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o3de/Gems/Atom/RHI/DX12/Code/Source/RHI.Builders/ShaderPlatformInterface.cpp

365 lines
19 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <RHI.Builders/ShaderPlatformInterface.h>
#include <Atom/RHI.Edit/Utils.h>
#include <Atom/RHI.Reflect/DX12/PipelineLayoutDescriptor.h>
#include <Atom/RHI.Reflect/DX12/ShaderStageFunction.h>
#include <AzCore/IO/FileIO.h>
#include <AzCore/IO/SystemFile.h>
#include <AzFramework/StringFunc/StringFunc.h>
namespace AZ
{
namespace DX12
{
static const char* DX12ApiName = "dx12";
static const char* DX12ShaderPlatformName = "DX12ShaderPlatform";
static const char* PlatformShaderHeader = "Builders/ShaderHeaders/Platform/Windows/DX12/PlatformHeader.hlsli";
static const char* AzslShaderHeader = "Builders/ShaderHeaders/Platform/Windows/DX12/AzslcHeader.azsli";
ShaderPlatformInterface::ShaderPlatformInterface(uint32_t apiUniqueIndex)
: RHI::ShaderPlatformInterface(apiUniqueIndex), m_apiName{ DX12ApiName }
{
}
RHI::APIType ShaderPlatformInterface::GetAPIType() const
{
return RHI::APIType{ DX12ApiName };
}
AZ::Name ShaderPlatformInterface::GetAPIName() const
{
return m_apiName;
}
RHI::Ptr<RHI::ShaderStageFunction> ShaderPlatformInterface::CreateShaderStageFunction(const StageDescriptor& stageDescriptor)
{
RHI::Ptr<ShaderStageFunction> newShaderStageFunction = ShaderStageFunction::Create(RHI::ToRHIShaderStage(stageDescriptor.m_stageType));
const DX12::ShaderByteCode& byteCode = stageDescriptor.m_byteCode;
const int byteCodeIndex = (stageDescriptor.m_stageType == RHI::ShaderHardwareStage::TessellationEvaluation) ? 1 : 0;
newShaderStageFunction->SetByteCode(byteCodeIndex, byteCode);
newShaderStageFunction->Finalize();
return newShaderStageFunction;
}
bool ShaderPlatformInterface::IsShaderStageForRaster(RHI::ShaderHardwareStage shaderStageType) const
{
bool hasRasterProgram = false;
hasRasterProgram |= shaderStageType == RHI::ShaderHardwareStage::Vertex;
hasRasterProgram |= shaderStageType == RHI::ShaderHardwareStage::Fragment;
hasRasterProgram |= shaderStageType == RHI::ShaderHardwareStage::TessellationControl;
hasRasterProgram |= shaderStageType == RHI::ShaderHardwareStage::TessellationEvaluation;
return hasRasterProgram;
}
bool ShaderPlatformInterface::IsShaderStageForCompute(RHI::ShaderHardwareStage shaderStageType) const
{
return (shaderStageType == RHI::ShaderHardwareStage::Compute);
}
bool ShaderPlatformInterface::IsShaderStageForRayTracing(RHI::ShaderHardwareStage shaderStageType) const
{
return (shaderStageType == RHI::ShaderHardwareStage::RayTracing);
}
RHI::Ptr<RHI::PipelineLayoutDescriptor> ShaderPlatformInterface::CreatePipelineLayoutDescriptor()
{
return PipelineLayoutDescriptor::Create();
}
bool ShaderPlatformInterface::BuildPipelineLayoutDescriptor(
RHI::Ptr<RHI::PipelineLayoutDescriptor> pipelineLayoutDescriptorBase,
const ShaderResourceGroupInfoList& srgInfoList,
const RootConstantsInfo& rootConstantsInfo,
const RHI::ShaderCompilerArguments& shaderCompilerArguments)
{
PipelineLayoutDescriptor* pipelineLayoutDescriptor = azrtti_cast<PipelineLayoutDescriptor*>(pipelineLayoutDescriptorBase.get());
AZ_Assert(pipelineLayoutDescriptor, "PipelineLayoutDescriptor should have been created by now");
for (const ShaderResourceGroupInfo& srgInfo : srgInfoList)
{
ShaderResourceGroupVisibility srgVisibility;
// Copy the resources binding info so we can erase the static samplers
// while adding them to the m_staticSamplersShaderStageMask list.
// Each static sampler has it's own visibility. All other resources share the same visibility mask.
auto resourcesBindingInfo = srgInfo.m_bindingInfo.m_resourcesRegisterMap;
for (const RHI::ShaderInputStaticSamplerDescriptor& staticSamplerDescriptor : srgInfo.m_layout->GetStaticSamplers())
{
auto findIt = resourcesBindingInfo.find(staticSamplerDescriptor.m_name);
if (findIt != resourcesBindingInfo.end())
{
// Erase the static sampler from the resource list so we don't use it when calculating
// the descriptor table shader stage mask.
resourcesBindingInfo.erase(findIt);
}
else
{
AZ_Error(DX12ShaderPlatformName, false, "Could not find binding info for static sampler '%s'", staticSamplerDescriptor.m_name.GetCStr());
return false;
}
}
if (shaderCompilerArguments.m_disableOptimizations)
{
// When optimizations are disabled (-Od), all resources declared in the source file are available to all stages
// (when enabled only the resources which are referenced in a stage are bound to the stage)
srgVisibility.m_descriptorTableShaderStageMask = RHI::ShaderStageMask::All;
}
else
{
for (const auto& bindInfo : resourcesBindingInfo)
{
srgVisibility.m_descriptorTableShaderStageMask |= bindInfo.second.m_shaderStageMask;
}
}
pipelineLayoutDescriptor->AddShaderResourceGroupVisibility(srgVisibility);
if (rootConstantsInfo.m_totalSizeInBytes > 0)
{
AZ_Assert((rootConstantsInfo.m_totalSizeInBytes % 4) == 0, "Inline constant size is not a multiple of 32 bit");
pipelineLayoutDescriptor->SetRootConstantBinding(RootConstantBinding{ rootConstantsInfo.m_totalSizeInBytes / 4, rootConstantsInfo.m_registerId, rootConstantsInfo.m_spaceId });
}
}
return pipelineLayoutDescriptor->Finalize() == RHI::ResultCode::Success;
}
bool ShaderPlatformInterface::CompilePlatformInternal(
[[maybe_unused]] const AssetBuilderSDK::PlatformInfo& platform,
const AZStd::string& shaderSourcePath,
const AZStd::string& functionName,
RHI::ShaderHardwareStage shaderStage,
const AZStd::string& tempFolderPath,
StageDescriptor& outputDescriptor,
const RHI::ShaderCompilerArguments& shaderCompilerArguments) const
{
AZStd::vector<uint8_t> shaderByteCode;
// Compile HLSL shader to byte code
bool compiledSucessfully = CompileHLSLShader(
shaderSourcePath, // shader source filepath
tempFolderPath, // AP job temp folder
functionName, // name of function that is the entry point
shaderStage, // shader stage (vertex shader, pixel shader, ...)
shaderCompilerArguments,
shaderByteCode, // compiled shader output
outputDescriptor.m_byProducts); // dynamic branch count output & byproduct files
if (!compiledSucessfully)
{
AZ_Error(DX12ShaderPlatformName, false, "Failed to compile HLSL shader");
return false;
}
const char byteCodeHeader[] = { 'D', 'X', 'B', 'C' };
if (shaderByteCode.size() > sizeof(byteCodeHeader) && memcmp(shaderByteCode.data(), byteCodeHeader, sizeof(byteCodeHeader)) == 0)
{
outputDescriptor.m_stageType = shaderStage;
outputDescriptor.m_byteCode = AZStd::move(shaderByteCode);
}
else
{
AZ_Error(DX12ShaderPlatformName, false, "Compiled shader for %s is invalid", shaderSourcePath.c_str());
return false;
}
return true;
}
AZStd::string ShaderPlatformInterface::GetAzslCompilerParameters(const RHI::ShaderCompilerArguments& shaderCompilerArguments) const
{
return shaderCompilerArguments.MakeAdditionalAzslcCommandLineString() +
" --use-spaces --namespace=dx --root-const=128";
}
AZStd::string ShaderPlatformInterface::GetAzslCompilerWarningParameters(const RHI::ShaderCompilerArguments& shaderCompilerArguments) const
{
return shaderCompilerArguments.MakeAdditionalAzslcWarningCommandLineString();
}
bool ShaderPlatformInterface::BuildHasDebugInfo(const RHI::ShaderCompilerArguments& shaderCompilerArguments) const
{
return shaderCompilerArguments.m_generateDebugInfo;
}
const char* ShaderPlatformInterface::GetAzslHeader(const AssetBuilderSDK::PlatformInfo& platform) const
{
AZ_UNUSED(platform);
return AzslShaderHeader;
}
bool ShaderPlatformInterface::CompileHLSLShader(
const AZStd::string& shaderSourceFile,
const AZStd::string& tempFolder,
const AZStd::string& entryPoint,
const RHI::ShaderHardwareStage shaderStageType,
const RHI::ShaderCompilerArguments& shaderCompilerArguments,
AZStd::vector<uint8_t>& compiledShader,
ByProducts& byProducts) const
{
// Shader compiler executable
static const char* dxcRelativePath = "Builders/DirectXShaderCompiler/dxc.exe";
// NOTE:
// Running DX12 on PC with DXIL shaders requires modern GPUs and at least Windows 10 Build 1803 or later for Shader Model 6.2
// https://github.com/Microsoft/DirectXShaderCompiler/wiki/Running-Shaders
// -Fo "Output object file"
AZStd::string shaderOutputFile;
AzFramework::StringFunc::Path::GetFileName(shaderSourceFile.c_str(), shaderOutputFile);
AzFramework::StringFunc::Path::Join(tempFolder.c_str(), shaderOutputFile.c_str(), shaderOutputFile);
AzFramework::StringFunc::Path::ReplaceExtension(shaderOutputFile, "dxil.bin");
// -Fh "Output header file containing object code", used for counting dynamic branches
AZStd::string objectCodeOutputFile;
AzFramework::StringFunc::Path::GetFileName(shaderSourceFile.c_str(), objectCodeOutputFile);
AzFramework::StringFunc::Path::Join(tempFolder.c_str(), objectCodeOutputFile.c_str(), objectCodeOutputFile);
AzFramework::StringFunc::Path::ReplaceExtension(objectCodeOutputFile, "dxil.txt");
// Stage profile name parameter
// Note: RayTracing shaders must be compiled with version 6_3, while the rest of the stages
// are compiled with version 6_2, so RayTracing cannot share the version constant.
const AZStd::string shaderModelVersion = "6_2";
const AZStd::unordered_map<RHI::ShaderHardwareStage, AZStd::string> stageToProfileName =
{
{RHI::ShaderHardwareStage::Vertex, "vs_" + shaderModelVersion},
{RHI::ShaderHardwareStage::Fragment, "ps_" + shaderModelVersion},
{RHI::ShaderHardwareStage::Compute, "cs_" + shaderModelVersion},
{RHI::ShaderHardwareStage::Geometry, "gs_" + shaderModelVersion},
{RHI::ShaderHardwareStage::TessellationControl, "hs_" + shaderModelVersion},
{RHI::ShaderHardwareStage::TessellationEvaluation, "ds_" + shaderModelVersion},
{RHI::ShaderHardwareStage::RayTracing, "lib_6_3"}
};
auto profileIt = stageToProfileName.find(shaderStageType);
if (profileIt == stageToProfileName.end())
{
AZ_Error(DX12ShaderPlatformName, false, "Unsupported shader stage");
return false;
}
// Compilation parameters
AZStd::string params = shaderCompilerArguments.MakeAdditionalDxcCommandLineString();
if (BuildHasDebugInfo(shaderCompilerArguments))
{
params += " -Zi"; // Generate debug information
params += " -Zss"; // Compute Shader Hash considering source information
}
// Enable half precision types when shader model >= 6.2
int shaderModelMajor = 0;
int shaderModelMinor = 0;
[[maybe_unused]] int numValuesRead = azsscanf(shaderModelVersion.c_str(), "%d_%d", &shaderModelMajor, &shaderModelMinor);
AZ_Assert(numValuesRead == 2, "Unknown shader model version format");
if (shaderModelMajor >= 6 && shaderModelMinor >= 2)
{
params += " -enable-16bit-types";
}
AZ::StringFunc::TrimWhiteSpace(params, true, false); // we don't need the extra leading spaces that tend to build up
unsigned char md5[RHI::Md5NumBytes];
RHI::PrependArguments args;
args.m_sourceFile = shaderSourceFile.c_str();
args.m_prependFile = PlatformShaderHeader;
args.m_destinationFolder = tempFolder.c_str();
args.m_digest = &md5;
const auto dxcInputFile = RHI::PrependFile(args); // Prepend PAL header & obtain hash
// -Fd "Write debug information to the given file, or automatically named file in directory when ending in '\\'"
// If we use the auto-name (hash), there is no way we can retrieve that name apart from listing the directory.
// Instead, let's just generate that hash ourselves.
AZStd::string symbolDatabaseFileCliArgument{" "}; // when not debug: still insert a space between 5.dxil and 7.hlsl-in
if (BuildHasDebugInfo(shaderCompilerArguments))
{
// prepare .pdb filename:
AZStd::string md5hex = RHI::ByteToHexString(md5);
AZStd::string symbolDatabaseFilePath = dxcInputFile.c_str(); // mutate from source
AZStd::string pdbFileName = md5hex + "-" + profileIt->second; // concatenate the shader profile to disambiguate vs/ps...
AzFramework::StringFunc::Path::ReplaceFullName(symbolDatabaseFilePath, pdbFileName.c_str(), "pdb");
// it is possible that another activated platform/profile, already exported that file. (since it's hashed on the source file)
// dxc returns an error in such case. we get less surprising effets by just not mentionning an -Fd argument
if (AZ::IO::SystemFile::Exists(symbolDatabaseFilePath.c_str()))
{
AZ_Warning(DX12ShaderPlatformName, false, "debug symbol file %s already exists -> -Fd argument dropped", symbolDatabaseFilePath.c_str());
}
else
{
symbolDatabaseFileCliArgument = " -Fd \"" + symbolDatabaseFilePath + "\" "; // 6.pdb hereunder
byProducts.m_intermediatePaths.emplace(AZStd::move(symbolDatabaseFilePath));
}
}
const auto dxcEntryPoint = (shaderStageType == RHI::ShaderHardwareStage::RayTracing) ? "" : AZStd::string::format("-E %s", entryPoint.c_str());
// 1.entry 3.config 5.dxil 7.hlsl-in
// | 2.SM | 4.output | 6.pdb |
// | | | | | | |
const auto dxcCommandOptions = AZStd::string::format("%s -T %s %s -Fo \"%s\" -Fh \"%s\"%s\"%s\"",
dxcEntryPoint.c_str(), // 1
profileIt->second.c_str(), // 2
params.c_str(), // 3
shaderOutputFile.c_str(), // 4
objectCodeOutputFile.c_str(), // 5
symbolDatabaseFileCliArgument.c_str(), // 6
dxcInputFile.c_str() // 7
);
// Run Shader Compiler
if (!RHI::ExecuteShaderCompiler(dxcRelativePath, dxcCommandOptions, shaderSourceFile, "DXC"))
{
return false;
}
auto shaderOutputFileLoadResult = AZ::RHI::LoadFileBytes(shaderOutputFile.c_str());
if (!shaderOutputFileLoadResult)
{
AZ_Error(DX12ShaderPlatformName, false, "%s", shaderOutputFileLoadResult.GetError().c_str());
return false;
}
compiledShader = shaderOutputFileLoadResult.TakeValue();
// Count the dynamic branches by searching dxc.exe's generated header file.
// There might be a more ideal way to count the number of dynamic branches, perhaps using DXC libs, but doing it this way is quick and easy to set up.
auto objectCodeLoadResult = AZ::RHI::LoadFileString(objectCodeOutputFile.c_str());
if (objectCodeLoadResult)
{
// The regex here is based on dxc source code, which lists terminating instructions as:
// case Ret: return "ret";
// case Br: return "br";
// case Switch: return "switch";
// case IndirectBr: return "indirectbr";
// case Invoke: return "invoke";
// case Resume: return "resume";
// case Unreachable: return "unreachable";
// If you have to update this regex, also update UtilsTests RegexCount_DXIL
byProducts.m_dynamicBranchCount = aznumeric_cast<uint32_t>(AZ::RHI::RegexCount(objectCodeLoadResult.GetValue(), "^ *(br|indirectbr|switch) "));
}
else
{
byProducts.m_dynamicBranchCount = ByProducts::UnknownDynamicBranchCount;
}
if (BuildHasDebugInfo(shaderCompilerArguments))
{
byProducts.m_intermediatePaths.emplace(AZStd::move(objectCodeOutputFile));
}
return true;
}
}
}