161 lines
5.2 KiB
C++
161 lines
5.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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// .
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#include "CoreMinimal.h"
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#include "CrossCompiler.h"
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#include "CrossCompilerCommon.h"
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#include "HAL/CriticalSection.h"
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#include "Misc/FileHelper.h"
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#include "Serialization/MemoryWriter.h"
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#include "ShaderCompilerCommon.h"
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#include "ShaderCore.h"
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#include "ShaderFormatVectorVM.h"
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#include "ShaderPreprocessor.h"
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#include "ShaderPreprocessTypes.h"
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#include "ShaderCompilerDefinitions.h"
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#include "VectorVM.h"
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#include "VectorVMBackend.h"
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#include "VectorVMTestCompile.h"
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DEFINE_LOG_CATEGORY_STATIC(LogVectorVMShaderCompiler, Log, All);
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DECLARE_STATS_GROUP(TEXT("VectorVM"), STATGROUP_VectorVM, STATCAT_Advanced);
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DECLARE_CYCLE_STAT(TEXT("VectorVM - Compiler - CompileShader_VectorVM"), STAT_VectorVM_Compiler_CompileShader_VectorVM, STATGROUP_VectorVM);
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DECLARE_CYCLE_STAT(TEXT("VectorVM - Compiler - PreprocessShader"), STAT_VectorVM_Compiler_CompileShader_VectorVMPreprocessShader, STATGROUP_VectorVM);
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DECLARE_CYCLE_STAT(TEXT("VectorVM - Compiler - CrossCompilerContextRun"), STAT_VectorVM_Compiler_CompileShader_CrossCompilerContextRun, STATGROUP_VectorVM);
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bool CompileVectorVMShader(
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const FShaderCompilerInput& Input,
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const FShaderPreprocessOutput& PreprocessOutput,
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FVectorVMCompilationOutput& VMCompilationOutput,
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const FString& WorkingDirectory,
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bool bSkipBackendOptimizations)
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{
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SCOPE_CYCLE_COUNTER(STAT_VectorVM_Compiler_CompileShader_VectorVM);
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EHlslCompileTarget HlslCompilerTarget = HCT_FeatureLevelSM5;
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ECompilerFlags PlatformFlowControl = CFLAG_AvoidFlowControl;
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char* ShaderSource = NULL;
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char* ErrorLog = NULL;
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const EHlslShaderFrequency Frequency = HSF_VertexShader;
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uint32 CCFlags = HLSLCC_NoPreprocess;
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if (bSkipBackendOptimizations)
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{
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CCFlags |= HLSLCC_DisableBackendOptimizations;
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}
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FVectorVMCodeBackend VVMBackEnd(CCFlags, HlslCompilerTarget, VMCompilationOutput);
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FVectorVMLanguageSpec VVMLanguageSpec;
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FAnsiStringView Source = PreprocessOutput.GetSourceViewAnsi();
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bool bResult = false;
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{
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FScopeLock HlslCcLock(CrossCompiler::GetCrossCompilerLock());
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FHlslCrossCompilerContext CrossCompilerContext(CCFlags, Frequency, HlslCompilerTarget);
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if (CrossCompilerContext.Init(TCHAR_TO_ANSI(*Input.VirtualSourceFilePath), &VVMLanguageSpec))
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{
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SCOPE_CYCLE_COUNTER(STAT_VectorVM_Compiler_CompileShader_CrossCompilerContextRun);
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bResult = CrossCompilerContext.Run(
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Source.GetData(),
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TCHAR_TO_ANSI(*Input.EntryPointName),
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&VVMBackEnd,
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&ShaderSource,
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&ErrorLog);
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}
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}
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if (ErrorLog)
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{
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int32 SrcLen = FPlatformString::Strlen(ErrorLog);
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int32 DestLen = FPlatformString::ConvertedLength<TCHAR, ANSICHAR>(ErrorLog, SrcLen);
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TArray<TCHAR> Converted;
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Converted.AddUninitialized(DestLen);
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FPlatformString::Convert<ANSICHAR, TCHAR>(Converted.GetData(), DestLen, ErrorLog, SrcLen);
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Converted.Add(0);
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VMCompilationOutput.Errors = Converted.GetData();
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// Dump preprocessed and generated source to debug info folder (or artifacts)
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FString VectorVMPreprocessedLines;
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PreprocessOutput.ForEachLine(
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[&VectorVMPreprocessedLines](FAnsiStringView Line, int32 LineIndex)
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{
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VectorVMPreprocessedLines.Appendf(TEXT("/*%d*/%.*hs"), LineIndex, Line.Len(), Line.GetData());
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}
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);
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const FString DebugInfoPath = Input.GetOrCreateShaderDebugInfoPath();
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FFileHelper::SaveStringToFile(VectorVMPreprocessedLines, *FPaths::Combine(DebugInfoPath, TEXT("VectorVMPreprocessOutput.txt")));
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if (ShaderSource)
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{
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FFileHelper::SaveStringToFile(ANSI_TO_TCHAR(ShaderSource), *FPaths::Combine(DebugInfoPath, TEXT("VectorVMShaderOutput.usf")));
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}
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UE_LOG(LogVectorVMShaderCompiler, Warning, TEXT("Warnings while processing %s"), *Input.DebugGroupName);
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UE_LOG(LogVectorVMShaderCompiler, Warning, TEXT("%s"), *VMCompilationOutput.Errors);
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free(ErrorLog);
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}
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else
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{
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VMCompilationOutput.Errors.Empty();
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}
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if (ShaderSource)
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{
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free(ShaderSource);
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}
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return bResult;
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}
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bool CompileVectorVMShader(const FShaderCompilerInput& Input, const FShaderPreprocessOutput& PreprocessOutput, FShaderCompilerOutput& Output, const FString& WorkingDirectory)
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{
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FVectorVMCompilationOutput CompilationOutput;
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bool bResult = CompileVectorVMShader(Input, PreprocessOutput, CompilationOutput, WorkingDirectory, Input.Environment.CompilerFlags.Contains(CFLAG_SkipOptimizations));
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if (bResult)
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{
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FMemoryWriter Ar(Output.ShaderCode.GetWriteAccess(), true);
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Ar << CompilationOutput;
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Output.bSucceeded = true;
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}
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else if (CompilationOutput.Errors.Len() > 0)
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{
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Output.Errors.Add(FShaderCompilerError(*CompilationOutput.Errors));
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}
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return bResult;
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}
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bool TestCompileVectorVMShader(
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const FShaderCompilerInput& Input,
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const FString& WorkingDirectory,
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FVectorVMCompilationOutput& VMCompilationOutput,
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bool bSkipBackendOptimizations)
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{
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FShaderPreprocessOutput PreprocessOutput;
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if (!UE::ShaderCompilerCommon::ExecuteShaderPreprocessingSteps(PreprocessOutput, Input, Input.Environment))
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{
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if (PreprocessOutput.GetErrors().Num() != 0)
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{
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FString Errors;
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for (const FShaderCompilerError& Error : PreprocessOutput.GetErrors())
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{
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Errors += Error.GetErrorString() + TEXT("\r\n");
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}
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VMCompilationOutput.Errors = Errors;
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}
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return false;
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}
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return CompileVectorVMShader(Input, PreprocessOutput, VMCompilationOutput, WorkingDirectory, bSkipBackendOptimizations);
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}
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