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346 lines
17 KiB
C++
346 lines
17 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <AssetBuilderSDK/AssetBuilderSDK.h>
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#include <Atom/RHI.Edit/Utils.h>
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#include <Atom/RHI.Reflect/Vulkan/Base.h>
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#include <Atom/RHI.Reflect/Vulkan/ShaderStageFunction.h>
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#include <AzCore/IO/FileIO.h>
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#include <AzCore/IO/SystemFile.h>
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#include <AzFramework/StringFunc/StringFunc.h>
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#include <RHI.Builders/ShaderPlatformInterface.h>
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#include <Vulkan_Traits_Platform.h>
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namespace AZ
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{
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namespace Vulkan
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{
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[[maybe_unused]] static const char* VulkanShaderPlatformName = "VulkanShaderPlatform";
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static const char* WindowsPlatformShaderHeader = "Builders/ShaderHeaders/Platform/Windows/Vulkan/PlatformHeader.hlsli";
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static const char* AndroidPlatformShaderHeader = "Builders/ShaderHeaders/Platform/Android/Vulkan/PlatformHeader.hlsli";
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static const char* WindowsAzslShaderHeader = "Builders/ShaderHeaders/Platform/Windows/Vulkan/AzslcHeader.azsli";
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static const char* AndroidAzslShaderHeader = "Builders/ShaderHeaders/Platform/Android/Vulkan/AzslcHeader.azsli";
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RHI::APIType ShaderPlatformInterface::GetAPIType() const
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{
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return Vulkan::RHIType;
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}
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AZ::Name ShaderPlatformInterface::GetAPIName() const
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{
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return m_apiName;
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}
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RHI::Ptr<RHI::ShaderStageFunction> ShaderPlatformInterface::CreateShaderStageFunction(const StageDescriptor& stageDescriptor)
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{
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RHI::Ptr<ShaderStageFunction> newShaderStageFunction = ShaderStageFunction::Create(RHI::ToRHIShaderStage(stageDescriptor.m_stageType));
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const Vulkan::ShaderByteCode& byteCode = stageDescriptor.m_byteCode;
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const AZStd::string& entryFunctionName = stageDescriptor.m_entryFunctionName;
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const int byteCodeIndex = (stageDescriptor.m_stageType == RHI::ShaderHardwareStage::TessellationEvaluation) ? 1 : 0;
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newShaderStageFunction->SetByteCode(byteCodeIndex, byteCode, entryFunctionName);
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newShaderStageFunction->Finalize();
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return newShaderStageFunction;
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}
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bool ShaderPlatformInterface::IsShaderStageForRaster(RHI::ShaderHardwareStage shaderStageType) const
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{
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bool hasRasterProgram = false;
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hasRasterProgram |= shaderStageType == RHI::ShaderHardwareStage::Vertex;
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hasRasterProgram |= shaderStageType == RHI::ShaderHardwareStage::Fragment;
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hasRasterProgram |= shaderStageType == RHI::ShaderHardwareStage::TessellationControl;
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hasRasterProgram |= shaderStageType == RHI::ShaderHardwareStage::TessellationEvaluation;
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return hasRasterProgram;
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}
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bool ShaderPlatformInterface::IsShaderStageForCompute(RHI::ShaderHardwareStage shaderStageType) const
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{
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return (shaderStageType == RHI::ShaderHardwareStage::Compute);
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}
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bool ShaderPlatformInterface::IsShaderStageForRayTracing(RHI::ShaderHardwareStage shaderStageType) const
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{
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return (shaderStageType == RHI::ShaderHardwareStage::RayTracing);
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}
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RHI::Ptr<RHI::PipelineLayoutDescriptor> ShaderPlatformInterface::CreatePipelineLayoutDescriptor()
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{
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// Return the base RHI class for the PipelineLayoutDescriptor
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return RHI::PipelineLayoutDescriptor::Create();
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}
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bool ShaderPlatformInterface::BuildPipelineLayoutDescriptor(
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RHI::Ptr<RHI::PipelineLayoutDescriptor> pipelineLayoutDescriptor,
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const ShaderResourceGroupInfoList& srgInfoList,
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const RootConstantsInfo& rootConstantsInfo,
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const RHI::ShaderCompilerArguments& shaderCompilerArguments)
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{
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AZ_UNUSED(srgInfoList);
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AZ_UNUSED(rootConstantsInfo);
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AZ_UNUSED(shaderCompilerArguments);
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// Nothing to do, so we just finalize the layout descriptor.
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return pipelineLayoutDescriptor->Finalize() == RHI::ResultCode::Success;
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}
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AZStd::string ShaderPlatformInterface::GetAzslCompilerParameters(const RHI::ShaderCompilerArguments& shaderCompilerArguments) const
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{
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// Note: all platforms use DirectX packing rules.
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return shaderCompilerArguments.MakeAdditionalAzslcCommandLineString() +
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" --use-spaces --unique-idx --namespace=vk --root-const=128";
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}
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AZStd::string ShaderPlatformInterface::GetAzslCompilerWarningParameters(const RHI::ShaderCompilerArguments& shaderCompilerArguments) const
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{
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return shaderCompilerArguments.MakeAdditionalAzslcWarningCommandLineString();
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}
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bool ShaderPlatformInterface::BuildHasDebugInfo(const RHI::ShaderCompilerArguments& shaderCompilerArguments) const
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{
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return shaderCompilerArguments.m_dxcGenerateDebugInfo;
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}
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const char* ShaderPlatformInterface::GetAzslHeader(const AssetBuilderSDK::PlatformInfo& platform) const
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{
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if(platform.HasTag("mobile"))
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{
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return AndroidAzslShaderHeader;
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}
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else
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{
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return WindowsAzslShaderHeader;
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}
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}
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// Takes in HLSL source file path and then compiles the HLSL to bytecode and
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// appends it to the AZ::Vulkan::ShaderStageDescriptor inside the provided outputAsset.
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bool ShaderPlatformInterface::CompilePlatformInternal(
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const AssetBuilderSDK::PlatformInfo& platform,
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const AZStd::string& shaderSourcePath,
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const AZStd::string& functionName,
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RHI::ShaderHardwareStage shaderAssetType,
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const AZStd::string& tempFolderPath,
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StageDescriptor& outputDescriptor,
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const RHI::ShaderCompilerArguments& shaderCompilerArguments) const
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{
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AZStd::vector<uint8_t> shaderByteCode;
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// Compile HLSL shader to SPIRV byte code
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bool compiledSucessfully = CompileHLSLShader(
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shaderSourcePath, // shader source filename
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tempFolderPath, // AP temp folder for the job
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functionName, // name of function that is the entry point
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shaderAssetType, // shader stage (vertex shader, pixel shader, ...)
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shaderCompilerArguments,
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shaderByteCode, // compiled shader output
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platform, // target platform
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outputDescriptor.m_byProducts); // dynamic branch count output & debug dumps
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if (!compiledSucessfully)
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{
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AZ_Error(VulkanShaderPlatformName, false, "Failed to cross-compile HLSL shader to SPIRV");
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return false;
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}
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if (shaderByteCode.size() > 0)
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{
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AZ_Assert(!functionName.empty(), "There is no entry function name.");
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outputDescriptor.m_stageType = shaderAssetType;
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outputDescriptor.m_byteCode = AZStd::move(shaderByteCode);
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outputDescriptor.m_entryFunctionName = AZStd::move(functionName);
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}
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else
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{
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AZ_Error(VulkanShaderPlatformName, false, "Compiled shader for %s is invalid", shaderSourcePath.c_str());
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return false;
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}
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return true;
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}
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bool ShaderPlatformInterface::CompileHLSLShader(
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const AZStd::string& shaderSourceFile,
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const AZStd::string& tempFolder,
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const AZStd::string& entryPoint,
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const RHI::ShaderHardwareStage shaderStageType,
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const RHI::ShaderCompilerArguments& shaderCompilerArguments,
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AZStd::vector<uint8_t>& compiledShader,
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const AssetBuilderSDK::PlatformInfo& platform,
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ByProducts& byProducts) const
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{
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// Shader compiler executable
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static const char* dxcRelativePath = AZ_TRAIT_ATOM_SHADERBUILDER_DXC;
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// -Fo "Output file"
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AZStd::string shaderOutputFile;
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AzFramework::StringFunc::Path::GetFileName(shaderSourceFile.c_str(), shaderOutputFile);
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AzFramework::StringFunc::Path::Join(tempFolder.c_str(), shaderOutputFile.c_str(), shaderOutputFile);
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AzFramework::StringFunc::Path::ReplaceExtension(shaderOutputFile, "spirv.bin");
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// -Fh "Output header file containing object code", used for counting dynamic branches
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AZStd::string objectCodeOutputFile;
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AzFramework::StringFunc::Path::GetFileName(shaderSourceFile.c_str(), objectCodeOutputFile);
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AzFramework::StringFunc::Path::Join(tempFolder.c_str(), objectCodeOutputFile.c_str(), objectCodeOutputFile);
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AzFramework::StringFunc::Path::ReplaceExtension(objectCodeOutputFile, "spirv.txt");
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// Stage profile name parameter
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// Note: RayTracing shaders must be compiled with version 6_3, while the rest of the stages
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// are compiled with version 6_2, so RayTracing cannot share the version constant.
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const AZStd::string shaderModelVersion = "6_2";
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const AZStd::unordered_map<RHI::ShaderHardwareStage, AZStd::string> stageToProfileName =
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{
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{RHI::ShaderHardwareStage::Vertex, "vs_" + shaderModelVersion},
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{RHI::ShaderHardwareStage::Fragment, "ps_" + shaderModelVersion},
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{RHI::ShaderHardwareStage::Compute, "cs_" + shaderModelVersion},
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{RHI::ShaderHardwareStage::Geometry, "gs_" + shaderModelVersion},
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{RHI::ShaderHardwareStage::TessellationControl, "hs_" + shaderModelVersion},
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{RHI::ShaderHardwareStage::TessellationEvaluation, "ds_" + shaderModelVersion},
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{RHI::ShaderHardwareStage::RayTracing, "lib_6_3"}
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};
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auto profileIt = stageToProfileName.find(shaderStageType);
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if (profileIt == stageToProfileName.end())
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{
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AZ_Error(VulkanShaderPlatformName, false, "Unsupported shader stage");
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return false;
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}
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// Compilation parameters
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AZStd::string params = shaderCompilerArguments.MakeAdditionalDxcCommandLineString();
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params += " -spirv"; // Generate SPIRV shader
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switch (shaderStageType)
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{
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case RHI::ShaderHardwareStage::Vertex:
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case RHI::ShaderHardwareStage::Geometry:
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case RHI::ShaderHardwareStage::TessellationEvaluation:
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params += " -fvk-invert-y";
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break;
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case RHI::ShaderHardwareStage::Fragment:
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// Enable the use of subpass input. DXC doesn't compile if a SubpassInput is present
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// when compiling a shader stage that is not the fragment shader (even if it's not being used).
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params += " -DAZ_USE_SUBPASSINPUT";
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params += " -fvk-use-dx-position-w";
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break;
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case RHI::ShaderHardwareStage::TessellationControl:
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case RHI::ShaderHardwareStage::Compute:
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case RHI::ShaderHardwareStage::RayTracing:
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break;
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default:
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AZ_Assert(false, "Invalid Shader stage.");
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}
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// Enable half precision types when shader model >= 6.2
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int shaderModelMajor = 0;
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int shaderModelMinor = 0;
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[[maybe_unused]] int numValuesRead = azsscanf(shaderModelVersion.c_str(), "%d_%d", &shaderModelMajor, &shaderModelMinor);
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AZ_Assert(numValuesRead == 2, "Unknown shader model version format");
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// For mobile, which has 16 bit support in almost all GPUs, we allow 16 bit types in the shader.
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// For PC, 16 bit types will fallback to 32 bit types with a "RelaxedPrecision" decoration. This
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// decoration allows drivers to only compute 16-bits of precision if they want. We don't use "RelaxedPrecision" for
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// mobile because that decoration is not supported by most mobile drivers.
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if (shaderModelMajor >= 6 && shaderModelMinor >= 2 && platform.HasTag("mobile"))
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{
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params += " -enable-16bit-types";
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}
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// Disable image depth hint because it causes some crashes on mobile drivers.
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if (platform.HasTag("mobile"))
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{
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params += " -fvk-disable-depth-hint";
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}
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// Use the same memory layout as DX12, otherwise some offset of constant may get wrong.
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params += " -fvk-use-dx-layout";
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AZ::StringFunc::TrimWhiteSpace(params, true, false);
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AZStd::string prependFile;
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if(platform.HasTag("mobile"))
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{
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prependFile = AndroidPlatformShaderHeader;
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}
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else
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{
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prependFile = WindowsPlatformShaderHeader;
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}
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RHI::PrependArguments args;
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args.m_sourceFile = shaderSourceFile.c_str();
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args.m_prependFile = prependFile.c_str();
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args.m_destinationFolder = tempFolder.c_str();
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const auto dxcInputFile = RHI::PrependFile(args); // Prepend header
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if (BuildHasDebugInfo(shaderCompilerArguments))
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{
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// dump intermediate "true final HLSL" file (shadername.vulkan.shadersource.prepend)
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byProducts.m_intermediatePaths.insert(dxcInputFile);
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}
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const auto dxcEntryPoint = (shaderStageType == RHI::ShaderHardwareStage::RayTracing) ? "" : AZStd::string::format("-E %s", entryPoint.c_str());
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// 1.entry 3.config 5.dxil 6.hlsl-in
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// | 2.SM | 4.output | |
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// | | | | | |
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const auto dxcCommandOptions = AZStd::string::format("%s -T %s %s -Fo \"%s\" -Fh \"%s\" \"%s\"",
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dxcEntryPoint.c_str(), // 1
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profileIt->second.c_str(), // 2
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params.c_str(), // 3
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shaderOutputFile.c_str(), // 4
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objectCodeOutputFile.c_str(), // 5
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dxcInputFile.c_str()); // 6
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// note: unlike DX12, the -Fd switch fails with -spirv. waiting for an answer on https://github.com/microsoft/DirectXShaderCompiler/issues/3111
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// therefore, the debug data is probably embedded in the spirv blob.
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// Run Shader Compiler
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if (!RHI::ExecuteShaderCompiler(dxcRelativePath, dxcCommandOptions, shaderSourceFile, "DXC"))
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{
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return false;
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}
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auto shaderOutputFileLoadResult = AZ::RHI::LoadFileBytes(shaderOutputFile.c_str());
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if (!shaderOutputFileLoadResult)
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{
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AZ_Error(VulkanShaderPlatformName, false, "%s", shaderOutputFileLoadResult.GetError().c_str());
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return false;
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}
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compiledShader = shaderOutputFileLoadResult.TakeValue();
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// Count the dynamic branches by searching dxc.exe's generated header file.
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// 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.
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auto objectCodeLoadResult = AZ::RHI::LoadFileString(objectCodeOutputFile.c_str());
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if (objectCodeLoadResult)
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{
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// The regex here is based on https://www.khronos.org/registry/spir-v/specs/unified1/SPIRV.html#_control_flow, which lists terminating instructions as:
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// OpBranch
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// OpBranchConditional
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// OpSwitch
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// OpReturn
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// OpReturnValue
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// If you have to update this regex, also update UtilsTests RegexCount_SPIRV
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byProducts.m_dynamicBranchCount = aznumeric_cast<uint32_t>(AZ::RHI::RegexCount(objectCodeLoadResult.GetValue(), "^ *(OpBranch|OpBranchConditional|OpSwitch) "));
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}
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else
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{
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byProducts.m_dynamicBranchCount = ByProducts::UnknownDynamicBranchCount;
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}
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if (BuildHasDebugInfo(shaderCompilerArguments))
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{
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byProducts.m_intermediatePaths.emplace(AZStd::move(objectCodeOutputFile));
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}
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return true;
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}
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}
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}
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