Add LZ4 compression to WebGPU shaders

This commit is contained in:
Wojtek Figat
2026-03-04 09:15:53 +01:00
parent 075727ab53
commit aff8090adb
6 changed files with 49 additions and 3 deletions

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@@ -4,7 +4,7 @@
"Major": 1,
"Minor": 12,
"Revision": 0,
"Build": 6906
"Build": 6907
},
"Company": "Flax",
"Copyright": "Copyright (c) 2012-2026 Wojciech Figat. All rights reserved.",

View File

@@ -127,6 +127,11 @@ struct SpirvShaderHeader
/// The raw WGSL shader code.
/// </summary>
WGSL = 1,
/// <summary>
/// The WGSL shader code compressed with LZ4.
/// </summary>
WGSL_LZ4 = 2,
};
/// <summary>

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@@ -9,6 +9,7 @@
#include "Engine/Core/Types/DataContainer.h"
#include "Engine/GraphicsDevice/Vulkan/Types.h"
#include "Engine/Serialization/MemoryReadStream.h"
#include <ThirdParty/LZ4/lz4.h>
GPUConstantBufferWebGPU::GPUConstantBufferWebGPU(GPUDeviceWebGPU* device, uint32 size, const StringView& name) noexcept
: GPUResourceWebGPU(device, name)
@@ -25,8 +26,28 @@ GPUShaderProgram* GPUShaderWebGPU::CreateGPUShaderProgram(ShaderStage type, cons
// Extract the WGSL shader
BytesContainer wgsl;
ASSERT(header->Type == SpirvShaderHeader::Types::WGSL);
wgsl.Link(bytecode);
switch (header->Type)
{
case SpirvShaderHeader::Types::WGSL:
wgsl.Link(bytecode);
break;
case SpirvShaderHeader::Types::WGSL_LZ4:
{
int32 originalSize = *(int32*)bytecode.Get();
bytecode = bytecode.Slice(sizeof(int32));
wgsl.Allocate(originalSize);
const int32 res = LZ4_decompress_safe((const char*)bytecode.Get(), (char*)wgsl.Get(), bytecode.Length(), originalSize);
if (res <= 0)
{
LOG(Error, "Failed to decompress shader");
return nullptr;
}
break;
}
default:
LOG(Error, "Invalid shader program format");
return nullptr;
}
// Create a shader module
WGPUShaderSourceWGSL shaderCodeDesc = WGPU_SHADER_SOURCE_WGSL_INIT;

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@@ -20,5 +20,6 @@ public class GraphicsDeviceWebGPU : GraphicsDeviceBaseModule
options.OutputFiles.Add(port);
options.PublicDefinitions.Add("GRAPHICS_API_WEBGPU");
options.PrivateIncludePaths.Add(Path.Combine(EmscriptenSdk.Instance.EmscriptenPath, "emscripten/cache/ports/emdawnwebgpu/emdawnwebgpu_pkg/webgpu/include"));
options.PrivateDependencies.Add("lz4");
}
}

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@@ -33,6 +33,9 @@ public class ShaderCompilerWebGPU : ShaderCompiler
options.PublicDefinitions.Add("COMPILE_WITH_WEBGPU_SHADER_COMPILER");
options.PublicDependencies.Add("ShaderCompilerVulkan");
options.PrivateDependencies.Add("glslang");
options.PrivateDependencies.Add("spirv-tools");
options.PrivateDependencies.Add("lz4");
// Deploy tint executable as a dependency for the shader compilation from SPIR-V into WGSL
// Tint compiler from: https://github.com/google/dawn/releases

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@@ -12,6 +12,7 @@
#include "Engine/Platform/FileSystem.h"
#include <ThirdParty/glslang/SPIRV/SpvTools.h>
#include <ThirdParty/spirv-tools/libspirv.hpp>
#include <ThirdParty/LZ4/lz4.h>
ShaderCompilerWebGPU::ShaderCompilerWebGPU(ShaderProfile profile)
: ShaderCompilerVulkan(profile)
@@ -90,6 +91,21 @@ bool ShaderCompilerWebGPU::Write(ShaderCompilationContext* context, ShaderFuncti
FileSystem::DeleteFile(inputFile);
FileSystem::DeleteFile(outputFile);
// Compress
const int32 srcSize = wgsl.Length() + 1;
const int32 maxSize = LZ4_compressBound(srcSize);
Array<byte> wgslCompressed;
wgslCompressed.Resize(maxSize + sizeof(int32));
const int32 dstSize = LZ4_compress_default(wgsl.Get(), (char*)wgslCompressed.Get() + sizeof(int32), srcSize, maxSize);
if (dstSize > 0)
{
wgslCompressed.Resize(dstSize + sizeof(int32));
*(int32*)wgslCompressed.Get() = srcSize; // Store original size in the beginning to decompress it
header.Type = SpirvShaderHeader::Types::WGSL_LZ4;
return WriteShaderFunctionPermutation(_context, meta, permutationIndex, bindings, &header, sizeof(header), wgslCompressed.Get(), wgslCompressed.Count());
}
header.Type = SpirvShaderHeader::Types::WGSL;
return WriteShaderFunctionPermutation(_context, meta, permutationIndex, bindings, &header, sizeof(header), wgsl.Get(), wgsl.Length() + 1);
}