113 lines
4.5 KiB
C++
113 lines
4.5 KiB
C++
// Copyright (c) Wojciech Figat. All rights reserved.
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#if COMPILE_WITH_WEBGPU_SHADER_COMPILER
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#include "ShaderCompilerWebGPU.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Core/Types/String.h"
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#include "Engine/Engine/Globals.h"
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#include "Engine/GraphicsDevice/Vulkan/Types.h"
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#include "Engine/Platform/CreateProcessSettings.h"
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#include "Engine/Platform/File.h"
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#include "Engine/Platform/FileSystem.h"
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#include <ThirdParty/glslang/SPIRV/SpvTools.h>
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#include <ThirdParty/spirv-tools/libspirv.hpp>
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#include <ThirdParty/LZ4/lz4.h>
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ShaderCompilerWebGPU::ShaderCompilerWebGPU(ShaderProfile profile)
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: ShaderCompilerVulkan(profile)
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{
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}
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bool ShaderCompilerWebGPU::OnCompileBegin()
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{
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_globalMacros.Add({ "WGSL", "1" });
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return ShaderCompilerVulkan::OnCompileBegin();
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}
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void ShaderCompilerWebGPU::InitParsing(ShaderCompilationContext* context, glslang::TShader& shader)
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{
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ShaderCompilerVulkan::InitParsing(context, shader);
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// Don't flip Y like Vulkan does
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shader.setInvertY(false);
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// Use newer SPIR-V
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shader.setEnvClient(glslang::EShClientVulkan, glslang::EShTargetVulkan_1_2);
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shader.setEnvTarget(glslang::EShTargetSpv, glslang::EShTargetSpv_1_3);
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}
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void ShaderCompilerWebGPU::InitCodegen(ShaderCompilationContext* context, glslang::SpvOptions& spvOptions)
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{
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ShaderCompilerVulkan::InitCodegen(context, spvOptions);
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// Always optimize SPIR-V
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spvOptions.disableOptimizer = false;
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spvOptions.optimizeSize = true;
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}
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bool ShaderCompilerWebGPU::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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auto id = Guid::New().ToString(Guid::FormatType::N);
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auto folder = Globals::ProjectCacheFolder / TEXT("Shaders");
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auto inputFile = folder / id + TEXT(".spvasm");
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auto outputFile = folder / id + TEXT(".wgsl");
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// Convert SPIR-V to WGSL
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// Tint compiler from: https://github.com/google/dawn/releases
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// License: Source/ThirdParty/tint-license.txt (BSD 3-Clause)
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File::WriteAllBytes(inputFile, &spirv[0], (int32)spirv.size() * sizeof(unsigned int));
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CreateProcessSettings procSettings;
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procSettings.Arguments = String::Format(TEXT("\"{}\" -if spirv -o \"{}\""), inputFile, outputFile);
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if (!context->Options->NoOptimize)
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procSettings.Arguments += TEXT(" --minify");
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procSettings.Arguments += TEXT(" --allow-non-uniform-derivatives"); // Fix sampling texture within non-uniform control flow
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#if PLATFORM_WINDOWS
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procSettings.FileName = Globals::BinariesFolder / TEXT("tint.exe");
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#else
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procSettings.FileName = Globals::BinariesFolder / TEXT("tint");
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#endif
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int32 result = Platform::CreateProcess(procSettings);
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StringAnsi wgsl;
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File::ReadAllText(outputFile, wgsl);
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if (result != 0 || wgsl.IsEmpty())
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{
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LOG(Error, "Failed to compile shader '{}' function '{}' (permutation {}) from SPIR-V into WGSL with result {}", context->Options->TargetName, String(meta.Name), permutationIndex, result);
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#if 1
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// Convert SPIR-V bytecode to text with assembly
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spvtools::SpirvTools tools(SPV_ENV_UNIVERSAL_1_3);
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std::string spirvText;
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tools.Disassemble(spirv, &spirvText);
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File::WriteAllBytes(folder / id + TEXT(".txt"), &spirvText[0], (int32)spirvText.size());
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#endif
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#if 1
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// Dump source code
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File::WriteAllBytes(folder / id + TEXT(".hlsl"), context->Options->Source, context->Options->SourceLength);
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#endif
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return true;
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}
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// Cleanup files
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FileSystem::DeleteFile(inputFile);
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FileSystem::DeleteFile(outputFile);
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// Compress
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const int32 srcSize = wgsl.Length() + 1;
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const int32 maxSize = LZ4_compressBound(srcSize);
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Array<byte> wgslCompressed;
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wgslCompressed.Resize(maxSize + sizeof(int32));
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const int32 dstSize = LZ4_compress_default(wgsl.Get(), (char*)wgslCompressed.Get() + sizeof(int32), srcSize, maxSize);
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if (dstSize > 0)
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{
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wgslCompressed.Resize(dstSize + sizeof(int32));
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*(int32*)wgslCompressed.Get() = srcSize; // Store original size in the beginning to decompress it
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header.Type = SpirvShaderHeader::Types::WGSL_LZ4;
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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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#endif
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