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

140 lines
5.0 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoBackends/Vulkan/ShaderCompiler.h"
#include <cstddef>
#include <string>
#include "VideoBackends/Vulkan/VulkanContext.h"
#include "VideoCommon/Spirv.h"
namespace Vulkan::ShaderCompiler
{
// 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 TEXEL_BUFFER_BINDING(x) layout(set = 1, binding = (x + 8))
#define SSBO_BINDING(x) layout(std430, set = 2, binding = x)
#define INPUT_ATTACHMENT_BINDING(x, y, z) layout(set = x, binding = y, input_attachment_index = z)
#define VARYING_LOCATION(x) layout(location = x)
#define FORCE_EARLY_Z layout(early_fragment_tests) in
// Metal framebuffer fetch helpers.
#define FB_FETCH_VALUE subpassLoad(in_ocol0)
// hlsl to glsl function translation
#define API_VULKAN 1
#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 = (x - 1))
#define SAMPLER_BINDING(x) layout(set = 0, binding = (1 + x))
#define TEXEL_BUFFER_BINDING(x) layout(set = 0, binding = (9 + x))
#define IMAGE_BINDING(format, x) layout(format, set = 0, binding = (11 + x))
// hlsl to glsl function translation
#define API_VULKAN 1
#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
)";
static const char SUBGROUP_HELPER_HEADER[] = R"(
#extension GL_KHR_shader_subgroup_basic : enable
#extension GL_KHR_shader_subgroup_arithmetic : enable
#extension GL_KHR_shader_subgroup_ballot : enable
#extension GL_KHR_shader_subgroup_shuffle : enable
#define SUPPORTS_SUBGROUP_REDUCTION 1
#define IS_HELPER_INVOCATION gl_HelperInvocation
#define IS_FIRST_ACTIVE_INVOCATION (subgroupElect())
#define SUBGROUP_MIN(value) value = subgroupMin(value)
#define SUBGROUP_MAX(value) value = subgroupMax(value)
)";
static std::string GetShaderCode(std::string_view source, std::string_view header)
{
std::string full_source_code;
if (!header.empty())
{
constexpr size_t subgroup_helper_header_length = std::size(SUBGROUP_HELPER_HEADER) - 1;
full_source_code.reserve(header.size() + subgroup_helper_header_length + source.size());
full_source_code.append(header);
if (g_vulkan_context->SupportsShaderSubgroupOperations())
full_source_code.append(SUBGROUP_HELPER_HEADER, subgroup_helper_header_length);
full_source_code.append(source);
}
return full_source_code;
}
static glslang::EShTargetLanguageVersion GetLanguageVersion()
{
// Sub-group operations require Vulkan 1.1 and SPIR-V 1.3.
if (g_vulkan_context->SupportsShaderSubgroupOperations())
return glslang::EShTargetSpv_1_3;
return glslang::EShTargetSpv_1_0;
}
std::optional<SPIRVCodeVector> CompileVertexShader(std::string_view source_code)
{
return SPIRV::CompileVertexShader(GetShaderCode(source_code, SHADER_HEADER), APIType::Vulkan,
GetLanguageVersion());
}
std::optional<SPIRVCodeVector> CompileGeometryShader(std::string_view source_code)
{
return SPIRV::CompileGeometryShader(GetShaderCode(source_code, SHADER_HEADER), APIType::Vulkan,
GetLanguageVersion());
}
std::optional<SPIRVCodeVector> CompileFragmentShader(std::string_view source_code)
{
return SPIRV::CompileFragmentShader(GetShaderCode(source_code, SHADER_HEADER), APIType::Vulkan,
GetLanguageVersion());
}
std::optional<SPIRVCodeVector> CompileComputeShader(std::string_view source_code)
{
return SPIRV::CompileComputeShader(GetShaderCode(source_code, COMPUTE_SHADER_HEADER),
APIType::Vulkan, GetLanguageVersion());
}
} // namespace Vulkan::ShaderCompiler