// Copyright 2017 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "Common/Align.h" #include "Common/Assert.h" #include "VideoBackends/Vulkan/ObjectCache.h" #include "VideoBackends/Vulkan/ShaderCompiler.h" #include "VideoBackends/Vulkan/VKShader.h" #include "VideoBackends/Vulkan/VulkanContext.h" namespace Vulkan { VKShader::VKShader(ShaderStage stage, std::vector spv, VkShaderModule mod) : AbstractShader(stage), m_spv(std::move(spv)), m_module(mod), m_compute_pipeline(VK_NULL_HANDLE) { } VKShader::VKShader(std::vector spv, VkPipeline compute_pipeline) : AbstractShader(ShaderStage::Compute), m_spv(std::move(spv)), m_module(VK_NULL_HANDLE), m_compute_pipeline(compute_pipeline) { } VKShader::~VKShader() { if (m_stage != ShaderStage::Compute) vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_module, nullptr); else vkDestroyPipeline(g_vulkan_context->GetDevice(), m_compute_pipeline, nullptr); } AbstractShader::BinaryData VKShader::GetBinary() const { BinaryData ret(sizeof(u32) * m_spv.size()); std::memcpy(ret.data(), m_spv.data(), sizeof(u32) * m_spv.size()); return ret; } static std::unique_ptr CreateShaderObject(ShaderStage stage, ShaderCompiler::SPIRVCodeVector spv) { VkShaderModuleCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; info.codeSize = spv.size() * sizeof(u32); info.pCode = spv.data(); VkShaderModule mod; VkResult res = vkCreateShaderModule(g_vulkan_context->GetDevice(), &info, nullptr, &mod); if (res != VK_SUCCESS) { LOG_VULKAN_ERROR(res, "vkCreateShaderModule failed: "); return VK_NULL_HANDLE; } // If it's a graphics shader, we defer pipeline creation. if (stage != ShaderStage::Compute) return std::make_unique(stage, std::move(spv), mod); // If it's a compute shader, we create the pipeline straight away. const VkComputePipelineCreateInfo pipeline_info = { VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO, nullptr, 0, {VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, nullptr, 0, VK_SHADER_STAGE_COMPUTE_BIT, mod, "main", nullptr}, g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_COMPUTE), VK_NULL_HANDLE, -1}; VkPipeline pipeline; res = vkCreateComputePipelines(g_vulkan_context->GetDevice(), g_object_cache->GetPipelineCache(), 1, &pipeline_info, nullptr, &pipeline); // Shader module is no longer needed, now it is compiled to a pipeline. vkDestroyShaderModule(g_vulkan_context->GetDevice(), mod, nullptr); if (res != VK_SUCCESS) { LOG_VULKAN_ERROR(res, "vkCreateComputePipelines failed: "); return nullptr; } return std::make_unique(std::move(spv), pipeline); } std::unique_ptr VKShader::CreateFromSource(ShaderStage stage, std::string_view source) { std::optional spv; switch (stage) { case ShaderStage::Vertex: spv = ShaderCompiler::CompileVertexShader(source); break; case ShaderStage::Geometry: spv = ShaderCompiler::CompileGeometryShader(source); break; case ShaderStage::Pixel: spv = ShaderCompiler::CompileFragmentShader(source); break; case ShaderStage::Compute: spv = ShaderCompiler::CompileComputeShader(source); break; default: break; } if (!spv) return nullptr; return CreateShaderObject(stage, std::move(*spv)); } std::unique_ptr VKShader::CreateFromBinary(ShaderStage stage, const void* data, size_t length) { const size_t size_in_words = Common::AlignUp(length, sizeof(ShaderCompiler::SPIRVCodeType)) / sizeof(ShaderCompiler::SPIRVCodeType); ShaderCompiler::SPIRVCodeVector spv(size_in_words); if (length > 0) std::memcpy(spv.data(), data, length); return CreateShaderObject(stage, std::move(spv)); } } // namespace Vulkan