mirror of https://github.com/PCSX2/pcsx2.git
191 lines
5.7 KiB
C++
191 lines
5.7 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2021 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "common/Vulkan/ShaderCompiler.h"
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#include "common/Vulkan/Util.h"
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#include "common/Assertions.h"
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#include "common/Console.h"
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#include "common/StringUtil.h"
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#include <cstring>
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#include <fstream>
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#include <memory>
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// glslang includes
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#include "SPIRV/GlslangToSpv.h"
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#include "StandAlone/ResourceLimits.h"
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#include "glslang/Public/ShaderLang.h"
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namespace Vulkan::ShaderCompiler
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{
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// Registers itself for cleanup via atexit
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bool InitializeGlslang();
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static unsigned s_next_bad_shader_id = 1;
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static bool glslang_initialized = false;
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static std::optional<SPIRVCodeVector> CompileShaderToSPV(
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EShLanguage stage, const char* stage_filename, std::string_view source)
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{
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if (!InitializeGlslang())
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return std::nullopt;
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std::unique_ptr<glslang::TShader> shader = std::make_unique<glslang::TShader>(stage);
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std::unique_ptr<glslang::TProgram> program;
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glslang::TShader::ForbidIncluder includer;
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EProfile profile = ECoreProfile;
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EShMessages messages = static_cast<EShMessages>(EShMsgDefault | EShMsgSpvRules | EShMsgVulkanRules);
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int default_version = 450;
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std::string full_source_code;
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const char* pass_source_code = source.data();
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int pass_source_code_length = static_cast<int>(source.size());
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shader->setStringsWithLengths(&pass_source_code, &pass_source_code_length, 1);
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auto DumpBadShader = [&](const char* msg) {
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std::string filename = StringUtil::StdStringFromFormat("bad_shader_%u.txt", s_next_bad_shader_id++);
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Console.Error("CompileShaderToSPV: %s, writing to %s", msg, filename.c_str());
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std::ofstream ofs(filename.c_str(), std::ofstream::out | std::ofstream::binary);
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if (ofs.is_open())
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{
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ofs << source;
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ofs << "\n";
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ofs << msg << std::endl;
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ofs << "Shader Info Log:" << std::endl;
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ofs << shader->getInfoLog() << std::endl;
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ofs << shader->getInfoDebugLog() << std::endl;
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if (program)
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{
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ofs << "Program Info Log:" << std::endl;
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ofs << program->getInfoLog() << std::endl;
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ofs << program->getInfoDebugLog() << std::endl;
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}
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ofs.close();
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}
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};
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if (!shader->parse(
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&glslang::DefaultTBuiltInResource, default_version, profile, false, true, messages, includer))
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{
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DumpBadShader("Failed to parse shader");
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return std::nullopt;
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}
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// Even though there's only a single shader, we still need to link it to generate SPV
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program = std::make_unique<glslang::TProgram>();
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program->addShader(shader.get());
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if (!program->link(messages))
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{
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DumpBadShader("Failed to link program");
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return std::nullopt;
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}
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glslang::TIntermediate* intermediate = program->getIntermediate(stage);
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if (!intermediate)
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{
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DumpBadShader("Failed to generate SPIR-V");
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return std::nullopt;
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}
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SPIRVCodeVector out_code;
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spv::SpvBuildLogger logger;
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glslang::GlslangToSpv(*intermediate, out_code, &logger);
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// Write out messages
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if (std::strlen(shader->getInfoLog()) > 0)
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Console.Warning("Shader info log: %s", shader->getInfoLog());
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if (std::strlen(shader->getInfoDebugLog()) > 0)
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Console.Warning("Shader debug info log: %s", shader->getInfoDebugLog());
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if (std::strlen(program->getInfoLog()) > 0)
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Console.Warning("Program info log: %s", program->getInfoLog());
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if (std::strlen(program->getInfoDebugLog()) > 0)
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Console.Warning("Program debug info log: %s", program->getInfoDebugLog());
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std::string spv_messages = logger.getAllMessages();
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if (!spv_messages.empty())
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Console.Warning("SPIR-V conversion messages: %s", spv_messages.c_str());
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return out_code;
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}
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bool InitializeGlslang()
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{
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if (glslang_initialized)
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return true;
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if (!glslang::InitializeProcess())
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{
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pxFailRel("Failed to initialize glslang shader compiler");
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return false;
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}
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std::atexit(DeinitializeGlslang);
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glslang_initialized = true;
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return true;
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}
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void DeinitializeGlslang()
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{
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if (!glslang_initialized)
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return;
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glslang::FinalizeProcess();
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glslang_initialized = false;
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}
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std::optional<SPIRVCodeVector> CompileVertexShader(std::string_view source_code)
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{
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return CompileShaderToSPV(EShLangVertex, "vs", source_code);
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}
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std::optional<SPIRVCodeVector> CompileGeometryShader(std::string_view source_code)
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{
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return CompileShaderToSPV(EShLangGeometry, "gs", source_code);
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}
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std::optional<SPIRVCodeVector> CompileFragmentShader(std::string_view source_code)
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{
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return CompileShaderToSPV(EShLangFragment, "ps", source_code);
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}
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std::optional<SPIRVCodeVector> CompileComputeShader(std::string_view source_code)
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{
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return CompileShaderToSPV(EShLangCompute, "cs", source_code);
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}
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std::optional<ShaderCompiler::SPIRVCodeVector> CompileShader(Type type, std::string_view source_code, bool debug)
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{
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switch (type)
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{
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case Type::Vertex:
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return CompileShaderToSPV(EShLangVertex, "vs", source_code);
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case Type::Geometry:
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return CompileShaderToSPV(EShLangGeometry, "gs", source_code);
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case Type::Fragment:
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return CompileShaderToSPV(EShLangFragment, "ps", source_code);
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case Type::Compute:
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return CompileShaderToSPV(EShLangCompute, "cs", source_code);
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default:
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return std::nullopt;
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}
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}
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} // namespace Vulkan::ShaderCompiler
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