D3D / VideoCommon: generate HLSL from SPIRV

This commit is contained in:
iwubcode
2022-05-04 00:41:34 -05:00
parent 3790c99a7d
commit 5dd2704416
20 changed files with 780 additions and 1121 deletions

View File

@ -106,7 +106,8 @@ D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& vtx_decl)
const AttributeFormat* format = &vtx_decl.position;
if (format->enable)
{
m_elems[m_num_elems].SemanticName = "POSITION";
m_elems[m_num_elems].SemanticName = "TEXCOORD";
m_elems[m_num_elems].SemanticIndex = SHADER_POSITION_ATTRIB;
m_elems[m_num_elems].AlignedByteOffset = format->offset;
m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
@ -115,12 +116,11 @@ D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& vtx_decl)
for (int i = 0; i < 3; i++)
{
static constexpr std::array<const char*, 3> NAMES = {"NORMAL", "TANGENT", "BINORMAL"};
format = &vtx_decl.normals[i];
if (format->enable)
{
m_elems[m_num_elems].SemanticName = NAMES[i];
m_elems[m_num_elems].SemanticIndex = 0;
m_elems[m_num_elems].SemanticName = "TEXCOORD";
m_elems[m_num_elems].SemanticIndex = SHADER_NORMAL_ATTRIB + i;
m_elems[m_num_elems].AlignedByteOffset = format->offset;
m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
@ -133,8 +133,8 @@ D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& vtx_decl)
format = &vtx_decl.colors[i];
if (format->enable)
{
m_elems[m_num_elems].SemanticName = "COLOR";
m_elems[m_num_elems].SemanticIndex = i;
m_elems[m_num_elems].SemanticName = "TEXCOORD";
m_elems[m_num_elems].SemanticIndex = SHADER_COLOR0_ATTRIB + i;
m_elems[m_num_elems].AlignedByteOffset = format->offset;
m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
@ -148,7 +148,7 @@ D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& vtx_decl)
if (format->enable)
{
m_elems[m_num_elems].SemanticName = "TEXCOORD";
m_elems[m_num_elems].SemanticIndex = i;
m_elems[m_num_elems].SemanticIndex = SHADER_TEXTURE0_ATTRIB + i;
m_elems[m_num_elems].AlignedByteOffset = format->offset;
m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
@ -159,7 +159,8 @@ D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& vtx_decl)
format = &vtx_decl.posmtx;
if (format->enable)
{
m_elems[m_num_elems].SemanticName = "BLENDINDICES";
m_elems[m_num_elems].SemanticName = "TEXCOORD";
m_elems[m_num_elems].SemanticIndex = SHADER_POSMTX_ATTRIB;
m_elems[m_num_elems].AlignedByteOffset = format->offset;
m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;

View File

@ -76,6 +76,7 @@ void StateManager::Apply()
if (m_current.vertexConstants != m_pending.vertexConstants)
{
D3D::context->VSSetConstantBuffers(0, 1, &m_pending.vertexConstants);
D3D::context->VSSetConstantBuffers(1, 1, &m_pending.vertexConstants);
m_current.vertexConstants = m_pending.vertexConstants;
}

View File

@ -578,6 +578,8 @@ bool Renderer::ApplyState()
{
cmdlist->SetGraphicsRootConstantBufferView(ROOT_PARAMETER_VS_CBV,
m_state.constant_buffers[1]);
cmdlist->SetGraphicsRootConstantBufferView(ROOT_PARAMETER_VS_CBV2,
m_state.constant_buffers[1]);
if (g_ActiveConfig.bEnablePixelLighting)
{

View File

@ -323,7 +323,7 @@ bool DXContext::CreateRootSignatures()
bool DXContext::CreateGXRootSignature()
{
// GX:
// - 3 constant buffers (bindings 0-2), 0/1 visible in PS, 1 visible in VS, 2 visible in GS.
// - 3 constant buffers (bindings 0-2), 0/1 visible in PS, 2 visible in VS, 1 visible in GS.
// - 8 textures (visible in PS).
// - 8 samplers (visible in PS).
// - 1 UAV (visible in PS).
@ -341,6 +341,8 @@ bool DXContext::CreateGXRootSignature()
param_count++;
SetRootParamCBV(&params[param_count], 0, D3D12_SHADER_VISIBILITY_VERTEX);
param_count++;
SetRootParamCBV(&params[param_count], 1, D3D12_SHADER_VISIBILITY_VERTEX);
param_count++;
SetRootParamCBV(&params[param_count], 0, D3D12_SHADER_VISIBILITY_GEOMETRY);
param_count++;

View File

@ -25,6 +25,7 @@ enum ROOT_PARAMETER
ROOT_PARAMETER_PS_SRV,
ROOT_PARAMETER_PS_SAMPLERS,
ROOT_PARAMETER_VS_CBV,
ROOT_PARAMETER_VS_CBV2,
ROOT_PARAMETER_GS_CBV,
ROOT_PARAMETER_PS_UAV_OR_CBV2,
ROOT_PARAMETER_PS_CBV2, // ROOT_PARAMETER_PS_UAV_OR_CBV2 if bbox is not enabled

View File

@ -83,7 +83,7 @@ void DXVertexFormat::MapAttributes()
if (m_decl.position.enable)
{
AddAttribute(
"POSITION", 0, 0,
"TEXCOORD", SHADER_POSITION_ATTRIB, 0,
VarToDXGIFormat(m_decl.position.type, m_decl.position.components, m_decl.position.integer),
m_decl.position.offset);
}
@ -92,8 +92,7 @@ void DXVertexFormat::MapAttributes()
{
if (m_decl.normals[i].enable)
{
static constexpr std::array<const char*, 3> NAMES = {"NORMAL", "TANGENT", "BINORMAL"};
AddAttribute(NAMES[i], 0, 0,
AddAttribute("TEXCOORD", SHADER_NORMAL_ATTRIB + i, 0,
VarToDXGIFormat(m_decl.normals[i].type, m_decl.normals[i].components,
m_decl.normals[i].integer),
m_decl.normals[i].offset);
@ -104,7 +103,7 @@ void DXVertexFormat::MapAttributes()
{
if (m_decl.colors[i].enable)
{
AddAttribute("COLOR", i, 0,
AddAttribute("TEXCOORD", SHADER_COLOR0_ATTRIB + i, 0,
VarToDXGIFormat(m_decl.colors[i].type, m_decl.colors[i].components,
m_decl.colors[i].integer),
m_decl.colors[i].offset);
@ -115,7 +114,7 @@ void DXVertexFormat::MapAttributes()
{
if (m_decl.texcoords[i].enable)
{
AddAttribute("TEXCOORD", i, 0,
AddAttribute("TEXCOORD", SHADER_TEXTURE0_ATTRIB + i, 0,
VarToDXGIFormat(m_decl.texcoords[i].type, m_decl.texcoords[i].components,
m_decl.texcoords[i].integer),
m_decl.texcoords[i].offset);
@ -125,7 +124,7 @@ void DXVertexFormat::MapAttributes()
if (m_decl.posmtx.enable)
{
AddAttribute(
"BLENDINDICES", 0, 0,
"TEXCOORD", SHADER_POSMTX_ATTRIB, 0,
VarToDXGIFormat(m_decl.posmtx.type, m_decl.posmtx.components, m_decl.posmtx.integer),
m_decl.posmtx.offset);
}

View File

@ -11,6 +11,7 @@ target_link_libraries(videod3dcommon
PUBLIC
common
videocommon
spirv_cross
)
if(MSVC)

View File

@ -4,7 +4,13 @@
#include "VideoBackends/D3DCommon/Shader.h"
#include <fstream>
#include <optional>
#include <string_view>
#include <fmt/format.h>
#include <wrl/client.h>
#include "disassemble.h"
#include "spirv_hlsl.hpp"
#include "Common/Assert.h"
#include "Common/FileUtil.h"
@ -14,9 +20,141 @@
#include "Common/StringUtil.h"
#include "Common/Version.h"
#include "VideoCommon/Spirv.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoConfig.h"
namespace
{
// 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 D3D
// backends. None of the 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.
constexpr std::string_view 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, binding = (x - 1))
#define SAMPLER_BINDING(x) layout(binding = x)
#define TEXEL_BUFFER_BINDING(x) layout(binding = x)
#define SSBO_BINDING(x) layout(binding = (x + 2))
#define VARYING_LOCATION(x) layout(location = x)
#define FORCE_EARLY_Z layout(early_fragment_tests) in
// hlsl to glsl function translation
#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
#define API_D3D 1
)";
constexpr std::string_view 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, binding = (x - 1))
#define SAMPLER_BINDING(x) layout(binding = x)
#define TEXEL_BUFFER_BINDING(x) layout(binding = x)
#define IMAGE_BINDING(format, x) layout(format, binding = x)
// hlsl to glsl function translation
#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
#define API_D3D 1
)";
std::optional<std::string> GetHLSLFromSPIRV(SPIRV::CodeVector spv, D3D_FEATURE_LEVEL feature_level)
{
spirv_cross::CompilerHLSL::Options options;
switch (feature_level)
{
case D3D_FEATURE_LEVEL_10_0:
options.shader_model = 40;
break;
case D3D_FEATURE_LEVEL_10_1:
options.shader_model = 41;
break;
default:
options.shader_model = 50;
break;
};
spirv_cross::CompilerHLSL compiler(std::move(spv));
compiler.set_hlsl_options(options);
return compiler.compile();
}
std::optional<SPIRV::CodeVector> GetSpirv(ShaderStage stage, std::string_view source)
{
switch (stage)
{
case ShaderStage::Vertex:
{
const auto full_source = fmt::format("{}{}", SHADER_HEADER, source);
return SPIRV::CompileVertexShader(full_source);
}
case ShaderStage::Geometry:
{
// Spirv cross does not currently support hlsl geometry shaders
return std::nullopt;
}
case ShaderStage::Pixel:
{
const auto full_source = fmt::format("{}{}", SHADER_HEADER, source);
return SPIRV::CompileFragmentShader(full_source);
}
case ShaderStage::Compute:
{
const auto full_source = fmt::format("{}{}", COMPUTE_SHADER_HEADER, source);
return SPIRV::CompileComputeShader(full_source);
}
};
return std::nullopt;
}
std::optional<std::string> GetHLSL(D3D_FEATURE_LEVEL feature_level, ShaderStage stage,
std::string_view source)
{
if (stage == ShaderStage::Geometry)
{
return std::string{source};
}
else if (const auto spirv = GetSpirv(stage, source))
{
return GetHLSLFromSPIRV(std::move(*spirv), feature_level);
}
return std::nullopt;
}
} // namespace
namespace D3DCommon
{
Shader::Shader(ShaderStage stage, BinaryData bytecode)
@ -95,6 +233,10 @@ static const char* GetCompileTarget(D3D_FEATURE_LEVEL feature_level, ShaderStage
std::optional<Shader::BinaryData> Shader::CompileShader(D3D_FEATURE_LEVEL feature_level,
ShaderStage stage, std::string_view source)
{
const auto hlsl = GetHLSL(feature_level, stage, source);
if (!hlsl)
return std::nullopt;
static constexpr D3D_SHADER_MACRO macros[] = {{"API_D3D", "1"}, {nullptr, nullptr}};
const UINT flags = g_ActiveConfig.bEnableValidationLayer ?
(D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION) :
@ -103,7 +245,7 @@ std::optional<Shader::BinaryData> Shader::CompileShader(D3D_FEATURE_LEVEL featur
Microsoft::WRL::ComPtr<ID3DBlob> code;
Microsoft::WRL::ComPtr<ID3DBlob> errors;
HRESULT hr = d3d_compile(source.data(), source.size(), nullptr, macros, nullptr, "main", target,
HRESULT hr = d3d_compile(hlsl->data(), hlsl->size(), nullptr, macros, nullptr, "main", target,
flags, 0, &code, &errors);
if (FAILED(hr))
{
@ -111,12 +253,20 @@ std::optional<Shader::BinaryData> Shader::CompileShader(D3D_FEATURE_LEVEL featur
std::string filename = VideoBackendBase::BadShaderFilename(target, num_failures++);
std::ofstream file;
File::OpenFStream(file, filename, std::ios_base::out);
file.write(source.data(), source.size());
file.write(hlsl->data(), hlsl->size());
file << "\n";
file.write(static_cast<const char*>(errors->GetBufferPointer()), errors->GetBufferSize());
file << "\n";
file << "Dolphin Version: " + Common::GetScmRevStr() + "\n";
file << "Video Backend: " + g_video_backend->GetDisplayName();
if (const auto spirv = GetSpirv(stage, source))
{
file << "\nOriginal Source: \n";
file << source << std::endl;
file << "SPIRV: \n";
spv::Disassemble(file, *spirv);
}
file.close();
PanicAlertFmt("Failed to compile {}: {}\nDebug info ({}):\n{}", filename, Common::HRWrap(hr),