ppsspp/GPU/Vulkan/ShaderManagerVulkan.cpp

344 lines
9.6 KiB
C++
Raw Normal View History

// Copyright (c) 2015- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#ifdef _WIN32
//#define SHADERLOG
#endif
#include <map>
#include "base/logging.h"
#include "math/lin/matrix4x4.h"
#include "math/math_util.h"
#include "math/dataconv.h"
#include "util/text/utf8.h"
#include "Common/Vulkan/VulkanContext.h"
#include "Common/Vulkan/VulkanMemory.h"
#include "Common/Common.h"
#include "Core/Config.h"
#include "Core/Reporting.h"
#include "GPU/Math3D.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/Vulkan/ShaderManagerVulkan.h"
#include "GPU/Vulkan/DrawEngineVulkan.h"
#include "GPU/Vulkan/FramebufferVulkan.h"
#include "GPU/Vulkan/FragmentShaderGeneratorVulkan.h"
#include "GPU/Vulkan/VertexShaderGeneratorVulkan.h"
VulkanFragmentShader::VulkanFragmentShader(VulkanContext *vulkan, ShaderID id, const char *code, bool useHWTransform)
: vulkan_(vulkan), id_(id), failed_(false), useHWTransform_(useHWTransform), module_(0) {
source_ = code;
std::string errorMessage;
std::vector<uint32_t> spirv;
#ifdef SHADERLOG
OutputDebugStringA(code);
#endif
2016-01-02 02:08:05 +01:00
bool success = GLSLtoSPV(VK_SHADER_STAGE_FRAGMENT_BIT, code, spirv, &errorMessage);
if (!errorMessage.empty()) {
if (success) {
ERROR_LOG(G3D, "Warnings in shader compilation!");
} else {
ERROR_LOG(G3D, "Error in shader compilation!");
}
ERROR_LOG(G3D, "Messages: %s", errorMessage.c_str());
ERROR_LOG(G3D, "Shader source:\n%s", code);
#ifdef SHADERLOG
2016-01-06 00:38:45 +01:00
OutputDebugStringA("Messages:\n");
OutputDebugStringA(errorMessage.c_str());
OutputDebugStringA(code);
#endif
Reporting::ReportMessage("Vulkan error in shader compilation: info: %s / code: %s", errorMessage.c_str(), code);
} else {
success = vulkan_->CreateShaderModule(spirv, &module_);
2016-01-06 00:38:45 +01:00
#ifdef SHADERLOG
2016-03-20 14:54:21 +01:00
OutputDebugStringA("OK\n");
2016-01-06 00:38:45 +01:00
#endif
}
if (!success) {
failed_ = true;
return;
} else {
DEBUG_LOG(G3D, "Compiled shader:\n%s\n", (const char *)code);
}
}
VulkanFragmentShader::~VulkanFragmentShader() {
if (module_ != VK_NULL_HANDLE) {
vulkan_->Delete().QueueDeleteShaderModule(module_);
}
}
std::string VulkanFragmentShader::GetShaderString(DebugShaderStringType type) const {
switch (type) {
case SHADER_STRING_SOURCE_CODE:
return source_;
case SHADER_STRING_SHORT_DESC:
return FragmentShaderDesc(id_);
default:
return "N/A";
}
}
VulkanVertexShader::VulkanVertexShader(VulkanContext *vulkan, ShaderID id, const char *code, int vertType, bool useHWTransform, bool usesLighting)
: vulkan_(vulkan), id_(id), failed_(false), useHWTransform_(useHWTransform), module_(VK_NULL_HANDLE), usesLighting_(usesLighting) {
source_ = code;
std::string errorMessage;
std::vector<uint32_t> spirv;
#ifdef SHADERLOG
OutputDebugStringA(code);
#endif
2016-01-02 02:08:05 +01:00
bool success = GLSLtoSPV(VK_SHADER_STAGE_VERTEX_BIT, code, spirv, &errorMessage);
if (!errorMessage.empty()) {
if (success) {
ERROR_LOG(G3D, "Warnings in shader compilation!");
} else {
ERROR_LOG(G3D, "Error in shader compilation!");
}
ERROR_LOG(G3D, "Messages: %s", errorMessage.c_str());
ERROR_LOG(G3D, "Shader source:\n%s", code);
OutputDebugStringUTF8("Messages:\n");
OutputDebugStringUTF8(errorMessage.c_str());
Reporting::ReportMessage("Vulkan error in shader compilation: info: %s / code: %s", errorMessage.c_str(), code);
} else {
success = vulkan_->CreateShaderModule(spirv, &module_);
#ifdef SHADERLOG
2016-03-20 14:54:21 +01:00
OutputDebugStringA("OK\n");
#endif
}
if (!success) {
failed_ = true;
module_ = VK_NULL_HANDLE;
return;
} else {
DEBUG_LOG(G3D, "Compiled shader:\n%s\n", (const char *)code);
}
}
VulkanVertexShader::~VulkanVertexShader() {
if (module_ != VK_NULL_HANDLE) {
vulkan_->Delete().QueueDeleteShaderModule(module_);
}
}
std::string VulkanVertexShader::GetShaderString(DebugShaderStringType type) const {
switch (type) {
case SHADER_STRING_SOURCE_CODE:
return source_;
case SHADER_STRING_SHORT_DESC:
return VertexShaderDesc(id_);
default:
return "N/A";
}
}
ShaderManagerVulkan::ShaderManagerVulkan(VulkanContext *vulkan)
: vulkan_(vulkan), lastVShader_(nullptr), lastFShader_(nullptr) {
codeBuffer_ = new char[16384];
uboAlignment_ = vulkan_->GetPhysicalDeviceProperties().limits.minUniformBufferOffsetAlignment;
memset(&ub_base, 0, sizeof(ub_base));
memset(&ub_lights, 0, sizeof(ub_lights));
memset(&ub_bones, 0, sizeof(ub_bones));
ILOG("sizeof(ub_base): %d", (int)sizeof(ub_base));
ILOG("sizeof(ub_lights): %d", (int)sizeof(ub_lights));
ILOG("sizeof(ub_bones): %d", (int)sizeof(ub_bones));
}
ShaderManagerVulkan::~ShaderManagerVulkan() {
ClearShaders();
delete[] codeBuffer_;
}
uint32_t ShaderManagerVulkan::PushBaseBuffer(VulkanPushBuffer *dest, VkBuffer *buf) {
return dest->PushAligned(&ub_base, sizeof(ub_base), uboAlignment_, buf);
}
uint32_t ShaderManagerVulkan::PushLightBuffer(VulkanPushBuffer *dest, VkBuffer *buf) {
return dest->PushAligned(&ub_lights, sizeof(ub_lights), uboAlignment_, buf);
}
// TODO: Only push half the bone buffer if we only have four bones.
uint32_t ShaderManagerVulkan::PushBoneBuffer(VulkanPushBuffer *dest, VkBuffer *buf) {
return dest->PushAligned(&ub_bones, sizeof(ub_bones), uboAlignment_, buf);
}
void ShaderManagerVulkan::DeviceRestore(VulkanContext *vulkan) {
vulkan_ = vulkan;
uboAlignment_ = vulkan_->GetPhysicalDeviceProperties().limits.minUniformBufferOffsetAlignment;
}
void ShaderManagerVulkan::Clear() {
for (auto iter = fsCache_.begin(); iter != fsCache_.end(); ++iter) {
delete iter->second;
}
for (auto iter = vsCache_.begin(); iter != vsCache_.end(); ++iter) {
delete iter->second;
}
fsCache_.clear();
vsCache_.clear();
lastFSID_.clear();
lastVSID_.clear();
}
void ShaderManagerVulkan::ClearShaders() {
Clear();
DirtyShader();
gstate_c.Dirty(DIRTY_ALL_UNIFORMS);
}
void ShaderManagerVulkan::DirtyShader() {
// Forget the last shader ID
lastFSID_.clear();
lastVSID_.clear();
lastVShader_ = nullptr;
lastFShader_ = nullptr;
}
void ShaderManagerVulkan::DirtyLastShader() { // disables vertex arrays
lastVShader_ = nullptr;
lastFShader_ = nullptr;
}
uint64_t ShaderManagerVulkan::UpdateUniforms() {
uint64_t dirty = gstate_c.GetDirtyUniforms();
if (dirty != 0) {
if (dirty & DIRTY_BASE_UNIFORMS)
BaseUpdateUniforms(&ub_base, dirty, false);
if (dirty & DIRTY_LIGHT_UNIFORMS)
2017-02-08 17:35:41 +01:00
LightUpdateUniforms(&ub_lights, dirty);
if (dirty & DIRTY_BONE_UNIFORMS)
2017-02-08 17:35:41 +01:00
BoneUpdateUniforms(&ub_bones, dirty);
}
gstate_c.CleanUniforms();
return dirty;
}
void ShaderManagerVulkan::GetShaders(int prim, u32 vertType, VulkanVertexShader **vshader, VulkanFragmentShader **fshader, bool useHWTransform) {
ShaderID VSID;
if (gstate_c.IsDirty(DIRTY_VERTEXSHADER_STATE)) {
gstate_c.Clean(DIRTY_VERTEXSHADER_STATE);
ComputeVertexShaderID(&VSID, vertType, useHWTransform);
} else {
VSID = lastVSID_;
}
ShaderID FSID;
2017-03-19 11:32:29 +01:00
if (gstate_c.IsDirty(DIRTY_FRAGMENTSHADER_STATE)) {
gstate_c.Clean(DIRTY_FRAGMENTSHADER_STATE);
ComputeFragmentShaderID(&FSID);
} else {
FSID = lastFSID_;
}
// Just update uniforms if this is the same shader as last time.
if (lastVShader_ != nullptr && lastFShader_ != nullptr && VSID == lastVSID_ && FSID == lastFSID_) {
*vshader = lastVShader_;
*fshader = lastFShader_;
// Already all set, no need to look up in shader maps.
return;
}
VSCache::iterator vsIter = vsCache_.find(VSID);
VulkanVertexShader *vs;
if (vsIter == vsCache_.end()) {
// Vertex shader not in cache. Let's compile it.
bool usesLighting;
GenerateVulkanGLSLVertexShader(VSID, codeBuffer_, &usesLighting);
vs = new VulkanVertexShader(vulkan_, VSID, codeBuffer_, vertType, useHWTransform, usesLighting);
vsCache_[VSID] = vs;
} else {
vs = vsIter->second;
}
lastVSID_ = VSID;
FSCache::iterator fsIter = fsCache_.find(FSID);
VulkanFragmentShader *fs;
if (fsIter == fsCache_.end()) {
// Fragment shader not in cache. Let's compile it.
GenerateVulkanGLSLFragmentShader(FSID, codeBuffer_);
fs = new VulkanFragmentShader(vulkan_, FSID, codeBuffer_, useHWTransform);
fsCache_[FSID] = fs;
} else {
fs = fsIter->second;
}
lastFSID_ = FSID;
2016-01-09 23:27:53 +01:00
lastVShader_ = vs;
lastFShader_ = fs;
*vshader = vs;
*fshader = fs;
}
std::vector<std::string> ShaderManagerVulkan::DebugGetShaderIDs(DebugShaderType type) {
std::string id;
std::vector<std::string> ids;
switch (type) {
case SHADER_TYPE_VERTEX:
{
for (auto iter : vsCache_) {
iter.first.ToString(&id);
ids.push_back(id);
}
break;
}
case SHADER_TYPE_FRAGMENT:
{
for (auto iter : fsCache_) {
iter.first.ToString(&id);
ids.push_back(id);
}
break;
}
default:
break;
}
return ids;
}
std::string ShaderManagerVulkan::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
ShaderID shaderId;
shaderId.FromString(id);
switch (type) {
case SHADER_TYPE_VERTEX:
{
auto iter = vsCache_.find(shaderId);
if (iter == vsCache_.end()) {
return "";
}
return iter->second->GetShaderString(stringType);
}
case SHADER_TYPE_FRAGMENT:
{
auto iter = fsCache_.find(shaderId);
if (iter == fsCache_.end()) {
return "";
}
return iter->second->GetShaderString(stringType);
}
default:
return "N/A";
}
}