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Vulkan: Compute shader support
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@ -35,7 +35,7 @@ static const TBuiltInResource* GetCompilerResourceLimits();
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// Compile a shader to SPIR-V via glslang
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static bool CompileShaderToSPV(SPIRVCodeVector* out_code, EShLanguage stage,
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const char* stage_filename, const char* source_code,
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size_t source_code_length, bool prepend_header);
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size_t source_code_length, const char* header, size_t header_length);
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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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@ -73,9 +73,32 @@ static const char SHADER_HEADER[] = R"(
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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)";
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static const char 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, set = 0, binding = (0 + x))
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#define SAMPLER_BINDING(x) layout(set = 0, binding = (1 + x))
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#define TEXEL_BUFFER_BINDING(x) layout(set = 0, binding = (5 + x))
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#define IMAGE_BINDING(format, x) layout(format, set = 0, binding = (7 + 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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)";
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bool CompileShaderToSPV(SPIRVCodeVector* out_code, EShLanguage stage, const char* stage_filename,
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const char* source_code, size_t source_code_length, bool prepend_header)
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const char* source_code, size_t source_code_length, const char* header,
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size_t header_length)
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{
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if (!InitializeGlslang())
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return false;
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@ -91,10 +114,10 @@ bool CompileShaderToSPV(SPIRVCodeVector* out_code, EShLanguage stage, const char
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std::string full_source_code;
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const char* pass_source_code = source_code;
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int pass_source_code_length = static_cast<int>(source_code_length);
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if (prepend_header)
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if (header_length > 0)
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{
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full_source_code.reserve(sizeof(SHADER_HEADER) + source_code_length);
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full_source_code.append(SHADER_HEADER, sizeof(SHADER_HEADER) - 1);
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full_source_code.reserve(header_length + source_code_length);
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full_source_code.append(header, header_length);
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full_source_code.append(source_code, source_code_length);
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pass_source_code = full_source_code.c_str();
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pass_source_code_length = static_cast<int>(full_source_code.length());
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@ -318,21 +341,28 @@ bool CompileVertexShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length, bool prepend_header)
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{
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return CompileShaderToSPV(out_code, EShLangVertex, "vs", source_code, source_code_length,
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prepend_header);
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SHADER_HEADER, sizeof(SHADER_HEADER) - 1);
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}
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bool CompileGeometryShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length, bool prepend_header)
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{
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return CompileShaderToSPV(out_code, EShLangGeometry, "gs", source_code, source_code_length,
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prepend_header);
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SHADER_HEADER, sizeof(SHADER_HEADER) - 1);
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}
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bool CompileFragmentShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length, bool prepend_header)
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{
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return CompileShaderToSPV(out_code, EShLangFragment, "ps", source_code, source_code_length,
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prepend_header);
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SHADER_HEADER, sizeof(SHADER_HEADER) - 1);
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}
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bool CompileComputeShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length, bool prepend_header)
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{
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return CompileShaderToSPV(out_code, EShLangCompute, "cs", source_code, source_code_length,
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COMPUTE_SHADER_HEADER, sizeof(COMPUTE_SHADER_HEADER) - 1);
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}
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} // namespace ShaderCompiler
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