/**************************************************************************/ /* register_types.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "register_types.h" #include "servers/rendering/rendering_device.h" #include "glslang_resource_limits.h" #include #include #include static Vector _compile_shader_glsl(RenderingDevice::ShaderStage p_stage, const String &p_source_code, RenderingDevice::ShaderLanguage p_language, String *r_error, const RenderingDevice *p_render_device) { const RD::Capabilities *capabilities = p_render_device->get_device_capabilities(); Vector ret; ERR_FAIL_COND_V(p_language == RenderingDevice::SHADER_LANGUAGE_HLSL, ret); EShLanguage stages[RenderingDevice::SHADER_STAGE_MAX] = { EShLangVertex, EShLangFragment, EShLangTessControl, EShLangTessEvaluation, EShLangCompute }; int ClientInputSemanticsVersion = 100; // maps to, say, #define VULKAN 100 glslang::EShTargetClientVersion ClientVersion = glslang::EShTargetVulkan_1_2; glslang::EShTargetLanguageVersion TargetVersion = glslang::EShTargetSpv_1_5; glslang::TShader::ForbidIncluder includer; if (capabilities->device_family == RenderingDevice::DeviceFamily::DEVICE_VULKAN) { if (capabilities->version_major == 1 && capabilities->version_minor == 0) { ClientVersion = glslang::EShTargetVulkan_1_0; TargetVersion = glslang::EShTargetSpv_1_0; } else if (capabilities->version_major == 1 && capabilities->version_minor == 1) { ClientVersion = glslang::EShTargetVulkan_1_1; TargetVersion = glslang::EShTargetSpv_1_3; } else { // use defaults } } else { // once we support other backends we'll need to do something here if (r_error) { (*r_error) = "GLSLANG - Unsupported device family"; } return ret; } glslang::TShader shader(stages[p_stage]); CharString cs = p_source_code.ascii(); const char *cs_strings = cs.get_data(); std::string preamble = ""; shader.setStrings(&cs_strings, 1); shader.setEnvInput(glslang::EShSourceGlsl, stages[p_stage], glslang::EShClientVulkan, ClientInputSemanticsVersion); shader.setEnvClient(glslang::EShClientVulkan, ClientVersion); shader.setEnvTarget(glslang::EShTargetSpv, TargetVersion); { uint32_t stage_bit = 1 << p_stage; uint32_t subgroup_in_shaders = uint32_t(p_render_device->limit_get(RD::LIMIT_SUBGROUP_IN_SHADERS)); uint32_t subgroup_operations = uint32_t(p_render_device->limit_get(RD::LIMIT_SUBGROUP_OPERATIONS)); if ((subgroup_in_shaders & stage_bit) == stage_bit) { // stage supports subgroups preamble += "#define has_GL_KHR_shader_subgroup_basic 1\n"; if (subgroup_operations & RenderingDevice::SUBGROUP_VOTE_BIT) { preamble += "#define has_GL_KHR_shader_subgroup_vote 1\n"; } if (subgroup_operations & RenderingDevice::SUBGROUP_ARITHMETIC_BIT) { preamble += "#define has_GL_KHR_shader_subgroup_arithmetic 1\n"; } if (subgroup_operations & RenderingDevice::SUBGROUP_BALLOT_BIT) { preamble += "#define has_GL_KHR_shader_subgroup_ballot 1\n"; } if (subgroup_operations & RenderingDevice::SUBGROUP_SHUFFLE_BIT) { preamble += "#define has_GL_KHR_shader_subgroup_shuffle 1\n"; } if (subgroup_operations & RenderingDevice::SUBGROUP_SHUFFLE_RELATIVE_BIT) { preamble += "#define has_GL_KHR_shader_subgroup_shuffle_relative 1\n"; } if (subgroup_operations & RenderingDevice::SUBGROUP_CLUSTERED_BIT) { preamble += "#define has_GL_KHR_shader_subgroup_clustered 1\n"; } if (subgroup_operations & RenderingDevice::SUBGROUP_QUAD_BIT) { preamble += "#define has_GL_KHR_shader_subgroup_quad 1\n"; } } } if (p_render_device->has_feature(RD::SUPPORTS_MULTIVIEW)) { preamble += "#define has_VK_KHR_multiview 1\n"; } if (!preamble.empty()) { shader.setPreamble(preamble.c_str()); } EShMessages messages = (EShMessages)(EShMsgSpvRules | EShMsgVulkanRules); const int DefaultVersion = 100; std::string pre_processed_code; //preprocess if (!shader.preprocess(&DefaultTBuiltInResource, DefaultVersion, ENoProfile, false, false, messages, &pre_processed_code, includer)) { if (r_error) { (*r_error) = "Failed pre-process:\n"; (*r_error) += shader.getInfoLog(); (*r_error) += "\n"; (*r_error) += shader.getInfoDebugLog(); } return ret; } //set back.. cs_strings = pre_processed_code.c_str(); shader.setStrings(&cs_strings, 1); //parse if (!shader.parse(&DefaultTBuiltInResource, DefaultVersion, false, messages)) { if (r_error) { (*r_error) = "Failed parse:\n"; (*r_error) += shader.getInfoLog(); (*r_error) += "\n"; (*r_error) += shader.getInfoDebugLog(); } return ret; } //link glslang::TProgram program; program.addShader(&shader); if (!program.link(messages)) { if (r_error) { (*r_error) = "Failed link:\n"; (*r_error) += program.getInfoLog(); (*r_error) += "\n"; (*r_error) += program.getInfoDebugLog(); } return ret; } std::vector SpirV; spv::SpvBuildLogger logger; glslang::SpvOptions spvOptions; glslang::GlslangToSpv(*program.getIntermediate(stages[p_stage]), SpirV, &logger, &spvOptions); ret.resize(SpirV.size() * sizeof(uint32_t)); { uint8_t *w = ret.ptrw(); memcpy(w, &SpirV[0], SpirV.size() * sizeof(uint32_t)); } return ret; } static String _get_cache_key_function_glsl(const RenderingDevice *p_render_device) { const RD::Capabilities *capabilities = p_render_device->get_device_capabilities(); String version; version = "SpirVGen=" + itos(glslang::GetSpirvGeneratorVersion()) + ", major=" + itos(capabilities->version_major) + ", minor=" + itos(capabilities->version_minor) + " , subgroup_size=" + itos(p_render_device->limit_get(RD::LIMIT_SUBGROUP_SIZE)) + " , subgroup_ops=" + itos(p_render_device->limit_get(RD::LIMIT_SUBGROUP_OPERATIONS)) + " , subgroup_in_shaders=" + itos(p_render_device->limit_get(RD::LIMIT_SUBGROUP_IN_SHADERS)); return version; } void initialize_glslang_module(ModuleInitializationLevel p_level) { if (p_level != MODULE_INITIALIZATION_LEVEL_CORE) { return; } // Initialize in case it's not initialized. This is done once per thread // and it's safe to call multiple times. glslang::InitializeProcess(); RenderingDevice::shader_set_compile_to_spirv_function(_compile_shader_glsl); RenderingDevice::shader_set_get_cache_key_function(_get_cache_key_function_glsl); } void uninitialize_glslang_module(ModuleInitializationLevel p_level) { if (p_level != MODULE_INITIALIZATION_LEVEL_CORE) { return; } glslang::FinalizeProcess(); }