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UnrealEngine/Engine/Source/Editor/UnrealEd/Private/Commandlets/CompileShadersTestBedCommandlet.cpp
2025-05-18 13:04:45 +08:00

324 lines
13 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Commandlets/CompileShadersTestBedCommandlet.h"
#include "AssetRegistry/AssetData.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "CollectionManagerModule.h"
#include "CollectionManagerTypes.h"
#include "GlobalShader.h"
#include "ICollectionContainer.h"
#include "ICollectionManager.h"
#include "Interfaces/ITargetPlatform.h"
#include "Interfaces/ITargetPlatformManagerModule.h"
#include "MaterialDomain.h"
#include "Materials/Material.h"
#include "Materials/MaterialInstance.h"
#include "Materials/MaterialInstanceConstant.h"
#include "ShaderCompiler.h"
DEFINE_LOG_CATEGORY_STATIC(LogCompileShadersTestBedCommandlet, Log, All);
UCompileShadersTestBedCommandlet::UCompileShadersTestBedCommandlet(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
int32 UCompileShadersTestBedCommandlet::Main(const FString& Params)
{
TRACE_CPUPROFILER_EVENT_SCOPE(UCompileShadersTestBedCommandlet::Main);
StaticExec(nullptr, TEXT("log LogMaterial Verbose"));
TArray<FString> Tokens;
TArray<FString> Switches;
TMap<FString, FString> ParamVals;
UCommandlet::ParseCommandLine(*Params, Tokens, Switches, ParamVals);
// Display help
if (Switches.Contains("help"))
{
UE_LOG(LogCompileShadersTestBedCommandlet, Display, TEXT("CompileShadersTestBed"));
UE_LOG(LogCompileShadersTestBedCommandlet, Display, TEXT("This commandlet compiles global and default material shaders. Used to profile and test shader compilation."));
UE_LOG(LogCompileShadersTestBedCommandlet, Display, TEXT(" Optional: -collection=<name> (You can also specify a collection of assets to narrow down the results e.g. if you maintain a collection that represents the actually used in-game assets)."));
UE_LOG(LogCompileShadersTestBedCommandlet, Display, TEXT(" Optional: -materials=<path1>+<path2> (You can also specify a list of material asset paths separated by a '+' to narrow down the results.)"));
UE_LOG(LogCompileShadersTestBedCommandlet, Display, TEXT(" Optional: -all (You can specify -all to compile all global/default shaders as well as shaders for all materials/material instances found in a project.)"))
UE_LOG(LogCompileShadersTestBedCommandlet, Display, TEXT(" Optional: -ExcludeGlobalShaders (Skip the compilation of global shaders.)"))
UE_LOG(LogCompileShadersTestBedCommandlet, Display, TEXT(" Optional: -ExcludeDefaultMaterials (Skip the compilation of default material shaders.)"))
UE_LOG(LogCompileShadersTestBedCommandlet, Display, TEXT(" Optional: -ExcludeMaterials (Skip the compilation of non default material shaders.)"))
return 0;
}
IAssetRegistry& AssetRegistry = FModuleManager::Get().LoadModuleChecked<FAssetRegistryModule>("AssetRegistry").Get();
AssetRegistry.SearchAllAssets(true);
// Optional list of materials to compile.
TArray<FAssetData> MaterialList;
FARFilter Filter;
Filter.bRecursiveClasses = true;
// Find all materials/material instances if -all is specified
if (Switches.Contains(TEXT("all")))
{
Filter.ClassPaths.Add(UMaterial::StaticClass()->GetClassPathName());
Filter.ClassPaths.Add(UMaterialInstance::StaticClass()->GetClassPathName());
AssetRegistry.GetAssets(Filter, MaterialList);
UE_LOG(LogCompileShadersTestBedCommandlet, Display, TEXT("Found %d materials/material instances in project."), MaterialList.Num());
}
else // otherwise parse -collection and -materials arguments
{
// Parse collection
FString Collection;
if (FParse::Value(*Params, TEXT("collection="), Collection, true))
{
if (!Collection.IsEmpty())
{
// Get the list of materials from a collection
Filter.PackagePaths.Add(FName(TEXT("/Game")));
Filter.bRecursivePaths = true;
Filter.ClassPaths.Add(UMaterial::StaticClass()->GetClassPathName());
Filter.ClassPaths.Add(UMaterialInstance::StaticClass()->GetClassPathName());
ICollectionManager& CollectionManager = FCollectionManagerModule::GetModule().Get();
TSharedPtr<ICollectionContainer> CollectionContainer;
FName CollectionName;
ECollectionShareType::Type ShareType = ECollectionShareType::CST_All;
if (CollectionManager.TryParseCollectionPath(Collection, &CollectionContainer, &CollectionName, &ShareType))
{
CollectionContainer->GetObjectsInCollection(CollectionName, ShareType, Filter.SoftObjectPaths, ECollectionRecursionFlags::SelfAndChildren);
}
AssetRegistry.GetAssets(Filter, MaterialList);
UE_LOG(LogCompileShadersTestBedCommandlet, Display, TEXT("Found %d materials/material instances from collection %s."), MaterialList.Num(), *Collection);
}
}
// Process -materials= switches separated by a '+'
TArray<FString> CmdLineMaterialEntries;
const TCHAR* MaterialsSwitchName = TEXT("Materials");
if (const FString* MaterialsSwitches = ParamVals.Find(MaterialsSwitchName))
{
MaterialsSwitches->ParseIntoArray(CmdLineMaterialEntries, TEXT("+"));
}
if (CmdLineMaterialEntries.Num())
{
// re-use the filter and only filter based on the passed in objects.
Filter.ClassPaths.Empty();
Filter.SoftObjectPaths.Empty();
int MaterialsNumBefore = MaterialList.Num();
for (const FString& MaterialPathString : CmdLineMaterialEntries)
{
const FSoftObjectPath MaterialPath(MaterialPathString);
if (!Filter.SoftObjectPaths.Contains(MaterialPath))
{
Filter.SoftObjectPaths.Add(MaterialPath);
}
}
AssetRegistry.GetAssets(Filter, MaterialList);
UE_LOG(LogCompileShadersTestBedCommandlet, Display, TEXT("Found %d/%d requested materials/material instances."), MaterialList.Num() - MaterialsNumBefore, Filter.SoftObjectPaths.Num());
if ((MaterialList.Num() - MaterialsNumBefore) != CmdLineMaterialEntries.Num())
{
UE_LOG(LogCompileShadersTestBedCommandlet, Error, TEXT("Some materials/material instances were not found."));
}
}
}
static constexpr bool bLimitExecutationTime = false;
// For all active platforms
ITargetPlatformManagerModule* TPM = GetTargetPlatformManager();
const TArray<ITargetPlatform*>& Platforms = TPM->GetActiveTargetPlatforms();
UE_LOG(LogCompileShadersTestBedCommandlet, Display, TEXT("Begin Compiling Shaders"));
for (ITargetPlatform* Platform : Platforms)
{
UE_LOG(LogCompileShadersTestBedCommandlet, Display, TEXT("Compiling shaders for %s..."), *Platform->PlatformName());
// Compile default materials
if (!Switches.Contains(TEXT("ExcludeDefaultMaterials")))
{
TRACE_CPUPROFILER_EVENT_SCOPE(DefaultMaterials);
UE_LOG(LogCompileShadersTestBedCommandlet, Display, TEXT("Compile default materials"));
for (int32 Domain = 0; Domain < MD_MAX; ++Domain)
{
UMaterialInterface* DefaultMaterial = UMaterial::GetDefaultMaterial(static_cast<EMaterialDomain>(Domain));
DefaultMaterial->BeginCacheForCookedPlatformData(Platform);
while (!DefaultMaterial->IsCachedCookedPlatformDataLoaded(Platform))
{
GShaderCompilingManager->ProcessAsyncResults(bLimitExecutationTime, false /* bBlockOnGlobalShaderCompilation */);
}
DefaultMaterial->ClearCachedCookedPlatformData(Platform);
}
}
// Compile global shaders
if (!Switches.Contains(TEXT("ExcludeGlobalShaders")))
{
TRACE_CPUPROFILER_EVENT_SCOPE(GlobalShaders);
TArray<FName> DesiredShaderFormats;
Platform->GetAllTargetedShaderFormats(DesiredShaderFormats);
if (!DesiredShaderFormats.IsEmpty())
{
TStringBuilder<4086> ShaderFormatListString;
for (const FName& ShaderFormat : DesiredShaderFormats)
{
if (ShaderFormatListString.Len() > 0)
{
ShaderFormatListString.Append(TEXT(", "));
}
ShaderFormatListString.Append(*ShaderFormat.ToString());
}
UE_LOG(LogCompileShadersTestBedCommandlet, Display, TEXT("Compile global shaders for %s"), *ShaderFormatListString);
for (int32 FormatIndex = 0; FormatIndex < DesiredShaderFormats.Num(); FormatIndex++)
{
const EShaderPlatform ShaderPlatform = ShaderFormatToLegacyShaderPlatform(DesiredShaderFormats[FormatIndex]);
CompileGlobalShaderMap(ShaderPlatform, Platform, false);
GShaderCompilingManager->ProcessAsyncResults(bLimitExecutationTime, true /* bBlockOnGlobalShaderCompilation */);
check(GGlobalShaderMap[ShaderPlatform]->IsComplete(Platform));
}
}
else
{
UE_LOG(LogCompileShadersTestBedCommandlet, Display, TEXT("No target shader formats available to compile global shaders"));
}
}
TSet<UMaterialInterface*> MaterialsToCompile;
// Begin Material Compiles
if (!Switches.Contains(TEXT("ExcludeMaterials")))
{
TRACE_CPUPROFILER_EVENT_SCOPE(BeginCacheForCookedPlatformData);
// Sort the material lists by name so the order is stable.
Algo::SortBy(MaterialList, [](const FAssetData& AssetData) { return AssetData.GetSoftObjectPath(); }, [](const FSoftObjectPath& A, const FSoftObjectPath& B) { return A.LexicalLess(B); });
UE_LOG(LogCompileShadersTestBedCommandlet, Display, TEXT("Begin Cache For Cooked PlatformData"));
for (const FAssetData& AssetData : MaterialList)
{
if (UMaterialInterface* MaterialInterface = Cast<UMaterialInterface>(AssetData.GetAsset()))
{
UE_LOG(LogCompileShadersTestBedCommandlet, Display, TEXT("BeginCache for %s"), *MaterialInterface->GetFullName());
MaterialInterface->BeginCacheForCookedPlatformData(Platform);
// need to call this once for all objects before any calls to ProcessAsyncResults as otherwise we'll potentially upload
// incremental/incomplete shadermaps to DDC (as this function actually triggers compilation, some compiles for a particular
// material may finish before we've even started others - if we call ProcessAsyncResults in that case the associated shader
// maps will think they are "finished" due to having no outstanding dependencies).
if (!MaterialInterface->IsCachedCookedPlatformDataLoaded(Platform))
{
MaterialsToCompile.Add(MaterialInterface);
}
}
}
}
int32 PreviousOutstandingJobs = 0;
constexpr int32 MaxOutstandingJobs = 20000; // Having a max is a way to try to reduce memory usage.. otherwise outstanding jobs can reach 100k+ and use up 300gb committed memory
// Submit all the jobs.
{
TRACE_CPUPROFILER_EVENT_SCOPE(SubmitJobs);
UE_LOG(LogCompileShadersTestBedCommandlet, Display, TEXT("Submit Jobs"));
while (MaterialsToCompile.Num())
{
for (auto It = MaterialsToCompile.CreateIterator(); It; ++It)
{
UMaterialInterface* MaterialInterface = *It;
if (MaterialInterface->IsCachedCookedPlatformDataLoaded(Platform))
{
It.RemoveCurrent();
UE_LOG(LogCompileShadersTestBedCommandlet, Display, TEXT("Finished cache for %s."), *MaterialInterface->GetFullName());
UE_LOG(LogCompileShadersTestBedCommandlet, Display, TEXT("Materials remaining: %d"), MaterialsToCompile.Num());
}
GShaderCompilingManager->ProcessAsyncResults(bLimitExecutationTime, false /* bBlockOnGlobalShaderCompilation */);
while (true)
{
const int32 CurrentOutstandingJobs = GShaderCompilingManager->GetNumOutstandingJobs();
if (CurrentOutstandingJobs != PreviousOutstandingJobs)
{
UE_LOG(LogCompileShadersTestBedCommandlet, Display, TEXT("Outstanding Jobs: %d"), CurrentOutstandingJobs);
PreviousOutstandingJobs = CurrentOutstandingJobs;
}
// Flush rendering commands to release any RHI resources (shaders and shader maps).
// Delete any FPendingCleanupObjects (shader maps).
FlushRenderingCommands();
if (CurrentOutstandingJobs < MaxOutstandingJobs)
{
break;
}
FPlatformProcess::Sleep(1);
}
}
}
}
// Process the shader maps and save to the DDC.
{
TRACE_CPUPROFILER_EVENT_SCOPE(ProcessShaderCompileResults);
UE_LOG(LogCompileShadersTestBedCommandlet, Log, TEXT("ProcessAsyncResults"));
while (GShaderCompilingManager->IsCompiling())
{
GShaderCompilingManager->ProcessAsyncResults(bLimitExecutationTime, false /* bBlockOnGlobalShaderCompilation */);
while (true)
{
const int32 CurrentOutstandingJobs = GShaderCompilingManager->GetNumOutstandingJobs();
if (CurrentOutstandingJobs != PreviousOutstandingJobs)
{
UE_LOG(LogCompileShadersTestBedCommandlet, Display, TEXT("Outstanding Jobs: %d"), CurrentOutstandingJobs);
PreviousOutstandingJobs = CurrentOutstandingJobs;
}
// Flush rendering commands to release any RHI resources (shaders and shader maps).
// Delete any FPendingCleanupObjects (shader maps).
FlushRenderingCommands();
if (CurrentOutstandingJobs < MaxOutstandingJobs)
{
break;
}
FPlatformProcess::Sleep(1);
}
}
}
// Perform cleanup and clear cached data for cooking.
{
TRACE_CPUPROFILER_EVENT_SCOPE(ClearCachedCookedPlatformData);
UE_LOG(LogCompileShadersTestBedCommandlet, Display, TEXT("Clear Cached Cooked Platform Data"));
for (const FAssetData& AssetData : MaterialList)
{
if (UMaterialInterface* MaterialInterface = Cast<UMaterialInterface>(AssetData.GetAsset()))
{
MaterialInterface->ClearAllCachedCookedPlatformData();
}
}
}
}
UE_LOG(LogCompileShadersTestBedCommandlet, Display, TEXT("End compiling shaders"));
GShaderCompilingManager->PrintStats();
return 0;
}