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83
Source/Engine/ShadersCompilation/ShaderDebugDataExporter.h
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83
Source/Engine/ShadersCompilation/ShaderDebugDataExporter.h
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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
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#pragma once
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#include "ShaderCompilationContext.h"
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#include "Engine/Graphics/Config.h"
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#if GPU_USE_SHADERS_DEBUG_LAYER && COMPILE_WITH_SHADER_COMPILER
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#include "Engine/Platform/File.h"
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#include "Engine/Platform/FileSystem.h"
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#include "Engine/Serialization/MemoryWriteStream.h"
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#include "Engine/Core/Types/StringBuilder.h"
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#include "Engine/Engine/Globals.h"
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#include "Parser/ShaderMeta.h"
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/// <summary>
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/// Tool class used to export debug information about shaders
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/// </summary>
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class ShaderDebugDataExporter
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{
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public:
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/// <summary>
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/// Exports compilation results info
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/// </summary>
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/// <param name="context">Compilation context</param>
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/// <returns>True if failed, otherwise false</returns>
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static bool Export(ShaderCompilationContext* context)
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{
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#if USE_EDITOR
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static String ShadersDebugInfoFolder = Globals::ProjectCacheFolder / TEXT("Shaders/Debug");
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#else
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static String ShadersDebugInfoFolder = Globals::ProductLocalFolder / TEXT("Shaders/Debug");
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#endif
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// Create output folder
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if (!FileSystem::DirectoryExists(ShadersDebugInfoFolder))
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{
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if (FileSystem::CreateDirectory(ShadersDebugInfoFolder))
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return true;
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}
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// Prepare
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auto options = context->Options;
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String outputFilePath = ShadersDebugInfoFolder / String::Format(TEXT("ShaderDebug_{0}_{1}.txt"), options->TargetName, options->TargetID);
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auto shadersCount = context->Meta->GetShadersCount();
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StringBuilder info(1024 * shadersCount);
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Array<const ShaderFunctionMeta*> functions(shadersCount);
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context->Meta->GetShaders(functions);
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// Generate output info
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info.AppendFormat(TEXT("Target shader: {0} : {1}\nProfile: {2}\nCache size: {3} bytes\n"),
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options->TargetName,
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options->TargetID,
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::ToString(options->Profile),
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options->Output->GetPosition());
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for (int32 i = 0; i < functions.Count(); i++)
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{
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const auto f = functions[i];
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auto stageName = ::ToString(f->GetStage());
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for (int32 permutationIndex = 0; permutationIndex < f->Permutations.Count(); permutationIndex++)
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{
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info.Append(TEXT("\n*********************************************************************\n"));
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info.AppendFormat(TEXT("{0} Shader: {1}, Permutation: {2}\n"), stageName, String(f->Name), permutationIndex + 1);
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info.Append(f->Permutations[permutationIndex].DebugData.Get());
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}
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}
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#if PLATFORM_WINDOWS
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// Change line endings on Windows platform
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StringBuilder winNewLineFix = info;
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WindowsFileSystem::ConvertLineEndingsToDos(StringView(*winNewLineFix, winNewLineFix.Length()), info.GetCharArray());
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#endif
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// Write to file
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return File::WriteAllText(outputFilePath, info, Encoding::Unicode);
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}
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};
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#endif
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