// Copyright(c) 2019, NVIDIA CORPORATION. All rights reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // #include "shaders.hpp" #include "vulkan/vulkan.hpp" #include "SPIRV/GlslangToSpv.h" namespace vk { namespace su { EShLanguage translateShaderStage(vk::ShaderStageFlagBits stage) { switch (stage) { case vk::ShaderStageFlagBits::eVertex: return EShLangVertex; case vk::ShaderStageFlagBits::eTessellationControl: return EShLangTessControl; case vk::ShaderStageFlagBits::eTessellationEvaluation: return EShLangTessEvaluation; case vk::ShaderStageFlagBits::eGeometry: return EShLangGeometry; case vk::ShaderStageFlagBits::eFragment: return EShLangFragment; case vk::ShaderStageFlagBits::eCompute: return EShLangCompute; default: assert(false && "Unknown shader stage"); return EShLangVertex; } } void init(TBuiltInResource & resource) { resource.maxLights = 32; resource.maxClipPlanes = 6; resource.maxTextureUnits = 32; resource.maxTextureCoords = 32; resource.maxVertexAttribs = 64; resource.maxVertexUniformComponents = 4096; resource.maxVaryingFloats = 64; resource.maxVertexTextureImageUnits = 32; resource.maxCombinedTextureImageUnits = 80; resource.maxTextureImageUnits = 32; resource.maxFragmentUniformComponents = 4096; resource.maxDrawBuffers = 32; resource.maxVertexUniformVectors = 128; resource.maxVaryingVectors = 8; resource.maxFragmentUniformVectors = 16; resource.maxVertexOutputVectors = 16; resource.maxFragmentInputVectors = 15; resource.minProgramTexelOffset = -8; resource.maxProgramTexelOffset = 7; resource.maxClipDistances = 8; resource.maxComputeWorkGroupCountX = 65535; resource.maxComputeWorkGroupCountY = 65535; resource.maxComputeWorkGroupCountZ = 65535; resource.maxComputeWorkGroupSizeX = 1024; resource.maxComputeWorkGroupSizeY = 1024; resource.maxComputeWorkGroupSizeZ = 64; resource.maxComputeUniformComponents = 1024; resource.maxComputeTextureImageUnits = 16; resource.maxComputeImageUniforms = 8; resource.maxComputeAtomicCounters = 8; resource.maxComputeAtomicCounterBuffers = 1; resource.maxVaryingComponents = 60; resource.maxVertexOutputComponents = 64; resource.maxGeometryInputComponents = 64; resource.maxGeometryOutputComponents = 128; resource.maxFragmentInputComponents = 128; resource.maxImageUnits = 8; resource.maxCombinedImageUnitsAndFragmentOutputs = 8; resource.maxCombinedShaderOutputResources = 8; resource.maxImageSamples = 0; resource.maxVertexImageUniforms = 0; resource.maxTessControlImageUniforms = 0; resource.maxTessEvaluationImageUniforms = 0; resource.maxGeometryImageUniforms = 0; resource.maxFragmentImageUniforms = 8; resource.maxCombinedImageUniforms = 8; resource.maxGeometryTextureImageUnits = 16; resource.maxGeometryOutputVertices = 256; resource.maxGeometryTotalOutputComponents = 1024; resource.maxGeometryUniformComponents = 1024; resource.maxGeometryVaryingComponents = 64; resource.maxTessControlInputComponents = 128; resource.maxTessControlOutputComponents = 128; resource.maxTessControlTextureImageUnits = 16; resource.maxTessControlUniformComponents = 1024; resource.maxTessControlTotalOutputComponents = 4096; resource.maxTessEvaluationInputComponents = 128; resource.maxTessEvaluationOutputComponents = 128; resource.maxTessEvaluationTextureImageUnits = 16; resource.maxTessEvaluationUniformComponents = 1024; resource.maxTessPatchComponents = 120; resource.maxPatchVertices = 32; resource.maxTessGenLevel = 64; resource.maxViewports = 16; resource.maxVertexAtomicCounters = 0; resource.maxTessControlAtomicCounters = 0; resource.maxTessEvaluationAtomicCounters = 0; resource.maxGeometryAtomicCounters = 0; resource.maxFragmentAtomicCounters = 8; resource.maxCombinedAtomicCounters = 8; resource.maxAtomicCounterBindings = 1; resource.maxVertexAtomicCounterBuffers = 0; resource.maxTessControlAtomicCounterBuffers = 0; resource.maxTessEvaluationAtomicCounterBuffers = 0; resource.maxGeometryAtomicCounterBuffers = 0; resource.maxFragmentAtomicCounterBuffers = 1; resource.maxCombinedAtomicCounterBuffers = 1; resource.maxAtomicCounterBufferSize = 16384; resource.maxTransformFeedbackBuffers = 4; resource.maxTransformFeedbackInterleavedComponents = 64; resource.maxCullDistances = 8; resource.maxCombinedClipAndCullDistances = 8; resource.maxSamples = 4; resource.limits.nonInductiveForLoops = 1; resource.limits.whileLoops = 1; resource.limits.doWhileLoops = 1; resource.limits.generalUniformIndexing = 1; resource.limits.generalAttributeMatrixVectorIndexing = 1; resource.limits.generalVaryingIndexing = 1; resource.limits.generalSamplerIndexing = 1; resource.limits.generalVariableIndexing = 1; resource.limits.generalConstantMatrixVectorIndexing = 1; } bool GLSLtoSPV(const vk::ShaderStageFlagBits shaderType, std::string const& glslShader, std::vector &spvShader) { EShLanguage stage = translateShaderStage(shaderType); const char *shaderStrings[1]; shaderStrings[0] = glslShader.data(); glslang::TShader shader(stage); shader.setStrings(shaderStrings, 1); TBuiltInResource resource; init(resource); // Enable SPIR-V and Vulkan rules when parsing GLSL EShMessages messages = (EShMessages)(EShMsgSpvRules | EShMsgVulkanRules); if (!shader.parse(&resource, 100, false, messages)) { puts(shader.getInfoLog()); puts(shader.getInfoDebugLog()); return false; // something didn't work } glslang::TProgram program; program.addShader(&shader); // // Program-level processing... // if (!program.link(messages)) { puts(shader.getInfoLog()); puts(shader.getInfoDebugLog()); fflush(stdout); return false; } glslang::GlslangToSpv(*program.getIntermediate(stage), spvShader); return true; } vk::UniqueShaderModule createShaderModule(vk::UniqueDevice &device, vk::ShaderStageFlagBits shaderStage, std::string const& shaderText) { std::vector shaderSPV; bool ok = GLSLtoSPV(shaderStage, shaderText, shaderSPV); assert(ok); return device->createShaderModuleUnique(vk::ShaderModuleCreateInfo(vk::ShaderModuleCreateFlags(), shaderSPV.size() * sizeof(unsigned int), shaderSPV.data())); } } }