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虚幻4 shader编译4

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首先,我找到了运送给Workder来编译的中间文件,叫WorkerInputOnly.in

但是有四个文件夹,目前不知道为什么有四个。

打开这个文档,在其中包含一个名为Frame的结构体,请注意同事刚刚向我讲解了这个框架的相关细节。其中每个帧都有不同的参数设置。

复制代码
 cbuffer View

    
 {
    
 	float4x4 View_TranslatedWorldToClip;
    
 	float4x4 View_WorldToClip;
    
 	float4x4 View_TranslatedWorldToView;
    
 	float4x4 View_ViewToTranslatedWorld;
    
 	float4x4 View_TranslatedWorldToCameraView;
    
 	float4x4 View_CameraViewToTranslatedWorld;
    
 	float4x4 View_ViewToClip;
    
 	float4x4 View_ClipToView;
    
 	float4x4 View_ClipToTranslatedWorld;
    
 	float4x4 View_SVPositionToTranslatedWorld;
    
 	float4x4 View_ScreenToWorld;
    
 	float4x4 View_ScreenToTranslatedWorld;
    
 	half3 View_ViewForward;
    
 	float1 _View_PrePadding780;
    
 	half3 View_ViewUp;
    
 	float1 _View_PrePadding796;
    
 	half3 View_ViewRight;
    
 	float1 _View_PrePadding812;
    
 	float4 View_InvDeviceZToWorldZTransform;
    
 	half4 View_ScreenPositionScaleBias;
    
 	float3 View_WorldCameraOrigin;
    
 	float1 _View_PrePadding860;
    
 	float3 View_TranslatedWorldCameraOrigin;
    
 	float1 _View_PrePadding876;
    
 	float3 View_WorldViewOrigin;
    
 	float1 _View_PrePadding892;
    
 	float3 View_PreViewTranslation;
    
 	float1 _View_PrePadding908;
    
 	float4x4 View_PrevProjection;
    
 	float4x4 View_PrevViewProj;
    
 	float4x4 View_PrevViewRotationProj;
    
 	float4x4 View_PrevViewToClip;
    
 	float4x4 View_PrevClipToView;
    
 	float4x4 View_PrevTranslatedWorldToClip;
    
 	float4x4 View_PrevTranslatedWorldToView;
    
 	float4x4 View_PrevViewToTranslatedWorld;
    
 	float4x4 View_PrevTranslatedWorldToCameraView;
    
 	float4x4 View_PrevCameraViewToTranslatedWorld;
    
 	float3 View_PrevWorldCameraOrigin;
    
 	float1 _View_PrePadding1564;
    
 	float3 View_PrevWorldViewOrigin;
    
 	float1 _View_PrePadding1580;
    
 	float3 View_PrevPreViewTranslation;
    
 	float1 _View_PrePadding1596;
    
 	float4x4 View_PrevInvViewProj;
    
 	float4x4 View_PrevScreenToTranslatedWorld;
    
 	float4x4 View_ClipToPrevClip;
    
 }
    
 static const struct
    
 {
    
 	float4x4 TranslatedWorldToClip;
    
 	float4x4 WorldToClip;
    
 	float4x4 TranslatedWorldToView;
    
 	float4x4 ViewToTranslatedWorld;
    
 	float4x4 TranslatedWorldToCameraView;
    
 	float4x4 CameraViewToTranslatedWorld;
    
 	float4x4 ViewToClip;
    
 	float4x4 ClipToView;
    
 	float4x4 ClipToTranslatedWorld;
    
 	float4x4 SVPositionToTranslatedWorld;
    
 	float4x4 ScreenToWorld;
    
 	float4x4 ScreenToTranslatedWorld;
    
 	half3 ViewForward;
    
 	half3 ViewUp;
    
 	half3 ViewRight;
    
 	float4 InvDeviceZToWorldZTransform;
    
 	half4 ScreenPositionScaleBias;
    
 	float3 WorldCameraOrigin;
    
 	float3 TranslatedWorldCameraOrigin;
    
 	float3 WorldViewOrigin;
    
 	float3 PreViewTranslation;
    
 	float4x4 PrevProjection;
    
 	float4x4 PrevViewProj;
    
 	float4x4 PrevViewRotationProj;
    
 	float4x4 PrevViewToClip;
    
 	float4x4 PrevClipToView;
    
 	float4x4 PrevTranslatedWorldToClip;
    
 	float4x4 PrevTranslatedWorldToView;
    
 	float4x4 PrevViewToTranslatedWorld;
    
 	float4x4 PrevTranslatedWorldToCameraView;
    
 	float4x4 PrevCameraViewToTranslatedWorld;
    
 	float3 PrevWorldCameraOrigin;
    
 	float3 PrevWorldViewOrigin;
    
 	float3 PrevPreViewTranslation;
    
 	float4x4 PrevInvViewProj;
    
 	float4x4 PrevScreenToTranslatedWorld;
    
 	float4x4 ClipToPrevClip;
    
 } View = { View_TranslatedWorldToClip,View_WorldToClip,View_TranslatedWorldToView,View_ViewToTranslatedWorld,View_TranslatedWorldToCameraView,View_CameraViewToTranslatedWorld,View_ViewToClip,View_ClipToView,View_ClipToTranslatedWorld,View_SVPositionToTranslatedWorld,View_ScreenToWorld,View_ScreenToTranslatedWorld,View_ViewForward,View_ViewUp,View_ViewRight,View_InvDeviceZToWorldZTransform,View_ScreenPositionScaleBias,View_WorldCameraOrigin,View_TranslatedWorldCameraOrigin,View_WorldViewOrigin,View_PreViewTranslation,View_PrevProjection,View_PrevViewProj,View_PrevViewRotationProj,View_PrevViewToClip,View_PrevClipToView,View_PrevTranslatedWorldToClip,View_PrevTranslatedWorldToView,View_PrevViewToTranslatedWorld,View_PrevTranslatedWorldToCameraView,View_PrevCameraViewToTranslatedWorld,View_PrevWorldCameraOrigin,View_PrevWorldViewOrigin,View_PrevPreViewTranslation,View_PrevInvViewProj,View_PrevScreenToTranslatedWorld,View_ClipToPrevClip};
    
 #endif
    
  !   UniformBuffers/InstancedView.usf _  #ifndef __UniformBuffer_InstancedView_Definition__
    
 #define __UniformBuffer_InstancedView_Definition__
    
 cbuffer InstancedView
    
 {
    
 	float4x4 InstancedView_TranslatedWorldToClip;
    
 	float4x4 InstancedView_WorldToClip;
    
 	float4x4 InstancedView_TranslatedWorldToView;
    
 	float4x4 InstancedView_ViewToTranslatedWorld;
    
 	float4x4 InstancedView_TranslatedWorldToCameraView;
    
 	float4x4 InstancedView_CameraViewToTranslatedWorld;
    
 	float4x4 InstancedView_ViewToClip;
    
 	float4x4 InstancedView_ClipToView;
    
 	float4x4 InstancedView_ClipToTranslatedWorld;
    
 	float4x4 InstancedView_SVPositionToTranslatedWorld;
    
 	float4x4 InstancedView_ScreenToWorld;
    
 	float4x4 InstancedView_ScreenToTranslatedWorld;
    
 	half3 InstancedView_ViewForward;
    
 	float1 _InstancedView_PrePadding780;
    
 	half3 InstancedView_ViewUp;
    
 	float1 _InstancedView_PrePadding796;
    
 	half3 InstancedView_ViewRight;
    
 	float1 _InstancedView_PrePadding812;
    
 	float4 InstancedView_InvDeviceZToWorldZTransform;
    
 	half4 InstancedView_ScreenPositionScaleBias;
    
 	float3 InstancedView_WorldCameraOrigin;
    
 	float1 _InstancedView_PrePadding860;
    
 	float3 InstancedView_TranslatedWorldCameraOrigin;
    
 	float1 _InstancedView_PrePadding876;
    
 	float3 InstancedView_WorldViewOrigin;
    
 	float1 _InstancedView_PrePadding892;
    
 	float3 InstancedView_PreViewTranslation;
    
 	float1 _InstancedView_PrePadding908;
    
 	float4x4 InstancedView_PrevProjection;
    
 	float4x4 InstancedView_PrevViewProj;
    
 	float4x4 InstancedView_PrevViewRotationProj;
    
 	float4x4 InstancedView_PrevViewToClip;
    
 	float4x4 InstancedView_PrevClipToView;
    
 	float4x4 InstancedView_PrevTranslatedWorldToClip;
    
 	float4x4 InstancedView_PrevTranslatedWorldToView;
    
 	float4x4 InstancedView_PrevViewToTranslatedWorld;
    
 	float4x4 InstancedView_PrevTranslatedWorldToCameraView;
    
 	float4x4 InstancedView_PrevCameraViewToTranslatedWorld;
    
 	float3 InstancedView_PrevWorldCameraOrigin;
    
 	float1 _InstancedView_PrePadding1564;
    
 	float3 InstancedView_PrevWorldViewOrigin;
    
 	float1 _InstancedView_PrePadding1580;
    
 	float3 InstancedView_PrevPreViewTranslation;
    
 	float1 _InstancedView_PrePadding1596;
    
 	float4x4 InstancedView_PrevInvViewProj;
    
 	float4x4 InstancedView_PrevScreenToTranslatedWorld;
    
 	float4x4 InstancedView_ClipToPrevClip;
    
 }
    
 static const struct
    
 {
    
 	float4x4 TranslatedWorldToClip;
    
 	float4x4 WorldToClip;
    
 	float4x4 TranslatedWorldToView;
    
 	float4x4 ViewToTranslatedWorld;
    
 	float4x4 TranslatedWorldToCameraView;
    
 	float4x4 CameraViewToTranslatedWorld;
    
 	float4x4 ViewToClip;
    
 	float4x4 ClipToView;
    
 	float4x4 ClipToTranslatedWorld;
    
 	float4x4 SVPositionToTranslatedWorld;
    
 	float4x4 ScreenToWorld;
    
 	float4x4 ScreenToTranslatedWorld;
    
 	half3 ViewForward;
    
 	half3 ViewUp;
    
 	half3 ViewRight;
    
 	float4 InvDeviceZToWorldZTransform;
    
 	half4 ScreenPositionScaleBias;
    
 	float3 WorldCameraOrigin;
    
 	float3 TranslatedWorldCameraOrigin;
    
 	float3 WorldViewOrigin;
    
 	float3 PreViewTranslation;
    
 	float4x4 PrevProjection;
    
 	float4x4 PrevViewProj;
    
 	float4x4 PrevViewRotationProj;
    
 	float4x4 PrevViewToClip;
    
 	float4x4 PrevClipToView;
    
 	float4x4 PrevTranslatedWorldToClip;
    
 	float4x4 PrevTranslatedWorldToView;
    
 	float4x4 PrevViewToTranslatedWorld;
    
 	float4x4 PrevTranslatedWorldToCameraView;
    
 	float4x4 PrevCameraViewToTranslatedWorld;
    
 	float3 PrevWorldCameraOrigin;
    
 	float3 PrevWorldViewOrigin;
    
 	float3 PrevPreViewTranslation;
    
 	float4x4 PrevInvViewProj;
    
 	float4x4 PrevScreenToTranslatedWorld;
    
 	float4x4 ClipToPrevClip;
    
 } InstancedView = { InstancedView_TranslatedWorldToClip,InstancedView_WorldToClip,InstancedView_TranslatedWorldToView,InstancedView_ViewToTranslatedWorld,InstancedView_TranslatedWorldToCameraView,InstancedView_CameraViewToTranslatedWorld,InstancedView_ViewToClip,InstancedView_ClipToView,InstancedView_ClipToTranslatedWorld,InstancedView_SVPositionToTranslatedWorld,InstancedView_ScreenToWorld,InstancedView_ScreenToTranslatedWorld,InstancedView_ViewForward,InstancedView_ViewUp,InstancedView_ViewRight,InstancedView_InvDeviceZToWorldZTransform,InstancedView_ScreenPositionScaleBias,InstancedView_WorldCameraOrigin,InstancedView_TranslatedWorldCameraOrigin,InstancedView_WorldViewOrigin,InstancedView_PreViewTranslation,InstancedView_PrevProjection,InstancedView_PrevViewProj,InstancedView_PrevViewRotationProj,InstancedView_PrevViewToClip,InstancedView_PrevClipToView,InstancedView_PrevTranslatedWorldToClip,InstancedView_PrevTranslatedWorldToView,InstancedView_PrevViewToTranslatedWorld,InstancedView_PrevTranslatedWorldToCameraView,InstancedView_PrevCameraViewToTranslatedWorld,InstancedView_PrevWorldCameraOrigin,InstancedView_PrevWorldViewOrigin,InstancedView_PrevPreViewTranslation,InstancedView_PrevInvViewProj,InstancedView_PrevScreenToTranslatedWorld,InstancedView_ClipToPrevClip};
    
 #endif
    
  #   UniformBuffers/BuiltinSamplers.usf   #ifndef __UniformBuffer_BuiltinSamplers_Definition__
    
 #define __UniformBuffer_BuiltinSamplers_Definition__
    
 cbuffer BuiltinSamplers
    
 {
    
 }
    
 SamplerState BuiltinSamplers_Bilinear;
    
 SamplerState BuiltinSamplers_BilinearClamped;
    
 SamplerState BuiltinSamplers_Point;
    
 SamplerState BuiltinSamplers_PointClamped;
    
 SamplerState BuiltinSamplers_Trilinear;
    
 SamplerState BuiltinSamplers_TrilinearClamped;
    
 static const struct
    
 {
    
 	SamplerState Bilinear;
    
 	SamplerState BilinearClamped;
    
 	SamplerState Point;
    
 	SamplerState PointClamped;
    
 	SamplerState Trilinear;
    
 	SamplerState TrilinearClamped;
    
 } BuiltinSamplers = { BuiltinSamplers_Bilinear,BuiltinSamplers_BilinearClamped,BuiltinSamplers_Point,BuiltinSamplers_PointClamped,BuiltinSamplers_Trilinear,BuiltinSamplers_TrilinearClamped};
    
 #endif
    
     UniformBuffers/Frame.usf :  #ifndef __UniformBuffer_Frame_Definition__
    
 #define __UniformBuffer_Frame_Definition__
    
 cbuffer Frame
    
 {
    
 	float2 Frame_FieldOfViewWideAngles;
    
 	float2 Frame_PrevFieldOfViewWideAngles;
    
 	half4 Frame_ViewRectMin;
    
 	float4 Frame_ViewSizeAndInvSize;
    
 	float4 Frame_BufferSizeAndInvSize;
    
 	half4 Frame_ExposureScale;
    
 	half4 Frame_DiffuseOverrideParameter;
    
 	half4 Frame_SpecularOverrideParameter;
    
 	half4 Frame_NormalOverrideParameter;
    
 	half2 Frame_RoughnessOverrideParameter;
    
 	float Frame_PrevFrameGameTime;
    
 	float Frame_PrevFrameRealTime;
    
 	half Frame_OutOfBoundsMask;
    
 	float1 _Frame_PrePadding148;
    
 	float1 _Frame_PrePadding152;
    
 	float1 _Frame_PrePadding156;
    
 	float3 Frame_WorldCameraMovementSinceLastFrame;
    
 	float Frame_CullingSign;
    
 	half Frame_NearPlane;
    
 	float Frame_AdaptiveTessellationFactor;
    
 	float Frame_GameTime;
    
 	float Frame_RealTime;
    
 	uint Frame_Random;
    
 	uint Frame_FrameNumber;
    
 	half Frame_CameraCut;
    
 	half Frame_UseLightmaps;
    
 	half Frame_UnlitViewmodeMask;
    
 	float1 _Frame_PrePadding212;
    
 	float1 _Frame_PrePadding216;
    
 	float1 _Frame_PrePadding220;
    
 	half4 Frame_DirectionalLightColor;
    
 	half3 Frame_DirectionalLightDirection;
    
 	half Frame_DirectionalLightShadowTransition;
    
 	half4 Frame_DirectionalLightShadowSize;
    
 	float4x4 Frame_DirectionalLightScreenToShadow[2];
    
 	half4 Frame_DirectionalLightShadowDistances;
    
 	half4 Frame_UpperSkyColor;
    
 	half4 Frame_LowerSkyColor;
    
 	float4 Frame_TranslucencyLightingVolumeMin[2];
    
 	float4 Frame_TranslucencyLightingVolumeInvSize[2];
    
 	float4 Frame_TemporalAAParams;
    
 	float4 Frame_CircleDOFParams;
    
 	float Frame_DepthOfFieldFocalDistance;
    
 	float Frame_DepthOfFieldScale;
    
 	float Frame_DepthOfFieldFocalLength;
    
 	float Frame_DepthOfFieldFocalRegion;
    
 	float Frame_DepthOfFieldNearTransitionRegion;
    
 	float Frame_DepthOfFieldFarTransitionRegion;
    
 	float Frame_MotionBlurNormalizedToPixel;
    
 	float Frame_GeneralPurposeTweak;
    
 	half Frame_DemosaicVposOffset;
    
 	float1 _Frame_PrePadding580;
    
 	float1 _Frame_PrePadding584;
    
 	float1 _Frame_PrePadding588;
    
 	float3 Frame_IndirectLightingColorScale;
    
 	half Frame_HDR32bppEncodingMode;
    
 	float3 Frame_AtmosphericFogSunDirection;
    
 	half Frame_AtmosphericFogSunPower;
    
 	half Frame_AtmosphericFogPower;
    
 	half Frame_AtmosphericFogDensityScale;
    
 	half Frame_AtmosphericFogDensityOffset;
    
 	half Frame_AtmosphericFogGroundOffset;
    
 	half Frame_AtmosphericFogDistanceScale;
    
 	half Frame_AtmosphericFogAltitudeScale;
    
 	half Frame_AtmosphericFogHeightScaleRayleigh;
    
 	half Frame_AtmosphericFogStartDistance;
    
 	half Frame_AtmosphericFogDistanceOffset;
    
 	half Frame_AtmosphericFogSunDiscScale;
    
 	uint Frame_AtmosphericFogRenderMask;
    
 	uint Frame_AtmosphericFogInscatterAltitudeSampleNum;
    
 	float4 Frame_AtmosphericFogSunColor;
    
 	float4 Frame_AmbientCubemapTint;
    
 	float Frame_AmbientCubemapIntensity;
    
 	float1 _Frame_PrePadding708;
    
 	float2 Frame_RenderTargetSize;
    
 	float Frame_SkyLightParameters;
    
 	float1 _Frame_PrePadding724;
    
 	float1 _Frame_PrePadding728;
    
 	float1 _Frame_PrePadding732;
    
 	float4 Frame_SceneTextureMinMax;
    
 	float4 Frame_SkyLightColor;
    
 	float4 Frame_SkyIrradianceEnvironmentMap[7];
    
 	float Frame_MobilePreviewMode;
    
 	float Frame_HMDEyePaddingOffset;
    
 }
    
 Texture2D Frame_DirectionalLightShadowTexture;
    
 SamplerState Frame_DirectionalLightShadowSampler;
    
 static const struct
    
 {
    
 	float2 FieldOfViewWideAngles;
    
 	float2 PrevFieldOfViewWideAngles;
    
 	half4 ViewRectMin;
    
 	float4 ViewSizeAndInvSize;
    
 	float4 BufferSizeAndInvSize;
    
 	half4 ExposureScale;
    
 	half4 DiffuseOverrideParameter;
    
 	half4 SpecularOverrideParameter;
    
 	half4 NormalOverrideParameter;
    
 	half2 RoughnessOverrideParameter;
    
 	float PrevFrameGameTime;
    
 	float PrevFrameRealTime;
    
 	half OutOfBoundsMask;
    
 	float3 WorldCameraMovementSinceLastFrame;
    
 	float CullingSign;
    
 	half NearPlane;
    
 	float AdaptiveTessellationFactor;
    
 	float GameTime;
    
 	float RealTime;
    
 	uint Random;
    
 	uint FrameNumber;
    
 	half CameraCut;
    
 	half UseLightmaps;
    
 	half UnlitViewmodeMask;
    
 	half4 DirectionalLightColor;
    
 	half3 DirectionalLightDirection;
    
 	half DirectionalLightShadowTransition;
    
 	half4 DirectionalLightShadowSize;
    
 	float4x4 DirectionalLightScreenToShadow[2];
    
 	half4 DirectionalLightShadowDistances;
    
 	half4 UpperSkyColor;
    
 	half4 LowerSkyColor;
    
 	float4 TranslucencyLightingVolumeMin[2];
    
 	float4 TranslucencyLightingVolumeInvSize[2];
    
 	float4 TemporalAAParams;
    
 	float4 CircleDOFParams;
    
 	float DepthOfFieldFocalDistance;
    
 	float DepthOfFieldScale;
    
 	float DepthOfFieldFocalLength;
    
 	float DepthOfFieldFocalRegion;
    
 	float DepthOfFieldNearTransitionRegion;
    
 	float DepthOfFieldFarTransitionRegion;
    
 	float MotionBlurNormalizedToPixel;
    
 	float GeneralPurposeTweak;
    
 	half DemosaicVposOffset;
    
 	float3 IndirectLightingColorScale;
    
 	half HDR32bppEncodingMode;
    
 	float3 AtmosphericFogSunDirection;
    
 	half AtmosphericFogSunPower;
    
 	half AtmosphericFogPower;
    
 	half AtmosphericFogDensityScale;
    
 	half AtmosphericFogDensityOffset;
    
 	half AtmosphericFogGroundOffset;
    
 	half AtmosphericFogDistanceScale;
    
 	half AtmosphericFogAltitudeScale;
    
 	half AtmosphericFogHeightScaleRayleigh;
    
 	half AtmosphericFogStartDistance;
    
 	half AtmosphericFogDistanceOffset;
    
 	half AtmosphericFogSunDiscScale;
    
 	uint AtmosphericFogRenderMask;
    
 	uint AtmosphericFogInscatterAltitudeSampleNum;
    
 	float4 AtmosphericFogSunColor;
    
 	float4 AmbientCubemapTint;
    
 	float AmbientCubemapIntensity;
    
 	float2 RenderTargetSize;
    
 	float SkyLightParameters;
    
 	float4 SceneTextureMinMax;
    
 	float4 SkyLightColor;
    
 	float4 SkyIrradianceEnvironmentMap[7];
    
 	float MobilePreviewMode;
    
 	float HMDEyePaddingOffset;
    
 	Texture2D DirectionalLightShadowTexture;
    
 	SamplerState DirectionalLightShadowSampler;
    
 } Frame = { Frame_FieldOfViewWideAngles,Frame_PrevFieldOfViewWideAngles,Frame_ViewRectMin,Frame_ViewSizeAndInvSize,Frame_BufferSizeAndInvSize,Frame_ExposureScale,Frame_DiffuseOverrideParameter,Frame_SpecularOverrideParameter,Frame_NormalOverrideParameter,Frame_RoughnessOverrideParameter,Frame_PrevFrameGameTime,Frame_PrevFrameRealTime,Frame_OutOfBoundsMask,Frame_WorldCameraMovementSinceLastFrame,Frame_CullingSign,Frame_NearPlane,Frame_AdaptiveTessellationFactor,Frame_GameTime,Frame_RealTime,Frame_Random,Frame_FrameNumber,Frame_CameraCut,Frame_UseLightmaps,Frame_UnlitViewmodeMask,Frame_DirectionalLightColor,Frame_DirectionalLightDirection,Frame_DirectionalLightShadowTransition,Frame_DirectionalLightShadowSize,Frame_DirectionalLightScreenToShadow,Frame_DirectionalLightShadowDistances,Frame_UpperSkyColor,Frame_LowerSkyColor,Frame_TranslucencyLightingVolumeMin,Frame_TranslucencyLightingVolumeInvSize,Frame_TemporalAAParams,Frame_CircleDOFParams,Frame_DepthOfFieldFocalDistance,Frame_DepthOfFieldScale,Frame_DepthOfFieldFocalLength,Frame_DepthOfFieldFocalRegion,Frame_DepthOfFieldNearTransitionRegion,Frame_DepthOfFieldFarTransitionRegion,Frame_MotionBlurNormalizedToPixel,Frame_GeneralPurposeTweak,Frame_DemosaicVposOffset,Frame_IndirectLightingColorScale,Frame_HDR32bppEncodingMode,Frame_AtmosphericFogSunDirection,Frame_AtmosphericFogSunPower,Frame_AtmosphericFogPower,Frame_AtmosphericFogDensityScale,Frame_AtmosphericFogDensityOffset,Frame_AtmosphericFogGroundOffset,Frame_AtmosphericFogDistanceScale,Frame_AtmosphericFogAltitudeScale,Frame_AtmosphericFogHeightScaleRayleigh,Frame_AtmosphericFogStartDistance,Frame_AtmosphericFogDistanceOffset,Frame_AtmosphericFogSunDiscScale,Frame_AtmosphericFogRenderMask,Frame_AtmosphericFogInscatterAltitudeSampleNum,Frame_AtmosphericFogSunColor,Frame_AmbientCubemapTint,Frame_AmbientCubemapIntensity,Frame_RenderTargetSize,Frame_SkyLightParameters,Frame_SceneTextureMinMax,Frame_SkyLightColor,Frame_SkyIrradianceEnvironmentMap,Frame_MobilePreviewMode,Frame_HMDEyePaddingOffset,Frame_DirectionalLightShadowTexture,Frame_DirectionalLightShadowSampler};
    
 #endif
    
     UniformBuffers/Primitive.usf 7  #ifndef __UniformBuffer_Primitive_Definition__
    
 #define __UniformBuffer_Primitive_Definition__
    
 cbuffer Primitive
    
 {
    
 	float4x4 Primitive_LocalToWorld;
    
 	float4x4 Primitive_WorldToLocal;
    
 	float4 Primitive_ObjectWorldPositionAndRadius;
    
 	float3 Primitive_ObjectBounds;
    
 	half Primitive_LocalToWorldDeterminantSign;
    
 	float3 Primitive_ActorWorldPosition;
    
 	half Primitive_DecalReceiverMask;
    
 	half Primitive_PerObjectGBufferData;
    
 	half Primitive_UseSingleSampleShadowFromStationaryLights;
    
 	half Primitive_UseEditorDepthTest;
    
 	float1 _Primitive_PrePadding188;
    
 	half4 Primitive_ObjectOrientation;
    
 	half4 Primitive_NonUniformScale;
    
 	half4 Primitive_InvNonUniformScale;
    
 	float3 Primitive_LocalObjectBoundsMin;
    
 	float1 _Primitive_PrePadding252;
    
 	float3 Primitive_LocalObjectBoundsMax;
    
 	float Primitive_LpvBiasMultiplier;
    
 }
    
 static const struct
    
 {
    
 	float4x4 LocalToWorld;
    
 	float4x4 WorldToLocal;
    
 	float4 ObjectWorldPositionAndRadius;
    
 	float3 ObjectBounds;
    
 	half LocalToWorldDeterminantSign;
    
 	float3 ActorWorldPosition;
    
 	half DecalReceiverMask;
    
 	half PerObjectGBufferData;
    
 	half UseSingleSampleShadowFromStationaryLights;
    
 	half UseEditorDepthTest;
    
 	half4 ObjectOrientation;
    
 	half4 NonUniformScale;
    
 	half4 InvNonUniformScale;
    
 	float3 LocalObjectBoundsMin;
    
 	float3 LocalObjectBoundsMax;
    
 	float LpvBiasMultiplier;
    
 } Primitive = { Primitive_LocalToWorld,Primitive_WorldToLocal,Primitive_ObjectWorldPositionAndRadius,Primitive_ObjectBounds,Primitive_LocalToWorldDeterminantSign,Primitive_ActorWorldPosition,Primitive_DecalReceiverMask,Primitive_PerObjectGBufferData,Primitive_UseSingleSampleShadowFromStationaryLights,Primitive_UseEditorDepthTest,Primitive_ObjectOrientation,Primitive_NonUniformScale,Primitive_InvNonUniformScale,Primitive_LocalObjectBoundsMin,Primitive_LocalObjectBoundsMax,Primitive_LpvBiasMultiplier};
    
 #endif
    
  +   UniformBuffers/DrawRectangleParameters.usf P  #ifndef __UniformBuffer_DrawRectangleParameters_Definition__
    
 #define __UniformBuffer_DrawRectangleParameters_Definition__
    
 cbuffer DrawRectangleParameters
    
 {
    
 	float4 DrawRectangleParameters_PosScaleBias;
    
 	float4 DrawRectangleParameters_UVScaleBias;
    
 	float4 DrawRectangleParameters_InvTargetSizeAndTextureSize;
    
 }
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    后面还有一大堆。。。。。

源文件

Worker最后调用这里的编译函数。

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 void CompileD3D11Shader(const FShaderCompilerInput& Input,FShaderCompilerOutput& Output, FShaderCompilerDefinitions& AdditionalDefines, const FString& WorkingDirectory)

    
 {
    
 	FString PreprocessedShaderSource;
    
 	FString CompilerPath;
    
 	const TCHAR* ShaderProfile = GetShaderProfileName(Input.Target);
    
  
    
 	if(!ShaderProfile)
    
 	{
    
 		Output.Errors.Add(FShaderCompilerError(TEXT("Unrecognized shader frequency")));
    
 		return;
    
 	}

通过Worker的一顿编译,最后把输出也写到了同一个文件夹里面,名字叫

WorkerOutputOnly.out

这个文件无法以文本方式查看。识别为二进制代码,在编译后也是标准的二进制形式。

下面应该是Compiler线程读取这个编译后的文件的时候了。:

复制代码
 void FShaderCompileThreadRunnable::ReadAvailableResults()

    
 {
    
 	for (int32 WorkerIndex = 0; WorkerIndex < WorkerInfos.Num(); WorkerIndex++)
    
 	{
    
 		FShaderCompileWorkerInfo& CurrentWorkerInfo = *WorkerInfos[WorkerIndex];
    
  
    
 		// Check for available result files
    
 		if (CurrentWorkerInfo.QueuedJobs.Num() > 0)
    
 		{

完成读取这个文件后,并将其存储到一个由多个工人组成的数组中,并指定给某个特定的工人变量位置。

该类管理一组WorkerInfo对象,并为每个对象存储关于其上层操作的信息。

WorkerInputOnly.in

WorkerOutputOnly.out

作为一个变量,

复制代码
 /** * Shader compiling thread
    
  * This runs in the background while UE4 is running, launches shader compile worker processes when necessary, and feeds them inputs and reads back the outputs.
    
  */
    
 class FShaderCompileThreadRunnable : public FShaderCompileThreadRunnableBase
    
 {
    
 	friend class FShaderCompilingManager;
    
 private:
    
  
    
 	/** Information about the active workers that this thread is tracking. */
    
 	TArray<struct FShaderCompileWorkerInfo*> WorkerInfos;

首先ShaderCompileThreadRunable类依次编写并存储名为WorkerInputOnly.in的文件,并告知相关的Worker组件需要读取该in文件;随后每当有一个新的工人节点加入时系统会自动触发相应的初始化流程;在这种情况下如果某个工人节点成功地完成了初始化操作那么它就会被加入到可用节点列表中以供后续使用

追踪每个worker的状态,在Worker将内容写入到WorkerOutputOnly.out文件时,将该OUTPUT中的数据传输到某个WorkerInfo中进行处理,并使编译后的结果标记为True。

最后一个问题是:所有worker已经完成了构建,并且相应的线程也删除了所有OUT文件。理论上应该存在一个统一的界面或工具来查看所有构建的状态。但目前还没有发现

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