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FlaxEngine/Source/Engine/ShadersCompilation/ShaderCompiler.cpp

506 lines
17 KiB
C++

// Copyright (c) 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/Platform/File.h"
#include "Engine/Platform/FileSystem.h"
#include "Engine/Graphics/RenderTools.h"
#include "Engine/Graphics/Shaders/GPUShader.h"
#include "Engine/Graphics/Shaders/VertexElement.h"
#include "Engine/Threading/Threading.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Serialization/MemoryWriteStream.h"
#include "FlaxEngine.Gen.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
output->Write((byte)_constantBuffers.Count());
for (const ShaderResourceBuffer& cb : _constantBuffers)
{
output->Write((byte)cb.Slot);
output->Write((uint32)cb.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->Write(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->Write((byte)meta.GetStage());
output->Write((byte)meta.Permutations.Count());
output->Write(meta.Name, 11);
output->Write((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((uint32)(cacheSize + headerSize));
output->WriteBytes(header, headerSize);
output->WriteBytes(cache, cacheSize);
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((uint32)cacheSize);
output->WriteBytes(cache, cacheSize);
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, void* additionalData)
{
auto output = context->Output;
// Write vertex shader inputs (based on compiled shader reflection) to bind any missing vertex buffer streaming at runtime (during drawing - see usage of GPUVertexLayout::Merge)
if (auto* additionalDataVS = (AdditionalDataVS*)additionalData)
output->Write(additionalDataVS->Inputs);
else
output->WriteInt32(0);
// [Deprecated in v1.10]
auto& metaVS = *(VertexShaderMeta*)&meta;
auto& layout = metaVS.InputLayout;
#if FLAXENGINE_VERSION_MAJOR > 2 || (FLAXENGINE_VERSION_MAJOR == 2 && FLAXENGINE_VERSION_MINOR >= 1)
if (layout.HasItems())
LOG(Warning, "Vertex Shader '{}' (asset '{}') uses explicit vertex layout via 'META_VS_IN_ELEMENT' macros which has been deprecated. Remove this code and migrate to GPUVertexLayout with VertexElement array in code (assigned to vertex buffer).", String(meta.Name), context->Options->TargetName);
#endif
// Get visible entries (based on `visible` flag switch)
int32 layoutSize = 0;
bool layoutVisible[GPU_MAX_VS_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;
VertexElement data;
switch (element.Type)
{
case VertexShaderMeta::InputType::POSITION:
data.Type = VertexElement::Types::Position;
break;
case VertexShaderMeta::InputType::COLOR:
data.Type = VertexElement::Types::Color;
break;
case VertexShaderMeta::InputType::TEXCOORD:
switch (element.Index)
{
case 0:
data.Type = VertexElement::Types::TexCoord0;
break;
case 1:
data.Type = VertexElement::Types::TexCoord1;
break;
case 2:
data.Type = VertexElement::Types::TexCoord2;
break;
case 3:
data.Type = VertexElement::Types::TexCoord3;
break;
case 4:
data.Type = VertexElement::Types::TexCoord4;
break;
case 5:
data.Type = VertexElement::Types::TexCoord5;
break;
case 6:
data.Type = VertexElement::Types::TexCoord6;
break;
case 7:
data.Type = VertexElement::Types::TexCoord7;
break;
default:
LOG(Error, "Vertex Shader '{}' (asset '{}') uses deprecated texcoord attribute index. Valid range is 0-7.", String(meta.Name), context->Options->TargetName);
data.Type = VertexElement::Types::TexCoord;
break;
}
break;
case VertexShaderMeta::InputType::NORMAL:
data.Type = VertexElement::Types::Normal;
break;
case VertexShaderMeta::InputType::TANGENT:
data.Type = VertexElement::Types::Tangent;
break;
case VertexShaderMeta::InputType::BITANGENT:
LOG(Error, "Vertex Shader '{}' (asset '{}') uses deprecated attribute 'BITANGENT'. Remapping it to `ATTRIBUTE`.", String(meta.Name), context->Options->TargetName);
data.Type = VertexElement::Types::Attribute;
break;
case VertexShaderMeta::InputType::ATTRIBUTE:
switch (element.Index)
{
case 0:
data.Type = VertexElement::Types::Attribute0;
break;
case 1:
data.Type = VertexElement::Types::Attribute1;
break;
case 2:
data.Type = VertexElement::Types::Attribute2;
break;
case 3:
data.Type = VertexElement::Types::Attribute3;
break;
default:
LOG(Error, "Vertex Shader '{}' (asset '{}') uses deprecated attribute index. Valid range is 0-3.", String(meta.Name), context->Options->TargetName);
data.Type = VertexElement::Types::Attribute;
break;
}
break;
case VertexShaderMeta::InputType::BLENDINDICES:
data.Type = VertexElement::Types::BlendIndices;
break;
case VertexShaderMeta::InputType::BLENDWEIGHT:
data.Type = VertexElement::Types::BlendWeights;
break;
default:
data.Type = VertexElement::Types::Unknown;
break;
}
data.Slot = element.InputSlot;
data.Offset = element.AlignedByteOffset != INPUT_LAYOUT_ELEMENT_ALIGN && element.AlignedByteOffset <= MAX_uint8 ? element.AlignedByteOffset : 0;
data.PerInstance = element.InputSlotClass == INPUT_LAYOUT_ELEMENT_PER_INSTANCE_DATA;
data.Format = element.Format;
output->Write(data);
}
return false;
}
bool ShaderCompiler::WriteCustomDataHS(ShaderCompilationContext* context, ShaderFunctionMeta& meta, int32 permutationIndex, const Array<ShaderMacro>& macros, void* additionalData)
{
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 = functionName.Length();
_funcNameDefineBuffer.Clear();
_funcNameDefineBuffer.EnsureCapacity(functionNameLength + 2);
_funcNameDefineBuffer.Add('_');
_funcNameDefineBuffer.Add(functionName.Get(), functionNameLength);
_funcNameDefineBuffer.Add('\0');
macros.Add({ _funcNameDefineBuffer.Get(), "1" });
}
VertexElement::Types ShaderCompiler::ParseVertexElementType(StringAnsiView semantic, uint32 index)
{
if (semantic.HasChars() && StringUtils::IsDigit(semantic[semantic.Length() - 1]))
{
// Get index from end of the name
index = semantic[semantic.Length() - 1] - '0';
semantic = StringAnsiView(semantic.Get(), semantic.Length() - 1);
}
if (semantic == "POSITION")
return VertexElement::Types::Position;
if (semantic == "COLOR")
return VertexElement::Types::Color;
if (semantic == "NORMAL")
return VertexElement::Types::Normal;
if (semantic == "TANGENT")
return VertexElement::Types::Tangent;
if (semantic == "BLENDINDICES")
return VertexElement::Types::BlendIndices;
if (semantic == "LIGHTMAP")
return VertexElement::Types::Lightmap;
if (semantic == "BLENDWEIGHTS" ||
semantic == "BLENDWEIGHT") // [Deprecated in v1.10]
return VertexElement::Types::BlendWeights;
if (semantic == "TEXCOORD" && index < 8)
return (VertexElement::Types)((int32)VertexElement::Types::TexCoord0 + index);
if (semantic == "ATTRIBUTE" && index < 4)
return (VertexElement::Types)((int32)VertexElement::Types::Attribute0 + index);
LOG(Warning, "Unsupported vertex shader input element semantic {}{}", semantic.ToString(), index);
return VertexElement::Types::Unknown;;
}
#endif