dolphin/Source/Core/VideoBackends/Vulkan/VKShader.cpp
Pierre Bourdon e149ad4f0a
treewide: convert GPLv2+ license info to SPDX tags
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00

128 lines
4.0 KiB
C++

// Copyright 2017 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "Common/Align.h"
#include "Common/Assert.h"
#include "VideoBackends/Vulkan/ObjectCache.h"
#include "VideoBackends/Vulkan/ShaderCompiler.h"
#include "VideoBackends/Vulkan/VKShader.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
namespace Vulkan
{
VKShader::VKShader(ShaderStage stage, std::vector<u32> spv, VkShaderModule mod)
: AbstractShader(stage), m_spv(std::move(spv)), m_module(mod),
m_compute_pipeline(VK_NULL_HANDLE)
{
}
VKShader::VKShader(std::vector<u32> spv, VkPipeline compute_pipeline)
: AbstractShader(ShaderStage::Compute), m_spv(std::move(spv)), m_module(VK_NULL_HANDLE),
m_compute_pipeline(compute_pipeline)
{
}
VKShader::~VKShader()
{
if (m_stage != ShaderStage::Compute)
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_module, nullptr);
else
vkDestroyPipeline(g_vulkan_context->GetDevice(), m_compute_pipeline, nullptr);
}
AbstractShader::BinaryData VKShader::GetBinary() const
{
BinaryData ret(sizeof(u32) * m_spv.size());
std::memcpy(ret.data(), m_spv.data(), sizeof(u32) * m_spv.size());
return ret;
}
static std::unique_ptr<VKShader> CreateShaderObject(ShaderStage stage,
ShaderCompiler::SPIRVCodeVector spv)
{
VkShaderModuleCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
info.codeSize = spv.size() * sizeof(u32);
info.pCode = spv.data();
VkShaderModule mod;
VkResult res = vkCreateShaderModule(g_vulkan_context->GetDevice(), &info, nullptr, &mod);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateShaderModule failed: ");
return VK_NULL_HANDLE;
}
// If it's a graphics shader, we defer pipeline creation.
if (stage != ShaderStage::Compute)
return std::make_unique<VKShader>(stage, std::move(spv), mod);
// If it's a compute shader, we create the pipeline straight away.
const VkComputePipelineCreateInfo pipeline_info = {
VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO,
nullptr,
0,
{VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, nullptr, 0, VK_SHADER_STAGE_COMPUTE_BIT,
mod, "main", nullptr},
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_COMPUTE),
VK_NULL_HANDLE,
-1};
VkPipeline pipeline;
res = vkCreateComputePipelines(g_vulkan_context->GetDevice(), g_object_cache->GetPipelineCache(),
1, &pipeline_info, nullptr, &pipeline);
// Shader module is no longer needed, now it is compiled to a pipeline.
vkDestroyShaderModule(g_vulkan_context->GetDevice(), mod, nullptr);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateComputePipelines failed: ");
return nullptr;
}
return std::make_unique<VKShader>(std::move(spv), pipeline);
}
std::unique_ptr<VKShader> VKShader::CreateFromSource(ShaderStage stage, std::string_view source)
{
std::optional<ShaderCompiler::SPIRVCodeVector> spv;
switch (stage)
{
case ShaderStage::Vertex:
spv = ShaderCompiler::CompileVertexShader(source);
break;
case ShaderStage::Geometry:
spv = ShaderCompiler::CompileGeometryShader(source);
break;
case ShaderStage::Pixel:
spv = ShaderCompiler::CompileFragmentShader(source);
break;
case ShaderStage::Compute:
spv = ShaderCompiler::CompileComputeShader(source);
break;
default:
break;
}
if (!spv)
return nullptr;
return CreateShaderObject(stage, std::move(*spv));
}
std::unique_ptr<VKShader> VKShader::CreateFromBinary(ShaderStage stage, const void* data,
size_t length)
{
const size_t size_in_words = Common::AlignUp(length, sizeof(ShaderCompiler::SPIRVCodeType)) /
sizeof(ShaderCompiler::SPIRVCodeType);
ShaderCompiler::SPIRVCodeVector spv(size_in_words);
if (length > 0)
std::memcpy(spv.data(), data, length);
return CreateShaderObject(stage, std::move(spv));
}
} // namespace Vulkan