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