Пример #1
0
        private EffectBytecodeCompilerResult CompileBytecode(ShaderMixinSource mixinTree, EffectCompilerParameters effectParameters, CompilerParameters compilerParameters, ObjectId mixinObjectId, DatabaseFileProvider database, string compiledUrl)
        {
            // Open the database for writing
            var log       = new LoggerResult();
            var effectLog = GlobalLogger.GetLogger("EffectCompilerCache");

            // Note: this compiler is expected to not be async and directly write stuff in localLogger
            var compiledShader = base.Compile(mixinTree, effectParameters, compilerParameters).WaitForResult();

            compiledShader.CompilationLog.CopyTo(log);

            // If there are any errors, return immediately
            if (log.HasErrors)
            {
                lock (compilingShaders)
                {
                    compilingShaders.Remove(mixinObjectId);
                }

                log.CopyTo(effectLog);
                return(new EffectBytecodeCompilerResult(null, log));
            }

            // Compute the bytecodeId
            var newBytecodeId = compiledShader.Bytecode.ComputeId();

            // Check if we really need to store the bytecode
            lock (bytecodes)
            {
                // Using custom serialization to the database to store an object with a custom id
                // TODO: Check if we really need to write the bytecode everytime even if id is not changed
                var memoryStream = new MemoryStream();
                compiledShader.Bytecode.WriteTo(memoryStream);

                // Write current cache at the end (not part of the pure bytecode, but we use this as meta info)
                var writer = new BinarySerializationWriter(memoryStream);
                writer.Write(CurrentCache);

                memoryStream.Position = 0;
                database.ObjectDatabase.Write(memoryStream, newBytecodeId, true);
                database.ContentIndexMap[compiledUrl] = newBytecodeId;

                // Save bytecode Id to the database cache as well
                memoryStream.SetLength(0);
                memoryStream.Write((byte[])newBytecodeId, 0, ObjectId.HashSize);
                memoryStream.Position = 0;
                database.ObjectDatabase.Write(memoryStream, mixinObjectId, true);

                if (!bytecodes.ContainsKey(newBytecodeId))
                {
                    log.Verbose($"New effect compiled #{effectCompileCount} [{mixinObjectId}] (db: {newBytecodeId})\r\n{compilerParameters?.ToStringPermutationsDetailed()}");
                    Interlocked.Increment(ref effectCompileCount);

                    // Replace or add new bytecode
                    bytecodes[newBytecodeId] = new KeyValuePair <EffectBytecode, EffectBytecodeCacheLoadSource>(compiledShader.Bytecode, EffectBytecodeCacheLoadSource.JustCompiled);
                }
            }

            lock (compilingShaders)
            {
                compilingShaders.Remove(mixinObjectId);
            }

            log.CopyTo(effectLog);
            return(compiledShader);
        }
Пример #2
0
        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)
            {
                NativeLibraryHelper.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("STRIDE_GRAPHICS_API_DIRECT3D", 1);
                shaderMixinSource.AddMacro("STRIDE_GRAPHICS_API_DIRECT3D11", 1);
                break;

            case GraphicsPlatform.Direct3D12:
                shaderMixinSource.AddMacro("STRIDE_GRAPHICS_API_DIRECT3D", 1);
                shaderMixinSource.AddMacro("STRIDE_GRAPHICS_API_DIRECT3D12", 1);
                break;

            case GraphicsPlatform.OpenGL:
                shaderMixinSource.AddMacro("STRIDE_GRAPHICS_API_OPENGL", 1);
                shaderMixinSource.AddMacro("STRIDE_GRAPHICS_API_OPENGLCORE", 1);
                break;

            case GraphicsPlatform.OpenGLES:
                shaderMixinSource.AddMacro("STRIDE_GRAPHICS_API_OPENGL", 1);
                shaderMixinSource.AddMacro("STRIDE_GRAPHICS_API_OPENGLES", 1);
                break;

            case GraphicsPlatform.Vulkan:
                shaderMixinSource.AddMacro("STRIDE_GRAPHICS_API_VULKAN", 1);
                break;

            default:
                throw new NotSupportedException();
            }

            // Generate profile-specific macros
            shaderMixinSource.AddMacro("STRIDE_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 .sdsl, 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 Stride.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 STRIDE_PLATFORM_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 STRIDE_PLATFORM_DESKTOP
            case GraphicsPlatform.Direct3D11:
            case GraphicsPlatform.Direct3D12:
                if (Platform.Type != PlatformType.Windows && Platform.Type != PlatformType.UWP)
                {
                    throw new NotSupportedException();
                }
                compiler = new Direct3D.ShaderCompiler();
                break;
#endif
            case GraphicsPlatform.OpenGL:
            case GraphicsPlatform.OpenGLES:
            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 STRIDE_PLATFORM_DESKTOP
            var stageStringBuilder = new StringBuilder();
#endif
            // if the shader (non-compute) does not have a pixel shader, we should add it for OpenGL and OpenGL ES.
            if ((effectParameters.Platform == GraphicsPlatform.OpenGL || effectParameters.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, effectParameters, bytecode.Reflection, shaderSourceFilename);
                result.CopyTo(log);

                if (result.HasErrors)
                {
                    continue;
                }

                // -------------------------------------------------------
                // Append bytecode id to shader log
#if STRIDE_PLATFORM_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 STRIDE_PLATFORM_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));
        }