pcsx2/common/Vulkan/ShaderCompiler.cpp

191 lines
5.7 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2021 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "common/Vulkan/ShaderCompiler.h"
#include "common/Vulkan/Util.h"
#include "common/Assertions.h"
#include "common/Console.h"
#include "common/StringUtil.h"
#include <cstring>
#include <fstream>
#include <memory>
// glslang includes
#include "SPIRV/GlslangToSpv.h"
#include "StandAlone/ResourceLimits.h"
#include "glslang/Public/ShaderLang.h"
namespace Vulkan::ShaderCompiler
{
// Registers itself for cleanup via atexit
bool InitializeGlslang();
static unsigned s_next_bad_shader_id = 1;
static bool glslang_initialized = false;
static std::optional<SPIRVCodeVector> CompileShaderToSPV(
EShLanguage stage, const char* stage_filename, std::string_view source)
{
if (!InitializeGlslang())
return std::nullopt;
std::unique_ptr<glslang::TShader> shader = std::make_unique<glslang::TShader>(stage);
std::unique_ptr<glslang::TProgram> program;
glslang::TShader::ForbidIncluder 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.data();
int pass_source_code_length = static_cast<int>(source.size());
shader->setStringsWithLengths(&pass_source_code, &pass_source_code_length, 1);
auto DumpBadShader = [&](const char* msg) {
std::string filename = StringUtil::StdStringFromFormat("bad_shader_%u.txt", s_next_bad_shader_id++);
Console.Error("CompileShaderToSPV: %s, writing to %s", msg, filename.c_str());
std::ofstream ofs(filename.c_str(), std::ofstream::out | std::ofstream::binary);
if (ofs.is_open())
{
ofs << source;
ofs << "\n";
ofs << msg << std::endl;
ofs << "Shader Info Log:" << std::endl;
ofs << shader->getInfoLog() << std::endl;
ofs << shader->getInfoDebugLog() << std::endl;
if (program)
{
ofs << "Program Info Log:" << std::endl;
ofs << program->getInfoLog() << std::endl;
ofs << program->getInfoDebugLog() << std::endl;
}
ofs.close();
}
};
if (!shader->parse(
&glslang::DefaultTBuiltInResource, default_version, profile, false, true, messages, includer))
{
DumpBadShader("Failed to parse shader");
return std::nullopt;
}
// 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 std::nullopt;
}
glslang::TIntermediate* intermediate = program->getIntermediate(stage);
if (!intermediate)
{
DumpBadShader("Failed to generate SPIR-V");
return std::nullopt;
}
SPIRVCodeVector out_code;
spv::SpvBuildLogger logger;
glslang::GlslangToSpv(*intermediate, out_code, &logger);
// Write out messages
if (std::strlen(shader->getInfoLog()) > 0)
Console.Warning("Shader info log: %s", shader->getInfoLog());
if (std::strlen(shader->getInfoDebugLog()) > 0)
Console.Warning("Shader debug info log: %s", shader->getInfoDebugLog());
if (std::strlen(program->getInfoLog()) > 0)
Console.Warning("Program info log: %s", program->getInfoLog());
if (std::strlen(program->getInfoDebugLog()) > 0)
Console.Warning("Program debug info log: %s", program->getInfoDebugLog());
std::string spv_messages = logger.getAllMessages();
if (!spv_messages.empty())
Console.Warning("SPIR-V conversion messages: %s", spv_messages.c_str());
return out_code;
}
bool InitializeGlslang()
{
if (glslang_initialized)
return true;
if (!glslang::InitializeProcess())
{
pxFailRel("Failed to initialize glslang shader compiler");
return false;
}
std::atexit(DeinitializeGlslang);
glslang_initialized = true;
return true;
}
void DeinitializeGlslang()
{
if (!glslang_initialized)
return;
glslang::FinalizeProcess();
glslang_initialized = false;
}
std::optional<SPIRVCodeVector> CompileVertexShader(std::string_view source_code)
{
return CompileShaderToSPV(EShLangVertex, "vs", source_code);
}
std::optional<SPIRVCodeVector> CompileGeometryShader(std::string_view source_code)
{
return CompileShaderToSPV(EShLangGeometry, "gs", source_code);
}
std::optional<SPIRVCodeVector> CompileFragmentShader(std::string_view source_code)
{
return CompileShaderToSPV(EShLangFragment, "ps", source_code);
}
std::optional<SPIRVCodeVector> CompileComputeShader(std::string_view source_code)
{
return CompileShaderToSPV(EShLangCompute, "cs", source_code);
}
std::optional<ShaderCompiler::SPIRVCodeVector> CompileShader(Type type, std::string_view source_code, bool debug)
{
switch (type)
{
case Type::Vertex:
return CompileShaderToSPV(EShLangVertex, "vs", source_code);
case Type::Geometry:
return CompileShaderToSPV(EShLangGeometry, "gs", source_code);
case Type::Fragment:
return CompileShaderToSPV(EShLangFragment, "ps", source_code);
case Type::Compute:
return CompileShaderToSPV(EShLangCompute, "cs", source_code);
default:
return std::nullopt;
}
}
} // namespace Vulkan::ShaderCompiler