mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-12-29 09:30:20 +00:00
295 lines
7.9 KiB
C++
295 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
|