Add ShaderProfileFeatures for more expendable shader feature sets

This commit is contained in:
Wojtek Figat
2026-03-04 16:55:04 +01:00
parent aff8090adb
commit ceebc68d18
12 changed files with 121 additions and 49 deletions

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@@ -467,10 +467,6 @@ void Material::OnDependencyModified(BinaryAsset* asset)
Reload();
}
#endif
#if USE_EDITOR
void Material::InitCompilationOptions(ShaderCompilationOptions& options)
{
// Base
@@ -488,7 +484,7 @@ void Material::InitCompilationOptions(ShaderCompilationOptions& options)
const bool useForward = ((info.Domain == MaterialDomain::Surface || info.Domain == MaterialDomain::Deformable) && !isOpaque) || info.Domain == MaterialDomain::Particle;
const bool useTess =
info.TessellationMode != TessellationMethod::None &&
RenderTools::CanSupportTessellation(options.Profile) && isSurfaceOrTerrainOrDeformable;
EnumHasAllFlags(RenderTools::GetShaderProfileFeatures(options.Profile), ShaderProfileFeatures::TessellationShaders) && isSurfaceOrTerrainOrDeformable;
const bool useDistortion =
(info.Domain == MaterialDomain::Surface || info.Domain == MaterialDomain::Deformable || info.Domain == MaterialDomain::Particle) &&
!isOpaque &&

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@@ -147,6 +147,37 @@ API_ENUM() enum class ShaderProfile
const Char* ToString(ShaderProfile value);
/// <summary>
/// Shader profile feature flags. Defines a set of features supported by a shader profile.
/// </summary>
API_ENUM() enum class ShaderProfileFeatures
{
/// <summary>
/// Nothing.
/// </summary>
None = 0,
/// <summary>
/// Compute shaders are supported.
/// </summary>
ComputeShaders = 1,
/// <summary>
/// Geometry shaders are supported.
/// </summary>
GeometryShaders = 2,
/// <summary>
/// Tessellation shaders are supported (Hull and Domain).
/// </summary>
TessellationShaders = 4,
API_ENUM(Attributes = "HideInEditor")
MAX
};
DECLARE_ENUM_OPERATORS(ShaderProfileFeatures);
/// <summary>
/// Graphics feature levels indicates what level of support can be relied upon.
/// They are named after the graphics API to indicate the minimum level of the features set to support.

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@@ -9,7 +9,6 @@
#include "RenderTask.h"
#include "Engine/Content/Assets/Model.h"
#include "Engine/Content/Assets/SkinnedModel.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Math/Packed.h"
#include "Engine/Core/Math/OrientedBoundingBox.h"
#include "Engine/Engine/Time.h"
@@ -281,6 +280,24 @@ FeatureLevel RenderTools::GetFeatureLevel(ShaderProfile profile)
}
}
ShaderProfileFeatures RenderTools::GetShaderProfileFeatures(ShaderProfile profile)
{
switch (profile)
{
case ShaderProfile::DirectX_SM6:
case ShaderProfile::DirectX_SM5:
case ShaderProfile::Vulkan_SM5:
return ShaderProfileFeatures::ComputeShaders | ShaderProfileFeatures::GeometryShaders | ShaderProfileFeatures::TessellationShaders;
case ShaderProfile::PS4:
case ShaderProfile::PS5:
return ShaderProfileFeatures::ComputeShaders | ShaderProfileFeatures::GeometryShaders;
case ShaderProfile::DirectX_SM4:
return ShaderProfileFeatures::GeometryShaders;
default:
return ShaderProfileFeatures::None;
}
}
bool RenderTools::CanSupportTessellation(ShaderProfile profile)
{
switch (profile)

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@@ -47,12 +47,20 @@ public:
/// <returns>The feature level matching the given shader profile.</returns>
static FeatureLevel GetFeatureLevel(ShaderProfile profile);
/// <summary>
/// Gets the features for the given shader profile. Runtime device might not support all of them.
/// </summary>
/// <param name="profile">The shader profile.</param>
/// <returns>The feature flags for the given shader profile.</returns>
static ShaderProfileFeatures GetShaderProfileFeatures(ShaderProfile profile);
/// <summary>
/// Check if the given shader profile supports the tessellation. Runtime can reject tessellation support but it defines if given shader profile CAN support tessellation.
/// [Deprecated in v1.12]
/// </summary>
/// <param name="profile">The profile.</param>
/// <returns>True if can support tessellation shaders, otherwise false.</returns>
static bool CanSupportTessellation(ShaderProfile profile);
DEPRECATED("Use GetShaderProfileFeatures instead") static bool CanSupportTessellation(ShaderProfile profile);
/// <summary>
/// Computes the image row pitch in bytes, and the slice pitch (size in bytes of the image) based on format, width, and height.

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@@ -55,6 +55,12 @@ namespace ShaderProcessing
/// <returns>The graphics feature level</returns>
virtual FeatureLevel GetFeatureLevel() const = 0;
/// <summary>
/// Gets the parser feature flags for the Shader Profile of the target platform graphics backend.
/// </summary>
/// <returns>The shader profile features mask.</returns>
virtual ShaderProfileFeatures GetFeatures() const = 0;
/// <summary>
/// Gets the parser macros.
/// </summary>

View File

@@ -354,10 +354,7 @@ namespace ShaderProcessing
// Clear current meta
auto& current = ShaderMetaReaderType::_current;
current.Name.Clear();
current.Permutations.Clear();
current.Flags = ShaderFlags::Default;
current.MinFeatureLevel = FeatureLevel::ES2;
current = MetaType();
_permutationReader->Clear();
// Here we read '(x, y)\n' where 'x' is a shader function 'visible' flag, and 'y' is mini feature level
@@ -388,6 +385,7 @@ namespace ShaderProcessing
};
MinFeatureLevel levels[] =
{
{ FeatureLevel::ES2, "AUTO" },
{ FeatureLevel::ES2, "FEATURE_LEVEL_ES2" },
{ FeatureLevel::ES3, "FEATURE_LEVEL_ES3" },
{ FeatureLevel::ES3_1, "FEATURE_LEVEL_ES3_1" },
@@ -406,7 +404,7 @@ namespace ShaderProcessing
}
if (missing)
{
parser->OnError(TEXT("Invalid shader function \'minFeatureLevel\' option value."));
parser->OnError(TEXT("Invalid shader function \'minFeatures\' option value."));
return;
}
@@ -433,7 +431,9 @@ namespace ShaderProcessing
}
// Check if use this shader program
if ((current.Flags & ShaderFlags::Hidden) == (ShaderFlags)0 && current.MinFeatureLevel <= parser->GetFeatureLevel())
if ((current.Flags & ShaderFlags::Hidden) == (ShaderFlags)0 &&
current.MinFeatureLevel <= parser->GetFeatureLevel() &&
EnumHasAllFlags(parser->GetFeatures(), current.MinFeatures))
{
// Cache read function
ShaderMetaReaderType::_cache.Add(current);

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@@ -44,12 +44,17 @@ public:
/// <summary>
/// Function flags.
/// </summary>
ShaderFlags Flags;
ShaderFlags Flags = ShaderFlags::Default;
/// <summary>
/// The minimum graphics platform feature level to support this shader.
/// The minimum graphics platform feature level to support for this shader.
/// </summary>
FeatureLevel MinFeatureLevel;
FeatureLevel MinFeatureLevel = FeatureLevel::ES2;
/// <summary>
/// The minimum shader profile feature to support for this shader.
/// </summary>
ShaderProfileFeatures MinFeatures = ShaderProfileFeatures::None;
/// <summary>
/// All possible values for the permutations and it's values to generate different permutation of this function
@@ -220,6 +225,11 @@ public:
int32 ControlPointsCount;
public:
HullShaderMeta()
{
MinFeatures = ShaderProfileFeatures::TessellationShaders;
}
// [ShaderFunctionMeta]
ShaderStage GetStage() const override
{
@@ -233,6 +243,11 @@ public:
class DomainShaderMeta : public ShaderFunctionMeta
{
public:
DomainShaderMeta()
{
MinFeatures = ShaderProfileFeatures::TessellationShaders;
}
// [ShaderFunctionMeta]
ShaderStage GetStage() const override
{
@@ -246,6 +261,11 @@ public:
class GeometryShaderMeta : public ShaderFunctionMeta
{
public:
GeometryShaderMeta()
{
MinFeatures = ShaderProfileFeatures::GeometryShaders;
}
// [ShaderFunctionMeta]
ShaderStage GetStage() const override
{
@@ -272,6 +292,11 @@ public:
class ComputeShaderMeta : public ShaderFunctionMeta
{
public:
ComputeShaderMeta()
{
MinFeatures = ShaderProfileFeatures::ComputeShaders;
}
// [ShaderFunctionMeta]
ShaderStage GetStage() const override
{

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@@ -4,10 +4,11 @@
#if COMPILE_WITH_SHADER_COMPILER
#include "Engine/Core/Log.h"
#include "Engine/Core/Collections/Array.h"
#include "Engine/Utilities/TextProcessing.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Core/Log.h"
#include "Engine/Graphics/RenderTools.h"
#include "ShaderFunctionReader.CB.h"
#include "ShaderFunctionReader.VS.h"
#include "ShaderFunctionReader.HS.h"
@@ -17,12 +18,13 @@
#include "ShaderFunctionReader.CS.h"
#include "Config.h"
ShaderProcessing::Parser::Parser(const String& targetName, const char* source, int32 sourceLength, ParserMacros macros, FeatureLevel featureLevel)
ShaderProcessing::Parser::Parser(const String& targetName, const char* source, int32 sourceLength, ParserMacros macros, ShaderProfile profile)
: failed(false)
, targetName(targetName)
, text(source, sourceLength)
, _macros(macros)
, _featureLevel(featureLevel)
, _featureLevel(RenderTools::GetFeatureLevel(profile))
, _features(RenderTools::GetShaderProfileFeatures(profile))
{
}
@@ -30,10 +32,10 @@ ShaderProcessing::Parser::~Parser()
{
}
bool ShaderProcessing::Parser::Process(const String& targetName, const char* source, int32 sourceLength, ParserMacros macros, FeatureLevel featureLevel, ShaderMeta* result)
bool ShaderProcessing::Parser::Process(const String& targetName, const char* source, int32 sourceLength, ParserMacros macros, ShaderProfile profile, ShaderMeta* result)
{
PROFILE_CPU_NAMED("Shader.Parse");
Parser parser(targetName, source, sourceLength, macros, featureLevel);
Parser parser(targetName, source, sourceLength, macros, profile);
parser.Process(result);
return parser.Failed();
}

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@@ -22,20 +22,18 @@ namespace ShaderProcessing
class Parser : public IShaderParser, public ITokenReadersContainerBase<IShaderFunctionReader>
{
private:
bool failed;
String targetName;
Reader text;
ParserMacros _macros;
FeatureLevel _featureLevel;
ShaderProfileFeatures _features;
private:
Parser(const String& targetName, const char* source, int32 sourceLength, ParserMacros macros, FeatureLevel featureLevel);
Parser(const String& targetName, const char* source, int32 sourceLength, ParserMacros macros, ShaderProfile profile);
~Parser();
public:
/// <summary>
/// Process shader source code and generate metadata
/// </summary>
@@ -43,13 +41,12 @@ namespace ShaderProcessing
/// <param name="source">ANSI source code</param>
/// <param name="sourceLength">Amount of characters in the source code</param>
/// <param name="macros">The input macros.</param>
/// <param name="featureLevel">The target feature level.</param>
/// <param name="profile">The target shader profile.</param>
/// <param name="result">Output result with metadata</param>
/// <returns>True if cannot process the file (too many errors), otherwise false</returns>
static bool Process(const String& targetName, const char* source, int32 sourceLength, ParserMacros macros, FeatureLevel featureLevel, ShaderMeta* result);
static bool Process(const String& targetName, const char* source, int32 sourceLength, ParserMacros macros, ShaderProfile profile, ShaderMeta* result);
public:
/// <summary>
/// Process shader source code and generate metadata
/// </summary>
@@ -57,34 +54,32 @@ namespace ShaderProcessing
void Process(ShaderMeta* result);
private:
void init();
bool process();
bool collectResults(ShaderMeta* result);
public:
// [IShaderParser]
FeatureLevel GetFeatureLevel() const override
{
return _featureLevel;
}
ShaderProfileFeatures GetFeatures() const override
{
return _features;
}
bool Failed() const override
{
return failed;
}
Reader& GetReader() override
{
return text;
}
ParserMacros GetMacros() const override
{
return _macros;
}
void OnError(const String& message) override;
void OnWarning(const String& message) override;
};

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@@ -152,20 +152,14 @@ bool ShadersCompilation::Compile(ShaderCompilationOptions& options)
options.SourceLength--;
const DateTime startTime = DateTime::NowUTC();
const FeatureLevel featureLevel = RenderTools::GetFeatureLevel(options.Profile);
// Process shader source to collect metadata
ShaderMeta meta;
if (ShaderProcessing::Parser::Process(options.TargetName, options.Source, options.SourceLength, options.Macros, featureLevel, &meta))
if (ShaderProcessing::Parser::Process(options.TargetName, options.Source, options.SourceLength, options.Macros, options.Profile, &meta))
{
LOG(Warning, "Failed to parse source code.");
return true;
}
const int32 shadersCount = meta.GetShadersCount();
if (shadersCount == 0 && featureLevel > FeatureLevel::ES2)
{
LOG(Warning, "Shader has no valid functions.");
}
// Perform actual compilation
bool result;

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@@ -9,8 +9,6 @@ TextProcessing::TextProcessing(const char* input, int32 length)
, _cursor(const_cast<char*>(input))
, _position(0)
, _line(1)
, Separators(32)
, Whitespaces(8)
{
}

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@@ -32,14 +32,14 @@
#endif
// Meta macros used by shaders parser
#define META_VS(isVisible, minFeatureLevel)
#define META_VS(isVisible, minFeatures)
#define META_VS_IN_ELEMENT(type, index, format, slot, offset, slotClass, stepRate, isVisible) // [Deprecated in v1.10]
#define META_HS(isVisible, minFeatureLevel)
#define META_HS(isVisible, minFeatures)
#define META_HS_PATCH(inControlPoints)
#define META_DS(isVisible, minFeatureLevel)
#define META_GS(isVisible, minFeatureLevel)
#define META_PS(isVisible, minFeatureLevel)
#define META_CS(isVisible, minFeatureLevel)
#define META_DS(isVisible, minFeatures)
#define META_GS(isVisible, minFeatures)
#define META_PS(isVisible, minFeatures)
#define META_CS(isVisible, minFeatures)
#define META_FLAG(flag)
#define META_PERMUTATION_1(param0)
#define META_PERMUTATION_2(param0, param1)