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

117 lines
3.5 KiB
C++

// 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/ShaderCompiler.h"
#include "VideoBackends/Vulkan/Util.h"
#include "VideoBackends/Vulkan/VKShader.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
namespace Vulkan
{
VKShader::VKShader(ShaderStage stage, std::vector<u32> spv, VkShaderModule mod)
: AbstractShader(stage), m_spv(std::move(spv)), m_module(mod),
m_compute_pipeline(VK_NULL_HANDLE)
{
}
VKShader::VKShader(std::vector<u32> 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);
}
bool VKShader::HasBinary() const
{
ASSERT(!m_spv.empty());
return true;
}
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<VKShader> CreateShaderObject(ShaderStage stage,
ShaderCompiler::SPIRVCodeVector spv)
{
VkShaderModule mod = Util::CreateShaderModule(spv.data(), spv.size());
if (mod == VK_NULL_HANDLE)
return nullptr;
// If it's a graphics shader, we defer pipeline creation.
if (stage != ShaderStage::Compute)
return std::make_unique<VKShader>(stage, std::move(spv), mod);
// If it's a compute shader, we create the pipeline straight away.
ComputePipelineInfo pinfo;
pinfo.pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_COMPUTE);
pinfo.cs = mod;
VkPipeline pipeline = g_shader_cache->CreateComputePipeline(pinfo);
if (pipeline == VK_NULL_HANDLE)
{
vkDestroyShaderModule(g_vulkan_context->GetDevice(), mod, nullptr);
return nullptr;
}
// Shader module is no longer needed, now it is compiled to a pipeline.
return std::make_unique<VKShader>(std::move(spv), pipeline);
}
std::unique_ptr<VKShader> VKShader::CreateFromSource(ShaderStage stage, const char* source,
size_t length)
{
ShaderCompiler::SPIRVCodeVector spv;
bool result;
switch (stage)
{
case ShaderStage::Vertex:
result = ShaderCompiler::CompileVertexShader(&spv, source, length);
break;
case ShaderStage::Geometry:
result = ShaderCompiler::CompileGeometryShader(&spv, source, length);
break;
case ShaderStage::Pixel:
result = ShaderCompiler::CompileFragmentShader(&spv, source, length);
break;
case ShaderStage::Compute:
result = ShaderCompiler::CompileComputeShader(&spv, source, length);
break;
default:
result = false;
break;
}
if (!result)
return nullptr;
return CreateShaderObject(stage, std::move(spv));
}
std::unique_ptr<VKShader> 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