forked from dolphin-emu/dolphin
		
	Macros should be all upper-cased. This is also kind of a wart that's been sticking out for quite a while now (we avoid prefixing underscores).
		
			
				
	
	
		
			117 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			117 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2017 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "Common/Align.h"
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#include "Common/Assert.h"
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#include "VideoBackends/Vulkan/ShaderCompiler.h"
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#include "VideoBackends/Vulkan/Util.h"
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#include "VideoBackends/Vulkan/VKShader.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
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namespace Vulkan
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{
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VKShader::VKShader(ShaderStage stage, std::vector<u32> spv, VkShaderModule mod)
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    : AbstractShader(stage), m_spv(std::move(spv)), m_module(mod),
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      m_compute_pipeline(VK_NULL_HANDLE)
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{
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}
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VKShader::VKShader(std::vector<u32> spv, VkPipeline compute_pipeline)
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    : AbstractShader(ShaderStage::Compute), m_spv(std::move(spv)), m_module(VK_NULL_HANDLE),
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      m_compute_pipeline(compute_pipeline)
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{
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}
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VKShader::~VKShader()
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{
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  if (m_stage != ShaderStage::Compute)
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    vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_module, nullptr);
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  else
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    vkDestroyPipeline(g_vulkan_context->GetDevice(), m_compute_pipeline, nullptr);
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}
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bool VKShader::HasBinary() const
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{
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  ASSERT(!m_spv.empty());
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  return true;
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}
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AbstractShader::BinaryData VKShader::GetBinary() const
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{
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  BinaryData ret(sizeof(u32) * m_spv.size());
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  std::memcpy(ret.data(), m_spv.data(), sizeof(u32) * m_spv.size());
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  return ret;
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}
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static std::unique_ptr<VKShader> CreateShaderObject(ShaderStage stage,
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                                                    ShaderCompiler::SPIRVCodeVector spv)
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{
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  VkShaderModule mod = Util::CreateShaderModule(spv.data(), spv.size());
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  if (mod == VK_NULL_HANDLE)
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    return nullptr;
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  // If it's a graphics shader, we defer pipeline creation.
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  if (stage != ShaderStage::Compute)
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    return std::make_unique<VKShader>(stage, std::move(spv), mod);
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  // If it's a compute shader, we create the pipeline straight away.
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  ComputePipelineInfo pinfo;
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  pinfo.pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_COMPUTE);
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  pinfo.cs = mod;
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  VkPipeline pipeline = g_shader_cache->CreateComputePipeline(pinfo);
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  if (pipeline == VK_NULL_HANDLE)
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  {
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    vkDestroyShaderModule(g_vulkan_context->GetDevice(), mod, nullptr);
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    return nullptr;
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  }
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  // Shader module is no longer needed, now it is compiled to a pipeline.
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  return std::make_unique<VKShader>(std::move(spv), pipeline);
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}
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std::unique_ptr<VKShader> VKShader::CreateFromSource(ShaderStage stage, const char* source,
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                                                     size_t length)
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{
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  ShaderCompiler::SPIRVCodeVector spv;
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  bool result;
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  switch (stage)
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  {
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  case ShaderStage::Vertex:
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    result = ShaderCompiler::CompileVertexShader(&spv, source, length);
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    break;
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  case ShaderStage::Geometry:
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    result = ShaderCompiler::CompileGeometryShader(&spv, source, length);
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    break;
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  case ShaderStage::Pixel:
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    result = ShaderCompiler::CompileFragmentShader(&spv, source, length);
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    break;
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  case ShaderStage::Compute:
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    result = ShaderCompiler::CompileComputeShader(&spv, source, length);
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    break;
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  default:
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    result = false;
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    break;
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  }
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  if (!result)
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    return nullptr;
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  return CreateShaderObject(stage, std::move(spv));
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}
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std::unique_ptr<VKShader> VKShader::CreateFromBinary(ShaderStage stage, const void* data,
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                                                     size_t length)
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{
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  const size_t size_in_words = Common::AlignUp(length, sizeof(ShaderCompiler::SPIRVCodeType)) /
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                               sizeof(ShaderCompiler::SPIRVCodeType);
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  ShaderCompiler::SPIRVCodeVector spv(size_in_words);
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  if (length > 0)
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    std::memcpy(spv.data(), data, length);
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  return CreateShaderObject(stage, std::move(spv));
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}
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}  // namespace Vulkan
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