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

View File

@@ -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);

View File

@@ -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
{

View File

@@ -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;