// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved. #pragma once #include "ShaderCompilationContext.h" #include "Engine/Graphics/Config.h" #if GPU_USE_SHADERS_DEBUG_LAYER && COMPILE_WITH_SHADER_COMPILER #include "Engine/Platform/File.h" #include "Engine/Platform/FileSystem.h" #include "Engine/Serialization/MemoryWriteStream.h" #include "Engine/Core/Types/StringBuilder.h" #include "Engine/Engine/Globals.h" #include "Engine/Profiler/ProfilerCPU.h" #include "Parser/ShaderMeta.h" /// /// Tool class used to export debug information about shaders /// class ShaderDebugDataExporter { public: /// /// Exports compilation results info /// /// Compilation context /// True if failed, otherwise false static bool Export(ShaderCompilationContext* context) { PROFILE_CPU(); #if USE_EDITOR static String ShadersDebugInfoFolder = Globals::ProjectCacheFolder / TEXT("Shaders/Debug"); #else static String ShadersDebugInfoFolder = Globals::ProductLocalFolder / TEXT("Shaders/Debug"); #endif // Create output folder if (!FileSystem::DirectoryExists(ShadersDebugInfoFolder)) { if (FileSystem::CreateDirectory(ShadersDebugInfoFolder)) return true; } // Prepare auto options = context->Options; String outputFilePath = ShadersDebugInfoFolder / String::Format(TEXT("ShaderDebug_{0}_{1}.txt"), options->TargetName, options->TargetID); auto shadersCount = context->Meta->GetShadersCount(); StringBuilder info(1024 * shadersCount); Array functions(shadersCount); context->Meta->GetShaders(functions); // Generate output info info.AppendFormat(TEXT("Target shader: {0} : {1}\nProfile: {2}\nCache size: {3} bytes\n"), options->TargetName, options->TargetID, ::ToString(options->Profile), options->Output->GetPosition()); for (int32 i = 0; i < functions.Count(); i++) { const auto f = functions[i]; auto stageName = ::ToString(f->GetStage()); for (int32 permutationIndex = 0; permutationIndex < f->Permutations.Count(); permutationIndex++) { info.Append(TEXT("\n*********************************************************************\n")); info.AppendFormat(TEXT("{0} Shader: {1}, Permutation: {2}\n"), stageName, String(f->Name), permutationIndex + 1); info.Append(f->Permutations[permutationIndex].DebugData.Get()); } } #if PLATFORM_WINDOWS // Change line endings on Windows platform StringBuilder winNewLineFix = info; WindowsFileSystem::ConvertLineEndingsToDos(StringView(*winNewLineFix, winNewLineFix.Length()), info.GetCharArray()); #endif // Write to file return File::WriteAllText(outputFilePath, info, Encoding::Unicode); } }; #endif