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- // 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
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