Vulkan-Hpp/samples/utils/shaders.cpp
2019-03-26 12:24:36 +01:00

189 lines
7.3 KiB
C++

// 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<unsigned int> &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<unsigned int> shaderSPV;
bool ok = GLSLtoSPV(shaderStage, shaderText, shaderSPV);
assert(ok);
return device->createShaderModuleUnique(vk::ShaderModuleCreateInfo(vk::ShaderModuleCreateFlags(), shaderSPV.size() * sizeof(unsigned int), shaderSPV.data()));
}
}
}