Vulkan: Use VK_NV_glsl extension where available, and skip glslang
Seems to produce faster ubershaders, at least.
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416afa065c
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d23fd17e1a
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@ -3,6 +3,7 @@
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// Refer to the license.txt file included.
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#include "VideoBackends/Vulkan/ShaderCompiler.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
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#include <cstddef>
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#include <cstdlib>
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@ -37,6 +38,11 @@ static bool CompileShaderToSPV(SPIRVCodeVector* out_code, EShLanguage stage,
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const char* stage_filename, const char* source_code,
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size_t source_code_length, const char* header, size_t header_length);
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// Copy GLSL source code to a SPIRVCodeVector, for use with VK_NV_glsl_shader.
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static void CopyGLSLToSPVVector(SPIRVCodeVector* out_code, const char* stage_filename,
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const char* source_code, size_t source_code_length,
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const char* header, size_t header_length);
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// Regarding the UBO bind points, we subtract one from the binding index because
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// the OpenGL backend requires UBO #0 for non-block uniforms (at least on NV).
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// This allows us to share the same shaders but use bind point #0 in the Vulkan
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@ -219,6 +225,42 @@ bool CompileShaderToSPV(SPIRVCodeVector* out_code, EShLanguage stage, const char
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return true;
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}
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void CopyGLSLToSPVVector(SPIRVCodeVector* out_code, const char* stage_filename,
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const char* source_code, size_t source_code_length, const char* header,
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size_t header_length)
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{
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std::string full_source_code;
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if (header_length > 0)
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{
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full_source_code.reserve(header_length + source_code_length);
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full_source_code.append(header, header_length);
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full_source_code.append(source_code, source_code_length);
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}
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else
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{
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full_source_code.append(source_code, source_code_length);
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}
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
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{
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static int counter = 0;
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std::string filename = StringFromFormat("%s%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(),
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stage_filename, counter++);
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std::ofstream stream;
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File::OpenFStream(stream, filename, std::ios_base::out);
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if (stream.good())
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stream << full_source_code << std::endl;
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}
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size_t padding = full_source_code.size() % 4;
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if (padding != 0)
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full_source_code.append(4 - padding, '\n');
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out_code->resize(full_source_code.size() / 4);
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std::memcpy(out_code->data(), full_source_code.c_str(), full_source_code.size());
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}
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bool InitializeGlslang()
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{
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static bool glslang_initialized = false;
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@ -338,29 +380,57 @@ const TBuiltInResource* GetCompilerResourceLimits()
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}
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bool CompileVertexShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length, bool prepend_header)
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size_t source_code_length)
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{
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if (g_vulkan_context->SupportsNVGLSLExtension())
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{
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CopyGLSLToSPVVector(out_code, "vs", source_code, source_code_length, SHADER_HEADER,
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sizeof(SHADER_HEADER) - 1);
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return true;
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}
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return CompileShaderToSPV(out_code, EShLangVertex, "vs", source_code, source_code_length,
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SHADER_HEADER, sizeof(SHADER_HEADER) - 1);
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}
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bool CompileGeometryShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length, bool prepend_header)
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size_t source_code_length)
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{
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if (g_vulkan_context->SupportsNVGLSLExtension())
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{
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CopyGLSLToSPVVector(out_code, "gs", source_code, source_code_length, SHADER_HEADER,
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sizeof(SHADER_HEADER) - 1);
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return true;
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}
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return CompileShaderToSPV(out_code, EShLangGeometry, "gs", source_code, source_code_length,
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SHADER_HEADER, sizeof(SHADER_HEADER) - 1);
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}
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bool CompileFragmentShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length, bool prepend_header)
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size_t source_code_length)
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{
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if (g_vulkan_context->SupportsNVGLSLExtension())
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{
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CopyGLSLToSPVVector(out_code, "ps", source_code, source_code_length, SHADER_HEADER,
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sizeof(SHADER_HEADER) - 1);
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return true;
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}
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return CompileShaderToSPV(out_code, EShLangFragment, "ps", source_code, source_code_length,
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SHADER_HEADER, sizeof(SHADER_HEADER) - 1);
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}
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bool CompileComputeShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length, bool prepend_header)
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size_t source_code_length)
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{
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if (g_vulkan_context->SupportsNVGLSLExtension())
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{
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CopyGLSLToSPVVector(out_code, "cs", source_code, source_code_length, COMPUTE_SHADER_HEADER,
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sizeof(COMPUTE_SHADER_HEADER) - 1);
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return true;
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}
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return CompileShaderToSPV(out_code, EShLangCompute, "cs", source_code, source_code_length,
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COMPUTE_SHADER_HEADER, sizeof(COMPUTE_SHADER_HEADER) - 1);
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}
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@ -19,19 +19,19 @@ using SPIRVCodeVector = std::vector<SPIRVCodeType>;
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// Compile a vertex shader to SPIR-V.
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bool CompileVertexShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length, bool prepend_header = true);
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size_t source_code_length);
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// Compile a geometry shader to SPIR-V.
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bool CompileGeometryShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length, bool prepend_header = true);
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size_t source_code_length);
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// Compile a fragment shader to SPIR-V.
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bool CompileFragmentShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length, bool prepend_header = true);
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size_t source_code_length);
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// Compile a compute shader to SPIR-V.
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bool CompileComputeShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length, bool prepend_header = true);
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size_t source_code_length);
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} // namespace ShaderCompiler
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} // namespace Vulkan
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@ -408,7 +408,7 @@ bool TextureConverter::SupportsTextureDecoding(TextureFormat format, TlutFormat
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std::string shader_source =
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TextureConversionShader::GenerateDecodingShader(format, palette_format, APIType::Vulkan);
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pipeline.compute_shader = Util::CompileAndCreateComputeShader(shader_source, true);
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pipeline.compute_shader = Util::CompileAndCreateComputeShader(shader_source);
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if (pipeline.compute_shader == VK_NULL_HANDLE)
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{
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m_decoding_pipelines.emplace(key, pipeline);
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@ -275,50 +275,38 @@ VkShaderModule CreateShaderModule(const u32* spv, size_t spv_word_count)
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return module;
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}
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VkShaderModule CompileAndCreateVertexShader(const std::string& source_code, bool prepend_header)
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VkShaderModule CompileAndCreateVertexShader(const std::string& source_code)
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{
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ShaderCompiler::SPIRVCodeVector code;
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if (!ShaderCompiler::CompileVertexShader(&code, source_code.c_str(), source_code.length(),
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prepend_header))
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{
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if (!ShaderCompiler::CompileVertexShader(&code, source_code.c_str(), source_code.length()))
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return VK_NULL_HANDLE;
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}
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return CreateShaderModule(code.data(), code.size());
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}
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VkShaderModule CompileAndCreateGeometryShader(const std::string& source_code, bool prepend_header)
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VkShaderModule CompileAndCreateGeometryShader(const std::string& source_code)
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{
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ShaderCompiler::SPIRVCodeVector code;
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if (!ShaderCompiler::CompileGeometryShader(&code, source_code.c_str(), source_code.length(),
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prepend_header))
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{
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if (!ShaderCompiler::CompileGeometryShader(&code, source_code.c_str(), source_code.length()))
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return VK_NULL_HANDLE;
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}
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return CreateShaderModule(code.data(), code.size());
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}
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VkShaderModule CompileAndCreateFragmentShader(const std::string& source_code, bool prepend_header)
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VkShaderModule CompileAndCreateFragmentShader(const std::string& source_code)
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{
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ShaderCompiler::SPIRVCodeVector code;
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if (!ShaderCompiler::CompileFragmentShader(&code, source_code.c_str(), source_code.length(),
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prepend_header))
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{
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if (!ShaderCompiler::CompileFragmentShader(&code, source_code.c_str(), source_code.length()))
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return VK_NULL_HANDLE;
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}
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return CreateShaderModule(code.data(), code.size());
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}
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VkShaderModule CompileAndCreateComputeShader(const std::string& source_code, bool prepend_header)
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VkShaderModule CompileAndCreateComputeShader(const std::string& source_code)
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{
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ShaderCompiler::SPIRVCodeVector code;
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if (!ShaderCompiler::CompileComputeShader(&code, source_code.c_str(), source_code.length(),
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prepend_header))
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{
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if (!ShaderCompiler::CompileComputeShader(&code, source_code.c_str(), source_code.length()))
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return VK_NULL_HANDLE;
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}
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return CreateShaderModule(code.data(), code.size());
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}
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VkShaderModule CreateShaderModule(const u32* spv, size_t spv_word_count);
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// Compile a vertex shader and create a shader module, discarding the intermediate SPIR-V.
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VkShaderModule CompileAndCreateVertexShader(const std::string& source_code,
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bool prepend_header = true);
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VkShaderModule CompileAndCreateVertexShader(const std::string& source_code);
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// Compile a geometry shader and create a shader module, discarding the intermediate SPIR-V.
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VkShaderModule CompileAndCreateGeometryShader(const std::string& source_code,
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bool prepend_header = true);
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VkShaderModule CompileAndCreateGeometryShader(const std::string& source_code);
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// Compile a fragment shader and create a shader module, discarding the intermediate SPIR-V.
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VkShaderModule CompileAndCreateFragmentShader(const std::string& source_code,
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bool prepend_header = true);
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VkShaderModule CompileAndCreateFragmentShader(const std::string& source_code);
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// Compile a compute shader and create a shader module, discarding the intermediate SPIR-V.
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VkShaderModule CompileAndCreateComputeShader(const std::string& source_code,
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bool prepend_header = true);
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VkShaderModule CompileAndCreateComputeShader(const std::string& source_code);
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}
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// Utility shader vertex format
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@ -397,7 +397,8 @@ bool VulkanContext::SelectDeviceExtensions(ExtensionList* extension_list, bool e
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for (const auto& extension_properties : available_extension_list)
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INFO_LOG(VIDEO, "Available extension: %s", extension_properties.extensionName);
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auto CheckForExtension = [&](const char* name, bool required) -> bool {
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auto CheckForExtension = [&](const char* name, bool required,
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bool* has_extension = nullptr) -> bool {
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if (std::find_if(available_extension_list.begin(), available_extension_list.end(),
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[&](const VkExtensionProperties& properties) {
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return !strcmp(name, properties.extensionName);
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{
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INFO_LOG(VIDEO, "Enabling extension: %s", name);
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extension_list->push_back(name);
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if (has_extension)
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*has_extension = true;
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return true;
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}
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if (has_extension)
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*has_extension = false;
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if (required)
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{
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ERROR_LOG(VIDEO, "Vulkan: Missing required extension %s.", name);
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@ -420,6 +426,7 @@ bool VulkanContext::SelectDeviceExtensions(ExtensionList* extension_list, bool e
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if (enable_surface && !CheckForExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME, true))
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return false;
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CheckForExtension(VK_NV_GLSL_SHADER_EXTENSION_NAME, false, &m_supports_nv_glsl_extension);
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return true;
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}
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@ -81,6 +81,7 @@ public:
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{
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return m_device_features.occlusionQueryPrecise == VK_TRUE;
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}
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bool SupportsNVGLSLExtension() const { return m_supports_nv_glsl_extension; }
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// Helpers for getting constants
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VkDeviceSize GetUniformBufferAlignment() const
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{
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VkPhysicalDeviceFeatures m_device_features = {};
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VkPhysicalDeviceProperties m_device_properties = {};
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VkPhysicalDeviceMemoryProperties m_device_memory_properties = {};
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bool m_supports_nv_glsl_extension = false;
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};
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extern std::unique_ptr<VulkanContext> g_vulkan_context;
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