コード例 #1
0
int32 UDerivedDataCacheCommandlet::Main( const FString& Params )
{
	TArray<FString> Tokens, Switches;
	ParseCommandLine(*Params, Tokens, Switches);

	bool bFillCache = Switches.Contains("FILL");   // do the equivalent of a "loadpackage -all" to fill the DDC
	bool bStartupOnly = Switches.Contains("STARTUPONLY");   // regardless of any other flags, do not iterate packages

	// Subsets for parallel processing
	uint32 SubsetMod = 0;
	uint32 SubsetTarget = MAX_uint32;
	FParse::Value(*Params, TEXT("SubsetMod="), SubsetMod);
	FParse::Value(*Params, TEXT("SubsetTarget="), SubsetTarget);
	bool bDoSubset = SubsetMod > 0 && SubsetTarget < SubsetMod;
	double FindProcessedPackagesTime = 0.0;
	double GCTime = 0.0;

	if (!bStartupOnly && bFillCache)
	{
		FCoreDelegates::PackageCreatedForLoad.AddUObject(this, &UDerivedDataCacheCommandlet::MaybeMarkPackageAsAlreadyLoaded);

		TArray<FString> FilesInPath;

		Tokens.Empty(2);
		Tokens.Add(FString("*") + FPackageName::GetAssetPackageExtension());
		Tokens.Add(FString("*") + FPackageName::GetMapPackageExtension());
		
		uint8 PackageFilter = NORMALIZE_DefaultFlags;
		if ( Switches.Contains(TEXT("MAPSONLY")) )
		{
			PackageFilter |= NORMALIZE_ExcludeContentPackages;
		}

		if ( !Switches.Contains(TEXT("DEV")) )
		{
			PackageFilter |= NORMALIZE_ExcludeDeveloperPackages;
		}

		// assume the first token is the map wildcard/pathname
		TArray<FString> Unused;
		for ( int32 TokenIndex = 0; TokenIndex < Tokens.Num(); TokenIndex++ )
		{
			TArray<FString> TokenFiles;
			if ( !NormalizePackageNames( Unused, TokenFiles, Tokens[TokenIndex], PackageFilter) )
			{
				UE_LOG(LogDerivedDataCacheCommandlet, Display, TEXT("No packages found for parameter %i: '%s'"), TokenIndex, *Tokens[TokenIndex]);
				continue;
			}

			FilesInPath += TokenFiles;
		}

		if ( FilesInPath.Num() == 0 )
		{
			UE_LOG(LogDerivedDataCacheCommandlet, Warning, TEXT("No files found."));
		}

		ITargetPlatformManagerModule* TPM = GetTargetPlatformManager();
		const TArray<ITargetPlatform*>& Platforms = TPM->GetActiveTargetPlatforms();

		for (int32 Index = 0; Index < Platforms.Num(); Index++)
		{
			TArray<FName> DesiredShaderFormats;
			Platforms[Index]->GetShaderFormats(DesiredShaderFormats);

			for (int32 FormatIndex = 0; FormatIndex < DesiredShaderFormats.Num(); FormatIndex++)
			{
				const EShaderPlatform TargetPlatform = ShaderFormatToLegacyShaderPlatform(DesiredShaderFormats[FormatIndex]);
				// Kick off global shader compiles for each target platform
				GetGlobalShaderMap(TargetPlatform);
			}
		}

		const int32 GCInterval = 100;
		int32 NumProcessedSinceLastGC = GCInterval;
		bool bLastPackageWasMap = true; // 'true' is to prime the ProcessedPackages list
		TSet<FString> ProcessedPackages;

		UE_LOG(LogDerivedDataCacheCommandlet, Display, TEXT("%d packages to load..."), FilesInPath.Num());

		for( int32 FileIndex = FilesInPath.Num() - 1; ; FileIndex-- )
		{
			// Keep track of which packages have already been processed along with the map.
			if (NumProcessedSinceLastGC >= GCInterval || bLastPackageWasMap || FileIndex == FilesInPath.Num() - 1)
			{
				const double FindProcessedPackagesStartTime = FPlatformTime::Seconds();
				TArray<UObject *> ObjectsInOuter;
				GetObjectsWithOuter(NULL, ObjectsInOuter, false);
				for( int32 Index = 0; Index < ObjectsInOuter.Num(); Index++ )
				{
					UPackage* Pkg = Cast<UPackage>(ObjectsInOuter[Index]);
					if (!Pkg)
					{
						continue;
					}
					FString Filename;
					if (FPackageName::DoesPackageExist(Pkg->GetName(), NULL, &Filename))
					{
						if (!ProcessedPackages.Contains(Filename))
						{
							ProcessedPackages.Add(Filename);

							PackagesToNotReload.Add(Pkg->GetName());
							Pkg->PackageFlags |= PKG_ReloadingForCooker;
							{
								TArray<UObject *> ObjectsInPackage;
								GetObjectsWithOuter(Pkg, ObjectsInPackage, true);
								for( int32 IndexPackage = 0; IndexPackage < ObjectsInPackage.Num(); IndexPackage++ )
								{
									ObjectsInPackage[IndexPackage]->CookerWillNeverCookAgain();
								}
							}
						}
					}
				}
				FindProcessedPackagesTime += FPlatformTime::Seconds() - FindProcessedPackagesStartTime;
			}

			if (NumProcessedSinceLastGC >= GCInterval || FileIndex < 0 || bLastPackageWasMap)
			{
				const double StartGCTime = FPlatformTime::Seconds();
				if (NumProcessedSinceLastGC >= GCInterval || FileIndex < 0)
				{
					UE_LOG(LogDerivedDataCacheCommandlet, Display, TEXT("GC (Full)..."));
					CollectGarbage( RF_Native );
					NumProcessedSinceLastGC = 0;
				}
				else
				{
					UE_LOG(LogDerivedDataCacheCommandlet, Display, TEXT("GC..."));
					CollectGarbage( RF_Native | RF_Standalone );
				}				
				GCTime += FPlatformTime::Seconds() - StartGCTime;

				bLastPackageWasMap = false;
			}
			if (FileIndex < 0)
			{
				break;
			}
			const FString& Filename = FilesInPath[FileIndex];
			if (ProcessedPackages.Contains(Filename))
			{
				continue;
			}
			if (bDoSubset)
			{
				const FString& PackageName = FPackageName::PackageFromPath(*Filename);
				if (FCrc::StrCrc_DEPRECATED(*PackageName.ToUpper()) % SubsetMod != SubsetTarget)
				{
					continue;
				}
			}

			UE_LOG(LogDerivedDataCacheCommandlet, Display, TEXT("Loading (%d) %s"), FilesInPath.Num() - FileIndex, *Filename );

			UPackage* Package = LoadPackage( NULL, *Filename, LOAD_None );
			if( Package == NULL )
			{
				UE_LOG(LogDerivedDataCacheCommandlet, Error, TEXT("Error loading %s!"), *Filename );
			}
			else
			{
				bLastPackageWasMap = Package->ContainsMap();
				NumProcessedSinceLastGC++;
			}
		}
	}

	IConsoleManager::Get().ProcessUserConsoleInput(TEXT("Tex.DerivedDataTimings"), *GWarn, NULL);
	UE_LOG(LogDerivedDataCacheCommandlet, Display, TEXT("Waiting for shaders to finish."));
	GShaderCompilingManager->FinishAllCompilation();
	UE_LOG(LogDerivedDataCacheCommandlet, Display, TEXT("Done waiting for shaders to finish."));
	GetDerivedDataCacheRef().WaitForQuiescence(true);

	UE_LOG(LogDerivedDataCacheCommandlet, Display, TEXT("%.2lfs spent looking for processed packages, %.2lfs spent on GC."), FindProcessedPackagesTime, GCTime);

	return 0;
}
コード例 #2
0
ファイル: GlobalShader.cpp プロジェクト: kidaa/UnrealEngineVR
void RecompileShadersForRemote( 
	const FString& PlatformName,
	EShaderPlatform ShaderPlatformToCompile,
	const FString& OutputDirectory, 
	const TArray<FString>& MaterialsToLoad, 
	const TArray<uint8>& SerializedShaderResources, 
	TArray<uint8>* MeshMaterialMaps, 
	TArray<FString>* ModifiedFiles,
	bool bCompileChangedShaders )
{
	// figure out what shader platforms to recompile
	ITargetPlatformManagerModule* TPM = GetTargetPlatformManager();
	ITargetPlatform* TargetPlatform = TPM->FindTargetPlatform(PlatformName);
	if (TargetPlatform == NULL)
	{
		UE_LOG(LogShaders, Display, TEXT("Failed to find target platform module for %s"), *PlatformName);
		return;
	}

	TArray<FName> DesiredShaderFormats;
	TargetPlatform->GetAllTargetedShaderFormats(DesiredShaderFormats);

	UE_LOG(LogShaders, Display, TEXT("Loading %d materials..."), MaterialsToLoad.Num());
	// make sure all materials the client has loaded will be processed
	TArray<UMaterialInterface*> MaterialsToCompile;

	for (int32 Index = 0; Index < MaterialsToLoad.Num(); Index++)
	{
		UE_LOG(LogShaders, Display, TEXT("   --> %s"), *MaterialsToLoad[Index]);
		MaterialsToCompile.Add(LoadObject<UMaterialInterface>(NULL, *MaterialsToLoad[Index]));
	}

	UE_LOG(LogShaders, Display, TEXT("  Done!"))

	// figure out which shaders are out of date
	TArray<FShaderType*> OutdatedShaderTypes;
	TArray<const FVertexFactoryType*> OutdatedFactoryTypes;

	// Pick up new changes to shader files
	FlushShaderFileCache();

	if( bCompileChangedShaders )
	{
		FShaderType::GetOutdatedTypes( OutdatedShaderTypes, OutdatedFactoryTypes );
		UE_LOG( LogShaders, Display, TEXT( "We found %d out of date shader types, and %d out of date VF types!" ), OutdatedShaderTypes.Num(), OutdatedFactoryTypes.Num() );
	}

	{
		for (int32 FormatIndex = 0; FormatIndex < DesiredShaderFormats.Num(); FormatIndex++)
		{
			// get the shader platform enum
			const EShaderPlatform ShaderPlatform = ShaderFormatToLegacyShaderPlatform(DesiredShaderFormats[FormatIndex]);

			// Only compile for the desired platform if requested
			if (ShaderPlatform == ShaderPlatformToCompile || ShaderPlatformToCompile == SP_NumPlatforms)
			{
				if( bCompileChangedShaders )
				{
					// Kick off global shader recompiles
					BeginRecompileGlobalShaders( OutdatedShaderTypes, ShaderPlatform );

					// Block on global shaders
					FinishRecompileGlobalShaders();
				}

				// we only want to actually compile mesh shaders if a client directly requested it, and there's actually some work to do
				if (MeshMaterialMaps != NULL && (OutdatedShaderTypes.Num() || OutdatedFactoryTypes.Num() || bCompileChangedShaders == false))
				{
					TMap<FString, TArray<TRefCountPtr<FMaterialShaderMap> > > CompiledShaderMaps;
					UMaterial::CompileMaterialsForRemoteRecompile(MaterialsToCompile, ShaderPlatform, CompiledShaderMaps);

					// write the shader compilation info to memory, converting fnames to strings
					FMemoryWriter MemWriter(*MeshMaterialMaps, true);
					FNameAsStringProxyArchive Ar(MemWriter);

					// pull the serialized resource ids into an array of resources
					TArray<FShaderResourceId> ClientResourceIds;
					FMemoryReader MemReader(SerializedShaderResources, true);
					MemReader << ClientResourceIds;

					// save out the shader map to the byte array
					FMaterialShaderMap::SaveForRemoteRecompile(Ar, CompiledShaderMaps, ClientResourceIds);
				}

				// save it out so the client can get it (and it's up to date next time)
				FString GlobalShaderFilename = SaveGlobalShaderFile(ShaderPlatform, OutputDirectory);

				// add this to the list of files to tell the other end about
				if (ModifiedFiles)
				{
					// need to put it in non-sandbox terms
					FString SandboxPath(GlobalShaderFilename);
					check(SandboxPath.StartsWith(OutputDirectory));
					SandboxPath.ReplaceInline(*OutputDirectory, TEXT("../../../"));
					FPaths::NormalizeFilename(SandboxPath);
					ModifiedFiles->Add(SandboxPath);
				}
			}
		}
	}
}
コード例 #3
0
FNullDynamicRHI::FNullDynamicRHI()
{
	GMaxRHIShaderPlatform = ShaderFormatToLegacyShaderPlatform(FName(FPlatformMisc::GetNullRHIShaderFormat()));
}