dolphin/Source/Core/VideoBackends/D3DCommon/Shader.cpp

294 lines
7.9 KiB
C++

// Copyright 2019 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoBackends/D3DCommon/Shader.h"
#include <fstream>
#include <optional>
#include <string_view>
#include <fmt/format.h>
#include <wrl/client.h>
#include "disassemble.h"
#include "spirv_hlsl.hpp"
#include "Common/Assert.h"
#include "Common/FileUtil.h"
#include "Common/HRWrap.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "Common/Version.h"
#include "VideoCommon/Spirv.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoConfig.h"
namespace
{
// 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 D3D
// backends. None of the 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.
constexpr std::string_view 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, binding = (x - 1))
#define SAMPLER_BINDING(x) layout(binding = x)
#define TEXEL_BUFFER_BINDING(x) layout(binding = x)
#define SSBO_BINDING(x) layout(binding = (x + 2))
#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
#define API_D3D 1
)";
constexpr std::string_view 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, binding = (x - 1))
#define SAMPLER_BINDING(x) layout(binding = x)
#define TEXEL_BUFFER_BINDING(x) layout(binding = x)
#define IMAGE_BINDING(format, x) layout(format, binding = 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
#define API_D3D 1
)";
std::optional<std::string> GetHLSLFromSPIRV(SPIRV::CodeVector spv, D3D_FEATURE_LEVEL feature_level)
{
spirv_cross::CompilerHLSL::Options options;
switch (feature_level)
{
case D3D_FEATURE_LEVEL_10_0:
options.shader_model = 40;
break;
case D3D_FEATURE_LEVEL_10_1:
options.shader_model = 41;
break;
default:
options.shader_model = 50;
break;
};
spirv_cross::CompilerHLSL compiler(std::move(spv));
compiler.set_hlsl_options(options);
return compiler.compile();
}
std::optional<SPIRV::CodeVector> GetSpirv(ShaderStage stage, std::string_view source)
{
switch (stage)
{
case ShaderStage::Vertex:
{
const auto full_source = fmt::format("{}{}", SHADER_HEADER, source);
return SPIRV::CompileVertexShader(full_source, APIType::D3D, glslang::EShTargetSpv_1_0);
}
case ShaderStage::Geometry:
{
// Spirv cross does not currently support hlsl geometry shaders
return std::nullopt;
}
case ShaderStage::Pixel:
{
const auto full_source = fmt::format("{}{}", SHADER_HEADER, source);
return SPIRV::CompileFragmentShader(full_source, APIType::D3D, glslang::EShTargetSpv_1_0);
}
case ShaderStage::Compute:
{
const auto full_source = fmt::format("{}{}", COMPUTE_SHADER_HEADER, source);
return SPIRV::CompileComputeShader(full_source, APIType::D3D, glslang::EShTargetSpv_1_0);
}
};
return std::nullopt;
}
std::optional<std::string> GetHLSL(D3D_FEATURE_LEVEL feature_level, ShaderStage stage,
std::string_view source)
{
if (stage == ShaderStage::Geometry)
{
return std::string{source};
}
else if (const auto spirv = GetSpirv(stage, source))
{
return GetHLSLFromSPIRV(std::move(*spirv), feature_level);
}
return std::nullopt;
}
} // namespace
namespace D3DCommon
{
Shader::Shader(ShaderStage stage, BinaryData bytecode)
: AbstractShader(stage), m_bytecode(std::move(bytecode))
{
}
Shader::~Shader() = default;
AbstractShader::BinaryData Shader::GetBinary() const
{
return m_bytecode;
}
static const char* GetCompileTarget(D3D_FEATURE_LEVEL feature_level, ShaderStage stage)
{
switch (stage)
{
case ShaderStage::Vertex:
{
switch (feature_level)
{
case D3D_FEATURE_LEVEL_10_0:
return "vs_4_0";
case D3D_FEATURE_LEVEL_10_1:
return "vs_4_1";
default:
return "vs_5_0";
}
}
case ShaderStage::Geometry:
{
switch (feature_level)
{
case D3D_FEATURE_LEVEL_10_0:
return "gs_4_0";
case D3D_FEATURE_LEVEL_10_1:
return "gs_4_1";
default:
return "gs_5_0";
}
}
case ShaderStage::Pixel:
{
switch (feature_level)
{
case D3D_FEATURE_LEVEL_10_0:
return "ps_4_0";
case D3D_FEATURE_LEVEL_10_1:
return "ps_4_1";
default:
return "ps_5_0";
}
}
case ShaderStage::Compute:
{
switch (feature_level)
{
case D3D_FEATURE_LEVEL_10_0:
case D3D_FEATURE_LEVEL_10_1:
return "";
default:
return "cs_5_0";
}
}
default:
return "";
}
}
std::optional<Shader::BinaryData> Shader::CompileShader(D3D_FEATURE_LEVEL feature_level,
ShaderStage stage, std::string_view source)
{
const auto hlsl = GetHLSL(feature_level, stage, source);
if (!hlsl)
return std::nullopt;
static constexpr D3D_SHADER_MACRO macros[] = {{"API_D3D", "1"}, {nullptr, nullptr}};
const UINT flags = g_ActiveConfig.bEnableValidationLayer ?
(D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION) :
(D3DCOMPILE_OPTIMIZATION_LEVEL3 | D3DCOMPILE_SKIP_VALIDATION);
const char* target = GetCompileTarget(feature_level, stage);
Microsoft::WRL::ComPtr<ID3DBlob> code;
Microsoft::WRL::ComPtr<ID3DBlob> errors;
HRESULT hr = d3d_compile(hlsl->data(), hlsl->size(), nullptr, macros, nullptr, "main", target,
flags, 0, &code, &errors);
if (FAILED(hr))
{
static int num_failures = 0;
std::string filename = VideoBackendBase::BadShaderFilename(target, num_failures++);
std::ofstream file;
File::OpenFStream(file, filename, std::ios_base::out);
file.write(hlsl->data(), hlsl->size());
file << "\n";
file.write(static_cast<const char*>(errors->GetBufferPointer()), errors->GetBufferSize());
file << "\n";
file << "Dolphin Version: " + Common::GetScmRevStr() + "\n";
file << "Video Backend: " + g_video_backend->GetDisplayName();
if (const auto spirv = GetSpirv(stage, source))
{
file << "\nOriginal Source: \n";
file << source << std::endl;
file << "SPIRV: \n";
spv::Disassemble(file, *spirv);
}
file.close();
PanicAlertFmt("Failed to compile {}: {}\nDebug info ({}):\n{}", filename, Common::HRWrap(hr),
target, static_cast<const char*>(errors->GetBufferPointer()));
return std::nullopt;
}
if (errors && errors->GetBufferSize() > 0)
{
WARN_LOG_FMT(VIDEO, "{} compilation succeeded with warnings:\n{}", target,
static_cast<const char*>(errors->GetBufferPointer()));
}
return CreateByteCode(code->GetBufferPointer(), code->GetBufferSize());
}
AbstractShader::BinaryData Shader::CreateByteCode(const void* data, size_t length)
{
const auto* const begin = static_cast<const u8*>(data);
const auto* const end = begin + length;
return {begin, end};
}
} // namespace D3DCommon