// Copyright 2016 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/Vulkan/ShaderCompiler.h" #include #include #include #include #include // glslang includes #include "GlslangToSpv.h" #include "ShaderLang.h" #include "disassemble.h" #include "Common/FileUtil.h" #include "Common/Logging/Log.h" #include "Common/MsgHandler.h" #include "Common/StringUtil.h" #include "VideoCommon/VideoConfig.h" namespace Vulkan { namespace ShaderCompiler { // Registers itself for cleanup via atexit bool InitializeGlslang(); // Resource limits used when compiling shaders static const TBuiltInResource* GetCompilerResourceLimits(); // Compile a shader to SPIR-V via glslang 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); // 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 SSBO_BINDING(x) layout(set = 2, binding = x) #define TEXEL_BUFFER_BINDING(x) layout(set = 2, binding = x) #define VARYING_LOCATION(x) layout(location = x) #define FORCE_EARLY_Z layout(early_fragment_tests) in // hlsl to glsl function translation #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 = (0 + x)) #define SAMPLER_BINDING(x) layout(set = 0, binding = (1 + x)) #define TEXEL_BUFFER_BINDING(x) layout(set = 0, binding = (5 + x)) #define IMAGE_BINDING(format, x) layout(format, set = 0, binding = (7 + x)) // hlsl to glsl function translation #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 )"; 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) { if (!InitializeGlslang()) return false; std::unique_ptr shader = std::make_unique(stage); std::unique_ptr program; glslang::TShader::ForbidInclude includer; EProfile profile = ECoreProfile; EShMessages messages = static_cast(EShMsgDefault | EShMsgSpvRules | EShMsgVulkanRules); int default_version = 450; std::string full_source_code; const char* pass_source_code = source_code; int pass_source_code_length = static_cast(source_code_length); 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); pass_source_code = full_source_code.c_str(); pass_source_code_length = static_cast(full_source_code.length()); } shader->setStringsWithLengths(&pass_source_code, &pass_source_code_length, 1); auto DumpBadShader = [&](const char* msg) { static int counter = 0; std::string filename = StringFromFormat( "%sbad_%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), stage_filename, counter++); std::ofstream stream; OpenFStream(stream, filename, std::ios_base::out); if (stream.good()) { stream << full_source_code << std::endl; stream << msg << std::endl; stream << "Shader Info Log:" << std::endl; stream << shader->getInfoLog() << std::endl; stream << shader->getInfoDebugLog() << std::endl; if (program) { stream << "Program Info Log:" << std::endl; stream << program->getInfoLog() << std::endl; stream << program->getInfoDebugLog() << std::endl; } } PanicAlert("%s (written to %s)", msg, filename.c_str()); }; if (!shader->parse(GetCompilerResourceLimits(), default_version, profile, false, true, messages, includer)) { DumpBadShader("Failed to parse shader"); return false; } // Even though there's only a single shader, we still need to link it to generate SPV program = std::make_unique(); program->addShader(shader.get()); if (!program->link(messages)) { DumpBadShader("Failed to link program"); return false; } glslang::TIntermediate* intermediate = program->getIntermediate(stage); if (!intermediate) { DumpBadShader("Failed to generate SPIR-V"); return false; } spv::SpvBuildLogger logger; glslang::GlslangToSpv(*intermediate, *out_code, &logger); // Write out messages // Temporary: skip if it contains "Warning, version 450 is not yet complete; most version-specific // features are present, but some are missing." if (strlen(shader->getInfoLog()) > 108) WARN_LOG(VIDEO, "Shader info log: %s", shader->getInfoLog()); if (strlen(shader->getInfoDebugLog()) > 0) WARN_LOG(VIDEO, "Shader debug info log: %s", shader->getInfoDebugLog()); if (strlen(program->getInfoLog()) > 25) WARN_LOG(VIDEO, "Program info log: %s", program->getInfoLog()); if (strlen(program->getInfoDebugLog()) > 0) WARN_LOG(VIDEO, "Program debug info log: %s", program->getInfoDebugLog()); std::string spv_messages = logger.getAllMessages(); if (!spv_messages.empty()) WARN_LOG(VIDEO, "SPIR-V conversion messages: %s", spv_messages.c_str()); // Dump source code of shaders out to file if enabled. 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; OpenFStream(stream, filename, std::ios_base::out); if (stream.good()) { stream << full_source_code << std::endl; stream << "Shader Info Log:" << std::endl; stream << shader->getInfoLog() << std::endl; stream << shader->getInfoDebugLog() << std::endl; stream << "Program Info Log:" << std::endl; stream << program->getInfoLog() << std::endl; stream << program->getInfoDebugLog() << std::endl; stream << "SPIR-V conversion messages: " << std::endl; stream << spv_messages; stream << "SPIR-V:" << std::endl; spv::Disassemble(stream, *out_code); } } return true; } bool InitializeGlslang() { static bool glslang_initialized = false; if (glslang_initialized) return true; if (!glslang::InitializeProcess()) { PanicAlert("Failed to initialize glslang shader compiler"); return false; } std::atexit([]() { glslang::FinalizeProcess(); }); glslang_initialized = true; return true; } const TBuiltInResource* GetCompilerResourceLimits() { static const TBuiltInResource limits = {/* .MaxLights = */ 32, /* .MaxClipPlanes = */ 6, /* .MaxTextureUnits = */ 32, /* .MaxTextureCoords = */ 32, /* .MaxVertexAttribs = */ 64, /* .MaxVertexUniformComponents = */ 4096, /* .MaxVaryingFloats = */ 64, /* .MaxVertexTextureImageUnits = */ 32, /* .MaxCombinedTextureImageUnits = */ 80, /* .MaxTextureImageUnits = */ 32, /* .MaxFragmentUniformComponents = */ 4096, /* .MaxDrawBuffers = */ 32, /* .MaxVertexUniformVectors = */ 128, /* .MaxVaryingVectors = */ 8, /* .MaxFragmentUniformVectors = */ 16, /* .MaxVertexOutputVectors = */ 16, /* .MaxFragmentInputVectors = */ 15, /* .MinProgramTexelOffset = */ -8, /* .MaxProgramTexelOffset = */ 7, /* .MaxClipDistances = */ 8, /* .MaxComputeWorkGroupCountX = */ 65535, /* .MaxComputeWorkGroupCountY = */ 65535, /* .MaxComputeWorkGroupCountZ = */ 65535, /* .MaxComputeWorkGroupSizeX = */ 1024, /* .MaxComputeWorkGroupSizeY = */ 1024, /* .MaxComputeWorkGroupSizeZ = */ 64, /* .MaxComputeUniformComponents = */ 1024, /* .MaxComputeTextureImageUnits = */ 16, /* .MaxComputeImageUniforms = */ 8, /* .MaxComputeAtomicCounters = */ 8, /* .MaxComputeAtomicCounterBuffers = */ 1, /* .MaxVaryingComponents = */ 60, /* .MaxVertexOutputComponents = */ 64, /* .MaxGeometryInputComponents = */ 64, /* .MaxGeometryOutputComponents = */ 128, /* .MaxFragmentInputComponents = */ 128, /* .MaxImageUnits = */ 8, /* .MaxCombinedImageUnitsAndFragmentOutputs = */ 8, /* .MaxCombinedShaderOutputResources = */ 8, /* .MaxImageSamples = */ 0, /* .MaxVertexImageUniforms = */ 0, /* .MaxTessControlImageUniforms = */ 0, /* .MaxTessEvaluationImageUniforms = */ 0, /* .MaxGeometryImageUniforms = */ 0, /* .MaxFragmentImageUniforms = */ 8, /* .MaxCombinedImageUniforms = */ 8, /* .MaxGeometryTextureImageUnits = */ 16, /* .MaxGeometryOutputVertices = */ 256, /* .MaxGeometryTotalOutputComponents = */ 1024, /* .MaxGeometryUniformComponents = */ 1024, /* .MaxGeometryVaryingComponents = */ 64, /* .MaxTessControlInputComponents = */ 128, /* .MaxTessControlOutputComponents = */ 128, /* .MaxTessControlTextureImageUnits = */ 16, /* .MaxTessControlUniformComponents = */ 1024, /* .MaxTessControlTotalOutputComponents = */ 4096, /* .MaxTessEvaluationInputComponents = */ 128, /* .MaxTessEvaluationOutputComponents = */ 128, /* .MaxTessEvaluationTextureImageUnits = */ 16, /* .MaxTessEvaluationUniformComponents = */ 1024, /* .MaxTessPatchComponents = */ 120, /* .MaxPatchVertices = */ 32, /* .MaxTessGenLevel = */ 64, /* .MaxViewports = */ 16, /* .MaxVertexAtomicCounters = */ 0, /* .MaxTessControlAtomicCounters = */ 0, /* .MaxTessEvaluationAtomicCounters = */ 0, /* .MaxGeometryAtomicCounters = */ 0, /* .MaxFragmentAtomicCounters = */ 8, /* .MaxCombinedAtomicCounters = */ 8, /* .MaxAtomicCounterBindings = */ 1, /* .MaxVertexAtomicCounterBuffers = */ 0, /* .MaxTessControlAtomicCounterBuffers = */ 0, /* .MaxTessEvaluationAtomicCounterBuffers = */ 0, /* .MaxGeometryAtomicCounterBuffers = */ 0, /* .MaxFragmentAtomicCounterBuffers = */ 1, /* .MaxCombinedAtomicCounterBuffers = */ 1, /* .MaxAtomicCounterBufferSize = */ 16384, /* .MaxTransformFeedbackBuffers = */ 4, /* .MaxTransformFeedbackInterleavedComponents = */ 64, /* .MaxCullDistances = */ 8, /* .MaxCombinedClipAndCullDistances = */ 8, /* .MaxSamples = */ 4, /* .limits = */ { /* .nonInductiveForLoops = */ 1, /* .whileLoops = */ 1, /* .doWhileLoops = */ 1, /* .generalUniformIndexing = */ 1, /* .generalAttributeMatrixVectorIndexing = */ 1, /* .generalVaryingIndexing = */ 1, /* .generalSamplerIndexing = */ 1, /* .generalVariableIndexing = */ 1, /* .generalConstantMatrixVectorIndexing = */ 1, }}; return &limits; } bool CompileVertexShader(SPIRVCodeVector* out_code, const char* source_code, size_t source_code_length, bool prepend_header) { 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) { 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) { 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) { return CompileShaderToSPV(out_code, EShLangCompute, "cs", source_code, source_code_length, COMPUTE_SHADER_HEADER, sizeof(COMPUTE_SHADER_HEADER) - 1); } } // namespace ShaderCompiler } // namespace Vulkan