dolphin/Source/Core/VideoBackends/Vulkan/ShaderCompiler.cpp
Léo Lam 83c5446d85
Fix static initialisation order fiasco issue for Version variables
Fixes a crash that could occur if the static constructor function for
the MainSettings.cpp TU happened to run before the variables in
Common/Version.cpp are initialised. (This is known as the static
initialisation order fiasco.)

By using wrapper functions, those variables are now guaranteed to be
constructed on first use.
2022-01-14 00:04:22 +01:00

304 lines
10 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoBackends/Vulkan/ShaderCompiler.h"
#include <cstddef>
#include <cstdlib>
#include <cstring>
#include <fstream>
#include <memory>
#include <string>
// glslang includes
#include "GlslangToSpv.h"
#include "ResourceLimits.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 "Common/Version.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoConfig.h"
namespace Vulkan::ShaderCompiler
{
// Registers itself for cleanup via atexit
bool InitializeGlslang();
// Resource limits used when compiling shaders
static const TBuiltInResource* GetCompilerResourceLimits();
// 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(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::optional<SPIRVCodeVector> CompileShaderToSPV(EShLanguage stage,
const char* stage_filename,
std::string_view source,
std::string_view header)
{
if (!InitializeGlslang())
return std::nullopt;
std::unique_ptr<glslang::TShader> shader = std::make_unique<glslang::TShader>(stage);
std::unique_ptr<glslang::TProgram> program;
glslang::TShader::ForbidIncluder includer;
EProfile profile = ECoreProfile;
EShMessages messages =
static_cast<EShMessages>(EShMsgDefault | EShMsgSpvRules | EShMsgVulkanRules);
int default_version = 450;
std::string full_source_code;
const char* pass_source_code = source.data();
int pass_source_code_length = static_cast<int>(source.size());
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);
pass_source_code = full_source_code.c_str();
pass_source_code_length = static_cast<int>(full_source_code.length());
}
// Sub-group operations require Vulkan 1.1 and SPIR-V 1.3.
if (g_vulkan_context->SupportsShaderSubgroupOperations())
shader->setEnvTarget(glslang::EShTargetSpv, glslang::EShTargetSpv_1_3);
shader->setStringsWithLengths(&pass_source_code, &pass_source_code_length, 1);
auto DumpBadShader = [&](const char* msg) {
static int counter = 0;
std::string filename = VideoBackendBase::BadShaderFilename(stage_filename, counter++);
std::ofstream stream;
File::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;
}
}
stream << "\n";
stream << "Dolphin Version: " + Common::GetScmRevStr() + "\n";
stream << "Video Backend: " + g_video_backend->GetDisplayName();
PanicAlertFmt("{} (written to {})", msg, filename);
};
if (!shader->parse(GetCompilerResourceLimits(), default_version, profile, false, true, messages,
includer))
{
DumpBadShader("Failed to parse shader");
return std::nullopt;
}
// Even though there's only a single shader, we still need to link it to generate SPV
program = std::make_unique<glslang::TProgram>();
program->addShader(shader.get());
if (!program->link(messages))
{
DumpBadShader("Failed to link program");
return std::nullopt;
}
glslang::TIntermediate* intermediate = program->getIntermediate(stage);
if (!intermediate)
{
DumpBadShader("Failed to generate SPIR-V");
return std::nullopt;
}
SPIRVCodeVector out_code;
spv::SpvBuildLogger logger;
glslang::SpvOptions options;
if (g_ActiveConfig.bEnableValidationLayer)
{
// Attach the source code to the SPIR-V for tools like RenderDoc.
intermediate->addSourceText(pass_source_code, pass_source_code_length);
options.generateDebugInfo = true;
options.disableOptimizer = true;
options.optimizeSize = false;
options.disassemble = false;
options.validate = true;
}
glslang::GlslangToSpv(*intermediate, out_code, &logger, &options);
// 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_FMT(VIDEO, "Shader info log: {}", shader->getInfoLog());
if (strlen(shader->getInfoDebugLog()) > 0)
WARN_LOG_FMT(VIDEO, "Shader debug info log: {}", shader->getInfoDebugLog());
if (strlen(program->getInfoLog()) > 25)
WARN_LOG_FMT(VIDEO, "Program info log: {}", program->getInfoLog());
if (strlen(program->getInfoDebugLog()) > 0)
WARN_LOG_FMT(VIDEO, "Program debug info log: {}", program->getInfoDebugLog());
const std::string spv_messages = logger.getAllMessages();
if (!spv_messages.empty())
WARN_LOG_FMT(VIDEO, "SPIR-V conversion messages: {}", spv_messages);
// 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;
File::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 out_code;
}
bool InitializeGlslang()
{
static bool glslang_initialized = false;
if (glslang_initialized)
return true;
if (!glslang::InitializeProcess())
{
PanicAlertFmt("Failed to initialize glslang shader compiler");
return false;
}
std::atexit([]() { glslang::FinalizeProcess(); });
glslang_initialized = true;
return true;
}
const TBuiltInResource* GetCompilerResourceLimits()
{
return &glslang::DefaultTBuiltInResource;
}
std::optional<SPIRVCodeVector> CompileVertexShader(std::string_view source_code)
{
return CompileShaderToSPV(EShLangVertex, "vs", source_code, SHADER_HEADER);
}
std::optional<SPIRVCodeVector> CompileGeometryShader(std::string_view source_code)
{
return CompileShaderToSPV(EShLangGeometry, "gs", source_code, SHADER_HEADER);
}
std::optional<SPIRVCodeVector> CompileFragmentShader(std::string_view source_code)
{
return CompileShaderToSPV(EShLangFragment, "ps", source_code, SHADER_HEADER);
}
std::optional<SPIRVCodeVector> CompileComputeShader(std::string_view source_code)
{
return CompileShaderToSPV(EShLangCompute, "cs", source_code, COMPUTE_SHADER_HEADER);
}
} // namespace Vulkan::ShaderCompiler