added GLSLCompiler.cpp/.h

This commit is contained in:
HuYingzhuo(hugo/hyzboy) 2023-03-08 14:02:51 +08:00
parent eed16928e9
commit 2ac91b80ac
11 changed files with 393 additions and 38 deletions

2
CMCore

@ -1 +1 @@
Subproject commit 643773c93d97de2c1834cc05a10fb8cfbe76124c
Subproject commit 3e8f45a35e551f6202fb10d0b090c10619f354c9

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@ -23,8 +23,6 @@ void main()
{
gl_Position=vec4(Position,0,1);
})");
vsc->CompileToSPV();
}
//添加一个名称为ColorMaterial的UBO定义,其内部有一个vec4 color的属性
@ -63,12 +61,12 @@ void main()
})");
}
mc.CompileShader();
return(false);
}
int MaterialCreaterTest()
{
return 0;
}

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@ -14,7 +14,7 @@ class MaterialCreater
uint32_t shader_stage; ///<着色器阶段
MaterialDescriptorManager MDM; ///<材质描述符管理器
MaterialDescriptorManager mdm; ///<材质描述符管理器
ShaderCreaterMap shader_map; ///<着色器列表
@ -22,6 +22,10 @@ class MaterialCreater
ShaderCreaterGeometry *geom;
ShaderCreaterFragment *frag;
private:
void SetContext();
public:
bool hasShader(const VkShaderStageFlagBits ss)const{return shader_stage&ss;}
@ -46,5 +50,7 @@ public:
bool AddUBO(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const AnsiString &type_name,const AnsiString &name);
bool AddSampler(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const SamplerType &st,const AnsiString &name);
bool CompileShader();
};//class MaterialCreater
SHADERGEN_NAMESPACE_END

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@ -32,7 +32,7 @@ public:
void SetShaderCodes(const AnsiString &str)
{
shader_codes;
shader_codes=str;
}
bool CompileToSPV();

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@ -27,8 +27,6 @@ class ShaderDescriptorManager
ShaderPushConstant push_constant;
AnsiString source_codes;
public:
ShaderDescriptorManager(VkShaderStageFlagBits);
@ -50,8 +48,6 @@ public:
const ObjectList<ConstValueDescriptor> & GetConstList()const{return const_value_list;}
const ObjectList<SubpassInputDescriptor> & GetSubpassInputList()const { return subpass_input; }
const AnsiString &GetSources()const{return source_codes;}
public:
@ -66,12 +62,6 @@ public:
void SetPushConstant(const AnsiString name,uint8_t offset,uint8_t size);
void AddSource(const AnsiString &str)
{
source_codes+=str;
source_codes+="\n";
}
#ifdef _DEBUG
void DebugOutput(int);
#endif//_DEBUG

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@ -32,6 +32,11 @@ SET(SHADERGEN_SOURCE_FILES
MaterialDescriptorManager.cpp
)
SET(GLSL_COMPILER_SOURCE GLSLCompiler.h
GLSLCompiler.cpp)
SOURCE_GROUP("GLSL Compiler" FILES ${GLSL_COMPILER_SOURCE})
#SOURCE_GROUP("Pixel Material Components" FILES ${SHADERGEN_HEADER_FILES}
# ${SHADERGEN_SOURCE_FILES})
@ -41,4 +46,5 @@ add_cm_library(ULRE.ShaderGen "ULRE" ${SHADERGEN_HEADER_FILES}
${MATERIAL_CREATER_SOURCE_FILES}
${SHADER_CREATER_HEADER_FILES}
${SHADER_CREATER_SOURCE_FILES}
${GLSL_COMPILER_SOURCE}
)

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@ -0,0 +1,184 @@
#include"GLSLCompiler.h"
#include<hgl/platform/ExternalModule.h>
#include<hgl/type/StringList.h>
#include<hgl/filesystem/FileSystem.h>
using namespace hgl;
using namespace hgl::io;
namespace glsl_compiler
{
enum class ShaderLanguageType
{
GLSL=0,
HLSL,
MAX=0xff
};//enum class ShaderType
struct CompileInfo
{
ShaderLanguageType shader_type = ShaderLanguageType::GLSL;
const char * entrypoint = nullptr; //it only used in HLSL
uint32_t includes_count = 0;
const char ** includes = nullptr;
const char * preamble = nullptr;
};
UTF8StringList include_list;
CompileInfo compile_info;
struct GLSLCompilerInterface
{
bool (*Init)();
void (*Close)();
bool (*GetLimit)(void *,const int);
bool (*SetLimit)(void *,const int);
uint32_t (*GetType)(const char *ext_name);
SPVData * (*Compile)(const uint32_t stage,const char *shader_source, const CompileInfo *compile_info);
SPVData * (*CompileFromPath)(const uint32_t stage,const char *shader_filename, const CompileInfo *compile_info);
void (*Free)(SPVData *);
};
ExternalModule *gsi_module=nullptr;
static GLSLCompilerInterface *gsi=nullptr;
typedef GLSLCompilerInterface *(*GetInterfaceFUNC)();
bool Init()
{
compile_info.includes=nullptr;
compile_info.includes_count=0;
if(gsi)return(true);
OSString cur_path;
OSString glsl_compiler_fullname;
if(!filesystem::GetCurrentPath(cur_path))
return(false);
glsl_compiler_fullname=filesystem::MergeFilename(cur_path,OS_TEXT("GLSLCompiler") HGL_PLUGIN_EXTNAME);
gsi_module=LoadExternalModule(glsl_compiler_fullname);
if(!gsi_module)return(false);
GetInterfaceFUNC get_func;
get_func=GetInterfaceFUNC(gsi_module->GetFunc("GetInterface"));
if(get_func)
{
gsi=get_func();
if(gsi)
{
if(gsi->Init())
return(true);
}
}
delete gsi_module;
gsi_module=nullptr;
return(false);
}
void Close()
{
delete[] compile_info.includes;
compile_info.includes=nullptr;
if(gsi)
{
gsi->Close();
gsi=nullptr;
}
if(gsi_module)
{
delete gsi_module;
gsi_module=nullptr;
}
}
void AddGLSLIncludePath(const char *path)
{
if(include_list.Find(path)==-1)
include_list.Add(path);
}
const char PreambleString[]="#extension GL_GOOGLE_include_directive : require\n";
void RebuildGLSLIncludePath()
{
delete[] compile_info.includes;
compile_info.includes_count=include_list.GetCount();
compile_info.includes=new const char *[compile_info.includes_count];
for(uint32_t i=0;i<compile_info.includes_count;i++)
compile_info.includes[i]=include_list[i].c_str();
if(compile_info.includes_count>0)
compile_info.preamble=PreambleString;
}
uint32_t GetType (const char *ext_name)
{
if(gsi)
return gsi->GetType(ext_name);
return 0;
}
void Free (SPVData *spv_data)
{
if(gsi)
gsi->Free(spv_data);
}
SPVData *Compile(const uint32_t type,const char *source)
{
if(!gsi)
return(nullptr);
ByteOrderMask bom=CheckBOM(source);
if(bom==ByteOrderMask::UTF8)
source+=3;
else
if(bom!=ByteOrderMask::NONE)
{
std::cerr<<"GLSLCompiler does not support BOMHeader outside of UTF8"<<std::endl;
return(nullptr);
}
glsl_compiler::SPVData *spv=gsi->Compile(type,source,&compile_info);
if(!spv)return(nullptr);
const bool result=spv->result;
if(!result)
{
std::cerr<<"glsl compile failed."<<std::endl;
if(spv->log)
std::cerr<<"info: "<<spv->log<<std::endl;
if(spv->debug_log)
std::cerr<<"debug info: "<<spv->debug_log<<std::endl;
glsl_compiler::Free(spv);
return(nullptr);
}
std::cout<<"Compile successed! spv length "<<spv->spv_length<<" bytes."<<std::endl;
return spv;
}
}//namespace glsl_compiler

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@ -0,0 +1,111 @@
#ifndef HGL_GLSL_COMPILER_INCLUDE
#define HGL_GLSL_COMPILER_INCLUDE
#include<hgl/type/String.h>
#include<hgl/type/Map.h>
#include<stdint.h>
namespace hgl
{
namespace io
{
class MemoryOutputStream;
class DataOutputStream;
}
}
namespace glsl_compiler
{
using namespace hgl;
enum class DescriptorType //等同VkDescriptorType
{
SAMPLER = 0,
COMBINED_IMAGE_SAMPLER,
SAMPLED_IMAGE,
STORAGE_IMAGE,
UNIFORM_TEXEL_BUFFER,
STORAGE_TEXEL_BUFFER,
UNIFORM_BUFFER,
STORAGE_BUFFER,
UNIFORM_BUFFER_DYNAMIC,
STORAGE_BUFFER_DYNAMIC,
INPUT_ATTACHMENT,
ENUM_CLASS_RANGE(SAMPLER,INPUT_ATTACHMENT)
};
constexpr size_t SHADER_RESOURCE_NAME_MAX_LENGTH=32;
struct ShaderStage
{
char name[SHADER_RESOURCE_NAME_MAX_LENGTH];
uint8_t location;
uint8_t basetype; //现在改对应hgl/graph/VertexAttrib.h中的enum class VertexAttribType::BaseType
uint8_t vec_size;
};//
struct ShaderStageData
{
uint32_t count;
ShaderStage *items;
};
struct Descriptor
{
char name[SHADER_RESOURCE_NAME_MAX_LENGTH];
uint8_t set;
uint8_t binding;
};
struct PushConstant
{
char name[SHADER_RESOURCE_NAME_MAX_LENGTH];
uint8_t offset;
uint8_t size;
};
struct SubpassInput
{
char name[SHADER_RESOURCE_NAME_MAX_LENGTH];
uint8_t input_attachment_index;
uint8_t binding;
};
template<typename T>
struct ShaderResourceData
{
uint32_t count;
T *items;
};
using ShaderDescriptorResource=ShaderResourceData<Descriptor>[size_t(DescriptorType::RANGE_SIZE)];
struct SPVData
{
bool result;
char *log;
char *debug_log;
uint32_t *spv_data;
uint32_t spv_length;
ShaderStageData input,
output;
ShaderDescriptorResource resource;
ShaderResourceData<PushConstant> push_constant;
ShaderResourceData<SubpassInput> subpass_input;
};
bool Init();
void Close();
void AddGLSLIncludePath(const char *);
void RebuildGLSLIncludePath();
uint32_t GetType (const char *ext_name);
SPVData * Compile (const uint32_t type,const char *source);
void Free (SPVData *spv_data);
}//namespace glsl_compiler
#endif//HGL_GLSL_COMPILER_INCLUDE

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@ -19,30 +19,30 @@ bool MaterialCreater::AddUBOStruct(const AnsiString &ubo_typename,const AnsiStri
if(ubo_typename.IsEmpty()||codes.IsEmpty())
return(false);
return MDM.AddUBOStruct(ubo_typename,codes);
return mdm.AddUBOStruct(ubo_typename,codes);
}
bool MaterialCreater::AddUBO(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const AnsiString &type_name,const AnsiString &name)
bool MaterialCreater::AddUBO(const VkShaderStageFlagBits flag_bit,const DescriptorSetType set_type,const AnsiString &type_name,const AnsiString &name)
{
if(!shader_map.KeyExist(flag_bits))
if(!shader_map.KeyExist(flag_bit))
return(false);
if(!MDM.hasUBOStruct(type_name))
if(!mdm.hasUBOStruct(type_name))
return(false);
ShaderCreater *sc=shader_map[flag_bits];
ShaderCreater *sc=shader_map[flag_bit];
if(!sc)
return(false);
UBODescriptor *ubo=MDM.GetUBO(name);
UBODescriptor *ubo=mdm.GetUBO(name);
if(ubo)
{
if(ubo->type!=type_name)
return(false);
ubo->stage_flag|=flag_bits;
ubo->stage_flag|=flag_bit;
return sc->sdm.AddUBO(set_type,ubo);
}
@ -53,23 +53,23 @@ bool MaterialCreater::AddUBO(const VkShaderStageFlagBits flag_bits,const Descrip
ubo->type=type_name;
ubo->name=name;
return sc->sdm.AddUBO(set_type,MDM.AddUBO(flag_bits,set_type,ubo));
return sc->sdm.AddUBO(set_type,mdm.AddUBO(flag_bit,set_type,ubo));
}
}
bool MaterialCreater::AddSampler(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const SamplerType &st,const AnsiString &name)
bool MaterialCreater::AddSampler(const VkShaderStageFlagBits flag_bit,const DescriptorSetType set_type,const SamplerType &st,const AnsiString &name)
{
if(!shader_map.KeyExist(flag_bits))
if(!shader_map.KeyExist(flag_bit))
return(false);
RANGE_CHECK_RETURN_FALSE(st);
ShaderCreater *sc=shader_map[flag_bits];
ShaderCreater *sc=shader_map[flag_bit];
if(!sc)
return(false);
SamplerDescriptor *sampler=MDM.GetSampler(name);
SamplerDescriptor *sampler=mdm.GetSampler(name);
AnsiString st_name=GetSamplerTypeName(st);
@ -78,7 +78,7 @@ bool MaterialCreater::AddSampler(const VkShaderStageFlagBits flag_bits,const Des
if(sampler->type!=st_name)
return(false);
sampler->stage_flag|=flag_bits;
sampler->stage_flag|=flag_bit;
return sc->sdm.AddSampler(set_type,sampler);
}
@ -89,7 +89,63 @@ bool MaterialCreater::AddSampler(const VkShaderStageFlagBits flag_bits,const Des
sampler->type=st_name;
sampler->name=name;
return sc->sdm.AddSampler(set_type,MDM.AddSampler(flag_bits,set_type,sampler));
return sc->sdm.AddSampler(set_type,mdm.AddSampler(flag_bit,set_type,sampler));
}
}
void MaterialCreater::SetContext()
{
//ShaderMap使用ObjectMap保存,ObjectMap本质附带排序功能所以这里无需再排序直接设定prev,next即可
LOG_INFO("Resort Shader.");
ShaderCreater *prev,*cur,*next;
auto *it=shader_map.GetDataList();
const int count=shader_map.GetCount();
for(int i=0; i<count; i++)
{
cur=(*it)->right;
++it;
if(i>0)
cur->sdm.SetPrevShader(prev->GetShaderStage());
if(i<count-1)
{
next=(*it)->right;
cur->sdm.SetNextShader(next->GetShaderStage());
}
#ifdef _DEBUG
cur->sdm.DebugOutput(i);
#endif//_DEBUG
prev=cur;
}
}
bool MaterialCreater::CompileShader()
{
if(shader_map.IsEmpty())
return(false);
SetContext(); //设定上下文
ShaderCreater *sc;
for(int i=0;i<shader_map.GetCount();i++)
{
if(!shader_map.GetValue(i,sc))
return(false);
if(!sc->CompileToSPV())
return(false);
}
return(true);
}
SHADERGEN_NAMESPACE_END

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@ -25,5 +25,9 @@ int ShaderCreater::AddOutput(const AnsiString &type,const AnsiString &name)
bool ShaderCreater::CompileToSPV()
{
if(shader_codes.IsEmpty())
return(false);
}
SHADERGEN_NAMESPACE_END

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@ -4,20 +4,20 @@ SHADERGEN_NAMESPACE_BEGIN
void ShaderCreaterFragment::UseDefaultMain()
{
main_codes="void main()\n{\n";
shader_codes="void main()\n{\n";
const auto &output_list=sdm.GetShaderStageIO().output;
const uint count=output_list.GetCount();
for(uint i=0;i<count;i++)
{
main_codes+="\t";
main_codes+=output_list[i]->name;
main_codes+="=Get";
main_codes+=output_list[i]->name;
main_codes+="();\n";
shader_codes+="\t";
shader_codes+=output_list[i]->name;
shader_codes+="=Get";
shader_codes+=output_list[i]->name;
shader_codes+="();\n";
}
main_codes+="}";
shader_codes+="}";
}
SHADERGEN_NAMESPACE_END