Move ShaderBinaries into individual .spv files (#5280)

* Move ShaderBinaries into individual spv files

* Rename binaries directory, remove variables and add helper method instead

* Update .csproj file

* Move ShaderBinaries into individual spv files

* Rename binaries directory, remove variables and add helper method instead

* Split shader binaries into folders, use string.Join to create filepath

* Move files back to general binaries folder

* Remove ShaderSource suffix from file names

---------

Co-authored-by: Egor Alekseychik <e.alekseychik@syberry.com>
Co-authored-by: Gabriel A <gab.dark.100@gmail.com>
This commit is contained in:
ealekseychik 2023-07-11 20:41:18 +03:00 committed by GitHub
parent 9c6071a645
commit ac2444f908
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GPG Key ID: 4AEE18F83AFDEB23
28 changed files with 71 additions and 2634 deletions

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@ -1,10 +1,11 @@
using Ryujinx.Graphics.GAL;
using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;
using Ryujinx.Graphics.Vulkan.Shaders;
using Silk.NET.Vulkan;
using System;
using System.Collections.Generic;
using System.IO;
using System.Numerics;
using CompareOp = Ryujinx.Graphics.GAL.CompareOp;
using Format = Ryujinx.Graphics.GAL.Format;
@ -26,6 +27,7 @@ namespace Ryujinx.Graphics.Vulkan
class HelperShader : IDisposable
{
private const int UniformBufferAlignment = 256;
private const string ShaderBinariesPath = "Ryujinx.Graphics.Vulkan/Shaders/SpirvBinaries";
private readonly PipelineHelperShader _pipeline;
private readonly ISampler _samplerLinear;
@ -67,40 +69,40 @@ namespace Ryujinx.Graphics.Vulkan
_programColorBlit = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.ColorBlitFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorBlitFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, blitResourceLayout);
_programColorBlitMs = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.ColorBlitMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorBlitMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, blitResourceLayout);
_programColorBlitClearAlpha = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.ColorBlitClearAlphaFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorBlitClearAlphaFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, blitResourceLayout);
var colorClearResourceLayout = new ResourceLayoutBuilder().Add(ResourceStages.Vertex, ResourceType.UniformBuffer, 1).Build();
_programColorClearF = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorClearVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.ColorClearFFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorClearVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorClearFFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorClearResourceLayout);
_programColorClearSI = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorClearVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.ColorClearSIFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorClearVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorClearSIFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorClearResourceLayout);
_programColorClearUI = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorClearVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.ColorClearUIFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorClearVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorClearUIFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorClearResourceLayout);
var strideChangeResourceLayout = new ResourceLayoutBuilder()
@ -110,7 +112,7 @@ namespace Ryujinx.Graphics.Vulkan
_programStrideChange = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ChangeBufferStrideShaderSource, ShaderStage.Compute, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ChangeBufferStride.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
}, strideChangeResourceLayout);
var colorCopyResourceLayout = new ResourceLayoutBuilder()
@ -120,17 +122,17 @@ namespace Ryujinx.Graphics.Vulkan
_programColorCopyShortening = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorCopyShorteningComputeShaderSource, ShaderStage.Compute, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorCopyShorteningCompute.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
}, colorCopyResourceLayout);
_programColorCopyToNonMs = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorCopyToNonMsComputeShaderSource, ShaderStage.Compute, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorCopyToNonMsCompute.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
}, colorCopyResourceLayout);
_programColorCopyWidening = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorCopyWideningComputeShaderSource, ShaderStage.Compute, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorCopyWideningCompute.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
}, colorCopyResourceLayout);
var colorDrawToMsResourceLayout = new ResourceLayoutBuilder()
@ -139,8 +141,8 @@ namespace Ryujinx.Graphics.Vulkan
_programColorDrawToMs = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.ColorDrawToMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorDrawToMsVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorDrawToMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorDrawToMsResourceLayout);
var convertD32S8ToD24S8ResourceLayout = new ResourceLayoutBuilder()
@ -150,7 +152,7 @@ namespace Ryujinx.Graphics.Vulkan
_programConvertD32S8ToD24S8 = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ConvertD32S8ToD24S8ShaderSource, ShaderStage.Compute, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ConvertD32S8ToD24S8.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
}, convertD32S8ToD24S8ResourceLayout);
var convertIndexBufferResourceLayout = new ResourceLayoutBuilder()
@ -160,7 +162,7 @@ namespace Ryujinx.Graphics.Vulkan
_programConvertIndexBuffer = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ConvertIndexBufferShaderSource, ShaderStage.Compute, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ConvertIndexBuffer.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
}, convertIndexBufferResourceLayout);
var convertIndirectDataResourceLayout = new ResourceLayoutBuilder()
@ -171,61 +173,66 @@ namespace Ryujinx.Graphics.Vulkan
_programConvertIndirectData = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ConvertIndirectDataShaderSource, ShaderStage.Compute, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ConvertIndirectData.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
}, convertIndirectDataResourceLayout);
_programDepthBlit = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.DepthBlitFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("DepthBlitFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, blitResourceLayout);
_programDepthBlitMs = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.DepthBlitMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("DepthBlitMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, blitResourceLayout);
_programDepthDrawToMs = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.DepthDrawToMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorDrawToMsVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("DepthDrawToMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorDrawToMsResourceLayout);
_programDepthDrawToNonMs = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.DepthDrawToNonMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorDrawToMsVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("DepthDrawToNonMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorDrawToMsResourceLayout);
if (gd.Capabilities.SupportsShaderStencilExport)
{
_programStencilBlit = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.StencilBlitFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("StencilBlitFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, blitResourceLayout);
_programStencilBlitMs = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.StencilBlitMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("StencilBlitMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, blitResourceLayout);
_programStencilDrawToMs = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.StencilDrawToMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorDrawToMsVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("StencilDrawToMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorDrawToMsResourceLayout);
_programStencilDrawToNonMs = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.StencilDrawToNonMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("ColorDrawToMsVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("StencilDrawToNonMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorDrawToMsResourceLayout);
}
}
private static byte[] ReadSpirv(string fileName)
{
return EmbeddedResources.Read(string.Join('/', ShaderBinariesPath, fileName));
}
public void Blit(
VulkanRenderer gd,
TextureView src,

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@ -21,6 +21,31 @@
<EmbeddedResource Include="Effects\Shaders\SmaaBlend.spv" />
<EmbeddedResource Include="Effects\Shaders\SmaaEdge.spv" />
<EmbeddedResource Include="Effects\Shaders\SmaaNeighbour.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\ChangeBufferStride.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\ColorBlitClearAlphaFragment.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\ColorBlitFragment.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\ColorBlitMsFragment.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\ColorBlitVertex.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\ColorClearFFragment.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\ColorClearSIFragment.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\ColorClearUIFragment.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\ColorClearVertex.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\ColorCopyShorteningCompute.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\ColorCopyToNonMsCompute.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\ColorCopyWideningCompute.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\ColorDrawToMsFragment.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\ColorDrawToMsVertex.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\ConvertD32S8ToD24S8.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\ConvertIndexBuffer.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\ConvertIndirectData.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\DepthBlitFragment.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\DepthBlitMsFragment.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\DepthDrawToMsFragment.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\DepthDrawToNonMsFragment.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\StencilBlitFragment.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\StencilBlitMsFragment.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\StencilDrawToMsFragment.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\StencilDrawToNonMsFragment.spv" />
</ItemGroup>
<ItemGroup>

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