Add SPIR-V compression with LZ4 of Vulkan shaders (35% avg smaller)
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@@ -12,6 +12,7 @@
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#include "Engine/Core/Types/DataContainer.h"
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#include "Engine/Serialization/MemoryReadStream.h"
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#include "Engine/Profiler/ProfilerMemory.h"
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#include <ThirdParty/LZ4/lz4.h>
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#if PLATFORM_DESKTOP
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#define VULKAN_UNIFORM_RING_BUFFER_SIZE (24 * 1024 * 1024)
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@@ -108,8 +109,28 @@ GPUShaderProgram* GPUShaderVulkan::CreateGPUShaderProgram(ShaderStage type, cons
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// Extract the SPIR-V bytecode
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BytesContainer spirv;
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ASSERT(header->Type == SpirvShaderHeader::Types::SPIRV);
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spirv.Link(bytecode);
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switch (header->Type)
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{
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case SpirvShaderHeader::Types::SPIRV:
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spirv.Link(bytecode);
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break;
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case SpirvShaderHeader::Types::SPIRV_LZ4:
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{
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int32 originalSize = *(int32*)bytecode.Get();
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bytecode = bytecode.Slice(sizeof(int32));
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spirv.Allocate(originalSize);
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const int32 res = LZ4_decompress_safe((const char*)bytecode.Get(), (char*)spirv.Get(), bytecode.Length(), originalSize);
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if (res <= 0)
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{
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LOG(Error, "Failed to decompress shader");
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return nullptr;
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}
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break;
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}
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default:
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LOG(Error, "Invalid shader program format");
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return nullptr;
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}
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// Create shader module from SPIR-V bytecode
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VkShaderModule shaderModule = VK_NULL_HANDLE;
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@@ -132,6 +132,11 @@ struct SpirvShaderHeader
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/// The WGSL shader code compressed with LZ4.
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/// </summary>
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WGSL_LZ4 = 2,
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/// <summary>
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/// The SPIR-V byte code compressed with LZ4.
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/// </summary>
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SPIRV_LZ4 = 3,
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};
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/// <summary>
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@@ -9,6 +9,7 @@
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#include "Engine/Serialization/MemoryWriteStream.h"
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#include "Engine/Graphics/Config.h"
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#include "Engine/GraphicsDevice/Vulkan/Types.h"
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#include <ThirdParty/LZ4/lz4.h>
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// Use glslang for HLSL to SPIR-V translation
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// Source: https://github.com/KhronosGroup/glslang
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@@ -939,8 +940,6 @@ bool ShaderCompilerVulkan::OnCompileBegin()
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//_globalMacros.Add({ "VULKAN", "1" }); // glslang compiler adds VULKAN define if EShMsgVulkanRules flag is specified
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// TODO: handle options->TreatWarningsAsErrors
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return false;
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}
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@@ -967,9 +966,22 @@ void ShaderCompilerVulkan::InitCodegen(ShaderCompilationContext* context, glslan
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bool ShaderCompilerVulkan::Write(ShaderCompilationContext* context, ShaderFunctionMeta& meta, int32 permutationIndex, const ShaderBindings& bindings, struct SpirvShaderHeader& header, std::vector<unsigned int>& spirv)
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{
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int32 spirvBytesCount = (int32)spirv.size() * sizeof(unsigned);
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// Compress
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const int32 srcSize = (int32)spirv.size() * sizeof(unsigned);
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const int32 maxSize = LZ4_compressBound(srcSize);
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Array<byte> spirvCompressed;
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spirvCompressed.Resize(maxSize + sizeof(int32));
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const int32 dstSize = LZ4_compress_default((const char*)&spirv[0], (char*)spirvCompressed.Get() + sizeof(int32), srcSize, maxSize);
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if (dstSize > 0 && dstSize < (int32)(srcSize * 0.8f)) // Expect 20% or more compression ratio to use it (to avoid decompressing if the gain is not big enough)
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{
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spirvCompressed.Resize(dstSize + sizeof(int32));
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*(int32*)spirvCompressed.Get() = srcSize; // Store original size in the beginning to decompress it
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header.Type = SpirvShaderHeader::Types::SPIRV_LZ4;
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return WriteShaderFunctionPermutation(_context, meta, permutationIndex, bindings, &header, sizeof(header), spirvCompressed.Get(), spirvCompressed.Count());
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}
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header.Type = SpirvShaderHeader::Types::SPIRV;
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return WriteShaderFunctionPermutation(_context, meta, permutationIndex, bindings, &header, sizeof(header), &spirv[0], spirvBytesCount);
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return WriteShaderFunctionPermutation(_context, meta, permutationIndex, bindings, &header, sizeof(header), &spirv[0], srcSize);
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}
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#endif
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@@ -105,7 +105,6 @@ bool ShaderCompilerWebGPU::Write(ShaderCompilationContext* context, ShaderFuncti
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return WriteShaderFunctionPermutation(_context, meta, permutationIndex, bindings, &header, sizeof(header), wgslCompressed.Get(), wgslCompressed.Count());
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}
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header.Type = SpirvShaderHeader::Types::WGSL;
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return WriteShaderFunctionPermutation(_context, meta, permutationIndex, bindings, &header, sizeof(header), wgsl.Get(), wgsl.Length() + 1);
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}
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