Files
FlaxEngine/Source/Engine/ShadersCompilation/ShaderCompiler.cpp

416 lines
12 KiB
C++

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