";
}
else
{
OffsetString += " + int(Offset)";
}
}
Name += " (";
std::string UniformPrefix = FrequencyPrefix;
if (!bGlobals)
{
UniformPrefix += std::string("c") + std::to_string(Index);
}
else
{
UniformPrefix += "u";
}
if (type.op == SpvOpTypeMatrix || (type.traits.numeric.matrix.column_count == 4 && type.traits.numeric.matrix.row_count == 4))
{
if ((type.traits.numeric.matrix.column_count == 4 && type.traits.numeric.matrix.row_count == 4))
{
Name += "mat4(";
}
else
{
std::string Buff = "mat" + std::to_string(type.traits.numeric.matrix.column_count) + "x" + std::to_string(type.traits.numeric.matrix.row_count) + "(";
Name += Buff;
}
for (uint32_t i = 0; i < type.traits.numeric.matrix.column_count; ++i)
{
if (i > 0)
{
Name += ",";
}
Name += UniformPrefix;
Name += "_";
Name += TCHAR_TO_UTF8(*TypeQualifier);
std::string Buff = "[" + OffsetString + " + " + std::to_string(i) + "]";
Name += Buff;
switch (type.traits.numeric.matrix.row_count)
{
case 0:
case 1:
Name += ".x";
break;
case 2:
Name += ".xy";
break;
case 3:
Name += ".xyz";
break;
case 4:
default:
Name += ".xyzw";
break;
}
}
Name += ")";
}
else
{
Name += UniformPrefix;
Name += "_";
Name += TCHAR_TO_UTF8(*TypeQualifier);
Name += "[";
Name += OffsetString;
Name += "]";
switch (type.traits.numeric.vector.component_count)
{
case 0:
case 1:
Name += ".x";
break;
case 2:
Name += ".xy";
break;
case 3:
Name += ".xyz";
break;
case 4:
default:
break;
}
}
Name += ")\n";
if (bArray)
{
Arrays.Add(ArrayName);
}
Remap.Add(Name);
Offset += Align(MbrSize, 4) / 4;
}
void GetPackedUniformString(std::string& OutputString, const std::string& UniformPrefix, const FString& Key, uint32_t Index)
{
if (Key == TEXT("u"))
{
OutputString = "uniform uvec4 ";
OutputString += UniformPrefix;
OutputString += "_u[";
OutputString += std::to_string(Index);
OutputString += "];\n";
}
else if (Key == TEXT("i"))
{
OutputString = "uniform ivec4 ";
OutputString += UniformPrefix;
OutputString += "_i[";
OutputString += std::to_string(Index);
OutputString += "];\n";
}
else if (Key == TEXT("h"))
{
OutputString = "uniform highp vec4 ";
OutputString += UniformPrefix;
OutputString += "_h[";
OutputString += std::to_string(Index);
OutputString += "];\n";
}
else if (Key == TEXT("m"))
{
OutputString = "uniform mediump vec4 ";
OutputString += UniformPrefix;
OutputString += "_m[";
OutputString += std::to_string(Index);
OutputString += "];\n";
}
}
struct ReflectionData
{
TArray<FString> Textures;
TArray<FString> Samplers;
TArray<std::string> UAVs;
TArray<std::string> StructuredBuffers;
std::map<std::string, std::string> UniformVarNames;
std::map<std::string, std::vector<std::string>> UniformVarMemberNames;
TMap<FString, uint32> GlobalOffsets;
TArray<std::string> GlobalRemap;
TArray<std::string> GlobalArrays;
TArray<PackedUBMemberInfo> GlobalMemberInfos;
TMap<uint32, TMap<FString, uint32>> PackedUBOffsets;
TMap<uint32, TArray<std::string>> PackedUBRemap;
TMap<uint32, TArray<std::string>> PackedUBArrays;
TMap<uint32, TArray<PackedUBMemberInfo>> PackedUBMemberInfos;
TMap<uint32, std::string> PackedUBNames;
TArray<FString> InputVarNames;
TArray<FString> OutputVarNames;
};
void ParseReflectionData(const FShaderCompilerInput& ShaderInput, CrossCompiler::FHlslccHeaderWriter& CCHeaderWriter, ReflectionData& ReflectionOut, TArray<uint32>& SpirvData,
spv_reflect::ShaderModule& Reflection, const ANSICHAR* SPIRV_DummySamplerName, const EShaderFrequency Frequency, bool bEmulatedUBs)
{
const ANSICHAR* FrequencyPrefix = GetFrequencyPrefix(Frequency);
check(Reflection.GetResult() == SPV_REFLECT_RESULT_SUCCESS);
SpvReflectResult SPVRResult = SPV_REFLECT_RESULT_NOT_READY;
TArray<SpvReflectBlockVariable*> ConstantBindings;
const uint32 GlobalSetId = 32;
FSpirvReflectBindings ReflectionBindings;
ReflectionBindings.GatherDescriptorBindings(Reflection);
uint32 BufferIndices = 0xffffffff;
uint32 UAVIndices = 0xffffffff;
uint32 TextureIndices = 0xffffffff;
uint32 UBOIndices = 0xffffffff;
uint32 SamplerIndices = 0xffffffff;
for (auto const& Binding : ReflectionBindings.TBufferUAVs)
{
check(UAVIndices);
uint32 Index = FPlatformMath::CountTrailingZeros(UAVIndices);
// UAVs always claim all slots so we don't have conflicts as D3D expects 0-7
BufferIndices &= ~(1u << Index);
TextureIndices &= ~(1llu << uint64(Index));
UAVIndices &= ~(1u << Index);
CCHeaderWriter.WriteUAV(UTF8_TO_TCHAR(Binding->name), Index);
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Index, GlobalSetId);
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
ReflectionOut.UAVs.Add(Binding->name);
}
for (auto const& Binding : ReflectionBindings.SBufferUAVs)
{
check(UAVIndices);
uint32 Index = FPlatformMath::CountTrailingZeros(UAVIndices);
// UAVs always claim all slots so we don't have conflicts as D3D expects 0-7
BufferIndices &= ~(1u << Index);
TextureIndices &= ~(1llu << uint64(Index));
UAVIndices &= ~(1u << Index);
CCHeaderWriter.WriteUAV(UTF8_TO_TCHAR(Binding->name), Index);
ReflectionOut.StructuredBuffers.Add(Binding->name);
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Index, GlobalSetId);
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
}
for (auto const& Binding : ReflectionBindings.TextureUAVs)
{
check(UAVIndices);
uint32 Index = FPlatformMath::CountTrailingZeros(UAVIndices);
// UAVs always claim all slots so we don't have conflicts as D3D expects 0-7
// For texture2d this allows us to emulate atomics with buffers
BufferIndices &= ~(1u << Index);
TextureIndices &= ~(1llu << uint64(Index));
UAVIndices &= ~(1u << Index);
CCHeaderWriter.WriteUAV(UTF8_TO_TCHAR(Binding->name), Index);
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Index, GlobalSetId);
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
ReflectionOut.UAVs.Add(Binding->name);
}
for (auto const& Binding : ReflectionBindings.TBufferSRVs)
{
check(TextureIndices);
uint32 Index = FPlatformMath::CountTrailingZeros(TextureIndices);
// No support for 3-component types in dxc/SPIRV/MSL - need to expose my workarounds there too
TextureIndices &= ~(1llu << uint64(Index));
ReflectionOut.Textures.Add(UTF8_TO_TCHAR(Binding->name));
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Index, GlobalSetId);
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
}
for (int32_t SBufferIndex = ReflectionBindings.SBufferSRVs.Num() - 1; SBufferIndex >= 0; SBufferIndex--)
{
auto Binding = ReflectionBindings.SBufferSRVs[SBufferIndex];
check(BufferIndices);
uint32 Index = FPlatformMath::CountTrailingZeros(BufferIndices);
BufferIndices &= ~(1u << Index);
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Index, GlobalSetId);
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
CCHeaderWriter.WriteUAV(UTF8_TO_TCHAR(Binding->name), Index);
ReflectionOut.StructuredBuffers.Add(Binding->name);
}
TArray<const SpvReflectDescriptorBinding*> RealUniformBuffers;
for (auto const& Binding : ReflectionBindings.UniformBuffers)
{
// Global uniform buffer - handled specially as we care about the internal layout
if (strstr(Binding->name, "$Globals"))
{
TMap<FString, uint32_t> GlobalOffsetSizes;
for (uint32 i = 0; i < Binding->block.member_count; i++)
{
SpvReflectBlockVariable& member = Binding->block.members[i];
FString TypeQualifier;
GetSpvVarQualifier(member, TypeQualifier);
uint32_t& GlobalOffsetSize = GlobalOffsetSizes.FindOrAdd(TypeQualifier);
if (strstr(member.name, "gl_") || !strcmp(member.name, "ARM_shader_framebuffer_fetch") || !strcmp(member.name, "ARM_shader_framebuffer_fetch_depth_stencil"))
{
continue;
}
bool bHalfPrecision = member.decoration_flags & SPV_REFLECT_DECORATION_RELAXED_PRECISION;
CCHeaderWriter.WritePackedGlobal(ANSI_TO_TCHAR(member.name), CrossCompiler::FHlslccHeaderWriter::EncodePackedGlobalType(*(member.type_description), bHalfPrecision), GlobalOffsetSize, member.size);
GlobalOffsetSize += Align(member.size, 16);
AddMemberToPackedUB(FrequencyPrefix,
member,
"_Globals_",
-1,
ReflectionOut.GlobalOffsets,
ReflectionOut.GlobalMemberInfos,
ReflectionOut.GlobalRemap,
ReflectionOut.GlobalArrays);
}
}
else
{
const FUniformBufferEntry* UniformBufferEntry = ShaderInput.Environment.UniformBufferMap.Find(Binding->name);
if (bEmulatedUBs && (UniformBufferEntry == nullptr || !EnumHasAnyFlags(UniformBufferEntry->Flags, ERHIUniformBufferFlags::NoEmulatedUniformBuffer)))
{
check(UBOIndices);
uint32 Index = FPlatformMath::CountTrailingZeros(UBOIndices);
UBOIndices &= ~(1u << Index);
ReflectionOut.PackedUBOffsets.Add(Index);
ReflectionOut.PackedUBRemap.Add(Index);
ReflectionOut.PackedUBArrays.Add(Index);
ReflectionOut.PackedUBMemberInfos.Add(Index);
ReflectionOut.PackedUBNames.Add(Index, std::string(Binding->name));
for (uint32 i = 0; i < Binding->block.member_count; i++)
{
SpvReflectBlockVariable& member = Binding->block.members[i];
std::string UBName = "_" + std::string(Binding->name) + "_";
if (member.type_description->type_flags & SPV_REFLECT_TYPE_FLAG_STRUCT)
{
for (uint32 n = 0; n < member.member_count; n++)
{
// Clone struct member and rename it for struct
SpvReflectBlockVariable StructMember = member.members[n];
std::string StructMemberName = std::string(member.name) + "." + std::string(StructMember.name);
StructMember.name = StructMemberName.c_str();
AddMemberToPackedUB(FrequencyPrefix,
StructMember,
UBName,
Index,
ReflectionOut.PackedUBOffsets[Index],
ReflectionOut.PackedUBMemberInfos[Index],
ReflectionOut.PackedUBRemap[Index],
ReflectionOut.PackedUBArrays[Index]);
}
}
else
{
AddMemberToPackedUB(FrequencyPrefix,
member,
UBName,
Index,
ReflectionOut.PackedUBOffsets[Index],
ReflectionOut.PackedUBMemberInfos[Index],
ReflectionOut.PackedUBRemap[Index],
ReflectionOut.PackedUBArrays[Index]);
}
}
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Index, GlobalSetId);
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
}
else
{
RealUniformBuffers.Add(Binding);
}
}
}
//Always write the real uniform buffers after the emulated because OpenGLShaders expects emulated to be in consecutive slots
for (auto const& Binding : RealUniformBuffers)
{
uint32 Index = FPlatformMath::CountTrailingZeros(UBOIndices);
UBOIndices &= ~(1u << Index);
std::string OldName = Binding->name;
std::string NewName = FrequencyPrefix;
NewName += "b";
NewName += std::to_string(Index);
ReflectionOut.UniformVarNames[OldName] = NewName;
// Regular uniform buffer - we only care about the binding index
CCHeaderWriter.WriteUniformBlock(UTF8_TO_TCHAR(Binding->name), Index);
ReflectionOut.UniformVarMemberNames.insert({ OldName, {} });
for (uint32 i = 0; i < Binding->block.member_count; i++)
{
SpvReflectBlockVariable& member = Binding->block.members[i];
ReflectionOut.UniformVarMemberNames[OldName].push_back(member.name);
}
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Index, GlobalSetId);
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
}
WritePackedUBHeader(CCHeaderWriter, ReflectionOut.PackedUBMemberInfos, ReflectionOut.PackedUBNames);
for (auto const& Binding : ReflectionBindings.TextureSRVs)
{
check(TextureIndices);
uint32 Index = FPlatformMath::CountTrailingZeros64(TextureIndices);
TextureIndices &= ~(1llu << uint64(Index));
ReflectionOut.Textures.Add(UTF8_TO_TCHAR(Binding->name));
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Index, GlobalSetId);
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
}
for (auto const& Binding : ReflectionBindings.Samplers)
{
check(SamplerIndices);
uint32 Index = FPlatformMath::CountTrailingZeros(SamplerIndices);
SamplerIndices &= ~(1u << Index);
ReflectionOut.Samplers.Add(UTF8_TO_TCHAR(Binding->name));
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Index, GlobalSetId);
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
}
// Spirv-cross can add a dummy sampler for glsl which isn't in the reflection bindings
ReflectionOut.Samplers.Add(SPIRV_DummySamplerName);
{
uint32 Count = 0;
SPVRResult = Reflection.EnumeratePushConstantBlocks(&Count, nullptr);
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
ConstantBindings.SetNum(Count);
SPVRResult = Reflection.EnumeratePushConstantBlocks(&Count, ConstantBindings.GetData());
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
if (Count > 0)
{
for (auto const& Var : ConstantBindings)
{
// Global uniform buffer - handled specially as we care about the internal layout
if (strstr(Var->name, "$Globals"))
{
TMap<FString, uint32_t> GlobalOffsetSizes;
for (uint32 i = 0; i < Var->member_count; i++)
{
SpvReflectBlockVariable& member = Var->members[i];
FString TypeQualifier;
GetSpvVarQualifier(member, TypeQualifier);
uint32_t& GlobalOffsetSize = GlobalOffsetSizes.FindOrAdd(TypeQualifier);
if (!strcmp(member.name, "gl_FragColor") || !strcmp(member.name, "gl_LastFragColorARM") || !strcmp(member.name, "gl_LastFragDepthARM") || !strcmp(member.name, "ARM_shader_framebuffer_fetch") || !strcmp(member.name, "ARM_shader_framebuffer_fetch_depth_stencil"))
{
continue;
}
bool bHalfPrecision = member.decoration_flags & SPV_REFLECT_DECORATION_RELAXED_PRECISION;
CCHeaderWriter.WritePackedGlobal(ANSI_TO_TCHAR(member.name), CrossCompiler::FHlslccHeaderWriter::EncodePackedGlobalType(*(member.type_description), bHalfPrecision), GlobalOffsetSize, member.size);
GlobalOffsetSize += Align(member.size, 16);
AddMemberToPackedUB(FrequencyPrefix,
member,
"_Globals_",
-1,
ReflectionOut.GlobalOffsets,
ReflectionOut.GlobalMemberInfos,
ReflectionOut.GlobalRemap,
ReflectionOut.GlobalArrays);
}
}
}
}
}
{
ReflectionBindings.GatherOutputAttributes(Reflection);
for (SpvReflectInterfaceVariable* Var : ReflectionBindings.OutputAttributes)
{
if (Var->storage_class == SpvStorageClassOutput && Var->built_in == -1 && !CrossCompiler::FShaderConductorContext::IsIntermediateSpirvOutputVariable(Var->name))
{
FString TypeQualifier;
auto const type = *Var->type_description;
uint32_t masked_type = type.type_flags & 0xF;
switch (masked_type) {
default: checkf(false, TEXT("unsupported component type %d"), masked_type); break;
case SPV_REFLECT_TYPE_FLAG_BOOL: TypeQualifier = TEXT("b"); break;
case SPV_REFLECT_TYPE_FLAG_INT: TypeQualifier = (type.traits.numeric.scalar.signedness ? TEXT("i") : TEXT("u")); break;
case SPV_REFLECT_TYPE_FLAG_FLOAT: TypeQualifier = (type.traits.numeric.scalar.width == 32 ? TEXT("f") : TEXT("h")); break;
}
if (type.type_flags & SPV_REFLECT_TYPE_FLAG_MATRIX)
{
TypeQualifier += FString::Printf(TEXT("%d%d"), type.traits.numeric.matrix.row_count, type.traits.numeric.matrix.column_count);
}
else if (type.type_flags & SPV_REFLECT_TYPE_FLAG_VECTOR)
{
TypeQualifier += FString::Printf(TEXT("%d"), type.traits.numeric.vector.component_count);
}
else
{
TypeQualifier += TEXT("1");
}
FString Name = ANSI_TO_TCHAR(Var->name);
Name.ReplaceInline(TEXT("."), TEXT("_"));
if (Frequency == SF_Pixel && strstr(Var->name, "SV_Target"))
{
ReflectionOut.OutputVarNames.Add(Name);
CCHeaderWriter.WriteOutputAttribute(TEXT("out_Target"), *TypeQualifier, Var->location, /*bLocationPrefix:*/ true, /*bLocationSuffix:*/ true);
}
else
{
CCHeaderWriter.WriteOutputAttribute(*Name, *TypeQualifier, Var->location, /*bLocationPrefix:*/ true, /*bLocationSuffix:*/ false);
}
}
}
}
{
uint32 AssignedInputs = 0;
ReflectionBindings.GatherInputAttributes(Reflection);
for (SpvReflectInterfaceVariable* Var : ReflectionBindings.InputAttributes)
{
if (Var->storage_class == SpvStorageClassInput && Var->built_in == -1 && Frequency == SF_Vertex)
{
unsigned Location = Var->location;
unsigned SemanticIndex = Location;
check(Var->semantic);
unsigned i = (unsigned)strlen(Var->semantic);
check(i);
while (isdigit((unsigned char)(Var->semantic[i - 1])))
{
i--;
}
if (i < strlen(Var->semantic))
{
SemanticIndex = (unsigned)atoi(Var->semantic + i);
if (Location != SemanticIndex)
{
Location = SemanticIndex;
}
}
while ((1 << Location) & AssignedInputs)
{
Location++;
}
if (Location != Var->location)
{
SPVRResult = Reflection.ChangeInputVariableLocation(Var, Location);
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
}
uint32 ArrayCount = 1;
for (uint32 Dim = 0; Dim < Var->array.dims_count; Dim++)
{
ArrayCount *= Var->array.dims[Dim];
}
FString TypeQualifier;
auto const type = *Var->type_description;
uint32_t masked_type = type.type_flags & 0xF;
switch (masked_type) {
default: checkf(false, TEXT("unsupported component type %d"), masked_type); break;
case SPV_REFLECT_TYPE_FLAG_BOOL: TypeQualifier = TEXT("b"); break;
case SPV_REFLECT_TYPE_FLAG_INT: TypeQualifier = (type.traits.numeric.scalar.signedness ? TEXT("i") : TEXT("u")); break;
case SPV_REFLECT_TYPE_FLAG_FLOAT: TypeQualifier = (type.traits.numeric.scalar.width == 32 ? TEXT("f") : TEXT("h")); break;
}
if (type.type_flags & SPV_REFLECT_TYPE_FLAG_MATRIX)
{
TypeQualifier += FString::Printf(TEXT("%d%d"), type.traits.numeric.matrix.row_count, type.traits.numeric.matrix.column_count);
}
else if (type.type_flags & SPV_REFLECT_TYPE_FLAG_VECTOR)
{
TypeQualifier += FString::Printf(TEXT("%d"), type.traits.numeric.vector.component_count);
}
else
{
TypeQualifier += TEXT("1");
}
for (uint32 j = 0; j < ArrayCount; j++)
{
AssignedInputs |= (1 << (Location + j));
}
FString Name = ANSI_TO_TCHAR(Var->name);
Name.ReplaceInline(TEXT("."), TEXT("_"));
ReflectionOut.InputVarNames.Add(Name);
CCHeaderWriter.WriteInputAttribute(*Name, *TypeQualifier, Location, /*bLocationPrefix:*/ true, /*bLocationSuffix:*/ false);
}
}
}
}
static void ConvertToEmulatedUBs(std::string& GlslSource, const ReflectionData& ReflectData, const EShaderFrequency Frequency)
{
const ANSICHAR* FrequencyPrefix = GetFrequencyPrefix(Frequency);
for (const auto& PackedUBNamePair : ReflectData.PackedUBNames)
{
bool bIsLayout = true;
std::string UBSearchString = "layout\\(.*\\) uniform type_" + PackedUBNamePair.Value + "$";
std::smatch RegexMatch;
std::regex_search(GlslSource, RegexMatch, std::regex(UBSearchString));
for (auto Match : RegexMatch)
{
UBSearchString = Match;
break;
}
size_t UBPos = GlslSource.find(UBSearchString);
if (UBPos == std::string::npos)
{
UBSearchString = "struct type_" + PackedUBNamePair.Value;
UBPos = GlslSource.find(UBSearchString);
bIsLayout = false;
}
if (UBPos != std::string::npos)
{
std::string UBEndSearchString;
if (bIsLayout)
{
UBEndSearchString = "} " + PackedUBNamePair.Value + ";";
}
else
{
UBEndSearchString = "uniform type_" + PackedUBNamePair.Value + " " + PackedUBNamePair.Value + ";";
}
size_t UBEndPos = GlslSource.find(UBEndSearchString);
if (UBEndPos != std::string::npos)
{
GlslSource.erase(UBPos, UBEndPos - UBPos + UBEndSearchString.length());
size_t UBVarPos = 0;
for (const PackedUBMemberInfo& MemberInfo : ReflectData.PackedUBMemberInfos[PackedUBNamePair.Key])
{
std::string UBVarString = PackedUBNamePair.Value + "." + MemberInfo.Name;
UBVarPos = GlslSource.find(UBVarString);
while (UBVarPos != std::string::npos)
{
GlslSource.erase(UBVarPos, PackedUBNamePair.Value.length() + 1);
GlslSource.replace(UBVarPos, MemberInfo.Name.size(), MemberInfo.SanitizedName);
for (std::string const& SearchString : ReflectData.PackedUBArrays[PackedUBNamePair.Key])
{
// This is done in case the current SearchString is a substring of another
std::string SearchStringWithBraces = SearchString + "[";
if (!GlslSource.compare(UBVarPos, SearchStringWithBraces.length(), SearchStringWithBraces))
{
GlslSource.replace(UBVarPos + SearchString.length(), 1, "(");
size_t ClosingBrace = GlslSource.find("]", UBVarPos + SearchString.length());
if (ClosingBrace != std::string::npos)
GlslSource.replace(ClosingBrace, 1, ")");
}
}
UBVarPos = GlslSource.find(UBVarString);
}
}
for (auto const& Pair : ReflectData.PackedUBOffsets[PackedUBNamePair.Key])
{
if (Pair.Value > 0)
{
std::string NewUniforms;
std::string UniformPrefix = FrequencyPrefix + std::string("c") + std::to_string(PackedUBNamePair.Key);
GetPackedUniformString(NewUniforms, UniformPrefix, Pair.Key, Pair.Value);
GlslSource.insert(UBPos, NewUniforms);
}
}
for (std::string const& Define : ReflectData.PackedUBRemap[PackedUBNamePair.Key])
{
GlslSource.insert(UBPos, Define);
}
}
}
}
}
const ANSICHAR* GlslFrameBufferExtensions =
"\n\n#ifdef UE_MRT_FRAMEBUFFER_FETCH\n"
"\t#extension GL_EXT_shader_framebuffer_fetch : enable\n"
"\t#define FBF_STORAGE_QUALIFIER inout\n"
"#elif defined(GL_ARM_shader_framebuffer_fetch)\n"
"\t#extension GL_ARM_shader_framebuffer_fetch : enable\n"
"#endif\n"
"#ifdef GL_ARM_shader_framebuffer_fetch_depth_stencil\n"
"\t#extension GL_ARM_shader_framebuffer_fetch_depth_stencil : enable\n"
"#endif\n"
"// end extensions";
// GLSL framebuffer macro definitions. Used to patch GLSL output source.
const ANSICHAR* GlslFrameBufferDefines =
"\n\n#ifdef UE_MRT_FRAMEBUFFER_FETCH\n"
"\t#define _Globals_ARM_shader_framebuffer_fetch 0u\n"
"\t#define FRAME_BUFFERFETCH_STORAGE_QUALIFIER inout\n"
"\t#define _Globals_gl_FragColor out_var_SV_Target0\n"
"\t#define _Globals_gl_LastFragColorARM vec4(0.0, 0.0, 0.0, 0.0)\n"
"#elif defined(GL_ARM_shader_framebuffer_fetch)\n"
"\t#define _Globals_ARM_shader_framebuffer_fetch 1u\n"
"\t#define FRAME_BUFFERFETCH_STORAGE_QUALIFIER out\n"
"\t#define _Globals_gl_FragColor vec4(0.0, 0.0, 0.0, 0.0)\n"
"\t#define _Globals_gl_LastFragColorARM gl_LastFragColorARM\n"
"#else\n"
"\t#define FRAME_BUFFERFETCH_STORAGE_QUALIFIER out\n"
"\t#define _Globals_ARM_shader_framebuffer_fetch 0u\n"
"\t#define _Globals_gl_FragColor vec4(0.0, 0.0, 0.0, 0.0)\n"
"\t#define _Globals_gl_LastFragColorARM vec4(0.0, 0.0, 0.0, 0.0)\n"
"#endif\n"
"#ifdef GL_ARM_shader_framebuffer_fetch_depth_stencil\n"
"\t#define _Globals_ARM_shader_framebuffer_fetch_depth_stencil 1u\n"
"#else\n"
"\t#define _Globals_ARM_shader_framebuffer_fetch_depth_stencil 0u\n"
"#endif\n";
struct GLSLCompileParameters
{
CrossCompiler::FShaderConductorContext* CompilerContext;
CrossCompiler::FHlslccHeaderWriter* CCHeaderWriter;
CrossCompiler::FShaderConductorTarget* TargetDesc;
CrossCompiler::FShaderConductorOptions* Options;
FShaderCompilerOutput* Output;
TArray<uint32> SpirvData;
EShaderFrequency Frequency;
const ANSICHAR* SPIRV_DummySamplerName;
};
bool GenerateGlslShader(std::string& OutString, GLSLCompileParameters& GLSLCompileParams, ReflectionData& ReflectData, bool bWriteToCCHeader, bool bIsDeferred, bool bEmulatedUBs)
{
const bool bGlslSourceCompileSucceeded = GLSLCompileParams.CompilerContext->CompileSpirvToSourceBuffer(
*GLSLCompileParams.Options, *GLSLCompileParams.TargetDesc, GLSLCompileParams.SpirvData.GetData(), GLSLCompileParams.SpirvData.Num() * sizeof(uint32),
[&OutString](const void* Data, uint32 Size)
{
OutString = std::string(reinterpret_cast<const ANSICHAR*>(Data), Size);
}
);
if (!bGlslSourceCompileSucceeded)
{
GLSLCompileParams.CompilerContext->FlushErrors(GLSLCompileParams.Output->Errors);
return false;
}
const ANSICHAR* FrequencyPrefix = GetFrequencyPrefix(GLSLCompileParams.Frequency);
std::string LayoutString = "#extension ";
size_t LayoutPos = OutString.find(LayoutString);
if (LayoutPos != std::string::npos)
{
for (FString Name : ReflectData.InputVarNames)
{
std::string DefineString = "#define ";
DefineString += TCHAR_TO_ANSI(*Name);
DefineString += " ";
DefineString += TCHAR_TO_ANSI(*Name.Replace(TEXT("in_var_"), TEXT("in_")));
DefineString += "\n";
OutString.insert(LayoutPos, DefineString);
}
for (FString Name : ReflectData.OutputVarNames)
{
std::string DefineString = "#define ";
DefineString += TCHAR_TO_ANSI(*Name);
DefineString += " ";
DefineString += TCHAR_TO_ANSI(*Name.Replace(TEXT("out_var_SV_"), TEXT("out_")));
DefineString += "\n";
OutString.insert(LayoutPos, DefineString);
}
}
// Perform FBF replacements
if (GLSLCompileParams.Frequency == SF_Pixel)
{
size_t MainPos = OutString.find("#version 320 es");
// Fallback if the shader is 310
if (MainPos == std::string::npos)
{
MainPos = OutString.find("#version 310 es");
}
if (MainPos != std::string::npos)
{
MainPos += strlen("#version 320 es");
}
// Framebuffer Depth Fetch
{
std::string FBFString = "_Globals.ARM_shader_framebuffer_fetch";
std::string FBFReplaceString = "_Globals_ARM_shader_framebuffer_fetch";
bool UsesFramebufferFetch = OutString.find(FBFString) != std::string::npos;
if (UsesFramebufferFetch)
{
OutString.insert(MainPos, GlslFrameBufferDefines);
OutString.insert(MainPos, GlslFrameBufferExtensions);
std::string FBDFString = "_Globals.ARM_shader_framebuffer_fetch_depth_stencil";
std::string FBDFReplaceString = "1u";
bool UsesFramebufferDepthFetch = OutString.find(FBDFString) != std::string::npos;
if (UsesFramebufferDepthFetch)
{
size_t FramebufferDepthFetchPos = OutString.find(FBDFString);
OutString.erase(FramebufferDepthFetchPos, FBDFString.length());
OutString.insert(FramebufferDepthFetchPos, FBDFReplaceString);
std::string LastFragDepthARMString = "_Globals._RESERVED_IDENTIFIER_FIXUP_gl_LastFragDepthARM";
std::string LastFragDepthARMReplaceString = "GLFetchDepthBuffer()";
size_t LastFragDepthARMStringPos = OutString.find(LastFragDepthARMString);
while (LastFragDepthARMStringPos != std::string::npos)
{
OutString.erase(LastFragDepthARMStringPos, LastFragDepthARMString.length());
OutString.insert(LastFragDepthARMStringPos, LastFragDepthARMReplaceString);
LastFragDepthARMStringPos = OutString.find(LastFragDepthARMString);
}
MainPos = OutString.find("void main()");
// Add support for framebuffer fetch depth when ARM extension is not supported
if (MainPos != std::string::npos)
{
std::string DepthBufferIndex = bIsDeferred ? "4" : "1";
std::string DepthBufferOutVarString = "out_var_SV_Target" + DepthBufferIndex;
// Insert function declaration to handle retrieving depth
OutString.insert(MainPos, "float GLFetchDepthBuffer()\n"
"{\n"
"\t#if defined(GL_ARM_shader_framebuffer_fetch_depth_stencil)\n"
"\treturn gl_LastFragDepthARM;\n"
"\t#elif defined(GL_EXT_shader_framebuffer_fetch)\n"
"\treturn " + DepthBufferOutVarString + ".x;\n"
"\t#else\n"
"\treturn 0.0f;\n"
"\t#endif\n"
"}\n");
// If SceneDepthAux is not declared then declare it, otherwise modify so that we only enable it on devices that don't support
// GL_ARM_shader_framebuffer_fetch_depth_stencil and do support GL_EXT_shader_framebuffer_fetch
size_t DepthBufferOutVarPos = OutString.find(DepthBufferOutVarString + ";");
std::string DepthBufferDeclString = "layout(location = " + DepthBufferIndex + ") inout highp vec4 " + DepthBufferOutVarString + ";\n";
std::string DepthBufferOutString = "\n#if !defined(GL_ARM_shader_framebuffer_fetch_depth_stencil) && defined(GL_EXT_shader_framebuffer_fetch)\n" +
DepthBufferDeclString +
"#endif\n";
// If we cannot find a declararation of out_var_SV_Target(n) in the shader, insert one
if (DepthBufferOutVarPos == std::string::npos)
{
OutString.insert(MainPos, DepthBufferOutString);
}
else
{
// If we have a declaration, replace with one that will be stripped if GL_ARM_shader_framebuffer_fetch_depth_stencil is enabled
size_t StringStartPos = OutString.rfind("layout", DepthBufferOutVarPos - 1);
size_t StringEndPos = OutString.find(";", StringStartPos);
OutString.erase(StringStartPos, (StringEndPos + 1) - StringStartPos);
OutString.insert(StringStartPos, DepthBufferOutString);
}
// Make SceneDepthAux assignment conditional
// We only need to write the depth when we don't support GL_ARM_shader_framebuffer_fetch_depth_stencil
std::string DepthBufferAssignment = DepthBufferOutVarString + " =";
size_t DepthBufferAssignmentPos = OutString.find(DepthBufferAssignment);
if (DepthBufferAssignmentPos != std::string::npos)
{
size_t LineEnd = OutString.find_first_of(";", DepthBufferAssignmentPos);
uint32_t AssignmentValueStart = DepthBufferAssignmentPos + DepthBufferAssignment.size();
std::string AssignmentValue = OutString.substr(AssignmentValueStart + 1, LineEnd - AssignmentValueStart);
if (LineEnd != std::string::npos)
{
OutString.erase(DepthBufferAssignmentPos, LineEnd + 1 - DepthBufferAssignmentPos);
OutString.insert(DepthBufferAssignmentPos, std::string("#if !defined(GL_ARM_shader_framebuffer_fetch_depth_stencil) && defined(GL_EXT_shader_framebuffer_fetch)\n") + DepthBufferAssignment + AssignmentValue + std::string("\n#endif\n"));
}
}
}
} // UsesFramebufferDepthFetch
}
// check again, before it might have been a match for ARM_shader_framebuffer_fetch_depth_stencil
UsesFramebufferFetch = GLSLCompileParams.Frequency == SF_Pixel && OutString.find(FBFString) != std::string::npos;
if (UsesFramebufferFetch)
{
std::string ReservedIdentifierFixupString = "_RESERVED_IDENTIFIER_FIXUP_";
size_t ReservedIdentifierFixupStringPos = OutString.find(ReservedIdentifierFixupString);
while (ReservedIdentifierFixupStringPos != std::string::npos)
{
OutString.erase(ReservedIdentifierFixupStringPos, ReservedIdentifierFixupString.length());
ReservedIdentifierFixupStringPos = OutString.find(ReservedIdentifierFixupString);
}
std::string Target0String = "layout(location = 0) out ";
std::string Target0ReplaceString = "layout(location = 0) FRAME_BUFFERFETCH_STORAGE_QUALIFIER ";
size_t Target0StringPos = OutString.find(Target0String);
if (Target0StringPos != std::string::npos)
{
OutString.erase(Target0StringPos, Target0String.length());
OutString.insert(Target0StringPos, Target0ReplaceString);
}
}
}
}
// If we are rendering deferred, then we only need SceneDepthAux on devices that don't support framebuffer fetch depth
if (bIsDeferred)
{
std::string SceneDepthAux = "layout(location = 4) out highp float out_var_SV_Target4;";
size_t SceneDepthAuxPos = OutString.find(SceneDepthAux);
if (SceneDepthAuxPos != std::string::npos)
{
OutString.insert(SceneDepthAuxPos + SceneDepthAux.size(), "\n#endif\n");
OutString.insert(SceneDepthAuxPos, "\n#ifndef GL_ARM_shader_framebuffer_fetch_depth_stencil\n");
std::string SceneDepthAuxAssignment = "out_var_SV_Target4 =";
size_t SceneDepthAuxAssignmentPos = OutString.find(SceneDepthAuxAssignment);
if (SceneDepthAuxAssignmentPos != std::string::npos)
{
size_t LineEnd = OutString.find_first_of(";", SceneDepthAuxAssignmentPos);
uint32_t AssignmentValueStart = SceneDepthAuxAssignmentPos + SceneDepthAuxAssignment.size();
std::string AssignmentValue = OutString.substr(AssignmentValueStart + 1, LineEnd - AssignmentValueStart);
if (LineEnd != std::string::npos)
{
OutString.erase(SceneDepthAuxAssignmentPos, LineEnd + 1 - SceneDepthAuxAssignmentPos);
OutString.insert(SceneDepthAuxAssignmentPos, std::string("#ifndef GL_ARM_shader_framebuffer_fetch_depth_stencil\n") + SceneDepthAuxAssignment + AssignmentValue + std::string("\n#endif\n"));
}
}
}
}
// Fixup packed globals
{
bool bIsLayout = true;
std::string GlobalsSearchString = "layout\\(.*\\) uniform type_Globals$";
std::smatch RegexMatch;
std::regex_search(OutString, RegexMatch, std::regex(GlobalsSearchString));
for (auto Match : RegexMatch)
{
GlobalsSearchString = Match;
break;
}
size_t GlobalPos = OutString.find(GlobalsSearchString);
if (GlobalPos == std::string::npos)
{
GlobalsSearchString = "struct type_Globals";
GlobalPos = OutString.find(GlobalsSearchString);
bIsLayout = false;
}
if (GlobalPos != std::string::npos)
{
std::string GlobalsEndSearchString;
if (bIsLayout)
{
GlobalsEndSearchString = "} _Globals;";
}
else
{
GlobalsEndSearchString = "uniform type_Globals _Globals;";
}
size_t GlobalEndPos = OutString.find(GlobalsEndSearchString);
if (GlobalEndPos != std::string::npos)
{
OutString.erase(GlobalPos, GlobalEndPos - GlobalPos + GlobalsEndSearchString.length());
std::string GlobalVarString = "_Globals.";
size_t GlobalVarPos = 0;
do
{
GlobalVarPos = OutString.find(GlobalVarString, GlobalVarPos);
if (GlobalVarPos != std::string::npos)
{
OutString.replace(GlobalVarPos, GlobalVarString.length(), "_Globals_");
for (std::string const& SearchString : ReflectData.GlobalArrays)
{
// This is done in case the current SearchString is a substring of another
std::string SearchStringWithBraces = SearchString + "[";
if (!OutString.compare(GlobalVarPos, SearchStringWithBraces.length(), SearchStringWithBraces))
{
OutString.replace(GlobalVarPos + SearchString.length(), 1, "(");
size_t ClosingBrace = OutString.find("]", GlobalVarPos + SearchString.length());
if (ClosingBrace != std::string::npos)
OutString.replace(ClosingBrace, 1, ")");
}
}
}
} while (GlobalVarPos != std::string::npos);
for (auto const& Pair : ReflectData.GlobalOffsets)
{
if (Pair.Value > 0)
{
std::string NewUniforms;
GetPackedUniformString(NewUniforms, FrequencyPrefix + std::string("u"), Pair.Key, Pair.Value);
OutString.insert(GlobalPos, NewUniforms);
}
}
for (std::string const& Define : ReflectData.GlobalRemap)
{
OutString.insert(GlobalPos, Define);
}
bool UsesFramebufferFetch = GLSLCompileParams.Frequency == SF_Pixel && OutString.find("_Globals.ARM_shader_framebuffer_fetch") != std::string::npos;
if (UsesFramebufferFetch)
{
size_t OutColor = OutString.find("0) out ");
if (OutColor != std::string::npos)
OutString.replace(OutColor, 7, "0) FRAME_BUFFERFETCH_STORAGE_QUALIFIER ");
}
}
}
}
if (bEmulatedUBs)
{
ConvertToEmulatedUBs(OutString, ReflectData, GLSLCompileParams.Frequency);
}
const size_t GlslSourceLen = OutString.length();
if (GlslSourceLen > 0)
{
uint32 TextureIndex = 0;
for (const FString& Texture : ReflectData.Textures)
{
const size_t SamplerPos = OutString.find("\nuniform ");
TArray<FString> UsedSamplers;
FString SamplerString;
for (const FString& Sampler : ReflectData.Samplers)
{
std::string SamplerName = "SPIRV_Cross_Combined";
SamplerName += TCHAR_TO_ANSI(*(Texture + Sampler));
std::string SamplerNameDecl = SamplerName + ";";
size_t FindCombinedSampler = OutString.find(SamplerNameDecl.c_str());
if (FindCombinedSampler != std::string::npos)
{
checkf(SamplerPos != std::string::npos, TEXT("Generated GLSL shader is expected to have combined sampler '%s:%s' but no appropriate 'uniform' declaration could be found"), *Texture, *Sampler);
uint32 NewIndex = TextureIndex + UsedSamplers.Num();
std::string NewDefine = "#define ";
NewDefine += SamplerName;
NewDefine += " ";
NewDefine += FrequencyPrefix;
NewDefine += "s";
NewDefine += std::to_string(NewIndex);
NewDefine += "\n";
OutString.insert(SamplerPos + 1, NewDefine);
// Do not add an entry for the dummy sampler as it will throw errors in the runtime checks
if (Sampler != GLSLCompileParams.SPIRV_DummySamplerName)
{
UsedSamplers.Add(Sampler);
}
SamplerString += FString::Printf(TEXT("%s%s"), SamplerString.Len() ? TEXT(",") : TEXT(""), *Sampler);
}
}
// Rename texture buffers
std::string SamplerBufferName = std::string("samplerBuffer ") + TCHAR_TO_ANSI(*Texture);
size_t SamplerBufferPos = OutString.find(SamplerBufferName);
if (SamplerBufferPos != std::string::npos)
{
std::string NewSamplerBufferName = std::string(FrequencyPrefix) + "s" + std::to_string(TextureIndex);
OutString.erase(SamplerBufferPos + SamplerBufferName.size() - Texture.Len(), Texture.Len());
OutString.insert(SamplerBufferPos + SamplerBufferName.size() - Texture.Len(), NewSamplerBufferName);
std::string SamplerTexFetchExpression = std::string("texelFetch\\(\\s?") + TCHAR_TO_ANSI(*Texture) + "\\s?,";
std::regex SamplerTexFetchPattern(SamplerTexFetchExpression);
OutString = std::regex_replace(OutString, SamplerTexFetchPattern, std::string("texelFetch(") + NewSamplerBufferName + ",");
}
const uint32 SamplerCount = FMath::Max(1, UsedSamplers.Num());
if (bWriteToCCHeader)
{
GLSLCompileParams.CCHeaderWriter->WriteSRV(*Texture, TextureIndex, SamplerCount, UsedSamplers);
}
TextureIndex += SamplerCount;
}
// UAVS, rename as ci0 format
uint32_t UAVIndex = 0;
for (const std::string& UAV : ReflectData.UAVs)
{
std::string NewUAVName = FrequencyPrefix + std::string("i") + std::to_string(UAVIndex);
// Find instances of UAVs
std::string RegexExpression = "\\b" + UAV + "\\b";
std::regex RegexExpressionPattern(RegexExpression);
OutString = std::regex_replace(OutString, RegexExpressionPattern, NewUAVName);
UAVIndex++;
}
// StructuredBuffers, rename as ci0 format
// Presort the rename order to avoid search collisions for names like MyBuffer and MyBufferWithSuffix.
using FIndexNamePair = TPair<int32, const std::string&>;
TArray<FIndexNamePair> SortedBuffers;
SortedBuffers.Reserve(ReflectData.StructuredBuffers.Num());
for (const std::string& SBuffer : ReflectData.StructuredBuffers)
{
SortedBuffers.Add(FIndexNamePair(UAVIndex++, SBuffer));
}
Algo::Sort(SortedBuffers, [](const FIndexNamePair& A, const FIndexNamePair& B){ return A.Value > B.Value; });
for (const FIndexNamePair& SortedEntry : SortedBuffers)
{
const std::string& SBuffer = SortedEntry.Value;
std::string NewSBufferName = FrequencyPrefix + std::string("i") + std::to_string(SortedEntry.Key);
std::string NewSBufferVarName = NewSBufferName + std::string("_VAR");
std::string SearchString = "} " + SBuffer;
size_t SBufferPos = OutString.find(SearchString);
size_t SBufferEndPos = OutString.find(";", SBufferPos);
std::string ReplacementSubStr = OutString.substr(SBufferPos + 2, SBufferEndPos - SBufferPos - 2);
OutString.erase(SBufferPos + 1, SBufferEndPos - SBufferPos - 1);
const std::string SBufferData = "_m0";
size_t SBufferDataPos = OutString.rfind(SBufferData, SBufferPos);
OutString.replace(SBufferDataPos, SBufferData.size(), NewSBufferName);
const std::string BufferString = " buffer ";
size_t BufferNamePos = OutString.rfind(BufferString, SBufferPos);
size_t BufferLineEndPos = OutString.find("\n", BufferNamePos);
size_t ReplacePos = BufferNamePos + BufferString.size();
OutString.replace(ReplacePos, BufferLineEndPos - ReplacePos, NewSBufferVarName);
// Replace the usage of StructuredBuffer with new name
size_t CurPos = OutString.find(ReplacementSubStr + ".");
while (CurPos != std::string::npos)
{
// Offset by 4 to account for ._m0
OutString.replace(CurPos, ReplacementSubStr.size() + 4, NewSBufferName);
CurPos = OutString.find(ReplacementSubStr + ".");
}
}
for (const auto& pair : ReflectData.UniformVarNames)
{
std::string OldUniformTypeName = "uniform type_" + pair.first + " " + pair.first + ";";
size_t UniformTypePos = OutString.find(OldUniformTypeName);
if (UniformTypePos != std::string::npos)
{
OutString.erase(UniformTypePos, OldUniformTypeName.length());
}
// Replace struct type with layout, for compatibility
std::string OldStructTypeName = "struct type_" + pair.first + "\n";
std::string NewStructTypeName = "layout(std140) uniform " + pair.second + "\n";
size_t StructTypePos = OutString.find(OldStructTypeName);
if (StructTypePos != std::string::npos)
{
OutString.erase(StructTypePos, OldStructTypeName.length());
OutString.insert(StructTypePos, NewStructTypeName);
}
// Append the uniform buffer name i.e. pb0 to ensure variable names are unique across shaders
std::vector<std::string>& MemberNames = ReflectData.UniformVarMemberNames[pair.first];
for (const std::string& uniform_member_name : MemberNames)
{
std::string OldVarName = uniform_member_name;
std::string NewVarName = uniform_member_name + pair.second;
size_t OldVarNamePos = OutString.find(OldVarName);
OutString.erase(OldVarNamePos, OldVarName.length());
OutString.insert(OldVarNamePos, NewVarName);
}
// Sort the member names by length so that we don't accidently replace a partial string
std::sort(MemberNames.begin(), MemberNames.end(), [](const std::string& a, const std::string& b) {
return a.length() > b.length();
});
// Replace uniform member names in the glsl
for (const std::string& uniform_member_name : MemberNames)
{
std::string OldUniformBufferAccessor = pair.first + "." + uniform_member_name;
std::string NewUniformBufferAccessor = uniform_member_name + pair.second;
size_t OldAccessorPos = OutString.find(OldUniformBufferAccessor);
while (OldAccessorPos != std::string::npos)
{
OutString.erase(OldAccessorPos, OldUniformBufferAccessor.length());
OutString.insert(OldAccessorPos, NewUniformBufferAccessor);
OldAccessorPos = OutString.find(OldUniformBufferAccessor);
}
}
// Rename the padding variables to stop conflicts between shaders
std::string OldPaddingName = "type_" + pair.first + "_pad";
std::string NewPaddingName = pair.second + "_pad";
size_t OldPaddingPos = OutString.find(OldPaddingName);
while (OldPaddingPos != std::string::npos)
{
OutString.erase(OldPaddingPos, OldPaddingName.length());
OutString.insert(OldPaddingPos, NewPaddingName);
OldPaddingPos = OutString.find(OldPaddingName);
}
}
}
return true;
}
enum EDecalBlendFlags
{
DecalOut_MRT0 = 1,
DecalOut_MRT1 = 1 << 1,
DecalOut_MRT2 = 1 << 2,
DecalOut_MRT3 = 1 << 3,
Translucent = 1 << 4,
AlphaComposite = 1 << 5,
Modulate = 1 << 6,
};
uint32_t GetDecalBlendFlags(const FShaderCompilerInput& Input)
{
uint32_t Flags = 0;
if (Input.Environment.GetCompileArgument(TEXT("DECAL_OUT_MRT0"), false))
{
Flags |= EDecalBlendFlags::DecalOut_MRT0;
}
if (Input.Environment.GetCompileArgument(TEXT("DECAL_OUT_MRT1"), false))
{
Flags |= EDecalBlendFlags::DecalOut_MRT1;
}
if (Input.Environment.GetCompileArgument(TEXT("DECAL_OUT_MRT2"), false))
{
Flags |= EDecalBlendFlags::DecalOut_MRT2;
}
if (Input.Environment.GetCompileArgument(TEXT("DECAL_OUT_MRT3"), false))
{
Flags |= EDecalBlendFlags::DecalOut_MRT3;
}
if (!Flags)
{
return 0;
}
if (Input.Environment.GetCompileArgument(TEXT("MATERIALBLENDING_ALPHACOMPOSITE"), false))
{
Flags |= EDecalBlendFlags::AlphaComposite;
}
else if (Input.Environment.GetCompileArgument(TEXT("MATERIALBLENDING_MODULATE"), false))
{
Flags |= EDecalBlendFlags::Modulate;
}
else if (Input.Environment.GetCompileArgument(TEXT("MATERIALBLENDING_TRANSLUCENT"), false))
{
Flags |= EDecalBlendFlags::Translucent;
}
return Flags;
}
enum class EDecalBlendFunction
{
SrcAlpha_One,
SrcAlpha_InvSrcAlpha,
DstColor_InvSrcAlpha,
One_InvSrcAlpha,
None
};
// Emissive, Normal, Metallic\Specular\Roughness, BaseColor
static const EDecalBlendFunction TranslucentBlendFunctions[] = { EDecalBlendFunction::SrcAlpha_One, EDecalBlendFunction::SrcAlpha_InvSrcAlpha, EDecalBlendFunction::SrcAlpha_InvSrcAlpha, EDecalBlendFunction::SrcAlpha_InvSrcAlpha };
static const EDecalBlendFunction AlphaCompositeBlendFunctions[] = { EDecalBlendFunction::SrcAlpha_One, EDecalBlendFunction::None, EDecalBlendFunction::One_InvSrcAlpha, EDecalBlendFunction::One_InvSrcAlpha };
static const EDecalBlendFunction ModulateBlendFunctions[] = { EDecalBlendFunction::SrcAlpha_One, EDecalBlendFunction::SrcAlpha_InvSrcAlpha, EDecalBlendFunction::SrcAlpha_InvSrcAlpha, EDecalBlendFunction::DstColor_InvSrcAlpha };
void GetDecalBlendFunctionString(const EDecalBlendFunction BlendFunction, const std::string& AttachmentString, const std::string& TempOutputName, std::string& OutputString)
{
switch (BlendFunction)
{
case EDecalBlendFunction::SrcAlpha_One:
{
OutputString = AttachmentString + ".rgb = " + TempOutputName + ".a * " + TempOutputName + ".rgb + " + AttachmentString + ".rgb";
break;
}
case EDecalBlendFunction::SrcAlpha_InvSrcAlpha:
{
OutputString = AttachmentString + ".rgb = " + TempOutputName + ".a * " + TempOutputName + ".rgb + (1.0 - " + TempOutputName + ".a) * " + AttachmentString + ".rgb";
break;
}
case EDecalBlendFunction::DstColor_InvSrcAlpha:
{
OutputString = AttachmentString + ".rgb = " + TempOutputName + ".rgb * " + AttachmentString + ".rgb + (1.0 - " + TempOutputName + ".a) * " + AttachmentString + ".rgb";
break;
}
case EDecalBlendFunction::One_InvSrcAlpha:
{
OutputString = AttachmentString + ".rgb = " + TempOutputName + ".rgb + (1.0 - " + TempOutputName + ".a) * " + AttachmentString + ".rgb";
break;
}
case EDecalBlendFunction::None:
{
OutputString = "";
break;
}
}
}
void ModifyDecalBlending(std::string& SourceString, const uint32_t BlendFlags)
{
for (uint32_t i = 0; i < 4; ++i)
{
std::string OutIndex = std::to_string(i);
std::string AttachmentString = "GENERATED_SubpassFetchAttachment" + OutIndex;
std::string AttachmentAssignmentString = AttachmentString + " =";
size_t AssignmentPos = SourceString.find(AttachmentAssignmentString);
if (AssignmentPos != std::string::npos)
{
size_t AssignmentEndPos = AssignmentPos + AttachmentAssignmentString.size();
size_t StringEndPos = SourceString.find(";", AssignmentEndPos);
std::string TempOutputName = "TempMulOut" + OutIndex;
std::string TempOut = "highp vec4 " + TempOutputName + " = " + SourceString.substr(AssignmentEndPos, StringEndPos - AssignmentEndPos) + "; \n";
SourceString.erase(AssignmentPos, StringEndPos - AssignmentPos);
if (1 << i & BlendFlags)
{
std::string BlendFnString;
if (BlendFlags & EDecalBlendFlags::Translucent)
{
GetDecalBlendFunctionString(TranslucentBlendFunctions[i], AttachmentString, TempOutputName, BlendFnString);
}
if (BlendFlags & EDecalBlendFlags::AlphaComposite)
{
GetDecalBlendFunctionString(AlphaCompositeBlendFunctions[i], AttachmentString, TempOutputName, BlendFnString);
}
if (BlendFlags & EDecalBlendFlags::Modulate)
{
GetDecalBlendFunctionString(ModulateBlendFunctions[i], AttachmentString, TempOutputName, BlendFnString);
}
TempOut += BlendFnString;
SourceString.insert(AssignmentPos, TempOut);
}
}
}
}
bool GenerateDeferredMobileShaders(std::string& GlslSource, GLSLCompileParameters& GLSLCompileParams, const std::string& HlslString, ReflectionData& ReflectData,
bool bWriteToCCHeader, bool bIsDeferred, bool bEmulatedUBs, uint32_t DecalBlendFlags)
{
bool bHasGbufferTextures[4];
bHasGbufferTextures[0] = HlslString.find("GENERATED_SubpassFetchAttachment0") != std::string::npos;
bHasGbufferTextures[1] = HlslString.find("GENERATED_SubpassFetchAttachment1") != std::string::npos;
bHasGbufferTextures[2] = HlslString.find("GENERATED_SubpassFetchAttachment2") != std::string::npos;
bHasGbufferTextures[3] = HlslString.find("GENERATED_SubpassFetchAttachment3") != std::string::npos;
bool bHasGBufferOutputs[4];
bHasGBufferOutputs[0] = HlslString.find("OutProxy") != std::string::npos;
bHasGBufferOutputs[1] = HlslString.find("OutGBufferA") != std::string::npos;
bHasGBufferOutputs[2] = HlslString.find("OutGBufferB") != std::string::npos;
bHasGBufferOutputs[3] = HlslString.find("OutGBufferC") != std::string::npos;
bool bHasInputs = false;
bool bHasOutputs = false;
for (uint32_t i = 0; i < 4; ++i)
{
bHasInputs |= bHasGbufferTextures[i];
bHasOutputs |= bHasGBufferOutputs[i];
}
bool bHasInOut = (bHasInputs && bHasOutputs) || HlslString.find("OutTarget0") != std::string::npos;
if (bHasInputs || bHasOutputs)
{
std::string OutString;
std::string ESVersionString = "#version 320 es";
OutString += ESVersionString + "\n";
OutString += "#ifdef UE_MRT_FRAMEBUFFER_FETCH\n";
FShaderCompilerDefinitions CompileFlagsCopy = *GLSLCompileParams.TargetDesc->CompileFlags;
// Add defines for FBF in spirv-glsl
for (uint32_t i = 1; i < 4; ++i)
{
if (bHasGbufferTextures[i])
{
FString DefineKey = FString::Printf(TEXT("remap_ext_framebuffer_fetch%d"), i);
FString DefineValue = FString::Printf(TEXT("%d %d"), i + 1, i);
GLSLCompileParams.TargetDesc->CompileFlags->SetDefine(*DefineKey, *DefineValue);
}
}
std::string FBFSourceString;
if (!GenerateGlslShader(FBFSourceString, GLSLCompileParams, ReflectData, true, true, bEmulatedUBs))
{
return false;
}
size_t VersionStringPos = FBFSourceString.find(ESVersionString);
if (VersionStringPos != std::string::npos)
{
FBFSourceString.replace(VersionStringPos, ESVersionString.length(), "");
}
*GLSLCompileParams.TargetDesc->CompileFlags = CompileFlagsCopy;
OutString += FBFSourceString;
// Generate PLS shader
OutString += "#else\n";
// Using rgb10_a2ui because r11_g11_b10 has issues with swizzle from 4 to 3 components in DXC
static const FString GBufferOutputNames[] =
{
TEXT("rgb10_a2 out.var.SV_Target0"),
TEXT("rgb10_a2 out.var.SV_Target1"),
TEXT("rgba8 out.var.SV_Target2"),
TEXT("rgba8 out.var.SV_Target3"),
};
static const FString GBufferInputNames[] =
{
TEXT("rgb10_a2 GENERATED_SubpassFetchAttachment0"),
TEXT("rgb10_a2 GENERATED_SubpassFetchAttachment1"),
TEXT("rgba8 GENERATED_SubpassFetchAttachment2"),
TEXT("rgba8 GENERATED_SubpassFetchAttachment3"),
};
static const FString GBufferInOutNames[] =
{
TEXT("rgb10_a2 GENERATED_SubpassFetchAttachment0 out.var.SV_Target0"),
TEXT("rgb10_a2 GENERATED_SubpassFetchAttachment1 out.var.SV_Target1"),
TEXT("rgba8 GENERATED_SubpassFetchAttachment2 out.var.SV_Target2"),
TEXT("rgba8 GENERATED_SubpassFetchAttachment3 out.var.SV_Target3"),
};
// Add defines for PLS in spirv-glsl
{
FString DefineKey = "";
FString DefineValue = "";
for (uint32_t i = 0; i < 4; ++i)
{
if (bHasInOut)
{
DefineKey = FString::Printf(TEXT("pls_io%d"), i);
DefineValue = GBufferInOutNames[i];
}
else if (bHasInputs)
{
DefineKey = FString::Printf(TEXT("pls_in%d"), i);
DefineValue = GBufferInputNames[i];
}
else
{
DefineKey = FString::Printf(TEXT("pls_out%d"), i);
DefineValue = GBufferOutputNames[i];
}
GLSLCompileParams.TargetDesc->CompileFlags->SetDefine(*DefineKey, *DefineValue);
}
}
std::string PLSSourceString;
if (!GenerateGlslShader(PLSSourceString, GLSLCompileParams, ReflectData, false, true, bEmulatedUBs))
{
return false;
}
// Replace assignment of output to buffer 0 to additive if the output proxy additive is used
if (HlslString.find("OutProxyAdditive") != std::string::npos)
{
std::string OutProxyString = "GENERATED_SubpassFetchAttachment0 =";
std::string OutProxyModifiedString = "GENERATED_SubpassFetchAttachment0 +=";
size_t OutProxyStringPos = PLSSourceString.find(OutProxyString);
while (OutProxyStringPos != std::string::npos)
{
PLSSourceString.replace(OutProxyStringPos, OutProxyString.size(), OutProxyModifiedString);
OutProxyStringPos = PLSSourceString.find(OutProxyString);
}
}
if (DecalBlendFlags)
{
ModifyDecalBlending(PLSSourceString, DecalBlendFlags);
}
// Strip version string
VersionStringPos = PLSSourceString.find(ESVersionString);
if (VersionStringPos != std::string::npos)
{
PLSSourceString.replace(VersionStringPos, ESVersionString.length(), "", 0);
}
OutString += PLSSourceString;
OutString += "#endif\n";
GlslSource = OutString;
}
else
{
if (!GenerateGlslShader(GlslSource, GLSLCompileParams, ReflectData, true, false, bEmulatedUBs))
{
return false;
}
}
return true;
}
static bool CompileToGlslWithShaderConductor(
const FShaderCompilerInput& Input,
FShaderCompilerOutput& Output,
GLSLVersion Version,
const EShaderFrequency Frequency,
const FString& PreprocessedShader,
char*& OutGlslShaderSource)
{
CrossCompiler::FShaderConductorContext CompilerContext;
const bool bDumpDebugInfo = Input.DumpDebugInfoEnabled();
// Initialize compilation options for ShaderConductor
CrossCompiler::FShaderConductorOptions Options;
Options.bDisableScalarBlockLayout = true;
Options.bForceStorageImageFormat = true;
Options.bWarningsAsErrors = Input.Environment.CompilerFlags.Contains(CFLAG_WarningsAsErrors);
// Enable HLSL 2021 if specified
if (Input.Environment.CompilerFlags.Contains(CFLAG_HLSL2021))
{
Options.HlslVersion = 2021;
}
// Convert input strings from FString to ANSI strings
std::string SourceData(TCHAR_TO_UTF8(*PreprocessedShader));
std::string FileName(TCHAR_TO_UTF8(*Input.VirtualSourceFilePath));
std::string EntryPointName(TCHAR_TO_UTF8(*Input.EntryPointName));
bool bEmulatedUBs = Input.Environment.CompilerFlags.Contains(CFLAG_UseEmulatedUB);
// HLSL framebuffer declarations. Used to modify HLSL input source.
const ANSICHAR* HlslFrameBufferDeclarations =
"float4 gl_FragColor;\n"
"float4 gl_LastFragColorARM;\n"
"float gl_LastFragDepthARM;\n"
"bool ARM_shader_framebuffer_fetch;\n"
"bool ARM_shader_framebuffer_fetch_depth_stencil;\n"
"float4 FramebufferFetchES2()\n"
"{\n"
" if (!ARM_shader_framebuffer_fetch)\n"
" {\n"
" return gl_FragColor;\n"
" }\n"
" else\n"
" {\n"
" return gl_LastFragColorARM;\n"
" }\n"
"}\n"
"float DepthbufferFetchES2()\n"
"{\n"
" return (ARM_shader_framebuffer_fetch_depth_stencil == 0 ? 0.0 : gl_LastFragDepthARM);\n"
"}\n"
;
if (SourceData.find("DepthbufferFetchES2") != std::string::npos ||
SourceData.find("FramebufferFetchES2") != std::string::npos)
{
SourceData = HlslFrameBufferDeclarations + SourceData;
}
// Inject additional macro definitions to circumvent missing features: external textures
FShaderCompilerDefinitions AdditionalDefines;
AdditionalDefines.SetDefine(TEXT("TextureExternal"), TEXT("Texture2D"));
uint32_t BlendFlags = GetDecalBlendFlags(Input);
// Load shader source into compiler context
CompilerContext.LoadSource(SourceData.c_str(), FileName.c_str(), EntryPointName.c_str(), Frequency, &AdditionalDefines);
bool bCompilationFailed = false;
// Compile HLSL source to SPIR-V binary
TArray<uint32> SpirvData;
if (!bCompilationFailed && !CompilerContext.CompileHlslToSpirv(Options, SpirvData))
{
// Flush compile errors
CompilerContext.FlushErrors(Output.Errors);
bCompilationFailed = true;
}
// Reduce arrays with const accessors to structs, which will then be packed to an array by GL cross compile
if(!bCompilationFailed && !Options.bDisableOptimizations && (Version == GLSL_ES3_1_ANDROID || Version == GLSL_150_ES3_1))
{
const char* OptArgs[] = { "--reduce-const-array-to-struct", "--convert-composite-to-op-access-chain-pass"};
if (!CompilerContext.OptimizeSpirv(SpirvData, OptArgs, UE_ARRAY_COUNT(OptArgs)))
{
UE_LOG(LogOpenGLShaderCompiler, Error, TEXT("Failed to apply reduce-const-array-to-struct for Android"));
return false;
}
}
// For Android run an additional pass to patch spirv to be compatible across drivers
if (!bCompilationFailed && (Version == GLSL_ES3_1_ANDROID || Version == GLSL_150_ES3_1))
{
const char* OptArgs[] = {"--adv-interface-variable-scalar-replacement=skip-matrices"};
if (!CompilerContext.OptimizeSpirv(SpirvData, OptArgs, UE_ARRAY_COUNT(OptArgs)))
{
UE_LOG(LogOpenGLShaderCompiler, Error, TEXT("Failed to apply interface-variable-scalar-replacement for Android"));
return false;
}
}
if (!bCompilationFailed)
{
ReflectionData ReflectData;
CrossCompiler::FHlslccHeaderWriter CCHeaderWriter;
// Now perform reflection on the SPIRV and tweak any decorations that we need to.
// This used to be done via JSON, but that was slow and alloc happy so use SPIRV-Reflect instead.
spv_reflect::ShaderModule Reflection(SpirvData.Num() * sizeof(uint32), SpirvData.GetData());
check(Reflection.GetResult() == SPV_REFLECT_RESULT_SUCCESS);
const ANSICHAR* SPIRV_DummySamplerName = CrossCompiler::FShaderConductorContext::GetIdentifierTable().DummySampler;
ParseReflectionData(Input, CCHeaderWriter, ReflectData, SpirvData, Reflection, SPIRV_DummySamplerName, Frequency, bEmulatedUBs);
// Step 2 : End of reflection
//
// Overwrite updated SPIRV code
SpirvData = TArray<uint32>(Reflection.GetCode(), Reflection.GetCodeSize() / 4);
if (bDumpDebugInfo)
{
// SPIR-V file (Binary)
DumpDebugShaderBinary(Input, SpirvData.GetData(), SpirvData.Num() * sizeof(uint32), TEXT("spv"));
}
CrossCompiler::FShaderConductorTarget TargetDesc;
TargetDesc.CompileFlags->SetDefine(TEXT("relax_nan_checks"), 1);
switch (Version)
{
case GLSL_150_ES3_1:
case GLSL_ES3_1_ANDROID:
default:
TargetDesc.CompileFlags->SetDefine(TEXT("force_flattened_io_blocks"), 1);
TargetDesc.CompileFlags->SetDefine(TEXT("emit_uniform_buffer_as_plain_uniforms"), 1);
TargetDesc.CompileFlags->SetDefine(TEXT("pad_ubo_blocks"), 1);
// TODO: Currently disabled due to bug when assigning an array to temporary variable
//TargetDesc.CompileFlags.SetDefine(TEXT("force_temporary"), 1);
// If we have mobile multiview define set then set the view count and enable extension
const bool bMultiView = Input.Environment.GetCompileArgument(TEXT("MOBILE_MULTI_VIEW"), false);
if (Frequency == SF_Vertex && bMultiView)
{
TargetDesc.CompileFlags->SetDefine(TEXT("ovr_multiview_view_count"), 2);
}
if (Version == GLSL_150_ES3_1)
{
TargetDesc.CompileFlags->SetDefine(TEXT("force_glsl_clipspace"), 1);
}
TargetDesc.Language = CrossCompiler::EShaderConductorLanguage::Essl;
TargetDesc.Version = 320;
break;
}
TSet<FString> ExternalTextures;
int32 Pos = 0;
static constexpr FStringView TextExternal = TEXTVIEW("TextureExternal");
do
{
Pos = PreprocessedShader.Find(TextExternal, ESearchCase::CaseSensitive, ESearchDir::FromStart, Pos + TextExternal.Len());
if (Pos != INDEX_NONE)
{
FStringView TextureExternalName;
TextureExternalName = FindNextHLSLDefinitionOfType(FStringView(&PreprocessedShader[Pos]), FStringView(&PreprocessedShader[Pos+TextExternal.Len()]));
if (!TextureExternalName.IsEmpty())
{
ExternalTextures.Add(FString(TextureExternalName));
}
}
}
while (Pos != INDEX_NONE);
// Define type renaming callback after all external texture types have been gathered
TargetDesc.VariableTypeRenameCallback = [&ExternalTextures](const FAnsiStringView& VariableName, const FAnsiStringView& TypeName, FString& OutRenamedTypeName) -> bool
{
auto WideVarName = StringCast<TCHAR>(VariableName.GetData());
for (const FString& ExternalTex : ExternalTextures)
{
if (FCStringWide::Strstr(WideVarName.Get(), *ExternalTex) &&
FCStringWide::Strstr(WideVarName.Get(), TEXT("_SamplerP")))
{
OutRenamedTypeName = TEXT("samplerExternalOES");
return true;
}
}
return false;
};
GLSLCompileParameters GLSLCompileParams;
GLSLCompileParams.CompilerContext = &CompilerContext;
GLSLCompileParams.CCHeaderWriter = &CCHeaderWriter;
GLSLCompileParams.TargetDesc = &TargetDesc;
GLSLCompileParams.Options = &Options;
GLSLCompileParams.Output = &Output;
GLSLCompileParams.SpirvData = MoveTemp(SpirvData);
GLSLCompileParams.Frequency = Frequency;
GLSLCompileParams.SPIRV_DummySamplerName = SPIRV_DummySamplerName;
std::string GlslSource;
// Handle PLS and FBF in OpenGL
if (Version == GLSL_ES3_1_ANDROID &&
Input.Environment.GetCompileArgument(TEXT("USE_GLES_FBF_DEFERRED"), false))
{
bCompilationFailed = !GenerateDeferredMobileShaders(GlslSource, GLSLCompileParams, SourceData, ReflectData, true, false, bEmulatedUBs, BlendFlags);
}
else
{
bCompilationFailed = !GenerateGlslShader(GlslSource, GLSLCompileParams, ReflectData, true, false, bEmulatedUBs);
}
// Generate meta data for CCHeader
CCHeaderWriter.WriteSourceInfo(*Input.VirtualSourceFilePath, *Input.EntryPointName);
CCHeaderWriter.WriteCompilerInfo();
if (GlslSource.length() > 0)
{
const FString MetaData = CCHeaderWriter.ToString();
// Merge meta data and GLSL source to output string
const int32 GlslShaderSourceLen = MetaData.Len() + static_cast<int32>(GlslSource.size()) + 1;
OutGlslShaderSource = (char*)malloc(GlslShaderSourceLen);
FCStringAnsi::Snprintf(OutGlslShaderSource, GlslShaderSourceLen, "%s%s", TCHAR_TO_ANSI(*MetaData), GlslSource.c_str());
}
}
if (bDumpDebugInfo && OutGlslShaderSource != nullptr)
{
const TCHAR* ShaderFileExt = CrossCompiler::FShaderConductorContext::GetShaderFileExt(CrossCompiler::EShaderConductorLanguage::Essl, Frequency);
DumpDebugShaderText(Input, OutGlslShaderSource, FCStringAnsi::Strlen(OutGlslShaderSource), ShaderFileExt);
}
return !bCompilationFailed;
}
/**
* Compile a shader for OpenGL on Windows.
* @param Input - The input shader code and environment.
* @param PreprocessOutput - The output of the shader preprocessing phase (see above)
* @param Output - Contains shader compilation results upon return.
* @param WorkingDirectory - (unused, part of IShaderFormat API)
* @param Version - Target GLSL version for this compilation
*/
void CompileOpenGLShader(const FShaderCompilerInput& Input, const FShaderPreprocessOutput& InPreprocessOutput, FShaderCompilerOutput& Output, const FString& WorkingDirectory, GLSLVersion Version)
{
FString EntryPointName = Input.EntryPointName;
FString PreprocessedSource(InPreprocessOutput.GetSourceViewWide());
FShaderParameterParser::FPlatformConfiguration PlatformConfiguration;
FShaderParameterParser ShaderParameterParser(PlatformConfiguration);
if (!ShaderParameterParser.ParseAndModify(Input, Output.Errors, PreprocessedSource))
{
// The FShaderParameterParser will add any relevant errors.
return;
}
if (ShaderParameterParser.DidModifyShader())
{
Output.ModifiedShaderSource = PreprocessedSource;
}
const EHlslCompileTarget HlslCompilerTarget = GetCompileTarget(Version);
const bool bDumpDebugInfo = Input.DumpDebugInfoEnabled();
char* GlslShaderSource = nullptr;
char* ErrorLog = nullptr;
constexpr EHlslShaderFrequency FrequencyTable[] =
{
HSF_VertexShader,
HSF_InvalidFrequency,
HSF_InvalidFrequency,
HSF_PixelShader,
HSF_GeometryShader,
HSF_ComputeShader
};
static_assert(SF_NumStandardFrequencies == UE_ARRAY_COUNT(FrequencyTable), "NumFrequencies changed. Please update tables.");
const EShaderFrequency Frequency = static_cast<EShaderFrequency>(Input.Target.Frequency);
const EHlslShaderFrequency HlslFrequency = FrequencyTable[Frequency];
if (HlslFrequency == HSF_InvalidFrequency)
{
Output.bSucceeded = false;
FShaderCompilerError& NewError = Output.Errors.AddDefaulted_GetRef();
NewError.StrippedErrorMessage = FString::Printf(
TEXT("%s shaders not supported for use in OpenGL."),
CrossCompiler::GetFrequencyName(Frequency)
);
return;
}
uint32 CCFlags = CalculateCrossCompilerFlagsInternal(Version, Input.Environment.FullPrecisionInPS, Input.Environment.CompilerFlags);
// Required as we added the RemoveUniformBuffersFromSource() function (the cross-compiler won't be able to interpret comments w/o a preprocessor)
CCFlags &= ~HLSLCC_NoPreprocess;
const bool bCompilationSucceeded = CompileToGlslWithShaderConductor(Input, Output, Version, Frequency, PreprocessedSource, GlslShaderSource);
if (bCompilationSucceeded)
{
// print resulting glsl to debug output if compiling from a debug dumped usf file
if (EnumHasAnyFlags(Input.DebugInfoFlags, EShaderDebugInfoFlags::CompileFromDebugUSF))
{
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("%s\n"), ANSI_TO_TCHAR(GlslShaderSource));
}
#if VALIDATE_GLSL_WITH_DRIVER
PrecompileShaderInternal(Output, Input, GlslShaderSource, Version, HlslFrequency);
#else // VALIDATE_GLSL_WITH_DRIVER
int32 SourceLen = FCStringAnsi::Strlen(GlslShaderSource); //-V595
Output.Target = Input.Target;
BuildShaderOutputInternal(Output, Input, GlslShaderSource, SourceLen, Version);
#endif // VALIDATE_GLSL_WITH_DRIVER
if (bDumpDebugInfo && GlslShaderSource != nullptr)
{
const TCHAR* ShaderFileExt = CrossCompiler::FShaderConductorContext::GetShaderFileExt(CrossCompiler::EShaderConductorLanguage::Essl, Frequency);
const FString DumpedGlslFile = FString::Printf(TEXT("%s/Output.%s"), *Input.DumpDebugInfoPath, ShaderFileExt);
if (const TUniquePtr<FArchive> FileWriter = TUniquePtr<FArchive>(IFileManager::Get().CreateFileWriter(*DumpedGlslFile)))
{
FileWriter->Serialize(GlslShaderSource, FCStringAnsi::Strlen(GlslShaderSource));
FileWriter->Close();
}
}
}
if (GlslShaderSource)
{
free(GlslShaderSource);
}
if (ErrorLog)
{
free(ErrorLog);
}
// Do not validate as global halfN != UB's halfN
//ShaderParameterParser.ValidateShaderParameterTypes(Input, Output);
}
static void FillDeviceCapsOfflineCompilationInternal(struct FDeviceCapabilities& Capabilities, const GLSLVersion ShaderVersion)
{
FMemory::Memzero(Capabilities);
if (ShaderVersion == GLSL_ES3_1_ANDROID)
{
Capabilities.TargetPlatform = EPlatformType::Android;
}
else
{
Capabilities.TargetPlatform = EPlatformType::Desktop;
}
}
static bool MoveHashLines(FAnsiString& Destination, FAnsiString& Source)
{
int32 Index = 0;
int32 LineStart = 0;
bool bFound = false;
while (Index != INDEX_NONE && !bFound)
{
LineStart = Index;
Index = Source.Find("\n", ESearchCase::IgnoreCase, ESearchDir::FromStart, Index);
for (int32 i = LineStart; i < Index; ++i)
{
const auto CharValue = Source[i];
if (CharValue == '#')
{
break;
}
else if (!FChar::IsWhitespace(CharValue))
{
bFound = true;
break;
}
}
++Index;
}
if (bFound)
{
Destination.Append(Source.Left(LineStart));
Source.RemoveAt(0, LineStart);
}
return bFound;
}
static FAnsiString PrepareCodeForOfflineCompilationInternal(const GLSLVersion ShaderVersion, EShaderFrequency Frequency, const ANSICHAR* InShaderSource)
{
FAnsiString OriginalShaderSource(InShaderSource);
FAnsiString StrOutSource;
FDeviceCapabilities Capabilities;
FillDeviceCapsOfflineCompilationInternal(Capabilities, ShaderVersion);
// Whether we need to emit mobile multi-view code or not.
const bool bEmitMobileMultiView = OriginalShaderSource.Find("gl_ViewID_OVR") != INDEX_NONE;
// Whether we need to emit texture external code or not.
const bool bEmitTextureExternal = OriginalShaderSource.Find("samplerExternalOES") != INDEX_NONE;
if (Capabilities.TargetPlatform == EPlatformType::Android || Capabilities.TargetPlatform == EPlatformType::Web)
{
const ANSICHAR* ES320Version = "#version 320 es";
StrOutSource.Append(ES320Version);
StrOutSource.Append("\n");
OriginalShaderSource.RemoveFromStart(ES320Version);
}
// The incoming glsl may have preprocessor code that is dependent on defines introduced via the engine.
// This is the place to insert such engine preprocessor defines, immediately after the glsl version declarati
if (bEmitMobileMultiView)
{
MoveHashLines(StrOutSource, OriginalShaderSource);
StrOutSource.Append("\n\n");
StrOutSource.Append("#extension GL_OVR_multiview2 : enable\n");
StrOutSource.Append("\n\n");
}
if (bEmitTextureExternal)
{
MoveHashLines(StrOutSource, OriginalShaderSource);
StrOutSource.Append("#define samplerExternalOES sampler2D\n");
}
// Move version tag & extensions before beginning all other operations
MoveHashLines(StrOutSource, OriginalShaderSource);
// OpenGL SM5 shader platforms require location declarations for the layout, but don't necessarily use SSOs
if (Capabilities.TargetPlatform == EPlatformType::Desktop)
{
StrOutSource.Append("#define INTERFACE_BLOCK(Pos, Interp, Modifiers, Semantic, PreType, PostType) layout(location=Pos) Interp Modifiers struct { PreType PostType; }\n");
}
else
{
StrOutSource.Append("#define INTERFACE_BLOCK(Pos, Interp, Modifiers, Semantic, PreType, PostType) layout(location=Pos) Modifiers Semantic { PreType PostType; }\n");
}
if (Capabilities.TargetPlatform == EPlatformType::Desktop)
{
// If we're running <= featurelevel es3.1 shaders then enable this extension which adds support for uintBitsToFloat etc.
if (StrOutSource.Contains("#version 150"))
{
StrOutSource.Append("\n\n");
StrOutSource.Append("#extension GL_ARB_gpu_shader5 : enable\n");
StrOutSource.Append("\n\n");
}
}
StrOutSource.Append("#define HLSLCC_DX11ClipSpace 1 \n");
// Append the possibly edited shader to the one we will compile.
// This is to make it easier to debug as we can see the whole
// shader source.
StrOutSource.Append("\n\n");
StrOutSource.Append(OriginalShaderSource);
return StrOutSource;
}
static bool PlatformSupportsOfflineCompilationInternal(const GLSLVersion ShaderVersion)
{
return ShaderVersion == GLSL_ES3_1_ANDROID;
}
static void CompileOfflineInternal(const FShaderCompilerInput& Input, FShaderCompilerOutput& Output, const GLSLVersion ShaderVersion, const ANSICHAR* InShaderSource)
{
const bool bSupportsOfflineCompilation = PlatformSupportsOfflineCompilationInternal(ShaderVersion);
if (!bSupportsOfflineCompilation)
{
return;
}
FAnsiString ShaderSource = PrepareCodeForOfflineCompilationInternal(ShaderVersion, (EShaderFrequency)Input.Target.Frequency, InShaderSource);
PlatformCompileOfflineInternal(Input, Output, *ShaderSource, ShaderVersion);
}
static void PlatformCompileOfflineInternal(const FShaderCompilerInput& Input, FShaderCompilerOutput& ShaderOutput, const ANSICHAR* ShaderSource, const GLSLVersion ShaderVersion)
{
if (ShaderVersion == GLSL_ES3_1_ANDROID)
{
CompileShaderOffline(Input, ShaderOutput, ShaderSource, FPlatformString::Strlen(ShaderSource), false);
}
}