Vulkan: Use VK_NV_glsl extension where available, and skip glslang

Seems to produce faster ubershaders, at least.
This commit is contained in:
Stenzek
2017-07-20 15:25:41 +10:00
parent 416afa065c
commit d23fd17e1a
7 changed files with 102 additions and 38 deletions

View File

@ -3,6 +3,7 @@
// Refer to the license.txt file included.
#include "VideoBackends/Vulkan/ShaderCompiler.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
#include <cstddef>
#include <cstdlib>
@ -37,6 +38,11 @@ static bool CompileShaderToSPV(SPIRVCodeVector* out_code, EShLanguage stage,
const char* stage_filename, const char* source_code,
size_t source_code_length, const char* header, size_t header_length);
// Copy GLSL source code to a SPIRVCodeVector, for use with VK_NV_glsl_shader.
static void CopyGLSLToSPVVector(SPIRVCodeVector* out_code, const char* stage_filename,
const char* source_code, size_t source_code_length,
const char* header, size_t header_length);
// 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 Vulkan
@ -219,6 +225,42 @@ bool CompileShaderToSPV(SPIRVCodeVector* out_code, EShLanguage stage, const char
return true;
}
void CopyGLSLToSPVVector(SPIRVCodeVector* out_code, const char* stage_filename,
const char* source_code, size_t source_code_length, const char* header,
size_t header_length)
{
std::string full_source_code;
if (header_length > 0)
{
full_source_code.reserve(header_length + source_code_length);
full_source_code.append(header, header_length);
full_source_code.append(source_code, source_code_length);
}
else
{
full_source_code.append(source_code, source_code_length);
}
if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
{
static int counter = 0;
std::string filename = StringFromFormat("%s%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(),
stage_filename, counter++);
std::ofstream stream;
File::OpenFStream(stream, filename, std::ios_base::out);
if (stream.good())
stream << full_source_code << std::endl;
}
size_t padding = full_source_code.size() % 4;
if (padding != 0)
full_source_code.append(4 - padding, '\n');
out_code->resize(full_source_code.size() / 4);
std::memcpy(out_code->data(), full_source_code.c_str(), full_source_code.size());
}
bool InitializeGlslang()
{
static bool glslang_initialized = false;
@ -338,29 +380,57 @@ const TBuiltInResource* GetCompilerResourceLimits()
}
bool CompileVertexShader(SPIRVCodeVector* out_code, const char* source_code,
size_t source_code_length, bool prepend_header)
size_t source_code_length)
{
if (g_vulkan_context->SupportsNVGLSLExtension())
{
CopyGLSLToSPVVector(out_code, "vs", source_code, source_code_length, SHADER_HEADER,
sizeof(SHADER_HEADER) - 1);
return true;
}
return CompileShaderToSPV(out_code, EShLangVertex, "vs", source_code, source_code_length,
SHADER_HEADER, sizeof(SHADER_HEADER) - 1);
}
bool CompileGeometryShader(SPIRVCodeVector* out_code, const char* source_code,
size_t source_code_length, bool prepend_header)
size_t source_code_length)
{
if (g_vulkan_context->SupportsNVGLSLExtension())
{
CopyGLSLToSPVVector(out_code, "gs", source_code, source_code_length, SHADER_HEADER,
sizeof(SHADER_HEADER) - 1);
return true;
}
return CompileShaderToSPV(out_code, EShLangGeometry, "gs", source_code, source_code_length,
SHADER_HEADER, sizeof(SHADER_HEADER) - 1);
}
bool CompileFragmentShader(SPIRVCodeVector* out_code, const char* source_code,
size_t source_code_length, bool prepend_header)
size_t source_code_length)
{
if (g_vulkan_context->SupportsNVGLSLExtension())
{
CopyGLSLToSPVVector(out_code, "ps", source_code, source_code_length, SHADER_HEADER,
sizeof(SHADER_HEADER) - 1);
return true;
}
return CompileShaderToSPV(out_code, EShLangFragment, "ps", source_code, source_code_length,
SHADER_HEADER, sizeof(SHADER_HEADER) - 1);
}
bool CompileComputeShader(SPIRVCodeVector* out_code, const char* source_code,
size_t source_code_length, bool prepend_header)
size_t source_code_length)
{
if (g_vulkan_context->SupportsNVGLSLExtension())
{
CopyGLSLToSPVVector(out_code, "cs", source_code, source_code_length, COMPUTE_SHADER_HEADER,
sizeof(COMPUTE_SHADER_HEADER) - 1);
return true;
}
return CompileShaderToSPV(out_code, EShLangCompute, "cs", source_code, source_code_length,
COMPUTE_SHADER_HEADER, sizeof(COMPUTE_SHADER_HEADER) - 1);
}