Add custom shader compiler for Xbox Scarlett

This commit is contained in:
Wojtek Figat
2025-11-18 12:07:39 +01:00
parent 7a9c58003d
commit 329ebb6482
10 changed files with 112 additions and 85 deletions

View File

@@ -48,6 +48,9 @@
#if COMPILE_WITH_PS5_SHADER_COMPILER
#include "Platforms/PS5/Engine/ShaderCompilerPS5/ShaderCompilerPS5.h"
#endif
#if COMPILE_WITH_XBOX_SCARLETT_SHADER_COMPILER
#include "Platforms/XboxScarlett/Engine/ShaderCompilerXboxScarlett/ShaderCompilerXboxScarlett.h"
#endif
namespace ShadersCompilationImpl
{
@@ -165,20 +168,16 @@ bool ShadersCompilation::Compile(ShaderCompilationOptions& options)
bool result;
{
ShaderCompilationContext context(&options, &meta);
// Request shaders compiler
auto compiler = RequestCompiler(options.Profile);
auto compiler = RequestCompiler(options.Profile, options.Platform);
if (compiler == nullptr)
{
LOG(Error, "Shader compiler request failed.");
return true;
}
ASSERT(compiler->GetProfile() == options.Profile);
ASSERT_LOW_LAYER(compiler->GetProfile() == options.Profile);
// Call compilation process
result = compiler->Compile(&context);
// Dismiss compiler
FreeCompiler(compiler);
#if GPU_USE_SHADERS_DEBUG_LAYER
@@ -210,65 +209,65 @@ bool ShadersCompilation::Compile(ShaderCompilationOptions& options)
return result;
}
ShaderCompiler* ShadersCompilation::CreateCompiler(ShaderProfile profile)
ShaderCompiler* ShadersCompilation::RequestCompiler(ShaderProfile profile, PlatformType platform)
{
ShaderCompiler* result = nullptr;
switch (profile)
{
#if COMPILE_WITH_D3D_SHADER_COMPILER
case ShaderProfile::DirectX_SM4:
case ShaderProfile::DirectX_SM5:
result = New<ShaderCompilerD3D>(profile);
break;
#endif
#if COMPILE_WITH_DX_SHADER_COMPILER
case ShaderProfile::DirectX_SM6:
result = New<ShaderCompilerDX>(profile);
break;
#endif
#if COMPILE_WITH_VK_SHADER_COMPILER
case ShaderProfile::Vulkan_SM5:
result = New<ShaderCompilerVulkan>(profile);
break;
#endif
#if COMPILE_WITH_PS4_SHADER_COMPILER
case ShaderProfile::PS4:
result = New<ShaderCompilerPS4>();
break;
#endif
#if COMPILE_WITH_PS5_SHADER_COMPILER
case ShaderProfile::PS5:
result = New<ShaderCompilerPS5>();
break;
#endif
default:
break;
}
ASSERT_LOW_LAYER(result == nullptr || result->GetProfile() == profile);
return result;
}
ShaderCompiler* ShadersCompilation::RequestCompiler(ShaderProfile profile)
{
ShaderCompiler* compiler;
ScopeLock lock(Locker);
// Try to find ready compiler
ShaderCompiler* compiler = nullptr;
for (int32 i = 0; i < ReadyCompilers.Count(); i++)
{
compiler = ReadyCompilers[i];
if (compiler->GetProfile() == profile)
compiler = ReadyCompilers.Get()[i];
if (compiler->GetProfile() == profile &&
(compiler->GetPlatform() == platform || (int32)compiler->GetPlatform() == 0))
{
// Use it
ReadyCompilers.RemoveAt(i);
return compiler;
}
}
// Create new compiler for a target profile
compiler = CreateCompiler(profile);
switch (profile)
{
#if COMPILE_WITH_D3D_SHADER_COMPILER
case ShaderProfile::DirectX_SM4:
case ShaderProfile::DirectX_SM5:
compiler = New<ShaderCompilerD3D>(profile);
break;
#endif
#if COMPILE_WITH_DX_SHADER_COMPILER
case ShaderProfile::DirectX_SM6:
switch (platform)
{
case PlatformType::XboxScarlett:
#if COMPILE_WITH_XBOX_SCARLETT_SHADER_COMPILER
compiler = New<ShaderCompilerXboxScarlett>();
#endif
break;
default:
compiler = New<ShaderCompilerDX>(profile);
break;
}
break;
#endif
#if COMPILE_WITH_VK_SHADER_COMPILER
case ShaderProfile::Vulkan_SM5:
compiler = New<ShaderCompilerVulkan>(profile);
break;
#endif
#if COMPILE_WITH_PS4_SHADER_COMPILER
case ShaderProfile::PS4:
compiler = New<ShaderCompilerPS4>();
break;
#endif
#if COMPILE_WITH_PS5_SHADER_COMPILER
case ShaderProfile::PS5:
compiler = New<ShaderCompilerPS5>();
break;
#endif
default:
break;
}
if (compiler == nullptr)
{
LOG(Error, "Cannot create Shader Compiler for profile {0}", ::ToString(profile));
@@ -414,7 +413,8 @@ String ShadersCompilation::ResolveShaderPath(StringView path)
// Skip to the last root start './' but preserve the leading one
for (int32 i = path.Length() - 2; i >= 2; i--)
{
if (StringUtils::Compare(path.Get() + i, TEXT("./"), 2) == 0)
const Char* pos = path.Get() + i;
if (pos[0] == '.' && pos[1] == '/')
{
path = path.Substring(i);
break;