public override TaskOrResult<EffectBytecodeCompilerResult> Compile(ShaderMixinSource mixinTree, CompilerParameters compilerParameters) { var log = new LoggerResult(); // Load D3D compiler dll // Note: No lock, it's probably fine if it gets called from multiple threads at the same time. if (Platform.IsWindowsDesktop && !d3dCompilerLoaded) { NativeLibrary.PreloadLibrary("d3dcompiler_47.dll"); d3dCompilerLoaded = true; } var shaderMixinSource = mixinTree; var fullEffectName = mixinTree.Name; var usedParameters = mixinTree.UsedParameters; // Make a copy of shaderMixinSource. Use deep clone since shaderMixinSource can be altered during compilation (e.g. macros) var shaderMixinSourceCopy = new ShaderMixinSource(); shaderMixinSourceCopy.DeepCloneFrom(shaderMixinSource); shaderMixinSource = shaderMixinSourceCopy; // Generate platform-specific macros var platform = usedParameters.Get(CompilerParameters.GraphicsPlatformKey); switch (platform) { case GraphicsPlatform.Direct3D11: shaderMixinSource.AddMacro("SILICONSTUDIO_PARADOX_GRAPHICS_API_DIRECT3D", 1); shaderMixinSource.AddMacro("SILICONSTUDIO_PARADOX_GRAPHICS_API_DIRECT3D11", 1); break; case GraphicsPlatform.OpenGL: shaderMixinSource.AddMacro("SILICONSTUDIO_PARADOX_GRAPHICS_API_OPENGL", 1); shaderMixinSource.AddMacro("SILICONSTUDIO_PARADOX_GRAPHICS_API_OPENGLCORE", 1); break; case GraphicsPlatform.OpenGLES: shaderMixinSource.AddMacro("SILICONSTUDIO_PARADOX_GRAPHICS_API_OPENGL", 1); shaderMixinSource.AddMacro("SILICONSTUDIO_PARADOX_GRAPHICS_API_OPENGLES", 1); break; default: throw new NotSupportedException(); } // Generate profile-specific macros var profile = usedParameters.Get(CompilerParameters.GraphicsProfileKey); shaderMixinSource.AddMacro("SILICONSTUDIO_PARADOX_GRAPHICS_PROFILE", (int)profile); shaderMixinSource.AddMacro("GRAPHICS_PROFILE_LEVEL_9_1", (int)GraphicsProfile.Level_9_1); shaderMixinSource.AddMacro("GRAPHICS_PROFILE_LEVEL_9_2", (int)GraphicsProfile.Level_9_2); shaderMixinSource.AddMacro("GRAPHICS_PROFILE_LEVEL_9_3", (int)GraphicsProfile.Level_9_3); shaderMixinSource.AddMacro("GRAPHICS_PROFILE_LEVEL_10_0", (int)GraphicsProfile.Level_10_0); shaderMixinSource.AddMacro("GRAPHICS_PROFILE_LEVEL_10_1", (int)GraphicsProfile.Level_10_1); shaderMixinSource.AddMacro("GRAPHICS_PROFILE_LEVEL_11_0", (int)GraphicsProfile.Level_11_0); shaderMixinSource.AddMacro("GRAPHICS_PROFILE_LEVEL_11_1", (int)GraphicsProfile.Level_11_1); shaderMixinSource.AddMacro("GRAPHICS_PROFILE_LEVEL_11_2", (int)GraphicsProfile.Level_11_2); var parsingResult = GetMixinParser().Parse(shaderMixinSource, shaderMixinSource.Macros.ToArray()); // Copy log from parser results to output CopyLogs(parsingResult, log); // Return directly if there are any errors if (parsingResult.HasErrors) { return new EffectBytecodeCompilerResult(null, log); } // Convert the AST to HLSL var writer = new SiliconStudio.Shaders.Writer.Hlsl.HlslWriter { EnablePreprocessorLine = true // Allow to output links to original pdxsl via #line pragmas }; writer.Visit(parsingResult.Shader); var shaderSourceText = writer.Text; if (string.IsNullOrEmpty(shaderSourceText)) { log.Error("No code generated for effect [{0}]", fullEffectName); return new EffectBytecodeCompilerResult(null, log); } // ------------------------------------------------------- // Save shader log // TODO: TEMP code to allow debugging generated shaders on Windows Desktop #if SILICONSTUDIO_PLATFORM_WINDOWS_DESKTOP var shaderId = ObjectId.FromBytes(Encoding.UTF8.GetBytes(shaderSourceText)); var logDir = "log"; if (!Directory.Exists(logDir)) { Directory.CreateDirectory(logDir); } var shaderSourceFilename = Path.Combine(logDir, "shader_" + fullEffectName.Replace('.', '_') + "_" + shaderId + ".hlsl"); lock (WriterLock) // protect write in case the same shader is created twice { // Write shader before generating to make sure that we are having a trace before compiling it (compiler may crash...etc.) if (!File.Exists(shaderSourceFilename)) { File.WriteAllText(shaderSourceFilename, shaderSourceText); } } #else string shaderSourceFilename = null; #endif // ------------------------------------------------------- var bytecode = new EffectBytecode { Reflection = parsingResult.Reflection, HashSources = parsingResult.HashSources }; // Select the correct backend compiler IShaderCompiler compiler; switch (platform) { #if SILICONSTUDIO_PLATFORM_WINDOWS case GraphicsPlatform.Direct3D11: compiler = new Direct3D.ShaderCompiler(); break; #endif case GraphicsPlatform.OpenGL: case GraphicsPlatform.OpenGLES: // get the number of render target outputs var rtOutputs = 0; var psOutput = parsingResult.Shader.Declarations.OfType<StructType>().FirstOrDefault(x => x.Name.Text == "PS_OUTPUT"); if (psOutput != null) { foreach (var rto in psOutput.Fields) { var sem = rto.Qualifiers.OfType<Semantic>().FirstOrDefault(); if (sem != null) { // special case SV_Target if (rtOutputs == 0 && sem.Name.Text == "SV_Target") { rtOutputs = 1; break; } for (var i = rtOutputs; i < 8; ++i) { if (sem.Name.Text == ("SV_Target" + i)) { rtOutputs = i + 1; break; } } } } } compiler = new OpenGL.ShaderCompiler(rtOutputs); break; default: throw new NotSupportedException(); } var shaderStageBytecodes = new List<ShaderBytecode>(); #if SILICONSTUDIO_PLATFORM_WINDOWS_DESKTOP var stageStringBuilder = new StringBuilder(); #endif // if the shader (non-compute) does not have a pixel shader, we should add it on OpenGL ES. if (platform == GraphicsPlatform.OpenGLES && !parsingResult.EntryPoints.ContainsKey(ShaderStage.Pixel) && !parsingResult.EntryPoints.ContainsKey(ShaderStage.Compute)) { parsingResult.EntryPoints.Add(ShaderStage.Pixel, null); } foreach (var stageBinding in parsingResult.EntryPoints) { // Compile // TODO: We could compile stages in different threads to improve compiler throughput? var result = compiler.Compile(shaderSourceText, stageBinding.Value, stageBinding.Key, usedParameters, bytecode.Reflection, shaderSourceFilename); result.CopyTo(log); if (result.HasErrors) { continue; } // ------------------------------------------------------- // Append bytecode id to shader log #if SILICONSTUDIO_PLATFORM_WINDOWS_DESKTOP stageStringBuilder.AppendLine("@G {0} => {1}".ToFormat(stageBinding.Key, result.Bytecode.Id)); #endif // ------------------------------------------------------- shaderStageBytecodes.Add(result.Bytecode); // When this is a compute shader, there is no need to scan other stages if (stageBinding.Key == ShaderStage.Compute) break; } // In case of Direct3D, we can safely remove reflection data as it is entirely resolved at compile time. if (platform == GraphicsPlatform.Direct3D11) { CleanupReflection(bytecode.Reflection); } bytecode.Stages = shaderStageBytecodes.ToArray(); #if SILICONSTUDIO_PLATFORM_WINDOWS_DESKTOP lock (WriterLock) // protect write in case the same shader is created twice { var builder = new StringBuilder(); builder.AppendLine("/**************************"); builder.AppendLine("***** Used Parameters *****"); builder.AppendLine("***************************"); builder.Append("@P EffectName: "); builder.AppendLine(fullEffectName ?? ""); builder.Append(usedParameters.ToStringDetailed()); builder.AppendLine("***************************"); if (bytecode.Reflection.ConstantBuffers.Count > 0) { builder.AppendLine("**** ConstantBuffers ****"); builder.AppendLine("***************************"); foreach (var cBuffer in bytecode.Reflection.ConstantBuffers) { builder.AppendFormat("cbuffer {0} [Stage: {1}, Size: {2}]", cBuffer.Name, cBuffer.Stage, cBuffer.Size).AppendLine(); foreach (var parameter in cBuffer.Members) { builder.AppendFormat("@C {0} => {1}", parameter.Param.RawName, parameter.Param.KeyName).AppendLine(); } } builder.AppendLine("***************************"); } if (bytecode.Reflection.ResourceBindings.Count > 0) { builder.AppendLine("****** Resources ******"); builder.AppendLine("***************************"); foreach (var resource in bytecode.Reflection.ResourceBindings) { var parameter = resource.Param; builder.AppendFormat("@R {0} => {1} [Stage: {2}, Slot: ({3}-{4})]", parameter.RawName, parameter.KeyName, resource.Stage, resource.SlotStart, resource.SlotStart + resource.SlotCount - 1).AppendLine(); } builder.AppendLine("***************************"); } if (bytecode.HashSources.Count > 0) { builder.AppendLine("***** Sources *****"); builder.AppendLine("***************************"); foreach (var hashSource in bytecode.HashSources) { builder.AppendFormat("@S {0} => {1}", hashSource.Key, hashSource.Value).AppendLine(); } builder.AppendLine("***************************"); } if (bytecode.Stages.Length > 0) { builder.AppendLine("***** Stages *****"); builder.AppendLine("***************************"); builder.Append(stageStringBuilder); builder.AppendLine("***************************"); } builder.AppendLine("*************************/"); // Re-append the shader with all informations builder.Append(shaderSourceText); File.WriteAllText(shaderSourceFilename, builder.ToString()); } #endif return new EffectBytecodeCompilerResult(bytecode, log); }
public override TaskOrResult <EffectBytecodeCompilerResult> Compile(ShaderMixinSource mixinTree, EffectCompilerParameters effectParameters, CompilerParameters compilerParameters) { var log = new LoggerResult(); // Load D3D compiler dll // Note: No lock, it's probably fine if it gets called from multiple threads at the same time. if (Platform.IsWindowsDesktop && !d3dCompilerLoaded) { NativeLibrary.PreloadLibrary("d3dcompiler_47.dll", typeof(EffectCompiler)); d3dCompilerLoaded = true; } var shaderMixinSource = mixinTree; var fullEffectName = mixinTree.Name; // Make a copy of shaderMixinSource. Use deep clone since shaderMixinSource can be altered during compilation (e.g. macros) var shaderMixinSourceCopy = new ShaderMixinSource(); shaderMixinSourceCopy.DeepCloneFrom(shaderMixinSource); shaderMixinSource = shaderMixinSourceCopy; // Generate platform-specific macros switch (effectParameters.Platform) { case GraphicsPlatform.Direct3D11: shaderMixinSource.AddMacro("XENKO_GRAPHICS_API_DIRECT3D", 1); shaderMixinSource.AddMacro("XENKO_GRAPHICS_API_DIRECT3D11", 1); break; case GraphicsPlatform.Vulkan: shaderMixinSource.AddMacro("XENKO_GRAPHICS_API_VULKAN", 1); break; default: throw new NotSupportedException(); } // Generate profile-specific macros shaderMixinSource.AddMacro("XENKO_GRAPHICS_PROFILE", (int)effectParameters.Profile); shaderMixinSource.AddMacro("GRAPHICS_PROFILE_LEVEL_9_1", (int)GraphicsProfile.Level_9_1); shaderMixinSource.AddMacro("GRAPHICS_PROFILE_LEVEL_9_2", (int)GraphicsProfile.Level_9_2); shaderMixinSource.AddMacro("GRAPHICS_PROFILE_LEVEL_9_3", (int)GraphicsProfile.Level_9_3); shaderMixinSource.AddMacro("GRAPHICS_PROFILE_LEVEL_10_0", (int)GraphicsProfile.Level_10_0); shaderMixinSource.AddMacro("GRAPHICS_PROFILE_LEVEL_10_1", (int)GraphicsProfile.Level_10_1); shaderMixinSource.AddMacro("GRAPHICS_PROFILE_LEVEL_11_0", (int)GraphicsProfile.Level_11_0); shaderMixinSource.AddMacro("GRAPHICS_PROFILE_LEVEL_11_1", (int)GraphicsProfile.Level_11_1); shaderMixinSource.AddMacro("GRAPHICS_PROFILE_LEVEL_11_2", (int)GraphicsProfile.Level_11_2); // In .xksl, class has been renamed to shader to avoid ambiguities with HLSL shaderMixinSource.AddMacro("class", "shader"); var parsingResult = GetMixinParser().Parse(shaderMixinSource, shaderMixinSource.Macros.ToArray()); // Copy log from parser results to output CopyLogs(parsingResult, log); // Return directly if there are any errors if (parsingResult.HasErrors) { return(new EffectBytecodeCompilerResult(null, log)); } // Convert the AST to HLSL var writer = new Xenko.Core.Shaders.Writer.Hlsl.HlslWriter { EnablePreprocessorLine = false, // Allow to output links to original pdxsl via #line pragmas }; writer.Visit(parsingResult.Shader); var shaderSourceText = writer.Text; if (string.IsNullOrEmpty(shaderSourceText)) { log.Error($"No code generated for effect [{fullEffectName}]"); return(new EffectBytecodeCompilerResult(null, log)); } // ------------------------------------------------------- // Save shader log // TODO: TEMP code to allow debugging generated shaders on Windows Desktop #if XENKO_PLATFORM_WINDOWS_DESKTOP var shaderId = ObjectId.FromBytes(Encoding.UTF8.GetBytes(shaderSourceText)); var logDir = Path.Combine(PlatformFolders.ApplicationBinaryDirectory, "log"); if (!Directory.Exists(logDir)) { Directory.CreateDirectory(logDir); } var shaderSourceFilename = Path.Combine(logDir, "shader_" + fullEffectName.Replace('.', '_') + "_" + shaderId + ".hlsl"); lock (WriterLock) // protect write in case the same shader is created twice { // Write shader before generating to make sure that we are having a trace before compiling it (compiler may crash...etc.) if (!File.Exists(shaderSourceFilename)) { File.WriteAllText(shaderSourceFilename, shaderSourceText); } } #else string shaderSourceFilename = null; #endif // ------------------------------------------------------- var bytecode = new EffectBytecode { Reflection = parsingResult.Reflection, HashSources = parsingResult.HashSources }; // Select the correct backend compiler IShaderCompiler compiler; switch (effectParameters.Platform) { #if XENKO_PLATFORM_WINDOWS case GraphicsPlatform.Direct3D11: compiler = new Direct3D.ShaderCompiler(); break; #endif case GraphicsPlatform.Vulkan: // get the number of render target outputs var rtOutputs = 0; var psOutput = parsingResult.Shader.Declarations.OfType <StructType>().FirstOrDefault(x => x.Name.Text == "PS_OUTPUT"); if (psOutput != null) { foreach (var rto in psOutput.Fields) { var sem = rto.Qualifiers.OfType <Semantic>().FirstOrDefault(); if (sem != null) { // special case SV_Target if (rtOutputs == 0 && sem.Name.Text == "SV_Target") { rtOutputs = 1; break; } for (var i = rtOutputs; i < 8; ++i) { if (sem.Name.Text == ("SV_Target" + i)) { rtOutputs = i + 1; break; } } } } } compiler = new OpenGL.ShaderCompiler(rtOutputs); break; default: throw new NotSupportedException(); } var shaderStageBytecodes = new List <ShaderBytecode>(); #if XENKO_PLATFORM_WINDOWS_DESKTOP var stageStringBuilder = new StringBuilder(); #endif foreach (var stageBinding in parsingResult.EntryPoints) { // Compile // TODO: We could compile stages in different threads to improve compiler throughput? var result = compiler.Compile(shaderSourceText, stageBinding.Value, stageBinding.Key, effectParameters, bytecode.Reflection, shaderSourceFilename); result.CopyTo(log); if (result.HasErrors) { continue; } // ------------------------------------------------------- // Append bytecode id to shader log #if XENKO_PLATFORM_WINDOWS_DESKTOP stageStringBuilder.AppendLine("@G {0} => {1}".ToFormat(stageBinding.Key, result.Bytecode.Id)); if (result.DisassembleText != null) { stageStringBuilder.Append(result.DisassembleText); } #endif // ------------------------------------------------------- shaderStageBytecodes.Add(result.Bytecode); // When this is a compute shader, there is no need to scan other stages if (stageBinding.Key == ShaderStage.Compute) { break; } } // Remove unused reflection data, as it is entirely resolved at compile time. CleanupReflection(bytecode.Reflection); bytecode.Stages = shaderStageBytecodes.ToArray(); #if XENKO_PLATFORM_WINDOWS_DESKTOP int shaderSourceLineOffset = 0; int shaderSourceCharacterOffset = 0; string outputShaderLog; lock (WriterLock) // protect write in case the same shader is created twice { var builder = new StringBuilder(); builder.AppendLine("/**************************"); builder.AppendLine("***** Compiler Parameters *****"); builder.AppendLine("***************************"); builder.Append("@P EffectName: "); builder.AppendLine(fullEffectName ?? ""); builder.Append(compilerParameters?.ToStringPermutationsDetailed()); builder.AppendLine("***************************"); if (bytecode.Reflection.ConstantBuffers.Count > 0) { builder.AppendLine("**** ConstantBuffers ****"); builder.AppendLine("***************************"); foreach (var cBuffer in bytecode.Reflection.ConstantBuffers) { builder.AppendFormat("cbuffer {0} [Size: {1}]", cBuffer.Name, cBuffer.Size).AppendLine(); foreach (var parameter in cBuffer.Members) { builder.AppendFormat("@C {0} => {1}", parameter.RawName, parameter.KeyInfo.KeyName).AppendLine(); } } builder.AppendLine("***************************"); } if (bytecode.Reflection.ResourceBindings.Count > 0) { builder.AppendLine("****** Resources ******"); builder.AppendLine("***************************"); foreach (var resource in bytecode.Reflection.ResourceBindings) { builder.AppendFormat("@R {0} => {1} [Stage: {2}, Slot: ({3}-{4})]", resource.RawName, resource.KeyInfo.KeyName, resource.Stage, resource.SlotStart, resource.SlotStart + resource.SlotCount - 1).AppendLine(); } builder.AppendLine("***************************"); } if (bytecode.HashSources.Count > 0) { builder.AppendLine("***** Sources *****"); builder.AppendLine("***************************"); foreach (var hashSource in bytecode.HashSources) { builder.AppendFormat("@S {0} => {1}", hashSource.Key, hashSource.Value).AppendLine(); } builder.AppendLine("***************************"); } if (bytecode.Stages.Length > 0) { builder.AppendLine("***** Stages *****"); builder.AppendLine("***************************"); builder.Append(stageStringBuilder); builder.AppendLine("***************************"); } builder.AppendLine("*************************/"); shaderSourceCharacterOffset = builder.Length; // Re-append the shader with all informations builder.Append(shaderSourceText); outputShaderLog = builder.ToString(); File.WriteAllText(shaderSourceFilename, outputShaderLog); } // Count lines till source start for (int i = 0; i < shaderSourceCharacterOffset - 1;) { if (outputShaderLog[i] == '\r' && outputShaderLog[i + 1] == '\n') { shaderSourceLineOffset++; i += 2; } else { i++; } } // Rewrite shader log Regex shaderLogReplace = new Regex(@"\.hlsl\((\d+),[0-9\-]+\):"); foreach (var msg in log.Messages) { var match = shaderLogReplace.Match(msg.Text); if (match.Success) { int line = int.Parse(match.Groups[1].Value); line += shaderSourceLineOffset; msg.Text = msg.Text.Remove(match.Groups[1].Index, match.Groups[1].Length) .Insert(match.Groups[1].Index, line.ToString()); } } #endif return(new EffectBytecodeCompilerResult(bytecode, log)); }
public override TaskOrResult <EffectBytecodeCompilerResult> Compile(ShaderMixinSource mixinTree, CompilerParameters compilerParameters) { var log = new LoggerResult(); // Load D3D compiler dll // Note: No lock, it's probably fine if it gets called from multiple threads at the same time. if (Platform.IsWindowsDesktop && !d3dCompilerLoaded) { NativeLibrary.PreloadLibrary("d3dcompiler_47.dll"); d3dCompilerLoaded = true; } var shaderMixinSource = mixinTree; var fullEffectName = mixinTree.Name; var usedParameters = mixinTree.UsedParameters; // Make a copy of shaderMixinSource. Use deep clone since shaderMixinSource can be altered during compilation (e.g. macros) var shaderMixinSourceCopy = new ShaderMixinSource(); shaderMixinSourceCopy.DeepCloneFrom(shaderMixinSource); shaderMixinSource = shaderMixinSourceCopy; // Generate platform-specific macros var platform = usedParameters.Get(CompilerParameters.GraphicsPlatformKey); switch (platform) { case GraphicsPlatform.Direct3D11: shaderMixinSource.AddMacro("SILICONSTUDIO_PARADOX_GRAPHICS_API_DIRECT3D", 1); shaderMixinSource.AddMacro("SILICONSTUDIO_PARADOX_GRAPHICS_API_DIRECT3D11", 1); break; case GraphicsPlatform.OpenGL: shaderMixinSource.AddMacro("SILICONSTUDIO_PARADOX_GRAPHICS_API_OPENGL", 1); shaderMixinSource.AddMacro("SILICONSTUDIO_PARADOX_GRAPHICS_API_OPENGLCORE", 1); break; case GraphicsPlatform.OpenGLES: shaderMixinSource.AddMacro("SILICONSTUDIO_PARADOX_GRAPHICS_API_OPENGL", 1); shaderMixinSource.AddMacro("SILICONSTUDIO_PARADOX_GRAPHICS_API_OPENGLES", 1); break; default: throw new NotSupportedException(); } var parsingResult = GetMixinParser().Parse(shaderMixinSource, shaderMixinSource.Macros.ToArray()); // Copy log from parser results to output CopyLogs(parsingResult, log); // Return directly if there are any errors if (parsingResult.HasErrors) { return(new EffectBytecodeCompilerResult(null, log)); } // Convert the AST to HLSL var writer = new SiliconStudio.Shaders.Writer.Hlsl.HlslWriter { EnablePreprocessorLine = true // Allow to output links to original pdxsl via #line pragmas }; writer.Visit(parsingResult.Shader); var shaderSourceText = writer.Text; if (string.IsNullOrEmpty(shaderSourceText)) { log.Error("No code generated for effect [{0}]", fullEffectName); return(new EffectBytecodeCompilerResult(null, log)); } // ------------------------------------------------------- // Save shader log // TODO: TEMP code to allow debugging generated shaders on Windows Desktop #if SILICONSTUDIO_PLATFORM_WINDOWS_DESKTOP var shaderId = ObjectId.FromBytes(Encoding.UTF8.GetBytes(shaderSourceText)); var logDir = "log"; if (!Directory.Exists(logDir)) { Directory.CreateDirectory(logDir); } var shaderSourceFilename = Path.Combine(logDir, "shader_" + fullEffectName.Replace('.', '_') + "_" + shaderId + ".hlsl"); lock (WriterLock) // protect write in case the same shader is created twice { // Write shader before generating to make sure that we are having a trace before compiling it (compiler may crash...etc.) if (!File.Exists(shaderSourceFilename)) { File.WriteAllText(shaderSourceFilename, shaderSourceText); } } #else string shaderSourceFilename = null; #endif // ------------------------------------------------------- var bytecode = new EffectBytecode { Reflection = parsingResult.Reflection, HashSources = parsingResult.HashSources }; // Select the correct backend compiler IShaderCompiler compiler; switch (platform) { #if SILICONSTUDIO_PLATFORM_WINDOWS case GraphicsPlatform.Direct3D11: compiler = new Direct3D.ShaderCompiler(); break; #endif case GraphicsPlatform.OpenGL: case GraphicsPlatform.OpenGLES: // get the number of render target outputs var rtOutputs = 0; var psOutput = parsingResult.Shader.Declarations.OfType <StructType>().FirstOrDefault(x => x.Name.Text == "PS_OUTPUT"); if (psOutput != null) { foreach (var rto in psOutput.Fields) { var sem = rto.Qualifiers.OfType <Semantic>().FirstOrDefault(); if (sem != null) { // special case SV_Target if (rtOutputs == 0 && sem.Name.Text == "SV_Target") { rtOutputs = 1; break; } for (var i = rtOutputs; i < 8; ++i) { if (sem.Name.Text == ("SV_Target" + i)) { rtOutputs = i + 1; break; } } } } } compiler = new OpenGL.ShaderCompiler(rtOutputs); break; default: throw new NotSupportedException(); } var shaderStageBytecodes = new List <ShaderBytecode>(); #if SILICONSTUDIO_PLATFORM_WINDOWS_DESKTOP var stageStringBuilder = new StringBuilder(); #endif // if the shader (non-compute) does not have a pixel shader, we should add it on OpenGL ES. if (platform == GraphicsPlatform.OpenGLES && !parsingResult.EntryPoints.ContainsKey(ShaderStage.Pixel) && !parsingResult.EntryPoints.ContainsKey(ShaderStage.Compute)) { parsingResult.EntryPoints.Add(ShaderStage.Pixel, null); } foreach (var stageBinding in parsingResult.EntryPoints) { // Compile // TODO: We could compile stages in different threads to improve compiler throughput? var result = compiler.Compile(shaderSourceText, stageBinding.Value, stageBinding.Key, usedParameters, bytecode.Reflection, shaderSourceFilename); result.CopyTo(log); if (result.HasErrors) { continue; } // ------------------------------------------------------- // Append bytecode id to shader log #if SILICONSTUDIO_PLATFORM_WINDOWS_DESKTOP stageStringBuilder.AppendLine("@G {0} => {1}".ToFormat(stageBinding.Key, result.Bytecode.Id)); #endif // ------------------------------------------------------- shaderStageBytecodes.Add(result.Bytecode); // When this is a compute shader, there is no need to scan other stages if (stageBinding.Key == ShaderStage.Compute) { break; } } // In case of Direct3D, we can safely remove reflection data as it is entirely resolved at compile time. if (platform == GraphicsPlatform.Direct3D11) { CleanupReflection(bytecode.Reflection); } bytecode.Stages = shaderStageBytecodes.ToArray(); #if SILICONSTUDIO_PLATFORM_WINDOWS_DESKTOP lock (WriterLock) // protect write in case the same shader is created twice { var builder = new StringBuilder(); builder.AppendLine("/**************************"); builder.AppendLine("***** Used Parameters *****"); builder.AppendLine("***************************"); builder.Append("@P EffectName: "); builder.AppendLine(fullEffectName ?? ""); builder.Append(usedParameters.ToStringDetailed()); builder.AppendLine("***************************"); if (bytecode.Reflection.ConstantBuffers.Count > 0) { builder.AppendLine("**** ConstantBuffers ****"); builder.AppendLine("***************************"); foreach (var cBuffer in bytecode.Reflection.ConstantBuffers) { builder.AppendFormat("cbuffer {0} [Stage: {1}, Size: {2}]", cBuffer.Name, cBuffer.Stage, cBuffer.Size).AppendLine(); foreach (var parameter in cBuffer.Members) { builder.AppendFormat("@C {0} => {1}", parameter.Param.RawName, parameter.Param.KeyName).AppendLine(); } } builder.AppendLine("***************************"); } if (bytecode.Reflection.ResourceBindings.Count > 0) { builder.AppendLine("****** Resources ******"); builder.AppendLine("***************************"); foreach (var resource in bytecode.Reflection.ResourceBindings) { var parameter = resource.Param; builder.AppendFormat("@R {0} => {1} [Stage: {2}, Slot: ({3}-{4})]", parameter.RawName, parameter.KeyName, resource.Stage, resource.SlotStart, resource.SlotStart + resource.SlotCount - 1).AppendLine(); } builder.AppendLine("***************************"); } if (bytecode.HashSources.Count > 0) { builder.AppendLine("***** Sources *****"); builder.AppendLine("***************************"); foreach (var hashSource in bytecode.HashSources) { builder.AppendFormat("@S {0} => {1}", hashSource.Key, hashSource.Value).AppendLine(); } builder.AppendLine("***************************"); } if (bytecode.Stages.Length > 0) { builder.AppendLine("***** Stages *****"); builder.AppendLine("***************************"); builder.Append(stageStringBuilder); builder.AppendLine("***************************"); } builder.AppendLine("*************************/"); // Re-append the shader with all informations builder.Append(shaderSourceText); File.WriteAllText(shaderSourceFilename, builder.ToString()); } #endif return(new EffectBytecodeCompilerResult(bytecode, log)); }
public override EffectBytecode Compile(ShaderMixinSource shaderMixinSource, string fullEffectName, ShaderMixinParameters compilerParameters, HashSet <string> modifiedShaders, HashSet <string> recentlyModifiedShaders, LoggerResult log) { // Load D3D compiler dll // Note: No lock, it's probably fine if it gets called from multiple threads at the same time. if (Platform.IsWindowsDesktop && !d3dcompilerLoaded) { NativeLibrary.PreloadLibrary("d3dcompiler_47.dll"); d3dcompilerLoaded = true; } // Make a copy of shaderMixinSource. Use deep clone since shaderMixinSource can be altered during compilation (e.g. macros) var shaderMixinSourceCopy = new ShaderMixinSource(); shaderMixinSourceCopy.DeepCloneFrom(shaderMixinSource); shaderMixinSource = shaderMixinSourceCopy; // Generate platform-specific macros var platform = compilerParameters.Get(CompilerParameters.GraphicsPlatformKey); switch (platform) { case GraphicsPlatform.Direct3D11: shaderMixinSource.AddMacro("SILICONSTUDIO_PARADOX_GRAPHICS_API_DIRECT3D", 1); shaderMixinSource.AddMacro("SILICONSTUDIO_PARADOX_GRAPHICS_API_DIRECT3D11", 1); break; case GraphicsPlatform.OpenGL: shaderMixinSource.AddMacro("SILICONSTUDIO_PARADOX_GRAPHICS_API_OPENGL", 1); shaderMixinSource.AddMacro("SILICONSTUDIO_PARADOX_GRAPHICS_API_OPENGLCORE", 1); break; case GraphicsPlatform.OpenGLES: shaderMixinSource.AddMacro("SILICONSTUDIO_PARADOX_GRAPHICS_API_OPENGL", 1); shaderMixinSource.AddMacro("SILICONSTUDIO_PARADOX_GRAPHICS_API_OPENGLES", 1); break; default: throw new NotSupportedException(); } // Generate the AST from the mixin description if (shaderMixinParser == null) { shaderMixinParser = new ShaderMixinParser(); shaderMixinParser.SourceManager.LookupDirectoryList = SourceDirectories; // TODO: temp shaderMixinParser.SourceManager.UrlToFilePath = UrlToFilePath; // TODO: temp } if (recentlyModifiedShaders != null && recentlyModifiedShaders.Count > 0) { shaderMixinParser.DeleteObsoleteCache(GetShaderNames(recentlyModifiedShaders)); recentlyModifiedShaders.Clear(); } var parsingResult = shaderMixinParser.Parse(shaderMixinSource, shaderMixinSource.Macros.ToArray(), modifiedShaders); // Copy log from parser results to output CopyLogs(parsingResult, log); // Return directly if there are any errors if (parsingResult.HasErrors) { return(null); } // Convert the AST to HLSL var writer = new SiliconStudio.Shaders.Writer.Hlsl.HlslWriter { EnablePreprocessorLine = false }; writer.Visit(parsingResult.Shader); var shaderSourceText = writer.Text; // ------------------------------------------------------- // Save shader log // TODO: TEMP code to allow debugging generated shaders on Windows Desktop #if SILICONSTUDIO_PLATFORM_WINDOWS_DESKTOP var shaderId = ObjectId.FromBytes(Encoding.UTF8.GetBytes(shaderSourceText)); var logDir = "log"; if (!Directory.Exists(logDir)) { Directory.CreateDirectory(logDir); } var shaderSourceFilename = Path.Combine(logDir, "shader_" + shaderId); lock (WriterLock) // protect write in case the same shader is created twice { if (!File.Exists(shaderSourceFilename)) { var builder = new StringBuilder(); builder.AppendLine("/***** Used Parameters *****"); builder.Append(" * EffectName: "); builder.AppendLine(fullEffectName ?? ""); WriteParameters(builder, compilerParameters, 0, false); builder.AppendLine(" ***************************/"); builder.Append(shaderSourceText); File.WriteAllText(shaderSourceFilename, builder.ToString()); } } #endif // ------------------------------------------------------- var bytecode = new EffectBytecode { Reflection = parsingResult.Reflection, HashSources = parsingResult.HashSources }; // Select the correct backend compiler IShaderCompiler compiler; switch (platform) { case GraphicsPlatform.Direct3D11: compiler = new Direct3D.ShaderCompiler(); break; case GraphicsPlatform.OpenGL: case GraphicsPlatform.OpenGLES: compiler = new OpenGL.ShaderCompiler(); break; default: throw new NotSupportedException(); } var shaderStageBytecodes = new List <ShaderBytecode>(); foreach (var stageBinding in parsingResult.EntryPoints) { // Compile var result = compiler.Compile(shaderSourceText, stageBinding.Value, stageBinding.Key, compilerParameters, bytecode.Reflection, shaderSourceFilename); result.CopyTo(log); if (result.HasErrors) { continue; } // ------------------------------------------------------- // Append bytecode id to shader log #if SILICONSTUDIO_PLATFORM_WINDOWS_DESKTOP lock (WriterLock) // protect write in case the same shader is created twice { if (File.Exists(shaderSourceFilename)) { // Append at the end of the shader the bytecodes Id File.AppendAllText(shaderSourceFilename, "\n// {0} {1}".ToFormat(stageBinding.Key, result.Bytecode.Id)); } } #endif // ------------------------------------------------------- shaderStageBytecodes.Add(result.Bytecode); // When this is a compute shader, there is no need to scan other stages if (stageBinding.Key == ShaderStage.Compute) { break; } } // Get the current time of compilation bytecode.Time = DateTime.Now; // In case of Direct3D, we can safely remove reflection data as it is entirely resolved at compile time. if (platform == GraphicsPlatform.Direct3D11) { CleanupReflection(bytecode.Reflection); } bytecode.Stages = shaderStageBytecodes.ToArray(); return(bytecode); }