Files
FlaxEngine/Source/Engine/ShadersCompilation/ShaderDebugDataExporter.h
2021-10-14 11:46:02 +02:00

86 lines
3.1 KiB
C++

// Copyright (c) 2012-2021 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"
/// <summary>
/// Tool class used to export debug information about shaders
/// </summary>
class ShaderDebugDataExporter
{
public:
/// <summary>
/// Exports compilation results info
/// </summary>
/// <param name="context">Compilation context</param>
/// <returns>True if failed, otherwise false</returns>
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<const ShaderFunctionMeta*> 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