ppsspp/GPU/Common/ShaderTranslation.cpp

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// Copyright (c) 2017- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#ifndef ANDROID
#include <memory>
#include <vector>
// DbgNew is not compatible with Glslang
#ifdef DBG_NEW
#undef new
#endif
#include "base/logging.h"
#include "ShaderTranslation.h"
#include "ext/glslang/SPIRV/GlslangToSpv.h"
#include "thin3d/thin3d.h"
#include "ext/SPIRV-Cross/spirv.hpp"
#include "ext/SPIRV-Cross/spirv_common.hpp"
#include "ext/SPIRV-Cross/spirv_cross.hpp"
#include "ext/SPIRV-Cross/spirv_glsl.hpp"
#ifdef _WIN32
#include "ext/SPIRV-Cross/spirv_hlsl.hpp"
#endif
extern void init_resources(TBuiltInResource &Resources);
static EShLanguage GetLanguage(const Draw::ShaderStage stage) {
switch (stage) {
case Draw::ShaderStage::VERTEX: return EShLangVertex;
case Draw::ShaderStage::CONTROL: return EShLangTessControl;
case Draw::ShaderStage::EVALUATION: return EShLangTessEvaluation;
case Draw::ShaderStage::GEOMETRY: return EShLangGeometry;
case Draw::ShaderStage::FRAGMENT: return EShLangFragment;
case Draw::ShaderStage::COMPUTE: return EShLangCompute;
default: return EShLangVertex;
}
}
bool TranslateShader(std::string *dest, ShaderLanguage destLang, TranslatedShaderMetadata *destMetadata, std::string src, ShaderLanguage srcLang, Draw::ShaderStage stage, std::string *errorMessage) {
if (srcLang != GLSL_300)
return false;
glslang::TProgram program;
const char *shaderStrings[1];
TBuiltInResource Resources;
init_resources(Resources);
// Enable SPIR-V and Vulkan rules when parsing GLSL
EShMessages messages = (EShMessages)(EShMsgSpvRules | EShMsgVulkanRules);
EShLanguage shaderStage = GetLanguage(stage);
glslang::TShader shader(shaderStage);
shaderStrings[0] = src.c_str();
shader.setStrings(shaderStrings, 1);
if (!shader.parse(&Resources, 100, false, messages)) {
ELOG("%s", shader.getInfoLog());
ELOG("%s", shader.getInfoDebugLog());
if (errorMessage) {
*errorMessage = shader.getInfoLog();
(*errorMessage) += shader.getInfoDebugLog();
}
return false; // something didn't work
}
// Note that program does not take ownership of &shader, so this is fine.
program.addShader(&shader);
if (!program.link(messages)) {
ELOG("%s", shader.getInfoLog());
ELOG("%s", shader.getInfoDebugLog());
if (errorMessage) {
*errorMessage = shader.getInfoLog();
(*errorMessage) += shader.getInfoDebugLog();
}
return false;
}
std::vector<unsigned int> spirv;
// Can't fail, parsing worked, "linking" worked.
glslang::GlslangToSpv(*program.getIntermediate(shaderStage), spirv);
// Alright, step 1 done. Now let's takes this SPIR-V shader and output in our desired format.
switch (destLang) {
case GLSL_VULKAN:
return false; // TODO
#ifdef _WIN32
case HLSL_D3D11:
{
spirv_cross::CompilerHLSL hlsl(spirv);
spirv_cross::CompilerHLSL::Options options{};
options.fixup_clipspace = true;
options.shader_model = 30;
hlsl.set_options(options);
*dest = hlsl.compile();
return true;
}
#endif
case GLSL_140:
{
spirv_cross::CompilerGLSL glsl(std::move(spirv));
// The SPIR-V is now parsed, and we can perform reflection on it.
spirv_cross::ShaderResources resources = glsl.get_shader_resources();
// Get all sampled images in the shader.
for (auto &resource : resources.sampled_images) {
unsigned set = glsl.get_decoration(resource.id, spv::DecorationDescriptorSet);
unsigned binding = glsl.get_decoration(resource.id, spv::DecorationBinding);
printf("Image %s at set = %u, binding = %u\n", resource.name.c_str(), set, binding);
// Modify the decoration to prepare it for GLSL.
glsl.unset_decoration(resource.id, spv::DecorationDescriptorSet);
// Some arbitrary remapping if we want.
glsl.set_decoration(resource.id, spv::DecorationBinding, set * 16 + binding);
}
// Set some options.
spirv_cross::CompilerGLSL::Options options;
options.version = 140;
options.es = true;
glsl.set_options(options);
// Compile to GLSL, ready to give to GL driver.
*dest = glsl.compile();
return true;
}
default:
return false;
}
}
#endif