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D3D / VideoCommon: generate HLSL from SPIRV
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@ -4,7 +4,13 @@
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#include "VideoBackends/D3DCommon/Shader.h"
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#include <fstream>
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#include <optional>
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#include <string_view>
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#include <fmt/format.h>
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#include <wrl/client.h>
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#include "disassemble.h"
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#include "spirv_hlsl.hpp"
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#include "Common/Assert.h"
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#include "Common/FileUtil.h"
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@ -14,9 +20,141 @@
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#include "Common/StringUtil.h"
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#include "Common/Version.h"
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#include "VideoCommon/Spirv.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoConfig.h"
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namespace
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{
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// Regarding the UBO bind points, we subtract one from the binding index because
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// the OpenGL backend requires UBO #0 for non-block uniforms (at least on NV).
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// This allows us to share the same shaders but use bind point #0 in the D3D
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// backends. None of the specific shaders use UBOs, instead they use push
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// constants, so when/if the GL backend moves to uniform blocks completely this
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// subtraction can be removed.
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constexpr std::string_view SHADER_HEADER = R"(
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// Target GLSL 4.5.
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#version 450 core
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#define ATTRIBUTE_LOCATION(x) layout(location = x)
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#define FRAGMENT_OUTPUT_LOCATION(x) layout(location = x)
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#define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y) layout(location = x, index = y)
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#define UBO_BINDING(packing, x) layout(packing, binding = (x - 1))
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#define SAMPLER_BINDING(x) layout(binding = x)
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#define TEXEL_BUFFER_BINDING(x) layout(binding = x)
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#define SSBO_BINDING(x) layout(binding = (x + 2))
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#define VARYING_LOCATION(x) layout(location = x)
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#define FORCE_EARLY_Z layout(early_fragment_tests) in
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// hlsl to glsl function translation
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define uint2 uvec2
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#define uint3 uvec3
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#define uint4 uvec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define frac fract
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#define lerp mix
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#define API_D3D 1
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)";
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constexpr std::string_view COMPUTE_SHADER_HEADER = R"(
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// Target GLSL 4.5.
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#version 450 core
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// All resources are packed into one descriptor set for compute.
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#define UBO_BINDING(packing, x) layout(packing, binding = (x - 1))
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#define SAMPLER_BINDING(x) layout(binding = x)
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#define TEXEL_BUFFER_BINDING(x) layout(binding = x)
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#define IMAGE_BINDING(format, x) layout(format, binding = x)
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// hlsl to glsl function translation
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define uint2 uvec2
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#define uint3 uvec3
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#define uint4 uvec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define frac fract
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#define lerp mix
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#define API_D3D 1
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)";
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std::optional<std::string> GetHLSLFromSPIRV(SPIRV::CodeVector spv, D3D_FEATURE_LEVEL feature_level)
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{
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spirv_cross::CompilerHLSL::Options options;
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switch (feature_level)
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{
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case D3D_FEATURE_LEVEL_10_0:
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options.shader_model = 40;
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break;
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case D3D_FEATURE_LEVEL_10_1:
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options.shader_model = 41;
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break;
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default:
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options.shader_model = 50;
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break;
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};
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spirv_cross::CompilerHLSL compiler(std::move(spv));
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compiler.set_hlsl_options(options);
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return compiler.compile();
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}
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std::optional<SPIRV::CodeVector> GetSpirv(ShaderStage stage, std::string_view source)
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{
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switch (stage)
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{
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case ShaderStage::Vertex:
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{
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const auto full_source = fmt::format("{}{}", SHADER_HEADER, source);
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return SPIRV::CompileVertexShader(full_source);
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}
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case ShaderStage::Geometry:
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{
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// Spirv cross does not currently support hlsl geometry shaders
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return std::nullopt;
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}
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case ShaderStage::Pixel:
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{
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const auto full_source = fmt::format("{}{}", SHADER_HEADER, source);
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return SPIRV::CompileFragmentShader(full_source);
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}
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case ShaderStage::Compute:
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{
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const auto full_source = fmt::format("{}{}", COMPUTE_SHADER_HEADER, source);
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return SPIRV::CompileComputeShader(full_source);
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}
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};
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return std::nullopt;
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}
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std::optional<std::string> GetHLSL(D3D_FEATURE_LEVEL feature_level, ShaderStage stage,
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std::string_view source)
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{
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if (stage == ShaderStage::Geometry)
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{
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return std::string{source};
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}
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else if (const auto spirv = GetSpirv(stage, source))
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{
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return GetHLSLFromSPIRV(std::move(*spirv), feature_level);
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}
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return std::nullopt;
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}
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} // namespace
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namespace D3DCommon
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{
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Shader::Shader(ShaderStage stage, BinaryData bytecode)
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@ -95,6 +233,10 @@ static const char* GetCompileTarget(D3D_FEATURE_LEVEL feature_level, ShaderStage
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std::optional<Shader::BinaryData> Shader::CompileShader(D3D_FEATURE_LEVEL feature_level,
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ShaderStage stage, std::string_view source)
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{
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const auto hlsl = GetHLSL(feature_level, stage, source);
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if (!hlsl)
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return std::nullopt;
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static constexpr D3D_SHADER_MACRO macros[] = {{"API_D3D", "1"}, {nullptr, nullptr}};
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const UINT flags = g_ActiveConfig.bEnableValidationLayer ?
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(D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION) :
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@ -103,7 +245,7 @@ std::optional<Shader::BinaryData> Shader::CompileShader(D3D_FEATURE_LEVEL featur
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Microsoft::WRL::ComPtr<ID3DBlob> code;
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Microsoft::WRL::ComPtr<ID3DBlob> errors;
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HRESULT hr = d3d_compile(source.data(), source.size(), nullptr, macros, nullptr, "main", target,
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HRESULT hr = d3d_compile(hlsl->data(), hlsl->size(), nullptr, macros, nullptr, "main", target,
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flags, 0, &code, &errors);
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if (FAILED(hr))
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{
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@ -111,12 +253,20 @@ std::optional<Shader::BinaryData> Shader::CompileShader(D3D_FEATURE_LEVEL featur
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std::string filename = VideoBackendBase::BadShaderFilename(target, num_failures++);
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std::ofstream file;
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File::OpenFStream(file, filename, std::ios_base::out);
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file.write(source.data(), source.size());
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file.write(hlsl->data(), hlsl->size());
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file << "\n";
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file.write(static_cast<const char*>(errors->GetBufferPointer()), errors->GetBufferSize());
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file << "\n";
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file << "Dolphin Version: " + Common::GetScmRevStr() + "\n";
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file << "Video Backend: " + g_video_backend->GetDisplayName();
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if (const auto spirv = GetSpirv(stage, source))
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{
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file << "\nOriginal Source: \n";
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file << source << std::endl;
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file << "SPIRV: \n";
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spv::Disassemble(file, *spirv);
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}
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file.close();
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PanicAlertFmt("Failed to compile {}: {}\nDebug info ({}):\n{}", filename, Common::HRWrap(hr),
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