mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-21 17:40:52 +01:00
96bf7f8522
* Avoid reallocating same unmanaged string per shader * Address PR feedback * Rename to _disposed
167 lines
5.3 KiB
C#
167 lines
5.3 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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using shaderc;
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using Silk.NET.Vulkan;
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using System;
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using System.Runtime.InteropServices;
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using System.Threading.Tasks;
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namespace Ryujinx.Graphics.Vulkan
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{
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class Shader : IDisposable
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{
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// The shaderc.net dependency's Options constructor and dispose are not thread safe.
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// Take this lock when using them.
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private static object _shaderOptionsLock = new object();
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private static readonly IntPtr _ptrMainEntryPointName = Marshal.StringToHGlobalAnsi("main");
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private readonly Vk _api;
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private readonly Device _device;
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private readonly ShaderStageFlags _stage;
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private bool _disposed;
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private ShaderModule _module;
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public ShaderStageFlags StageFlags => _stage;
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public ShaderBindings Bindings { get; }
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public ProgramLinkStatus CompileStatus { private set; get; }
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public readonly Task CompileTask;
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public unsafe Shader(Vk api, Device device, ShaderSource shaderSource)
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{
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_api = api;
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_device = device;
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Bindings = shaderSource.Bindings;
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CompileStatus = ProgramLinkStatus.Incomplete;
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_stage = shaderSource.Stage.Convert();
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CompileTask = Task.Run(() =>
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{
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byte[] spirv = shaderSource.BinaryCode;
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if (spirv == null)
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{
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spirv = GlslToSpirv(shaderSource.Code, shaderSource.Stage);
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if (spirv == null)
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{
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CompileStatus = ProgramLinkStatus.Failure;
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return;
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}
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}
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fixed (byte* pCode = spirv)
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{
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var shaderModuleCreateInfo = new ShaderModuleCreateInfo()
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{
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SType = StructureType.ShaderModuleCreateInfo,
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CodeSize = (uint)spirv.Length,
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PCode = (uint*)pCode
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};
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api.CreateShaderModule(device, shaderModuleCreateInfo, null, out _module).ThrowOnError();
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}
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CompileStatus = ProgramLinkStatus.Success;
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});
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}
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private unsafe static byte[] GlslToSpirv(string glsl, ShaderStage stage)
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{
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// TODO: We should generate the correct code on the shader translator instead of doing this compensation.
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glsl = glsl.Replace("gl_VertexID", "(gl_VertexIndex - gl_BaseVertex)");
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glsl = glsl.Replace("gl_InstanceID", "(gl_InstanceIndex - gl_BaseInstance)");
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Options options;
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lock (_shaderOptionsLock)
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{
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options = new Options(false)
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{
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SourceLanguage = SourceLanguage.Glsl,
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TargetSpirVVersion = new SpirVVersion(1, 5)
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};
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}
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options.SetTargetEnvironment(TargetEnvironment.Vulkan, EnvironmentVersion.Vulkan_1_2);
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Compiler compiler = new Compiler(options);
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var scr = compiler.Compile(glsl, "Ryu", GetShaderCShaderStage(stage));
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lock (_shaderOptionsLock)
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{
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options.Dispose();
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}
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if (scr.Status != Status.Success)
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{
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Logger.Error?.Print(LogClass.Gpu, $"Shader compilation error: {scr.Status} {scr.ErrorMessage}");
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return null;
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}
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var spirvBytes = new Span<byte>((void*)scr.CodePointer, (int)scr.CodeLength);
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byte[] code = new byte[(scr.CodeLength + 3) & ~3];
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spirvBytes.CopyTo(code.AsSpan().Slice(0, (int)scr.CodeLength));
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return code;
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}
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private static ShaderKind GetShaderCShaderStage(ShaderStage stage)
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{
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switch (stage)
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{
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case ShaderStage.Vertex:
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return ShaderKind.GlslVertexShader;
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case ShaderStage.Geometry:
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return ShaderKind.GlslGeometryShader;
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case ShaderStage.TessellationControl:
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return ShaderKind.GlslTessControlShader;
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case ShaderStage.TessellationEvaluation:
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return ShaderKind.GlslTessEvaluationShader;
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case ShaderStage.Fragment:
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return ShaderKind.GlslFragmentShader;
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case ShaderStage.Compute:
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return ShaderKind.GlslComputeShader;
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}
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Logger.Debug?.Print(LogClass.Gpu, $"Invalid {nameof(ShaderStage)} enum value: {stage}.");
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return ShaderKind.GlslVertexShader;
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}
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public unsafe PipelineShaderStageCreateInfo GetInfo()
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{
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return new PipelineShaderStageCreateInfo()
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{
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SType = StructureType.PipelineShaderStageCreateInfo,
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Stage = _stage,
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Module = _module,
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PName = (byte*)_ptrMainEntryPointName
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};
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}
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public void WaitForCompile()
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{
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CompileTask.Wait();
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}
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public unsafe void Dispose()
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{
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if (!_disposed)
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{
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_api.DestroyShaderModule(_device, _module, null);
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_disposed = true;
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}
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}
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}
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}
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