501 lines
15 KiB
C++
501 lines
15 KiB
C++
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#if COMPILE_WITH_SHADER_COMPILER
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#include "ShaderCompiler.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Core/Collections/Dictionary.h"
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#include "Engine/Engine/Globals.h"
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#include "Engine/Platform/File.h"
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#include "Engine/Platform/FileSystem.h"
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#include "Engine/Graphics/RenderTools.h"
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#include "Engine/Graphics/Shaders/GPUShader.h"
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#include "Engine/Threading/Threading.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Serialization/MemoryWriteStream.h"
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#include "Engine/Utilities/StringConverter.h"
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#if USE_EDITOR
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#include "Editor/Editor.h"
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#include "Editor/ProjectInfo.h"
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#endif
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namespace IncludedFiles
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{
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struct File
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{
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String Path;
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DateTime LastEditTime;
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StringAnsi Source;
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};
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CriticalSection Locker;
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Dictionary<String, File*> Files;
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#if USE_EDITOR
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bool FindProject(const ProjectInfo* project, HashSet<const ProjectInfo*>& projects, const StringView& projectName, String& path)
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{
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if (!project || projects.Contains(project))
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return false;
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projects.Add(project);
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// Check the project name
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if (project->Name == projectName)
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{
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path = project->ProjectFolderPath;
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return true;
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}
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// Initialize referenced projects
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for (const auto& reference : project->References)
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{
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if (reference.Project && FindProject(reference.Project, projects, projectName, path))
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return true;
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}
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return false;
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}
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#endif
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}
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bool ShaderCompiler::Compile(ShaderCompilationContext* context)
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{
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// Clear cache
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_globalMacros.Clear();
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_macros.Clear();
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_constantBuffers.Clear();
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_globalMacros.EnsureCapacity(32);
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_macros.EnsureCapacity(32);
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_context = context;
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// Prepare
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auto output = context->Output;
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auto meta = context->Meta;
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const int32 shadersCount = meta->GetShadersCount();
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if (OnCompileBegin())
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return true;
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_globalMacros.Add({ nullptr, nullptr });
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// Setup constant buffers cache
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_constantBuffers.EnsureCapacity(meta->CB.Count(), false);
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for (int32 i = 0; i < meta->CB.Count(); i++)
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_constantBuffers.Add({ meta->CB[i].Slot, false, 0 });
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// [Output] Version number
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output->WriteInt32(GPU_SHADER_CACHE_VERSION);
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// [Output] Additional data start
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const int32 additionalDataStartPos = output->GetPosition();
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output->WriteInt32(-1);
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// [Output] Amount of shaders
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output->WriteInt32(shadersCount);
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// Compile all shaders
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if (CompileShaders())
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return true;
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// [Output] Constant Buffers
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{
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const int32 cbsCount = _constantBuffers.Count();
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ASSERT(cbsCount == meta->CB.Count());
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// Find maximum used slot index
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byte maxCbSlot = 0;
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for (int32 i = 0; i < cbsCount; i++)
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{
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maxCbSlot = Math::Max(maxCbSlot, _constantBuffers[i].Slot);
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}
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output->WriteByte(static_cast<byte>(cbsCount));
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output->WriteByte(maxCbSlot);
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// TODO: do we still need to serialize max cb slot?
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for (int32 i = 0; i < cbsCount; i++)
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{
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output->WriteByte(_constantBuffers[i].Slot);
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output->WriteUint32(_constantBuffers[i].Size);
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}
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}
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// Additional Data Start
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*(int32*)(output->GetHandle() + additionalDataStartPos) = output->GetPosition();
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// [Output] Includes
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output->WriteInt32(context->Includes.Count());
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for (auto& include : context->Includes)
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{
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output->WriteString(include.Item, 11);
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const auto date = FileSystem::GetFileLastEditTime(include.Item);
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output->Write(date);
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}
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return false;
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}
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bool ShaderCompiler::GetIncludedFileSource(ShaderCompilationContext* context, const char* sourceFile, const char* includedFile, const char*& source, int32& sourceLength)
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{
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PROFILE_CPU();
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source = nullptr;
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sourceLength = 0;
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// Skip to the last root start './' but preserve the leading one
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const int32 includedFileLength = StringUtils::Length(includedFile);
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for (int32 i = includedFileLength - 2; i >= 2; i--)
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{
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if (StringUtils::Compare(includedFile + i, "./", 2) == 0)
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{
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includedFile = includedFile + i;
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break;
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}
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}
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ScopeLock lock(IncludedFiles::Locker);
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// Find the included file path
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String path;
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#if USE_EDITOR
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if (StringUtils::Compare(includedFile, "./", 2) == 0)
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{
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int32 projectNameEnd = -1;
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for (int32 i = 2; i < includedFileLength; i++)
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{
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if (includedFile[i] == '/')
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{
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projectNameEnd = i;
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break;
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}
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}
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if (projectNameEnd == -1)
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{
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LOG(Error, "Unknown shader source file '{0}' included in '{1}'.{2}", String(includedFile), String(sourceFile), TEXT("Missing project name after root path."));
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return true;
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}
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const StringAsUTF16<120> projectName(includedFile + 2, projectNameEnd - 2);
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if (StringUtils::Compare(projectName.Get(), TEXT("FlaxPlatforms")) == 0)
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{
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// Hard-coded redirect to platform-specific includes
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path /= Globals::StartupFolder / TEXT("Source/Platforms");
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}
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else
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{
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HashSet<const ProjectInfo*> projects;
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if (!IncludedFiles::FindProject(Editor::Project, projects, StringView(projectName.Get(), projectNameEnd - 2), path))
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{
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LOG(Error, "Unknown shader source file '{0}' included in '{1}'.{2}", String(includedFile), String(sourceFile), TEXT("Failed to find the project of the given name."));
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return true;
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}
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path /= TEXT("Source/Shaders/");
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}
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const StringAsUTF16<250> localPath(includedFile + projectNameEnd + 1, includedFileLength - projectNameEnd - 1);
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path /= localPath.Get();
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}
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#else
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if (StringUtils::Compare(includedFile, "./Flax/", 7) == 0)
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{
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// Engine project relative shader path
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const auto includedFileStr = String(includedFile + 6);
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path = Globals::StartupFolder / TEXT("Source/Shaders") / includedFileStr;
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}
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#endif
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else if (FileSystem::FileExists(path = String(includedFile)))
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{
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// Absolute shader path
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}
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else
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{
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LOG(Error, "Unknown shader source file '{0}' included in '{1}'.{2}", String(includedFile), String(sourceFile), String::Empty);
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return true;
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}
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// Try to reuse file
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IncludedFiles::File* result = nullptr;
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if (!IncludedFiles::Files.TryGet(path, result) || FileSystem::GetFileLastEditTime(path) > result->LastEditTime)
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{
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// Remove old one
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if (result)
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{
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Delete(result);
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IncludedFiles::Files.Remove(path);
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}
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// Load file
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result = New<IncludedFiles::File>();
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result->Path = path;
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result->LastEditTime = FileSystem::GetFileLastEditTime(path);
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if (File::ReadAllText(result->Path, result->Source))
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{
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LOG(Error, "Failed to load shader source file '{0}' included in '{1}' (path: '{2}')", String(includedFile), String(sourceFile), path);
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Delete(result);
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return true;
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}
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IncludedFiles::Files.Add(path, result);
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}
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context->Includes.Add(path);
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// Copy to output
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source = result->Source.Get();
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sourceLength = result->Source.Length();
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return false;
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}
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void ShaderCompiler::DisposeIncludedFilesCache()
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{
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ScopeLock lock(IncludedFiles::Locker);
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IncludedFiles::Files.ClearDelete();
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}
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bool ShaderCompiler::CompileShaders()
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{
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auto meta = _context->Meta;
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#if BUILD_DEBUG
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#define PROFILE_COMPILE_SHADER(s) ZoneTransientN(___tracy_scoped_zone, s.Name.Get(), true);
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#else
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#define PROFILE_COMPILE_SHADER(s)
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#endif
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// Generate vertex shaders cache
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for (int32 i = 0; i < meta->VS.Count(); i++)
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{
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auto& shader = meta->VS[i];
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ASSERT(shader.GetStage() == ShaderStage::Vertex && (shader.Flags & ShaderFlags::Hidden) == (ShaderFlags)0);
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PROFILE_COMPILE_SHADER(shader);
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if (CompileShader(shader, &WriteCustomDataVS))
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{
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LOG(Error, "Failed to compile \'{0}\'", String(shader.Name));
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return true;
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}
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}
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// Generate hull shaders cache
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for (int32 i = 0; i < meta->HS.Count(); i++)
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{
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auto& shader = meta->HS[i];
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ASSERT(shader.GetStage() == ShaderStage::Hull && (shader.Flags & ShaderFlags::Hidden) == (ShaderFlags)0);
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PROFILE_COMPILE_SHADER(shader);
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if (CompileShader(shader, &WriteCustomDataHS))
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{
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LOG(Error, "Failed to compile \'{0}\'", String(shader.Name));
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return true;
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}
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}
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// Generate domain shaders cache
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for (int32 i = 0; i < meta->DS.Count(); i++)
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{
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auto& shader = meta->DS[i];
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ASSERT(shader.GetStage() == ShaderStage::Domain && (shader.Flags & ShaderFlags::Hidden) == (ShaderFlags)0);
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PROFILE_COMPILE_SHADER(shader);
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if (CompileShader(shader))
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{
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LOG(Error, "Failed to compile \'{0}\'", String(shader.Name));
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return true;
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}
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}
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// Generate geometry shaders cache
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for (int32 i = 0; i < meta->GS.Count(); i++)
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{
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auto& shader = meta->GS[i];
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ASSERT(shader.GetStage() == ShaderStage::Geometry && (shader.Flags & ShaderFlags::Hidden) == (ShaderFlags)0);
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PROFILE_COMPILE_SHADER(shader);
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if (CompileShader(shader))
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{
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LOG(Error, "Failed to compile \'{0}\'", String(shader.Name));
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return true;
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}
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}
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// Generate pixel shaders cache
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for (int32 i = 0; i < meta->PS.Count(); i++)
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{
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auto& shader = meta->PS[i];
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ASSERT(shader.GetStage() == ShaderStage::Pixel && (shader.Flags & ShaderFlags::Hidden) == (ShaderFlags)0);
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PROFILE_COMPILE_SHADER(shader);
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if (CompileShader(shader))
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{
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LOG(Error, "Failed to compile \'{0}\'", String(shader.Name));
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return true;
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}
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}
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// Generate compute shaders cache
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for (int32 i = 0; i < meta->CS.Count(); i++)
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{
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auto& shader = meta->CS[i];
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ASSERT(shader.GetStage() == ShaderStage::Compute && (shader.Flags & ShaderFlags::Hidden) == (ShaderFlags)0);
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PROFILE_COMPILE_SHADER(shader);
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if (CompileShader(shader))
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{
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LOG(Error, "Failed to compile \'{0}\'", String(shader.Name));
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return true;
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}
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}
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#undef PROFILE_COMPILE_SHADER
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return false;
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}
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bool ShaderCompiler::OnCompileBegin()
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{
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// Setup global macros
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static const char* Numbers[] =
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{
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// @formatter:off
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"0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "10",
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// @formatter:on
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};
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const auto profile = GetProfile();
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const auto featureLevel = RenderTools::GetFeatureLevel(profile);
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_globalMacros.Add({ "FEATURE_LEVEL", Numbers[(int32)featureLevel] });
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return false;
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}
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bool ShaderCompiler::OnCompileEnd()
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{
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return false;
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}
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bool ShaderCompiler::WriteShaderFunctionBegin(ShaderCompilationContext* context, ShaderFunctionMeta& meta)
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{
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auto output = context->Output;
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// [Output] Type
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output->WriteByte(static_cast<byte>(meta.GetStage()));
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// [Output] Permutations count
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output->WriteByte(meta.Permutations.Count());
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// [Output] Shader function name
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output->WriteStringAnsi(meta.Name, 11);
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// [Output] Shader flags
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output->WriteUint32((uint32)meta.Flags);
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return false;
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}
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bool ShaderCompiler::WriteShaderFunctionPermutation(ShaderCompilationContext* context, ShaderFunctionMeta& meta, int32 permutationIndex, const ShaderBindings& bindings, const void* header, int32 headerSize, const void* cache, int32 cacheSize)
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{
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auto output = context->Output;
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// [Output] Write compiled shader cache
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output->WriteUint32(cacheSize + headerSize);
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output->WriteBytes(header, headerSize);
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output->WriteBytes(cache, cacheSize);
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// [Output] Shader bindings meta
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output->Write(bindings);
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return false;
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}
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bool ShaderCompiler::WriteShaderFunctionPermutation(ShaderCompilationContext* context, ShaderFunctionMeta& meta, int32 permutationIndex, const ShaderBindings& bindings, const void* cache, int32 cacheSize)
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{
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auto output = context->Output;
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// [Output] Write compiled shader cache
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output->WriteUint32(cacheSize);
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output->WriteBytes(cache, cacheSize);
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// [Output] Shader bindings meta
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output->Write(bindings);
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return false;
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}
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bool ShaderCompiler::WriteShaderFunctionEnd(ShaderCompilationContext* context, ShaderFunctionMeta& meta)
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{
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return false;
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}
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bool ShaderCompiler::WriteCustomDataVS(ShaderCompilationContext* context, ShaderFunctionMeta& meta, int32 permutationIndex, const Array<ShaderMacro>& macros)
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{
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auto output = context->Output;
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auto& metaVS = *(VertexShaderMeta*)&meta;
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auto& layout = metaVS.InputLayout;
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// Get visible entries (based on `visible` flag switch)
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int32 layoutSize = 0;
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bool layoutVisible[VERTEX_SHADER_MAX_INPUT_ELEMENTS];
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for (int32 i = 0; i < layout.Count(); i++)
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{
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auto& element = layout[i];
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layoutVisible[i] = false;
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// Parse using all input macros
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StringAnsi value = element.VisibleFlag;
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for (int32 j = 0; j < macros.Count() - 1; j++)
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{
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if (macros[j].Name == value)
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{
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value = macros[j].Definition;
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break;
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}
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}
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if (value == "true" || value == "1")
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{
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// Visible
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layoutSize++;
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layoutVisible[i] = true;
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}
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else if (value == "false" || value == "0")
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{
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// Hidden
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}
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else
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{
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LOG(Error, "Invalid option value \'{1}\' for layout element \'visible\' flag on vertex shader \'{0}\'.", String(metaVS.Name), String(value));
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return true;
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}
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}
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// [Output] Input Layout
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output->WriteByte(static_cast<byte>(layoutSize));
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for (int32 a = 0; a < layout.Count(); a++)
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{
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auto& element = layout[a];
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if (!layoutVisible[a])
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continue;
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GPUShaderProgramVS::InputElement data;
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data.Type = static_cast<byte>(element.Type);
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data.Index = element.Index;
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data.Format = static_cast<byte>(element.Format);
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data.InputSlot = element.InputSlot;
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data.AlignedByteOffset = element.AlignedByteOffset;
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data.InputSlotClass = element.InputSlotClass;
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data.InstanceDataStepRate = element.InstanceDataStepRate;
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output->Write(data);
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}
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return false;
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}
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bool ShaderCompiler::WriteCustomDataHS(ShaderCompilationContext* context, ShaderFunctionMeta& meta, int32 permutationIndex, const Array<ShaderMacro>& macros)
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{
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auto output = context->Output;
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auto& metaHS = *(HullShaderMeta*)&meta;
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// [Output] Control Points Count
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output->WriteInt32(metaHS.ControlPointsCount);
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return false;
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}
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void ShaderCompiler::GetDefineForFunction(ShaderFunctionMeta& meta, Array<ShaderMacro>& macros)
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{
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auto& functionName = meta.Name;
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const int32 functionNameLength = static_cast<int32>(functionName.Length());
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_funcNameDefineBuffer.Clear();
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_funcNameDefineBuffer.EnsureCapacity(functionNameLength + 2);
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_funcNameDefineBuffer.Add('_');
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_funcNameDefineBuffer.Add(functionName.Get(), functionNameLength);
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_funcNameDefineBuffer.Add('\0');
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macros.Add({ _funcNameDefineBuffer.Get(), "1" });
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}
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#endif
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