// Copyright UShaderLab. All Rights Reserved. #include "DirectoryWatcherModule.h" #include "Editor.h" #include "Engine/Engine.h" #include "HAL/FileManager.h" #include "IDirectoryWatcher.h" #include "Interfaces/IPluginManager.h" #include "MaterialEditingLibrary.h" #include "MaterialShared.h" #include "Materials/Material.h" #include "Misc/Paths.h" #include "Modules/ModuleManager.h" #include "ShaderCore.h" #include "Misc/FileHelper.h" #include "ShaderLabDiscovery.h" #include "ShaderLabGraphBuilder.h" #include "ShaderLabImportResolver.h" #include "ShaderLabMaterialInstanceConstant.h" #include "ShaderLabMaterialRegistry.h" #include "ShaderLabModel.h" #include "ShaderLabParser.h" #include "ShaderLabSubsystem.h" #include "ShaderLabVSCodeButton.h" #include "UObject/Package.h" #include "UObject/UObjectIterator.h" DEFINE_LOG_CATEGORY_STATIC(LogShaderLabEditor, Log, All); namespace { /** Editor-side reaction to a base material needing build: rebuild graph + trigger compile. */ void BuildAndCompile(UMaterial& Material, const FShaderLabModel& Model) { // Absolute, forward-slashed source path for the poison node's `#line` mapping (matches the graph // builder's own convention so compiler errors click through to the .usl). FString SrcPath = FPaths::ConvertRelativePathToFull(Model.SourceFilePath); SrcPath.ReplaceInline(TEXT("\\"), TEXT("/")); if (Model.LoadErrors.Num() > 0) { // Parse-stage failure: the .usl never produced a valid model. Route the diagnostics through // the shader compiler as a poison material so they surface in the MIC editor / cook, not just // the log. for (const FString& E : Model.LoadErrors) { UE_LOG(LogShaderLabEditor, Error, TEXT("ShaderLab parse '%s': %s"), *Model.ShaderName, *E); } FShaderLabGraphBuilder::BuildPoisonInto(Material, Model.LoadErrors, SrcPath); } else { TArray Errors; if (!FShaderLabGraphBuilder::BuildInto(Material, Model, Errors)) { for (const FString& E : Errors) { UE_LOG(LogShaderLabEditor, Error, TEXT("ShaderLab build '%s': %s"), *Model.ShaderName, *E); } // BuildInto already cleared the graph before failing — don't leave the base silently empty. // Replace it with a poison material so the build errors compile-fail with the same // visibility as an HLSL error, instead of vanishing into the log. FShaderLabGraphBuilder::BuildPoisonInto(Material, Errors, SrcPath); } } // Recompile the base AND propagate to everything that depends on it. A bare PostEditChange // recompiles only the base shell; the instances carry their own static-permutation shader maps // (and the level components render those), so on a hot-reload they must be recompiled and // re-pushed too. FMaterialUpdateContext does exactly that on scope exit: recompile the listed // material, then recache every dependent instance and refresh the components/viewports using it. { FMaterialUpdateContext UpdateContext; UpdateContext.AddMaterial(&Material); Material.PreEditChange(nullptr); Material.PostEditChange(); } // Re-derive the cook-inclusion data (CachedExpressionData copy + profile overrides) on every ROOT // UShaderLabMaterialInstanceConstant of this base. The FMaterialUpdateContext above recompiles the // dependent shader maps but does NOT refresh that derived data (it's built once at PostLoad and pinned by // bLoadedCachedExpressionData=true), so a hot-reload that added/removed an MPC or profile would otherwise // leave a resident MIC stale — and an in-editor iterative cook would serialize the stale references. // // Inheritance chain: only a ROOT (immediate parent == this base) carries the derived data; CHILD instances // (parent is another instance, however deep) hold none and resolve up the chain to the root at query time, // and their shared shader maps were just recompiled by FMaterialUpdateContext — so refreshing the roots is // sufficient and children need no separate pass. RefreshShaderLabDerivedData self-guards via // GetShaderLabRootBase(), so it is a safe no-op on anything that isn't a root of this base. Skip CDOs and // objects being GC'd. for (TObjectIterator It( /*AdditionalExclusionFlags*/ RF_ClassDefaultObject, /*bIncludeDerivedClasses*/ true, /*InternalExclusionFlags*/ EInternalObjectFlags::Garbage); It; ++It) { if (It->Parent == &Material) { It->RefreshShaderLabDerivedData(); } } // Refresh any open Material Instance editors built on this base so newly added/removed parameters // (scalars, textures, static-bool switches) appear without reopening the editor. RegenerateArrays // pulls the parameter set from the freshly rebuilt parent; mirrors what the stock material editor // does after RecompileMaterial. Must run after PostEditChange so the parent's parameters are current. // Guarded on GEditor: this handler also runs during cook/headless registration, where there is no // interactive editor (and RebuildMaterialInstanceEditors dereferences GEditor). if (GEditor) { UMaterialEditingLibrary::RebuildMaterialInstanceEditors(&Material); } } } class FShaderLabEditorModule : public IModuleInterface { public: virtual void StartupModule() override { // Map the plugin's Shaders/ directory so generated Custom nodes can #include // "/Plugin/ShaderLab/Private/ShaderLabCommon.ush" at shader-compile time. if (const TSharedPtr Plugin = IPluginManager::Get().FindPlugin(TEXT("UShaderLab"))) { const FString ShaderDir = FPaths::Combine(Plugin->GetBaseDir(), TEXT("Shaders")); if (!AllShaderSourceDirectoryMappings().Contains(TEXT("/Plugin/ShaderLab"))) { AddShaderSourceDirectoryMapping(TEXT("/Plugin/ShaderLab"), ShaderDir); } } // Map the project's Shaders/ directory to the virtual root "/Project" so user .ush library // files placed there (alongside .usl) can be #included from a shader's Includes { } block. { const FString ProjectShaderDir = FPaths::Combine(FPaths::ProjectDir(), TEXT("Shaders")); if (FPaths::DirectoryExists(ProjectShaderDir) && !AllShaderSourceDirectoryMappings().Contains(TEXT("/Project"))) { AddShaderSourceDirectoryMapping(TEXT("/Project"), ProjectShaderDir); } } // Map the plugin's Intermediate/ShaderLabGen directory (a build-time artifact dir) so the graph // builder can #include per-shader generated local-code headers (`/UShaderLabGen/.gen.ush`). // AddShaderSourceDirectoryMapping requires the real dir to already exist, so create it first. { const FString GenDir = FShaderLabGraphBuilder::GetGeneratedShaderDir(); const TCHAR* GenRoot = FShaderLabGraphBuilder::GetGeneratedVirtualRoot(); if (!GenDir.IsEmpty()) { IFileManager::Get().MakeDirectory(*GenDir, /*Tree*/ true); if (FPaths::DirectoryExists(GenDir) && !AllShaderSourceDirectoryMappings().Contains(GenRoot)) { AddShaderSourceDirectoryMapping(GenRoot, GenDir); } } } // Fill in / recompile base materials whenever the registry asks (startup + hot reload). BuildHandle = FShaderLabMaterialRegistry::Get().OnBuildMaterial().AddStatic(&BuildAndCompile); StartWatchingSources(); // "Open .usl in VSCode" toolbar button on the Material Instance Editor for ShaderLab MICs. ShaderLabVSCodeButton::Register(); UE_LOG(LogShaderLabEditor, Log, TEXT("ShaderLabEditor module started.")); } virtual void ShutdownModule() override { StopWatchingSources(); ShaderLabVSCodeButton::Unregister(); if (BuildHandle.IsValid()) { FShaderLabMaterialRegistry::Get().OnBuildMaterial().Remove(BuildHandle); BuildHandle.Reset(); } } private: void StartWatchingSources() { FDirectoryWatcherModule& Module = FModuleManager::LoadModuleChecked(TEXT("DirectoryWatcher")); IDirectoryWatcher* Watcher = Module.Get(); if (!Watcher) { return; } for (const FString& Root : FShaderLabDiscovery::GetSearchRoots()) { if (!FPaths::DirectoryExists(Root)) { continue; } FDelegateHandle Handle; Watcher->RegisterDirectoryChangedCallback_Handle( Root, IDirectoryWatcher::FDirectoryChanged::CreateStatic(&FShaderLabEditorModule::OnDirectoryChanged), Handle, IDirectoryWatcher::WatchOptions::IncludeDirectoryChanges); WatchedRoots.Add(Root, Handle); } } void StopWatchingSources() { if (FModuleManager::Get().IsModuleLoaded(TEXT("DirectoryWatcher"))) { FDirectoryWatcherModule& Module = FModuleManager::GetModuleChecked(TEXT("DirectoryWatcher")); if (IDirectoryWatcher* Watcher = Module.Get()) { for (const TPair& Pair : WatchedRoots) { Watcher->UnregisterDirectoryChangedCallback_Handle(Pair.Key, Pair.Value); } } } WatchedRoots.Reset(); } /** Resolve a virtual shader path to disk via the registered shader-source directory mappings. */ static bool ResolveVirtualToDisk(const FString& VirtualPath, FString& OutDiskPath) { FString Best, BestDir; for (const TPair& Pair : AllShaderSourceDirectoryMappings()) { if ((VirtualPath.StartsWith(Pair.Key + TEXT("/")) || VirtualPath == Pair.Key) && Pair.Key.Len() > Best.Len()) { Best = Pair.Key; BestDir = Pair.Value; } } if (Best.IsEmpty()) { return false; } FString Rest = VirtualPath.Mid(Best.Len()); Rest.RemoveFromStart(TEXT("/")); OutDiskPath = FPaths::Combine(BestDir, Rest); return true; } static FString NormalizePath(const FString& Path) { FString N = FPaths::ConvertRelativePathToFull(Path); N.ReplaceInline(TEXT("\\"), TEXT("/")); return N; } /** * Every discovered `.usl` shader whose transitive `.uslfunc` import closure contains ChangedDiskPath — * i.e. the shaders that must be rebuilt when that library changes. Resolves each shader's imports so * both direct and nested (library-imports-library) dependencies are caught. */ static TArray FindShadersImporting(const FString& ChangedDiskPathNormalized) { TArray Result; for (const FString& Usl : FShaderLabDiscovery::FindShaderLabFiles()) { FString Source; if (!FFileHelper::LoadFileToString(Source, *Usl)) { continue; } FShaderLabModel Model; TArray ParseErrors; if (!FShaderLabParser::Parse(Source, Usl, Model, ParseErrors) || Model.Imports.Num() == 0) { continue; } FShaderLabImportResolver::FSourceLoader Loader = [](const FString& VPath, FString& OutSrc, FString& OutDisk, FString& OutErr) -> bool { if (!ResolveVirtualToDisk(VPath, OutDisk)) { OutErr = TEXT("unmapped"); return false; } if (!FFileHelper::LoadFileToString(OutSrc, *OutDisk)) { OutErr = TEXT("read failed"); return false; } return true; }; FShaderLabResolvedProgram Program; TArray ResolveErrors; if (!FShaderLabImportResolver::Resolve(Model, Loader, Program, ResolveErrors)) { continue; } for (const FShaderLabResolvedLibrary& Lib : Program.Libraries) { if (NormalizePath(Lib.Model.SourceFilePath) == ChangedDiskPathNormalized) { Result.Add(Usl); break; } } } return Result; } static void OnDirectoryChanged(const TArray& Changes) { UShaderLabSubsystem* Subsystem = GEngine ? GEngine->GetEngineSubsystem() : nullptr; if (!Subsystem) { return; } TSet Rebuilt; auto RebuildOnce = [&](const FString& Normalized) { if (Rebuilt.Contains(Normalized)) { return; } Rebuilt.Add(Normalized); Subsystem->RebuildFromFile(Normalized); UE_LOG(LogShaderLabEditor, Log, TEXT("ShaderLab hot-reloaded '%s'"), *Normalized); }; for (const FFileChangeData& Change : Changes) { if (Change.Action == FFileChangeData::FCA_Removed) { continue; // Leave the existing in-memory material in place on delete. } const FString Ext = FPaths::GetExtension(Change.Filename); const FString Normalized = NormalizePath(Change.Filename); if (Ext.Equals(TEXT("usl"), ESearchCase::IgnoreCase)) { RebuildOnce(Normalized); } else if (Ext.Equals(TEXT("uslfunc"), ESearchCase::IgnoreCase)) { // A library changed: rebuild every shader that (transitively) imports it, so their promoted // parameters and emitted function HLSL refresh — the dependency-aware hot reload. for (const FString& Dependent : FindShadersImporting(Normalized)) { RebuildOnce(NormalizePath(Dependent)); } } } } FDelegateHandle BuildHandle; TMap WatchedRoots; }; IMPLEMENT_MODULE(FShaderLabEditorModule, UShaderLabEditor)