117 lines
3.5 KiB
C++
117 lines
3.5 KiB
C++
// Copyright 2017 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "Common/Align.h"
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#include "Common/Assert.h"
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#include "VideoBackends/Vulkan/ShaderCompiler.h"
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#include "VideoBackends/Vulkan/Util.h"
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#include "VideoBackends/Vulkan/VKShader.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
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namespace Vulkan
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{
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VKShader::VKShader(ShaderStage stage, std::vector<u32> spv, VkShaderModule mod)
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: AbstractShader(stage), m_spv(std::move(spv)), m_module(mod),
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m_compute_pipeline(VK_NULL_HANDLE)
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{
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}
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VKShader::VKShader(std::vector<u32> spv, VkPipeline compute_pipeline)
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: AbstractShader(ShaderStage::Compute), m_spv(std::move(spv)), m_module(VK_NULL_HANDLE),
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m_compute_pipeline(compute_pipeline)
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{
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}
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VKShader::~VKShader()
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{
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if (m_stage != ShaderStage::Compute)
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_module, nullptr);
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else
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vkDestroyPipeline(g_vulkan_context->GetDevice(), m_compute_pipeline, nullptr);
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}
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bool VKShader::HasBinary() const
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{
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ASSERT(!m_spv.empty());
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return true;
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}
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AbstractShader::BinaryData VKShader::GetBinary() const
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{
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BinaryData ret(sizeof(u32) * m_spv.size());
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std::memcpy(ret.data(), m_spv.data(), sizeof(u32) * m_spv.size());
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return ret;
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}
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static std::unique_ptr<VKShader> CreateShaderObject(ShaderStage stage,
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ShaderCompiler::SPIRVCodeVector spv)
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{
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VkShaderModule mod = Util::CreateShaderModule(spv.data(), spv.size());
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if (mod == VK_NULL_HANDLE)
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return nullptr;
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// If it's a graphics shader, we defer pipeline creation.
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if (stage != ShaderStage::Compute)
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return std::make_unique<VKShader>(stage, std::move(spv), mod);
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// If it's a compute shader, we create the pipeline straight away.
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ComputePipelineInfo pinfo;
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pinfo.pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_COMPUTE);
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pinfo.cs = mod;
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VkPipeline pipeline = g_shader_cache->CreateComputePipeline(pinfo);
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if (pipeline == VK_NULL_HANDLE)
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{
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), mod, nullptr);
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return nullptr;
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}
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// Shader module is no longer needed, now it is compiled to a pipeline.
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return std::make_unique<VKShader>(std::move(spv), pipeline);
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}
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std::unique_ptr<VKShader> VKShader::CreateFromSource(ShaderStage stage, const char* source,
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size_t length)
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{
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ShaderCompiler::SPIRVCodeVector spv;
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bool result;
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switch (stage)
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{
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case ShaderStage::Vertex:
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result = ShaderCompiler::CompileVertexShader(&spv, source, length);
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break;
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case ShaderStage::Geometry:
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result = ShaderCompiler::CompileGeometryShader(&spv, source, length);
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break;
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case ShaderStage::Pixel:
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result = ShaderCompiler::CompileFragmentShader(&spv, source, length);
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break;
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case ShaderStage::Compute:
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result = ShaderCompiler::CompileComputeShader(&spv, source, length);
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break;
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default:
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result = false;
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break;
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}
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if (!result)
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return nullptr;
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return CreateShaderObject(stage, std::move(spv));
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}
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std::unique_ptr<VKShader> VKShader::CreateFromBinary(ShaderStage stage, const void* data,
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size_t length)
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{
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const size_t size_in_words = Common::AlignUp(length, sizeof(ShaderCompiler::SPIRVCodeType)) /
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sizeof(ShaderCompiler::SPIRVCodeType);
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ShaderCompiler::SPIRVCodeVector spv(size_in_words);
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if (length > 0)
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std::memcpy(spv.data(), data, length);
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return CreateShaderObject(stage, std::move(spv));
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}
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} // namespace Vulkan
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