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140 lines
5.1 KiB
C++
140 lines
5.1 KiB
C++
// Copyright 2016 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoBackends/Vulkan/ShaderCompiler.h"
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#include <cstddef>
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#include <string>
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#include "VideoBackends/Vulkan/VulkanContext.h"
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#include "VideoCommon/Spirv.h"
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namespace Vulkan::ShaderCompiler
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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 Vulkan
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// backend. None of the Vulkan-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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static const char 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, set = 0, binding = (x - 1))
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#define SAMPLER_BINDING(x) layout(set = 1, binding = x)
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#define TEXEL_BUFFER_BINDING(x) layout(set = 1, binding = (x + 8))
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#define SSBO_BINDING(x) layout(std430, set = 2, binding = x)
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#define INPUT_ATTACHMENT_BINDING(x, y, z) layout(set = x, binding = y, input_attachment_index = z)
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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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// Metal framebuffer fetch helpers.
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#define FB_FETCH_VALUE subpassLoad(in_ocol0)
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// hlsl to glsl function translation
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#define API_VULKAN 1
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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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// These were changed in Vulkan
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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 = (x - 1))
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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 = (3 + x))
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#define IMAGE_BINDING(format, x) layout(format, set = 0, binding = (5 + x))
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// hlsl to glsl function translation
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#define API_VULKAN 1
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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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static const char SUBGROUP_HELPER_HEADER[] = R"(
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#extension GL_KHR_shader_subgroup_basic : enable
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#extension GL_KHR_shader_subgroup_arithmetic : enable
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#extension GL_KHR_shader_subgroup_ballot : enable
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#define SUPPORTS_SUBGROUP_REDUCTION 1
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#define CAN_USE_SUBGROUP_REDUCTION true
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#define IS_HELPER_INVOCATION gl_HelperInvocation
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#define IS_FIRST_ACTIVE_INVOCATION (gl_SubgroupInvocationID == subgroupBallotFindLSB(subgroupBallot(!gl_HelperInvocation)))
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#define SUBGROUP_MIN(value) value = subgroupMin(value)
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#define SUBGROUP_MAX(value) value = subgroupMax(value)
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)";
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static std::string GetShaderCode(std::string_view source, std::string_view header)
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{
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std::string full_source_code;
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if (!header.empty())
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{
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constexpr size_t subgroup_helper_header_length = std::size(SUBGROUP_HELPER_HEADER) - 1;
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full_source_code.reserve(header.size() + subgroup_helper_header_length + source.size());
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full_source_code.append(header);
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if (g_vulkan_context->SupportsShaderSubgroupOperations())
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full_source_code.append(SUBGROUP_HELPER_HEADER, subgroup_helper_header_length);
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full_source_code.append(source);
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}
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return full_source_code;
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}
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static glslang::EShTargetLanguageVersion GetLanguageVersion()
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{
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// Sub-group operations require Vulkan 1.1 and SPIR-V 1.3.
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if (g_vulkan_context->SupportsShaderSubgroupOperations())
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return glslang::EShTargetSpv_1_3;
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return glslang::EShTargetSpv_1_0;
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}
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std::optional<SPIRVCodeVector> CompileVertexShader(std::string_view source_code)
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{
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return SPIRV::CompileVertexShader(GetShaderCode(source_code, SHADER_HEADER), APIType::Vulkan,
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GetLanguageVersion());
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}
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std::optional<SPIRVCodeVector> CompileGeometryShader(std::string_view source_code)
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{
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return SPIRV::CompileGeometryShader(GetShaderCode(source_code, SHADER_HEADER), APIType::Vulkan,
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GetLanguageVersion());
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}
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std::optional<SPIRVCodeVector> CompileFragmentShader(std::string_view source_code)
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{
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return SPIRV::CompileFragmentShader(GetShaderCode(source_code, SHADER_HEADER), APIType::Vulkan,
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GetLanguageVersion());
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}
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std::optional<SPIRVCodeVector> CompileComputeShader(std::string_view source_code)
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{
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return SPIRV::CompileComputeShader(GetShaderCode(source_code, SHADER_HEADER), APIType::Vulkan,
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GetLanguageVersion());
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}
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} // namespace Vulkan::ShaderCompiler
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