Files
UnrealEngine/Engine/Source/Runtime/RenderCore/Private/ShaderParameterParser.cpp
2025-05-18 13:04:45 +08:00

1505 lines
47 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ShaderParameterParser.h"
#include "Containers/UnrealString.h"
#include "ShaderCompilerCore.h"
#include "String/RemoveFrom.h"
#include "Misc/StringBuilder.h"
inline FStringView StripTemplateFromType(const FStringView& Input)
{
FStringView UntemplatedType = FStringView(Input);
if (int32 Index = Input.Find(TEXT("<")); Index != INDEX_NONE)
{
// Remove the template argument but don't forget to clean up the type name
const int32 NumChars = Input.Len() - Index;
UntemplatedType = Input.LeftChop(NumChars).TrimEnd();
}
return UntemplatedType;
}
template<typename TParameterFunction>
static void IterateShaderParameterMembersInternal(
const FShaderParametersMetadata& ParametersMetadata,
uint16 ByteOffset,
TStringBuilder<1024>& ShaderBindingNameBuilder,
TParameterFunction Lambda)
{
for (const FShaderParametersMetadata::FMember& Member : ParametersMetadata.GetMembers())
{
EUniformBufferBaseType BaseType = Member.GetBaseType();
const uint16 MemberOffset = ByteOffset + uint16(Member.GetOffset());
const uint32 NumElements = Member.GetNumElements();
int32 MemberNameLength = FCString::Strlen(Member.GetName());
if (BaseType == UBMT_INCLUDED_STRUCT)
{
check(NumElements == 0);
const FShaderParametersMetadata& NewParametersMetadata = *Member.GetStructMetadata();
IterateShaderParameterMembersInternal(NewParametersMetadata, MemberOffset, ShaderBindingNameBuilder, Lambda);
}
else if (BaseType == UBMT_NESTED_STRUCT && NumElements == 0)
{
ShaderBindingNameBuilder.Append(Member.GetName());
ShaderBindingNameBuilder.Append(TEXT("_"));
const FShaderParametersMetadata& NewParametersMetadata = *Member.GetStructMetadata();
IterateShaderParameterMembersInternal(NewParametersMetadata, MemberOffset, ShaderBindingNameBuilder, Lambda);
ShaderBindingNameBuilder.RemoveSuffix(MemberNameLength + 1);
}
else if (BaseType == UBMT_NESTED_STRUCT && NumElements > 0)
{
ShaderBindingNameBuilder.Append(Member.GetName());
ShaderBindingNameBuilder.Append(TEXT("_"));
const FShaderParametersMetadata& NewParametersMetadata = *Member.GetStructMetadata();
for (uint32 ArrayElementId = 0; ArrayElementId < NumElements; ArrayElementId++)
{
FString ArrayElementIdString;
ArrayElementIdString.AppendInt(ArrayElementId);
int32 ArrayElementIdLength = ArrayElementIdString.Len();
ShaderBindingNameBuilder.Append(ArrayElementIdString);
ShaderBindingNameBuilder.Append(TEXT("_"));
uint16 NewStructOffset = MemberOffset + ArrayElementId * NewParametersMetadata.GetSize();
IterateShaderParameterMembersInternal(NewParametersMetadata, NewStructOffset, ShaderBindingNameBuilder, Lambda);
ShaderBindingNameBuilder.RemoveSuffix(ArrayElementIdLength + 1);
}
ShaderBindingNameBuilder.RemoveSuffix(MemberNameLength + 1);
}
else
{
const bool bParametersAreExpanded = NumElements > 0 && (IsShaderParameterTypeRHIResource(BaseType) || IsRDGResourceReferenceShaderParameterType(BaseType));
if (bParametersAreExpanded)
{
const uint16 ElementSize = SHADER_PARAMETER_POINTER_ALIGNMENT;
for (uint32 Index = 0; Index < NumElements; Index++)
{
const FString RealBindingName = FString::Printf(TEXT("%s_%d"), Member.GetName(), Index);
ShaderBindingNameBuilder.Append(RealBindingName);
Lambda(ParametersMetadata, Member, *ShaderBindingNameBuilder, MemberOffset + Index * ElementSize);
ShaderBindingNameBuilder.RemoveSuffix(RealBindingName.Len());
}
}
else
{
ShaderBindingNameBuilder.Append(Member.GetName());
Lambda(ParametersMetadata, Member, *ShaderBindingNameBuilder, MemberOffset);
ShaderBindingNameBuilder.RemoveSuffix(MemberNameLength);
}
}
}
}
template<typename TParameterFunction>
static void IterateShaderParameterMembers(const FShaderParametersMetadata& ShaderParametersMetadata, TParameterFunction Lambda)
{
FShaderParametersMetadata::EUseCase UseCase = ShaderParametersMetadata.GetUseCase();
TStringBuilder<1024> ShaderBindingNameBuilder;
if (UseCase == FShaderParametersMetadata::EUseCase::UniformBuffer || UseCase == FShaderParametersMetadata::EUseCase::DataDrivenUniformBuffer)
{
ShaderBindingNameBuilder.Append(ShaderParametersMetadata.GetShaderVariableName());
ShaderBindingNameBuilder.Append(TEXT("_"));
}
IterateShaderParameterMembersInternal(
ShaderParametersMetadata, /* ByteOffset = */ 0, ShaderBindingNameBuilder, Lambda);
}
static void AddNoteToDisplayShaderParameterMemberOnCppSide(
const FShaderCompilerInput& CompilerInput,
const FShaderParameterParser::FParsedShaderParameter& ParsedParameter,
FShaderCompilerOutput& CompilerOutput)
{
const FShaderParametersMetadata* MemberContainingStruct = nullptr;
const FShaderParametersMetadata::FMember* Member = nullptr;
{
int32 ArrayElementId = 0;
FString NamePrefix;
CompilerInput.RootParametersStructure->FindMemberFromOffset(ParsedParameter.ConstantBufferOffset, &MemberContainingStruct, &Member, &ArrayElementId, &NamePrefix);
}
FString CppCodeName = CompilerInput.RootParametersStructure->GetFullMemberCodeName(ParsedParameter.ConstantBufferOffset);
FShaderCompilerError Error;
Error.StrippedErrorMessage = FString::Printf(
TEXT("Note: Definition of %s"),
*CppCodeName);
Error.ErrorVirtualFilePath = ANSI_TO_TCHAR(MemberContainingStruct->GetFileName());
Error.ErrorLineString = FString::FromInt(Member->GetFileLine());
CompilerOutput.Errors.Add(Error);
}
FShaderParameterParser::~FShaderParameterParser() = default;
FShaderParameterParser::FShaderParameterParser(const FPlatformConfiguration& InPlatformConfiguration)
: PlatformConfiguration(InPlatformConfiguration)
{
}
static const FStringView s_AllSRVTypes[] =
{
TEXTVIEW("Texture1D"),
TEXTVIEW("Texture1DArray"),
TEXTVIEW("Texture2D"),
TEXTVIEW("Texture2DArray"),
TEXTVIEW("Texture2DMS"),
TEXTVIEW("Texture2DMSArray"),
TEXTVIEW("Texture3D"),
TEXTVIEW("TextureCube"),
TEXTVIEW("TextureCubeArray"),
TEXTVIEW("Buffer"),
TEXTVIEW("ByteAddressBuffer"),
TEXTVIEW("StructuredBuffer"),
TEXTVIEW("RaytracingAccelerationStructure"),
};
static const FStringView s_AllUAVTypes[] =
{
TEXTVIEW("AppendStructuredBuffer"),
TEXTVIEW("RWBuffer"),
TEXTVIEW("RWByteAddressBuffer"),
TEXTVIEW("RWStructuredBuffer"),
TEXTVIEW("RWTexture1D"),
TEXTVIEW("RWTexture1DArray"),
TEXTVIEW("RWTexture2D"),
TEXTVIEW("RWTexture2DArray"),
TEXTVIEW("RWTexture3D"),
TEXTVIEW("RasterizerOrderedTexture2D"),
};
static const FStringView s_AllSamplerTypes[] =
{
TEXTVIEW("SamplerState"),
TEXTVIEW("SamplerComparisonState"),
};
EShaderParameterType FShaderParameterParser::ParseParameterType(FStringView InType)
{
TConstArrayView<FStringView> AllSamplerTypes(s_AllSamplerTypes);
TConstArrayView<FStringView> AllSRVTypes(s_AllSRVTypes);
TConstArrayView<FStringView> AllUAVTypes(s_AllUAVTypes);
if (AllSamplerTypes.Contains(InType))
{
return EShaderParameterType::Sampler;
}
FStringView UntemplatedType = StripTemplateFromType(InType);
if (AllSRVTypes.Contains(UntemplatedType) || PlatformConfiguration.ExtraSRVTypes.Contains(UntemplatedType))
{
return EShaderParameterType::SRV;
}
if (AllUAVTypes.Contains(UntemplatedType) || PlatformConfiguration.ExtraUAVTypes.Contains(UntemplatedType))
{
return EShaderParameterType::UAV;
}
return EShaderParameterType::LooseData;
}
EShaderParameterType FShaderParameterParser::ParseAndRemoveBindlessParameterPrefix(FStringView& InName)
{
const FStringView OriginalName = InName;
if (InName = UE::String::RemoveFromStart(InName, FStringView(kBindlessSRVPrefix)); InName != OriginalName)
{
return EShaderParameterType::BindlessSRV;
}
if (InName = UE::String::RemoveFromStart(InName, FStringView(kBindlessUAVPrefix)); InName != OriginalName)
{
return EShaderParameterType::BindlessUAV;
}
if (InName = UE::String::RemoveFromStart(InName, FStringView(kBindlessSamplerPrefix)); InName != OriginalName)
{
return EShaderParameterType::BindlessSampler;
}
return EShaderParameterType::LooseData;
}
EShaderParameterType FShaderParameterParser::ParseAndRemoveBindlessParameterPrefix(FString& InName)
{
FStringView Name(InName);
const EShaderParameterType ParameterType = ParseAndRemoveBindlessParameterPrefix(Name);
InName = FString(Name);
return ParameterType;
}
bool FShaderParameterParser::RemoveBindlessParameterPrefix(FString& InName)
{
return InName.RemoveFromStart(kBindlessSRVPrefix)
|| InName.RemoveFromStart(kBindlessUAVPrefix)
|| InName.RemoveFromStart(kBindlessSamplerPrefix);
}
FStringView FShaderParameterParser::GetBindlessParameterPrefix(EShaderParameterType InShaderParameterType)
{
switch (InShaderParameterType)
{
case EShaderParameterType::BindlessSampler: return kBindlessSamplerPrefix;
case EShaderParameterType::BindlessSRV: return kBindlessSRVPrefix;
case EShaderParameterType::BindlessUAV: return kBindlessUAVPrefix;
}
return FStringView();
}
bool FShaderParameterParser::ParseParameters(
const FShaderParametersMetadata* RootParametersStructure,
TArray<FShaderCompilerError>& OutErrors)
{
const FStringView ShaderSource(OriginalParsedShader);
if (RootParametersStructure)
{
// Reserves the number of parameters up front.
ParsedParameters.Reserve(RootParametersStructure->GetSize() / sizeof(int32));
IterateShaderParameterMembers(
*RootParametersStructure,
[&](const FShaderParametersMetadata& ParametersMetadata,
const FShaderParametersMetadata::FMember& Member,
const TCHAR* ShaderBindingName,
uint16 ByteOffset)
{
FParsedShaderParameter ParsedParameter;
ParsedParameter.bIsBindable = true;
ParsedParameter.ConstantBufferOffset = ByteOffset;
ParsedParameter.BaseType = Member.GetBaseType();
ParsedParameter.PrecisionModifier = Member.GetPrecision();
ParsedParameter.NumRows = Member.GetNumRows();
ParsedParameter.NumColumns = Member.GetNumColumns();
ParsedParameter.MemberSize = Member.IsVariableNativeType() ? Member.GetMemberSize() : 0u;
ParsedParameters.Add(ShaderBindingName, ParsedParameter);
});
}
bool bSuccess = true;
// Browse the code for global shader parameter, Save their type and erase them white spaces.
{
enum class EState
{
// When to look for something to scan.
Scanning,
// When going to next ; in the global scope and reset.
GoToNextSemicolonAndReset,
// Parsing what might be a type of the parameter.
ParsingPotentialType,
ParsingPotentialTypeTemplateArguments,
FinishedPotentialType,
// Parsing what might be a name of the parameter.
ParsingPotentialName,
FinishedPotentialName,
// Parsing what looks like array of the parameter.
ParsingPotentialArraySize,
FinishedArraySize,
// Found a parameter, just finish to it's semi colon.
FoundParameter,
};
const int32 ShaderSourceLen = ShaderSource.Len();
int32 CurrentPragmaLineOffset = -1;
int32 CurrentLineOffset = 0;
int32 TypeQualifierStartPos = -1;
int32 TypeStartPos = -1;
int32 TypeEndPos = -1;
int32 NameStartPos = -1;
int32 NameEndPos = -1;
int32 ArrayStartPos = -1;
int32 ArrayEndPos = -1;
int32 ScopeIndent = 0;
bool bGloballyCoherent = false;
EState State = EState::Scanning;
bool bGoToNextLine = false;
bool bGoToCommentClose = false;
bool bGoToNextCloseParen = false;
auto ResetState = [&]()
{
TypeQualifierStartPos = -1;
TypeStartPos = -1;
TypeEndPos = -1;
NameStartPos = -1;
NameEndPos = -1;
ArrayStartPos = -1;
ArrayEndPos = -1;
bGloballyCoherent = false;
State = EState::Scanning;
};
auto EmitError = [&](const FString& ErrorMessage)
{
FShaderCompilerError Error;
Error.StrippedErrorMessage = ErrorMessage;
ExtractFileAndLine(CurrentPragmaLineOffset, CurrentLineOffset, Error.ErrorVirtualFilePath, Error.ErrorLineString);
OutErrors.Add(Error);
bSuccess = false;
};
auto EmitUnpextectedHLSLSyntaxError = [&]()
{
EmitError(TEXT("Unexpected syntax when parsing shader parameters from shader code."));
State = EState::GoToNextSemicolonAndReset;
};
for (int32 Cursor = 0; Cursor < ShaderSourceLen; Cursor++)
{
const TCHAR Char = ShaderSource[Cursor];
auto FoundShaderParameter = [&]()
{
check(Char == ';');
check(TypeStartPos != -1);
check(TypeEndPos != -1);
check(NameStartPos != -1);
check(NameEndPos != -1);
FStringView Type = ShaderSource.Mid(TypeStartPos, TypeEndPos - TypeStartPos + 1);
FStringView Name = ShaderSource.Mid(NameStartPos, NameEndPos - NameStartPos + 1);
FStringView Leftovers = ShaderSource.Mid(NameEndPos + 1, (Cursor - 1) - (NameEndPos + 1) + 1);
EShaderParameterType ParsedParameterType = ParseAndRemoveBindlessParameterPrefix(Name);
const bool bBindlessIndex = (ParsedParameterType != EShaderParameterType::LooseData);
EBindlessConversionType BindlessConversionType = EBindlessConversionType::None;
EShaderParameterType ParsedConstantBufferType = ParsedParameterType;
if (bBindlessEnabled && ParsedParameterType == EShaderParameterType::LooseData)
{
ParsedParameterType = ParseParameterType(Type);
if (bBindlessEnabled)
{
if (ParsedParameterType == EShaderParameterType::SRV)
{
BindlessConversionType = EBindlessConversionType::SRV;
ParsedConstantBufferType = EShaderParameterType::BindlessSRV;
}
else if (ParsedParameterType == EShaderParameterType::UAV)
{
BindlessConversionType = EBindlessConversionType::UAV;
ParsedConstantBufferType = EShaderParameterType::BindlessUAV;
}
else if (ParsedParameterType == EShaderParameterType::Sampler)
{
BindlessConversionType = EBindlessConversionType::Sampler;
ParsedConstantBufferType = EShaderParameterType::BindlessSampler;
}
}
if (BindlessConversionType != EBindlessConversionType::None && Leftovers.Contains(TEXT("register")))
{
// avoid rewriting hardcoded register assignments
BindlessConversionType = EBindlessConversionType::None;
ParsedConstantBufferType = ParsedParameterType;
}
}
FStringView StrippedTypeStringView = StripTemplateFromType(Type);
FString StrippedTypeString(StrippedTypeStringView);
EShaderCodeResourceBindingType TypeDecl = ParseShaderResourceBindingType(*StrippedTypeString);
FParsedShaderParameter ParsedParameter;
EShaderParameterType ConstantBufferParameterType = EShaderParameterType::Num;
bool bMoveToRootConstantBuffer = false;
bool bUpdateParsedParameters = false;
const FString ParsedParameterKey(Name);
if (ParsedParameters.Contains(ParsedParameterKey))
{
if (ParsedParameters.FindChecked(ParsedParameterKey).IsFound())
{
// If it has already been found, it means it is duplicated. Do nothing and let the shader compiler throw the error.
}
else
{
// Update the parsed parameters
bUpdateParsedParameters = true;
ParsedParameter = ParsedParameters.FindChecked(ParsedParameterKey);
// Erase the parameter to move it into the root constant buffer.
if (bNeedToMoveToRootConstantBuffer && ParsedParameter.bIsBindable)
{
const EUniformBufferBaseType BaseType = ParsedParameter.BaseType;
bMoveToRootConstantBuffer =
BaseType == UBMT_INT32 ||
BaseType == UBMT_UINT32 ||
BaseType == UBMT_FLOAT32 ||
bBindlessIndex ||
(BindlessConversionType != EBindlessConversionType::None);
if (bMoveToRootConstantBuffer)
{
ConstantBufferParameterType = ParsedConstantBufferType;
}
}
}
}
else
{
// Update the parsed parameters to still have file and line number.
bUpdateParsedParameters = true;
}
// Update
if (bUpdateParsedParameters)
{
ParsedParameter.ParsedName = Name;
ParsedParameter.ParsedType = Type;
ParsedParameter.ParsedPragmaLineOffset = CurrentPragmaLineOffset;
ParsedParameter.ParsedLineOffset = CurrentLineOffset;
ParsedParameter.ParsedCharOffsetStart = TypeQualifierStartPos != -1 ? TypeQualifierStartPos : TypeStartPos;
ParsedParameter.ParsedCharOffsetEnd = Cursor;
ParsedParameter.BindlessConversionType = BindlessConversionType;
ParsedParameter.ConstantBufferParameterType = ConstantBufferParameterType;
ParsedParameter.bGloballyCoherent = bGloballyCoherent;
ParsedParameter.ParsedTypeDecl = TypeDecl;
if (ArrayStartPos != -1 && ArrayEndPos != -1)
{
ParsedParameter.ParsedArraySize = ShaderSource.Mid(ArrayStartPos + 1, ArrayEndPos - ArrayStartPos - 1);
}
ParsedParameters.Add(ParsedParameterKey, ParsedParameter);
}
ResetState();
};
const bool bIsWhiteSpace = Char == ' ' || Char == '\t' || Char == '\r' || Char == '\n';
const bool bIsLetter = (Char >= 'a' && Char <= 'z') || (Char >= 'A' && Char <= 'Z');
const bool bIsNumber = Char >= '0' && Char <= '9';
const TCHAR* UpComing = ShaderSource.GetData() + Cursor;
const int32 RemainingSize = ShaderSourceLen - Cursor;
CurrentLineOffset += Char == '\n';
// Go to the next line if this is a preprocessor macro.
if (bGoToNextLine)
{
if (Char == '\n')
{
bGoToNextLine = false;
}
continue;
}
else if (bGoToCommentClose)
{
if (Char == '*' && UpComing[1] == '/')
{
Cursor++;
bGoToCommentClose = false;
}
continue;
}
else if (bGoToNextCloseParen)
{
if (Char == ')')
{
Cursor++;
bGoToNextCloseParen = false;
}
continue;
}
else if (Char == '#')
{
if (RemainingSize > 6 && FCString::Strncmp(UpComing, TEXT("#line "), 6) == 0)
{
CurrentPragmaLineOffset = Cursor;
CurrentLineOffset = -1; // that will be incremented to 0 when reaching the \n at the end of the #line
}
bGoToNextLine = true;
continue;
}
else if (Char == '_' && RemainingSize > 7 && FCString::Strncmp(UpComing, TEXT("_Pragma"), 7) == 0)
{
bGoToNextCloseParen = true;
continue;
}
// If within a scope, just carry on until outside the scope.
if (ScopeIndent > 0 || Char == '{')
{
if (Char == '{')
{
ScopeIndent++;
}
else if (Char == '}')
{
ScopeIndent--;
if (ScopeIndent == 0)
{
ResetState();
}
}
continue;
}
if (State == EState::Scanning)
{
if (bIsLetter)
{
static const TCHAR* KeywordTable[] =
{
TEXT("const"),
TEXT("globallycoherent"),
TEXT("enum"),
TEXT("class"),
TEXT("struct"),
TEXT("static"),
};
static int32 KeywordTableSize[] = { 5, 16, 4, 5, 6, 6 };
int32 RecognisedKeywordId = -1;
for (int32 KeywordId = 0; KeywordId < UE_ARRAY_COUNT(KeywordTable); KeywordId++)
{
const TCHAR* Keyword = KeywordTable[KeywordId];
const int32 KeywordSize = KeywordTableSize[KeywordId];
if (RemainingSize > KeywordSize)
{
TCHAR KeywordEndTestChar = UpComing[KeywordSize];
if ((KeywordEndTestChar == ' ' || KeywordEndTestChar == '\r' || KeywordEndTestChar == '\n' || KeywordEndTestChar == '\t') &&
FCString::Strncmp(UpComing, Keyword, KeywordSize) == 0)
{
RecognisedKeywordId = KeywordId;
break;
}
}
}
if (RecognisedKeywordId == -1)
{
// Might have found beginning of the type of a parameter.
State = EState::ParsingPotentialType;
TypeStartPos = Cursor;
}
else if (RecognisedKeywordId == 0)
{
// Ignore the const keywords, but still parse given it might still be a shader parameter.
if (TypeQualifierStartPos == -1)
{
// If the parameter is erased, we also have to erase *all* 'const'-qualifiers, e.g. "const int Foo" or "const const int Foo".
TypeQualifierStartPos = Cursor;
}
Cursor += KeywordTableSize[RecognisedKeywordId];
}
else if (RecognisedKeywordId == 1)
{
// Mark that we got the globallycoherent keyword and keep moving to the next set of qualifiers
bGloballyCoherent = true;
if (TypeQualifierStartPos == -1)
{
// If the parameter is erased, we also have to erase *all* qualifiers, e.g. "const int Foo" or "const const int Foo".
TypeQualifierStartPos = Cursor;
}
Cursor += KeywordTableSize[RecognisedKeywordId];
}
else
{
// Purposefully ignore enum, class, struct, static
State = EState::GoToNextSemicolonAndReset;
}
}
else if (bIsWhiteSpace)
{
// Keep parsing void.
}
else if (Char == ';')
{
// Looks like redundant semicolon, just ignore and keep scanning.
}
else if (Char == '/')
{
if (UpComing[1] == '/')
{
bGoToNextLine = true;
continue;
}
if (UpComing[1] == '*')
{
bGoToCommentClose = true;
continue;
}
}
else
{
// No idea what this is, just go to next semi colon.
State = EState::GoToNextSemicolonAndReset;
}
}
else if (State == EState::GoToNextSemicolonAndReset)
{
// If need to go to next global semicolon and reach it. Resume browsing.
if (Char == ';')
{
ResetState();
}
}
else if (State == EState::ParsingPotentialType)
{
// Found character legal for a type...
if (bIsLetter ||
bIsNumber ||
Char == '_')
{
// Keep browsing what might be type of the parameter.
}
else if (Char == ':')
{
// Handle :: in type names
if (UpComing[1] == ':')
{
// next loop iteration takes us to the next ':', so go past that
Cursor++;
}
}
else if (Char == '<')
{
// Found what looks like the beginning of template argument that is legal on resource types for Instance Texture2D< float >
State = EState::ParsingPotentialTypeTemplateArguments;
}
else if (bIsWhiteSpace)
{
// Might have found a type.
State = EState::FinishedPotentialType;
TypeEndPos = Cursor - 1;
}
else
{
// Found unexpected character in the type.
State = EState::GoToNextSemicolonAndReset;
}
}
else if (State == EState::ParsingPotentialTypeTemplateArguments)
{
// Found character legal for a template argument...
if (bIsLetter ||
bIsNumber ||
Char == '_')
{
// Keep browsing what might be type of the parameter.
}
else if (Char == ':')
{
// Handle :: in type names
if (UpComing[1] == ':')
{
// next loop iteration takes us to the next ':', so go past that
Cursor++;
}
}
else if (bIsWhiteSpace || Char == ',')
{
// Spaces and comas are legal within argument of the template arguments.
}
else if (Char == '>')
{
// Might have found a type with template argument.
State = EState::FinishedPotentialType;
TypeEndPos = Cursor;
}
else
{
// Found unexpected character in the type.
State = EState::GoToNextSemicolonAndReset;
}
}
else if (State == EState::FinishedPotentialType)
{
if (bIsLetter)
{
// Might have found beginning of the name of a parameter.
State = EState::ParsingPotentialName;
NameStartPos = Cursor;
}
else if (Char == '<')
{
// Might have found beginning of a template argument for the type, that was separate by a whitespace from type. For instance Texture2D <float>
State = EState::ParsingPotentialTypeTemplateArguments;
}
else if (bIsWhiteSpace)
{
// Keep parsing void.
}
else
{
// No idea what this is, just go to next semi colon.
State = EState::GoToNextSemicolonAndReset;
}
}
else if (State == EState::ParsingPotentialName)
{
// Found character legal for a name...
if (bIsLetter ||
bIsNumber ||
Char == '_')
{
// Keep browsing what might be name of the parameter.
}
else if (Char == ':' || Char == '=')
{
// Found a parameter with syntax:
// uint MyParameter : <whatever>;
// uint MyParameter = <DefaultValue>;
NameEndPos = Cursor - 1;
State = EState::FoundParameter;
}
else if (Char == ';')
{
// Found a parameter with syntax:
// uint MyParameter;
NameEndPos = Cursor - 1;
FoundShaderParameter();
}
else if (Char == '[')
{
// Syntax:
// uint MyArray[
NameEndPos = Cursor - 1;
ArrayStartPos = Cursor;
State = EState::ParsingPotentialArraySize;
}
else if (bIsWhiteSpace)
{
// Might have found a name.
// uint MyParameter <Still need to know what is after>;
NameEndPos = Cursor - 1;
State = EState::FinishedPotentialName;
}
else
{
// Found unexpected character in the name.
// syntax:
// uint MyFunction(<Don't care what is after>
State = EState::GoToNextSemicolonAndReset;
}
}
else if (State == EState::FinishedPotentialName || State == EState::FinishedArraySize)
{
if (Char == ';')
{
// Found a parameter with syntax:
// uint MyParameter <a bit of OK stuf>;
FoundShaderParameter();
}
else if (Char == ':')
{
// Found a parameter with syntax:
// uint MyParameter <a bit of OK stuf> : <Ignore all this crap>;
State = EState::FoundParameter;
}
else if (Char == '=')
{
// Found syntax that doesn't make any sens:
// uint MyParameter <a bit of OK stuf> = <Ignore all this crap>;
State = EState::FoundParameter;
// TDOO: should error out that this is useless.
}
else if (Char == '[')
{
if (State == EState::FinishedPotentialName)
{
// Syntax:
// uint MyArray [
ArrayStartPos = Cursor;
State = EState::ParsingPotentialArraySize;
}
else
{
EmitError(TEXT("Shader parameters can only support one dimensional array"));
}
}
else if (bIsWhiteSpace)
{
// Keep parsing void.
}
else
{
// Found unexpected stuff.
State = EState::GoToNextSemicolonAndReset;
}
}
else if (State == EState::ParsingPotentialArraySize)
{
if (Char == ']')
{
ArrayEndPos = Cursor;
State = EState::FinishedArraySize;
}
else if (Char == ';')
{
EmitUnpextectedHLSLSyntaxError();
}
else
{
// Keep going through the array size that might be a complex expression.
}
}
else if (State == EState::FoundParameter)
{
if (Char == ';')
{
FoundShaderParameter();
}
else
{
// Cary on skipping all crap we don't care about shader parameter until we find it's semi colon.
}
}
else
{
unimplemented();
}
} // for (int32 Cursor = 0; Cursor < ShaderSourceLen; Cursor++)
}
return bSuccess;
}
void FShaderParameterParser::RemoveMovingParametersFromSource(FString& PreprocessedShaderSource)
{
for (TPair<FString, FParsedShaderParameter>& Itr : ParsedParameters)
{
const FParsedShaderParameter& ParsedParameter = Itr.Value;
// If this parameter is going to be in the root constant buffer
if (ParsedParameter.ConstantBufferParameterType != EShaderParameterType::Num &&
// but it's not being converted to bindless
ParsedParameter.BindlessConversionType == EBindlessConversionType::None &&
ParsedParameter.ParsedCharOffsetStart != INDEX_NONE)
{
// then erase this shader parameter conserving the same line numbers.
for (int32 j = ParsedParameter.ParsedCharOffsetStart; j <= ParsedParameter.ParsedCharOffsetEnd; j++)
{
if (PreprocessedShaderSource[j] != '\r' && PreprocessedShaderSource[j] != '\n')
{
PreprocessedShaderSource[j] = ' ';
}
}
}
}
}
static FStringView GetBindlessParameterPrefix(EBindlessConversionType InConversionType)
{
switch (InConversionType)
{
case EBindlessConversionType::SRV: return FShaderParameterParser::kBindlessSRVPrefix;
case EBindlessConversionType::UAV: return FShaderParameterParser::kBindlessUAVPrefix;
case EBindlessConversionType::Sampler: return FShaderParameterParser::kBindlessSamplerPrefix;
}
return FStringView();
}
static FStringView GetBindlessArrayHeapPrefix(EBindlessConversionType InConversionType)
{
switch (InConversionType)
{
case EBindlessConversionType::SRV: return FShaderParameterParser::kBindlessSRVArrayPrefix;
case EBindlessConversionType::UAV: return FShaderParameterParser::kBindlessUAVArrayPrefix;
case EBindlessConversionType::Sampler: return FShaderParameterParser::kBindlessSamplerArrayPrefix;
}
return FStringView();
}
FString FShaderParameterParser::GenerateBindlessParameterDeclaration(const FParsedShaderParameter& ParsedParameter) const
{
const bool bIsSampler = (ParsedParameter.BindlessConversionType == EBindlessConversionType::Sampler);
const bool bIsUAV = (ParsedParameter.BindlessConversionType == EBindlessConversionType::UAV);
const FStringView Name = ParsedParameter.ParsedName;
const FStringView Type = ParsedParameter.ParsedType;
const TCHAR* StorageClass = ParsedParameter.bGloballyCoherent ? TEXT("globallycoherent ") : TEXT("");
const FStringView IndexPrefix = ::GetBindlessParameterPrefix(ParsedParameter.BindlessConversionType);
TStringBuilder<64> IndexString;
IndexString << IndexPrefix << Name;
TStringBuilder<512> Result;
// If we weren't going to be added to a root constant buffer, that means we need to declare our index before we declare our getter.
if (ParsedParameter.ConstantBufferParameterType == EShaderParameterType::Num)
{
// e.g. `uint BindlessResource_##Name;`
Result << TEXT("uint ") << IndexString << TEXT("; ");
}
// Add the typedef to keep return types shortened
// `typedef Type SafeType##Name;`
TStringBuilder<64> TypedefName;
TypedefName << TEXT("SafeType") << Name;
Result << TEXT("typedef ") << Type << TEXT(" ") << TypedefName << TEXT(";");
// Full type to use for return types. Makes sure globallycoherent is used where needed. Should be using the typedef name.
TStringBuilder<64> FullType;
FullType << StorageClass << TypedefName;
TStringBuilder<64> HeapName;
if (EnumHasAnyFlags(PlatformConfiguration.Flags, EShaderParameterParserConfigurationFlags::BindlessUsesArrays))
{
const FStringView HeapPrefix = GetBindlessArrayHeapPrefix(ParsedParameter.BindlessConversionType);
HeapName << HeapPrefix << TypedefName;
// Declare a heap for the RewriteType
// e.g. `SafeType##Name ResourceDescriptorHeap_SafeType##Name[];`
Result << FullType << TEXT(" ") << HeapName << TEXT("[]; ");
// :todo-jn: specify the descriptor set and binding directly in source instead of patching SPIRV
}
const FString BindlessAccess = PlatformConfiguration.GenerateBindlessAccess(ParsedParameter.BindlessConversionType, FullType, HeapName, IndexString);
const TCHAR* FunctionPrefix = bIsSampler ? TEXT("GetBindlessSampler") : bIsUAV ? TEXT("GetBindlessUAV") : TEXT("GetBindlessSRV");
// e.g. `Type GetBindlessSRV##Name() { return GetSRVFromHeap(Type, BindlessSRV_##Name); } static const Type Name = GetBindlessSRV##Name()`
// e.g. `Type GetBindlessUAV##Name() { return GetUAVFromHeap(Type, BindlessUAV_##Name); } static const Type Name = GetBindlessUAV##Name()`
// or `Type GetBindlessSampler##Name() { return GetSamplerFromHeap(Type, BindlessSampler_##Name); } static const Type Name = GetBindlessSampler##Name()`
Result << FullType << TEXT(" ") << FunctionPrefix << Name << TEXT("() { return ") << BindlessAccess << TEXT("; } ");
Result << TEXT("static const ") << FullType << TEXT(" ") << Name << TEXT(" = ") << FunctionPrefix << Name << TEXT("();");
return FString(Result);
}
void FShaderParameterParser::ApplyBindlessModifications(FString& PreprocessedShaderSource)
{
if (bBindlessEnabled)
{
// Array of modifications to do on PreprocessedShaderSource
struct FShaderCodeModifications
{
int32 CharOffsetStart;
int32 CharOffsetEnd;
FString Replace;
};
TArray<FShaderCodeModifications> Modifications;
Modifications.Reserve(ParsedParameters.Num());
const bool bReplaceGlobals = EnumHasAnyFlags(PlatformConfiguration.Flags, EShaderParameterParserConfigurationFlags::ReplaceGlobals);
for (TPair<FString, FParsedShaderParameter>& Itr : ParsedParameters)
{
const FParsedShaderParameter& ParsedParameter = Itr.Value;
if (!ParsedParameter.IsFound())
{
continue;
}
if (ParsedParameter.BindlessConversionType != EBindlessConversionType::None)
{
FShaderCodeModifications Modif;
Modif.CharOffsetStart = ParsedParameter.ParsedCharOffsetStart;
Modif.CharOffsetEnd = ParsedParameter.ParsedCharOffsetEnd + 1;
Modif.Replace = GenerateBindlessParameterDeclaration(ParsedParameter);
Modifications.Add(Modif);
}
else if (bReplaceGlobals)
{
const bool IsGlobalParam =
(ParsedParameter.BaseType == UBMT_INVALID) &&
!ParsedParameter.ParsedName.StartsWith(FShaderParameterParser::kBindlessSamplerArrayPrefix) &&
!ParsedParameter.ParsedName.StartsWith(FShaderParameterParser::kBindlessSRVArrayPrefix) &&
!ParsedParameter.ParsedName.StartsWith(FShaderParameterParser::kBindlessUAVArrayPrefix);
if (IsGlobalParam)
{
FShaderCodeModifications Modif;
Modif.CharOffsetStart = ParsedParameter.ParsedCharOffsetStart;
Modif.CharOffsetEnd = ParsedParameter.ParsedCharOffsetEnd + 1;
const int32 NumChars = Modif.CharOffsetEnd - Modif.CharOffsetStart;
Modif.Replace = PlatformConfiguration.ReplaceGlobal(FStringView(&OriginalParsedShader[Modif.CharOffsetStart], NumChars), ParsedParameter.ParsedName);
Modifications.Add(Modif);
}
}
}
// Apply all modifications
if (Modifications.Num() > 0)
{
// Sort all the modifications in order
Modifications.Sort(
[](const FShaderCodeModifications& ModifA, const FShaderCodeModifications& ModifB)
{
return ModifA.CharOffsetStart < ModifB.CharOffsetStart;
}
);
// Find out the size of the shader code after all modifications
int32 NewShaderCodeSize = PreprocessedShaderSource.Len();
for (const FShaderCodeModifications& Modif : Modifications)
{
// Count the number of line return \n in CharOffsetStart -> CharOffsetEnd to ensure the line number remain unchanged.
check(!Modif.Replace.Contains(TEXT("\n")));
//int32 ReplacedCarriagedReturn = 0;
for (int32 CharPos = Modif.CharOffsetStart; CharPos < Modif.CharOffsetEnd; CharPos++)
{
ensure(PreprocessedShaderSource[CharPos] != '\n');
}
NewShaderCodeSize += Modif.Replace.Len() - (Modif.CharOffsetEnd - Modif.CharOffsetStart); // + ReplacedCarriagedReturn;
}
// Splice all the code and modifications together
FString NewShaderCode;
NewShaderCode.Reserve(NewShaderCodeSize);
int32 CurrentCodePos = 0;
for (const FShaderCodeModifications& Modif : Modifications)
{
check(CurrentCodePos <= Modif.CharOffsetStart);
NewShaderCode += PreprocessedShaderSource.Mid(CurrentCodePos, Modif.CharOffsetStart - CurrentCodePos);
NewShaderCode += Modif.Replace;
CurrentCodePos = Modif.CharOffsetEnd;
}
check(CurrentCodePos <= PreprocessedShaderSource.Len());
NewShaderCode += PreprocessedShaderSource.Mid(CurrentCodePos, PreprocessedShaderSource.Len() - CurrentCodePos);
// Commit all modifications to caller
PreprocessedShaderSource = NewShaderCode;
bModifiedShader = true;
}
}
}
static const TCHAR* GetConstantSwizzle(uint16 ByteOffset)
{
switch (ByteOffset % 16)
{
default: unimplemented();
case 0: return TEXT("");
case 4: return TEXT(".y");
case 8: return TEXT(".z");
case 12: return TEXT(".w");
}
}
bool FShaderParameterParser::MoveShaderParametersToRootConstantBuffer(
const FShaderParametersMetadata* RootParametersStructure,
FString& PreprocessedShaderSource)
{
bool bSuccess = true;
// Generate the root cbuffer content.
if (RootParametersStructure && bNeedToMoveToRootConstantBuffer)
{
FStringBuilderBase ConstantBufferCode;
ConstantBufferCode << PlatformConfiguration.ConstantBufferType << TEXT(" ") << FShaderParametersMetadata::kRootUniformBufferBindingName << TEXT("\n{\n");
IterateShaderParameterMembers(
*RootParametersStructure,
[&](const FShaderParametersMetadata& ParametersMetadata,
const FShaderParametersMetadata::FMember& Member,
const TCHAR* ShaderBindingName,
uint16 ByteOffset)
{
FParsedShaderParameter* ParsedParameter = ParsedParameters.Find(ShaderBindingName);
if (ParsedParameter && ParsedParameter->IsFound() && ParsedParameter->ConstantBufferParameterType != EShaderParameterType::Num)
{
const uint32 ConstantRegister = ByteOffset / 16;
const TCHAR* ConstantSwizzle = GetConstantSwizzle(ByteOffset);
#define SVARG(N) N.Len(), N.GetData()
if (IsParameterBindless(ParsedParameter->ConstantBufferParameterType))
{
const FStringView Prefix = GetBindlessParameterPrefix(ParsedParameter->ConstantBufferParameterType);
ConstantBufferCode.Appendf(
TEXT("uint %.*s%.*s : packoffset(c%d%s);\n"),
SVARG(Prefix),
SVARG(ParsedParameter->ParsedName),
ConstantRegister,
ConstantSwizzle
);
}
else if (ParsedParameter->ConstantBufferParameterType == EShaderParameterType::LooseData)
{
if (!ParsedParameter->ParsedArraySize.IsEmpty())
{
ConstantBufferCode.Appendf(
TEXT("%.*s %s[%.*s] : packoffset(c%d%s);\n"),
SVARG(ParsedParameter->ParsedType),
ShaderBindingName,
SVARG(ParsedParameter->ParsedArraySize),
ConstantRegister,
ConstantSwizzle
);
}
else
{
ConstantBufferCode.Appendf(
TEXT("%.*s %s : packoffset(c%d%s);\n"),
SVARG(ParsedParameter->ParsedType),
ShaderBindingName,
ConstantRegister,
ConstantSwizzle
);
}
}
#undef SVARG
}
});
ConstantBufferCode << TEXT("}\n\n");
FString NewShaderCode = (
MakeInjectedShaderCodeBlock(TEXT("MoveShaderParametersToRootConstantBuffer"), *ConstantBufferCode) +
PreprocessedShaderSource);
PreprocessedShaderSource = MoveTemp(NewShaderCode);
bMovedLoosedParametersToRootConstantBuffer = true;
bModifiedShader = true;
} // if (CompilerInput.RootParametersStructure && bNeedToMoveToRootConstantBuffer)
return bSuccess;
}
bool FShaderParameterParser::ParseAndModify(const FShaderCompilerInput& CompilerInput, TArray<FShaderCompilerError>& OutErrors, FString& PreprocessedShaderSource)
{
bBindlessEnabled = CompilerInput.IsBindlessEnabled();
const bool bUseStableConstantBuffer = EnumHasAnyFlags(PlatformConfiguration.Flags, EShaderParameterParserConfigurationFlags::UseStableConstantBuffer);
const bool bSupportsBindless = EnumHasAnyFlags(PlatformConfiguration.Flags, EShaderParameterParserConfigurationFlags::SupportsBindless);
const bool bAlwaysParseParams = EnumHasAnyFlags(PlatformConfiguration.Flags, EShaderParameterParserConfigurationFlags::AlwaysParseParams);
const bool bHasRootParameters = (CompilerInput.RootParametersStructure != nullptr);
const bool bRootParametersModification = bUseStableConstantBuffer && (CompilerInput.IsRayTracingShader() || CompilerInput.ShouldUseStableConstantBuffer());
const bool bBindlessModifications = bSupportsBindless && bBindlessEnabled;
const bool bShouldModify = bRootParametersModification || bBindlessModifications;
// Always parse if we have root parameters since we need that data during reflection validation
const bool bShouldParse = bHasRootParameters || bShouldModify || bAlwaysParseParams;
// The shader doesn't have any parameter binding through shader structure, therefore don't do anything.
if (!bShouldParse)
{
return true;
}
bNeedToMoveToRootConstantBuffer = bRootParametersModification;
OriginalParsedShader = PreprocessedShaderSource;
if (!ParseParameters(CompilerInput.RootParametersStructure, OutErrors))
{
return false;
}
bool bResult = true;
if (bShouldModify)
{
RemoveMovingParametersFromSource(PreprocessedShaderSource);
if (bSupportsBindless)
{
ApplyBindlessModifications(PreprocessedShaderSource);
}
if (bNeedToMoveToRootConstantBuffer)
{
bResult = MoveShaderParametersToRootConstantBuffer(CompilerInput.RootParametersStructure, PreprocessedShaderSource);
}
#if DO_GUARD_SLOW
if (bResult)
{
if (DidModifyShader())
{
checkSlow(PreprocessedShaderSource != OriginalParsedShader);
}
else
{
checkSlow(PreprocessedShaderSource == OriginalParsedShader);
}
}
#endif
}
return bResult;
}
void FShaderParameterParser::ValidateShaderParameterType(
const FShaderCompilerInput& CompilerInput,
const FString& ShaderBindingName,
int32 ReflectionOffset,
int32 ReflectionSize,
bool bPlatformSupportsPrecisionModifier,
FShaderCompilerOutput& CompilerOutput) const
{
FString BindingName(ShaderBindingName);
const bool bBindlessHack = RemoveBindlessParameterPrefix(BindingName);
const FShaderParameterParser::FParsedShaderParameter& ParsedParameter = FindParameterInfos(BindingName);
check(ParsedParameter.IsFound());
check(CompilerInput.RootParametersStructure);
if (ReflectionSize > 0 && bMovedLoosedParametersToRootConstantBuffer)
{
// Verify the offset of the parameter coming from shader reflections honor the packoffset()
check(ReflectionOffset == ParsedParameter.ConstantBufferOffset);
}
// Validate the shader type.
if (!bBindlessHack)
{
FString ExpectedShaderType;
FShaderParametersMetadata::FMember::GenerateShaderParameterType(
ExpectedShaderType,
bPlatformSupportsPrecisionModifier,
ParsedParameter.BaseType,
ParsedParameter.PrecisionModifier,
ParsedParameter.NumRows,
ParsedParameter.NumColumns);
const bool bShouldBeInt = ParsedParameter.BaseType == UBMT_INT32;
const bool bShouldBeUint = ParsedParameter.BaseType == UBMT_UINT32;
// Match parsed type with expected shader type
bool bIsTypeCorrect = ParsedParameter.ParsedType == ExpectedShaderType;
if (!bIsTypeCorrect)
{
auto CheckTypeCorrect = [&ParsedParameter, &ExpectedShaderType](int32 ParsedOffset, int32 ExpectedOffset) -> bool
{
const FStringView Parsed = ParsedParameter.ParsedType.RightChop(ParsedOffset);
const FStringView Expected = FStringView(ExpectedShaderType).RightChop(ExpectedOffset);
return Parsed.Compare(Expected, ESearchCase::CaseSensitive) == 0;
};
// Accept half-precision floats when single-precision was requested
if (ParsedParameter.ParsedType.StartsWith(TEXT("half")) && ParsedParameter.BaseType == UBMT_FLOAT32)
{
bIsTypeCorrect = CheckTypeCorrect(4, 5);
}
// Accept single-precision floats when half-precision was expected
else if (ParsedParameter.ParsedType.StartsWith(TEXT("float")) && ExpectedShaderType.StartsWith(TEXT("half")))
{
bIsTypeCorrect = CheckTypeCorrect(5, 4);
}
// support for min16float
else if (ParsedParameter.ParsedType.StartsWith(TEXT("min16float")) && ExpectedShaderType.StartsWith(TEXT("float")))
{
bIsTypeCorrect = CheckTypeCorrect(10, 5);
}
else if (ParsedParameter.ParsedType.StartsWith(TEXT("min16float")) && ExpectedShaderType.StartsWith(TEXT("half")))
{
bIsTypeCorrect = CheckTypeCorrect(10, 4);
}
}
// Allow silent casting between signed and unsigned on shader bindings.
if (!bIsTypeCorrect && (bShouldBeInt || bShouldBeUint))
{
FString NewExpectedShaderType;
if (bShouldBeInt)
{
// tries up with an uint.
NewExpectedShaderType = TEXT("u") + ExpectedShaderType;
}
else
{
// tries up with an int.
NewExpectedShaderType = ExpectedShaderType;
NewExpectedShaderType.RemoveAt(0);
}
bIsTypeCorrect = ParsedParameter.ParsedType == NewExpectedShaderType;
}
if (!bIsTypeCorrect)
{
FString CppCodeName = CompilerInput.RootParametersStructure->GetFullMemberCodeName(ParsedParameter.ConstantBufferOffset);
FShaderCompilerError Error;
Error.StrippedErrorMessage = FString::Printf(
TEXT("Error: Type %.*s of shader parameter %s in shader mismatch the shader parameter structure: %s expects a %s"),
ParsedParameter.ParsedType.Len(), ParsedParameter.ParsedType.GetData(),
*ShaderBindingName,
*CppCodeName,
*ExpectedShaderType);
GetParameterFileAndLine(ParsedParameter, Error.ErrorVirtualFilePath, Error.ErrorLineString);
CompilerOutput.Errors.Add(Error);
CompilerOutput.bSucceeded = false;
AddNoteToDisplayShaderParameterMemberOnCppSide(CompilerInput, ParsedParameter, CompilerOutput);
}
}
// Validate parameter size, in case this is an array.
if (!bBindlessHack && ReflectionSize > int32(ParsedParameter.MemberSize))
{
FString CppCodeName = CompilerInput.RootParametersStructure->GetFullMemberCodeName(ParsedParameter.ConstantBufferOffset);
FShaderCompilerError Error;
Error.StrippedErrorMessage = FString::Printf(
TEXT("Error: The size required to bind shader parameter %s is %i bytes, smaller than %s that is %i bytes in the parameter structure."),
*ShaderBindingName,
ReflectionSize,
*CppCodeName,
ParsedParameter.MemberSize);
GetParameterFileAndLine(ParsedParameter, Error.ErrorVirtualFilePath, Error.ErrorLineString);
CompilerOutput.Errors.Add(Error);
CompilerOutput.bSucceeded = false;
AddNoteToDisplayShaderParameterMemberOnCppSide(CompilerInput, ParsedParameter, CompilerOutput);
}
}
void FShaderParameterParser::ValidateShaderParameterTypes(
const FShaderCompilerInput& CompilerInput,
bool bPlatformSupportsPrecisionModifier,
FShaderCompilerOutput& CompilerOutput) const
{
// The shader doesn't have any parameter binding through shader structure, therefore don't do anything.
if (!CompilerInput.RootParametersStructure)
{
return;
}
if (!CompilerOutput.bSucceeded)
{
return;
}
const TMap<FString, FParameterAllocation>& ParametersFoundByCompiler = CompilerOutput.ParameterMap.GetParameterMap();
IterateShaderParameterMembers(
*CompilerInput.RootParametersStructure,
[&](const FShaderParametersMetadata& ParametersMetadata,
const FShaderParametersMetadata::FMember& Member,
const TCHAR* ShaderBindingName,
uint16 ByteOffset)
{
if (
Member.GetBaseType() != UBMT_INT32 &&
Member.GetBaseType() != UBMT_UINT32 &&
Member.GetBaseType() != UBMT_FLOAT32)
{
return;
}
const FParsedShaderParameter& ParsedParameter = ParsedParameters[ShaderBindingName];
// Did not find shader parameter in code.
if (!ParsedParameter.IsFound())
{
// Verify the shader compiler also did not find this parameter to make sure there is no bug in the parser.
checkf(
!ParametersFoundByCompiler.Contains(ShaderBindingName),
TEXT("Looks like there is a bug in FShaderParameterParser ParameterName=%s DumpDebugInfoPath=%s"),
ShaderBindingName,
*CompilerInput.DumpDebugInfoPath);
return;
}
int32 BoundOffset = 0;
int32 BoundSize = 0;
if (const FParameterAllocation* ParameterAllocation = ParametersFoundByCompiler.Find(ShaderBindingName))
{
BoundOffset = ParameterAllocation->BaseIndex;
BoundSize = ParameterAllocation->Size;
}
ValidateShaderParameterType(CompilerInput, ShaderBindingName, BoundOffset, BoundSize, bPlatformSupportsPrecisionModifier, CompilerOutput);
});
}
void FShaderParameterParser::ExtractFileAndLine(int32 PragmaLineOffset, int32 LineOffset, FString& OutFile, FString& OutLine) const
{
if (PragmaLineOffset == -1)
{
return;
}
check(FCString::Strncmp((*OriginalParsedShader) + PragmaLineOffset, TEXT("#line"), 5) == 0);
const int32 ShaderSourceLen = OriginalParsedShader.Len();
int32 StartFilePos = -1;
int32 EndFilePos = -1;
int32 StartLinePos = -1;
int32 EndLinePos = -1;
for (int32 Cursor = PragmaLineOffset + 5; Cursor < ShaderSourceLen; Cursor++)
{
const TCHAR Char = OriginalParsedShader[Cursor];
if (Char == '\n')
{
break;
}
else if (StartLinePos == -1 && FChar::IsDigit(Char))
{
StartLinePos = Cursor;
}
else if (StartLinePos != -1 && EndLinePos == -1 && !FChar::IsDigit(Char))
{
EndLinePos = Cursor - 1;
}
else if (StartFilePos == -1 && Char == TEXT('"'))
{
StartFilePos = Cursor + 1;
}
else if (StartFilePos != -1 && EndFilePos == -1 && Char == TEXT('"'))
{
EndFilePos = Cursor - 1;
break;
}
}
check(StartFilePos != -1);
check(EndFilePos != -1);
check(EndLinePos != -1);
OutFile = OriginalParsedShader.Mid(StartFilePos, EndFilePos - StartFilePos + 1);
FString LineBasis = OriginalParsedShader.Mid(StartLinePos, EndLinePos - StartLinePos + 1);
int32 FinalLine = FCString::Atoi(*LineBasis) + LineOffset;
OutLine = FString::FromInt(FinalLine);
}