dolphin/Source/Core/VideoBackends/Vulkan/ShaderCompiler.cpp

370 lines
17 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/Vulkan/ShaderCompiler.h"
#include <cstddef>
#include <cstdlib>
#include <fstream>
#include <memory>
#include <string>
// glslang includes
#include "GlslangToSpv.h"
#include "ShaderLang.h"
#include "disassemble.h"
#include "Common/FileUtil.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "VideoCommon/VideoConfig.h"
namespace Vulkan
{
namespace ShaderCompiler
{
// Registers itself for cleanup via atexit
bool InitializeGlslang();
// Resource limits used when compiling shaders
static const TBuiltInResource* GetCompilerResourceLimits();
// Compile a shader to SPIR-V via glslang
static bool CompileShaderToSPV(SPIRVCodeVector* out_code, EShLanguage stage,
const char* stage_filename, const char* source_code,
size_t source_code_length, const char* header, size_t header_length);
// Regarding the UBO bind points, we subtract one from the binding index because
// the OpenGL backend requires UBO #0 for non-block uniforms (at least on NV).
// This allows us to share the same shaders but use bind point #0 in the Vulkan
// backend. None of the Vulkan-specific shaders use UBOs, instead they use push
// constants, so when/if the GL backend moves to uniform blocks completely this
// subtraction can be removed.
static const char SHADER_HEADER[] = R"(
// Target GLSL 4.5.
#version 450 core
#define ATTRIBUTE_LOCATION(x) layout(location = x)
#define FRAGMENT_OUTPUT_LOCATION(x) layout(location = x)
#define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y) layout(location = x, index = y)
#define UBO_BINDING(packing, x) layout(packing, set = 0, binding = (x - 1))
#define SAMPLER_BINDING(x) layout(set = 1, binding = x)
#define SSBO_BINDING(x) layout(set = 2, binding = x)
#define TEXEL_BUFFER_BINDING(x) layout(set = 2, binding = x)
#define VARYING_LOCATION(x) layout(location = x)
#define FORCE_EARLY_Z layout(early_fragment_tests) in
// hlsl to glsl function translation
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define uint2 uvec2
#define uint3 uvec3
#define uint4 uvec4
#define int2 ivec2
#define int3 ivec3
#define int4 ivec4
#define frac fract
#define lerp mix
// These were changed in Vulkan
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
)";
static const char COMPUTE_SHADER_HEADER[] = R"(
// Target GLSL 4.5.
#version 450 core
// All resources are packed into one descriptor set for compute.
#define UBO_BINDING(packing, x) layout(packing, set = 0, binding = (0 + x))
#define SAMPLER_BINDING(x) layout(set = 0, binding = (1 + x))
#define TEXEL_BUFFER_BINDING(x) layout(set = 0, binding = (5 + x))
#define IMAGE_BINDING(format, x) layout(format, set = 0, binding = (7 + x))
// hlsl to glsl function translation
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define uint2 uvec2
#define uint3 uvec3
#define uint4 uvec4
#define int2 ivec2
#define int3 ivec3
#define int4 ivec4
#define frac fract
#define lerp mix
)";
bool CompileShaderToSPV(SPIRVCodeVector* out_code, EShLanguage stage, const char* stage_filename,
const char* source_code, size_t source_code_length, const char* header,
size_t header_length)
{
if (!InitializeGlslang())
return false;
std::unique_ptr<glslang::TShader> shader = std::make_unique<glslang::TShader>(stage);
std::unique_ptr<glslang::TProgram> program;
glslang::TShader::ForbidInclude includer;
EProfile profile = ECoreProfile;
EShMessages messages =
static_cast<EShMessages>(EShMsgDefault | EShMsgSpvRules | EShMsgVulkanRules);
int default_version = 450;
std::string full_source_code;
const char* pass_source_code = source_code;
int pass_source_code_length = static_cast<int>(source_code_length);
if (header_length > 0)
{
full_source_code.reserve(header_length + source_code_length);
full_source_code.append(header, header_length);
full_source_code.append(source_code, source_code_length);
pass_source_code = full_source_code.c_str();
pass_source_code_length = static_cast<int>(full_source_code.length());
}
shader->setStringsWithLengths(&pass_source_code, &pass_source_code_length, 1);
auto DumpBadShader = [&](const char* msg) {
static int counter = 0;
std::string filename = StringFromFormat(
"%sbad_%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), stage_filename, counter++);
std::ofstream stream;
File::OpenFStream(stream, filename, std::ios_base::out);
if (stream.good())
{
stream << full_source_code << std::endl;
stream << msg << std::endl;
stream << "Shader Info Log:" << std::endl;
stream << shader->getInfoLog() << std::endl;
stream << shader->getInfoDebugLog() << std::endl;
if (program)
{
stream << "Program Info Log:" << std::endl;
stream << program->getInfoLog() << std::endl;
stream << program->getInfoDebugLog() << std::endl;
}
}
PanicAlert("%s (written to %s)", msg, filename.c_str());
};
if (!shader->parse(GetCompilerResourceLimits(), default_version, profile, false, true, messages,
includer))
{
DumpBadShader("Failed to parse shader");
return false;
}
// Even though there's only a single shader, we still need to link it to generate SPV
program = std::make_unique<glslang::TProgram>();
program->addShader(shader.get());
if (!program->link(messages))
{
DumpBadShader("Failed to link program");
return false;
}
glslang::TIntermediate* intermediate = program->getIntermediate(stage);
if (!intermediate)
{
DumpBadShader("Failed to generate SPIR-V");
return false;
}
spv::SpvBuildLogger logger;
glslang::GlslangToSpv(*intermediate, *out_code, &logger);
// Write out messages
// Temporary: skip if it contains "Warning, version 450 is not yet complete; most version-specific
// features are present, but some are missing."
if (strlen(shader->getInfoLog()) > 108)
WARN_LOG(VIDEO, "Shader info log: %s", shader->getInfoLog());
if (strlen(shader->getInfoDebugLog()) > 0)
WARN_LOG(VIDEO, "Shader debug info log: %s", shader->getInfoDebugLog());
if (strlen(program->getInfoLog()) > 25)
WARN_LOG(VIDEO, "Program info log: %s", program->getInfoLog());
if (strlen(program->getInfoDebugLog()) > 0)
WARN_LOG(VIDEO, "Program debug info log: %s", program->getInfoDebugLog());
std::string spv_messages = logger.getAllMessages();
if (!spv_messages.empty())
WARN_LOG(VIDEO, "SPIR-V conversion messages: %s", spv_messages.c_str());
// Dump source code of shaders out to file if enabled.
if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
{
static int counter = 0;
std::string filename = StringFromFormat("%s%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(),
stage_filename, counter++);
std::ofstream stream;
File::OpenFStream(stream, filename, std::ios_base::out);
if (stream.good())
{
stream << full_source_code << std::endl;
stream << "Shader Info Log:" << std::endl;
stream << shader->getInfoLog() << std::endl;
stream << shader->getInfoDebugLog() << std::endl;
stream << "Program Info Log:" << std::endl;
stream << program->getInfoLog() << std::endl;
stream << program->getInfoDebugLog() << std::endl;
stream << "SPIR-V conversion messages: " << std::endl;
stream << spv_messages;
stream << "SPIR-V:" << std::endl;
spv::Disassemble(stream, *out_code);
}
}
return true;
}
bool InitializeGlslang()
{
static bool glslang_initialized = false;
if (glslang_initialized)
return true;
if (!glslang::InitializeProcess())
{
PanicAlert("Failed to initialize glslang shader compiler");
return false;
}
std::atexit([]() { glslang::FinalizeProcess(); });
glslang_initialized = true;
return true;
}
const TBuiltInResource* GetCompilerResourceLimits()
{
static const TBuiltInResource limits = {/* .MaxLights = */ 32,
/* .MaxClipPlanes = */ 6,
/* .MaxTextureUnits = */ 32,
/* .MaxTextureCoords = */ 32,
/* .MaxVertexAttribs = */ 64,
/* .MaxVertexUniformComponents = */ 4096,
/* .MaxVaryingFloats = */ 64,
/* .MaxVertexTextureImageUnits = */ 32,
/* .MaxCombinedTextureImageUnits = */ 80,
/* .MaxTextureImageUnits = */ 32,
/* .MaxFragmentUniformComponents = */ 4096,
/* .MaxDrawBuffers = */ 32,
/* .MaxVertexUniformVectors = */ 128,
/* .MaxVaryingVectors = */ 8,
/* .MaxFragmentUniformVectors = */ 16,
/* .MaxVertexOutputVectors = */ 16,
/* .MaxFragmentInputVectors = */ 15,
/* .MinProgramTexelOffset = */ -8,
/* .MaxProgramTexelOffset = */ 7,
/* .MaxClipDistances = */ 8,
/* .MaxComputeWorkGroupCountX = */ 65535,
/* .MaxComputeWorkGroupCountY = */ 65535,
/* .MaxComputeWorkGroupCountZ = */ 65535,
/* .MaxComputeWorkGroupSizeX = */ 1024,
/* .MaxComputeWorkGroupSizeY = */ 1024,
/* .MaxComputeWorkGroupSizeZ = */ 64,
/* .MaxComputeUniformComponents = */ 1024,
/* .MaxComputeTextureImageUnits = */ 16,
/* .MaxComputeImageUniforms = */ 8,
/* .MaxComputeAtomicCounters = */ 8,
/* .MaxComputeAtomicCounterBuffers = */ 1,
/* .MaxVaryingComponents = */ 60,
/* .MaxVertexOutputComponents = */ 64,
/* .MaxGeometryInputComponents = */ 64,
/* .MaxGeometryOutputComponents = */ 128,
/* .MaxFragmentInputComponents = */ 128,
/* .MaxImageUnits = */ 8,
/* .MaxCombinedImageUnitsAndFragmentOutputs = */ 8,
/* .MaxCombinedShaderOutputResources = */ 8,
/* .MaxImageSamples = */ 0,
/* .MaxVertexImageUniforms = */ 0,
/* .MaxTessControlImageUniforms = */ 0,
/* .MaxTessEvaluationImageUniforms = */ 0,
/* .MaxGeometryImageUniforms = */ 0,
/* .MaxFragmentImageUniforms = */ 8,
/* .MaxCombinedImageUniforms = */ 8,
/* .MaxGeometryTextureImageUnits = */ 16,
/* .MaxGeometryOutputVertices = */ 256,
/* .MaxGeometryTotalOutputComponents = */ 1024,
/* .MaxGeometryUniformComponents = */ 1024,
/* .MaxGeometryVaryingComponents = */ 64,
/* .MaxTessControlInputComponents = */ 128,
/* .MaxTessControlOutputComponents = */ 128,
/* .MaxTessControlTextureImageUnits = */ 16,
/* .MaxTessControlUniformComponents = */ 1024,
/* .MaxTessControlTotalOutputComponents = */ 4096,
/* .MaxTessEvaluationInputComponents = */ 128,
/* .MaxTessEvaluationOutputComponents = */ 128,
/* .MaxTessEvaluationTextureImageUnits = */ 16,
/* .MaxTessEvaluationUniformComponents = */ 1024,
/* .MaxTessPatchComponents = */ 120,
/* .MaxPatchVertices = */ 32,
/* .MaxTessGenLevel = */ 64,
/* .MaxViewports = */ 16,
/* .MaxVertexAtomicCounters = */ 0,
/* .MaxTessControlAtomicCounters = */ 0,
/* .MaxTessEvaluationAtomicCounters = */ 0,
/* .MaxGeometryAtomicCounters = */ 0,
/* .MaxFragmentAtomicCounters = */ 8,
/* .MaxCombinedAtomicCounters = */ 8,
/* .MaxAtomicCounterBindings = */ 1,
/* .MaxVertexAtomicCounterBuffers = */ 0,
/* .MaxTessControlAtomicCounterBuffers = */ 0,
/* .MaxTessEvaluationAtomicCounterBuffers = */ 0,
/* .MaxGeometryAtomicCounterBuffers = */ 0,
/* .MaxFragmentAtomicCounterBuffers = */ 1,
/* .MaxCombinedAtomicCounterBuffers = */ 1,
/* .MaxAtomicCounterBufferSize = */ 16384,
/* .MaxTransformFeedbackBuffers = */ 4,
/* .MaxTransformFeedbackInterleavedComponents = */ 64,
/* .MaxCullDistances = */ 8,
/* .MaxCombinedClipAndCullDistances = */ 8,
/* .MaxSamples = */ 4,
/* .limits = */ {
/* .nonInductiveForLoops = */ 1,
/* .whileLoops = */ 1,
/* .doWhileLoops = */ 1,
/* .generalUniformIndexing = */ 1,
/* .generalAttributeMatrixVectorIndexing = */ 1,
/* .generalVaryingIndexing = */ 1,
/* .generalSamplerIndexing = */ 1,
/* .generalVariableIndexing = */ 1,
/* .generalConstantMatrixVectorIndexing = */ 1,
}};
return &limits;
}
bool CompileVertexShader(SPIRVCodeVector* out_code, const char* source_code,
size_t source_code_length, bool prepend_header)
{
return CompileShaderToSPV(out_code, EShLangVertex, "vs", source_code, source_code_length,
SHADER_HEADER, sizeof(SHADER_HEADER) - 1);
}
bool CompileGeometryShader(SPIRVCodeVector* out_code, const char* source_code,
size_t source_code_length, bool prepend_header)
{
return CompileShaderToSPV(out_code, EShLangGeometry, "gs", source_code, source_code_length,
SHADER_HEADER, sizeof(SHADER_HEADER) - 1);
}
bool CompileFragmentShader(SPIRVCodeVector* out_code, const char* source_code,
size_t source_code_length, bool prepend_header)
{
return CompileShaderToSPV(out_code, EShLangFragment, "ps", source_code, source_code_length,
SHADER_HEADER, sizeof(SHADER_HEADER) - 1);
}
bool CompileComputeShader(SPIRVCodeVector* out_code, const char* source_code,
size_t source_code_length, bool prepend_header)
{
return CompileShaderToSPV(out_code, EShLangCompute, "cs", source_code, source_code_length,
COMPUTE_SHADER_HEADER, sizeof(COMPUTE_SHADER_HEADER) - 1);
}
} // namespace ShaderCompiler
} // namespace Vulkan