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* We don't want to have glslang specific bits mixed in with general SPIR-V bits. This is also preparing for moving some SPIR-V structs into common code that can be re-used in new reflection/disassembly as well as editing.
162 lines
5.3 KiB
C++
162 lines
5.3 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2016-2019 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "glsl_shaders.h"
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#include "3rdparty/glslang/glslang/Public/ShaderLang.h"
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#include "common/common.h"
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#include "driver/shaders/spirv/glslang_compile.h"
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#define GLSL_HEADERS(HEADER) \
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HEADER(glsl_globals) \
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HEADER(glsl_ubos) \
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HEADER(vk_texsample) \
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HEADER(gl_texsample) \
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HEADER(gles_texsample)
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class EmbeddedIncluder : public glslang::TShader::Includer
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{
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#define DECL(header) std::string header = GetEmbeddedResource(CONCAT(glsl_, CONCAT(header, _h)));
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GLSL_HEADERS(DECL)
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#undef DECL
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public:
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// For the "system" or <>-style includes; search the "system" paths.
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virtual IncludeResult *includeSystem(const char *headerName, const char *includerName,
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size_t inclusionDepth) override
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{
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#define GET(header) \
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if(!strcmp(headerName, STRINGIZE(header) ".h")) \
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return new IncludeResult(headerName, header.data(), header.length(), NULL);
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GLSL_HEADERS(GET)
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#undef GET
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return NULL;
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}
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// For the "local"-only aspect of a "" include. Should not search in the
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// "system" paths, because on returning a failure, the parser will
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// call includeSystem() to look in the "system" locations.
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virtual IncludeResult *includeLocal(const char *headerName, const char *includerName,
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size_t inclusionDepth) override
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{
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return includeSystem(headerName, includerName, inclusionDepth);
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}
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virtual void releaseInclude(IncludeResult *result) override { delete result; }
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};
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std::string GenerateGLSLShader(const std::string &shader, ShaderType type, int version,
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const std::string &defines)
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{
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// shader stage doesn't matter for us since we're just pre-processing.
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glslang::TShader sh(EShLangFragment);
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std::string combined;
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if(type == eShaderGLSLES)
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{
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if(version == 100)
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combined = "#version 100\n"; // no es suffix
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else
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combined = StringFormat::Fmt("#version %d es\n", version);
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}
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else
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{
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if(version == 110)
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combined = "#version 110\n"; // no core suffix
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else
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combined = StringFormat::Fmt("#version %d core\n", version);
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}
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// glslang requires the google extension, but we don't want it in the final shader, so remember it
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// and remove it later.
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std::string include_ext = "#extension GL_GOOGLE_include_directive : require\n";
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combined += include_ext;
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if(type == eShaderGLSLES)
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combined +=
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"#define OPENGL 1\n"
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"#define OPENGL_ES 1\n";
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else if(type == eShaderGLSL)
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combined +=
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"#define OPENGL 1\n"
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"#define OPENGL_CORE 1\n";
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combined += defines;
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combined += shader;
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const char *c_src = combined.c_str();
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glslang::EShClient client =
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type == eShaderVulkan ? glslang::EShClientVulkan : glslang::EShClientOpenGL;
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glslang::EShTargetClientVersion targetversion =
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type == eShaderVulkan ? glslang::EShTargetVulkan_1_0 : glslang::EShTargetOpenGL_450;
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sh.setStrings(&c_src, 1);
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sh.setEnvInput(glslang::EShSourceGlsl, EShLangFragment, client, 100);
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sh.setEnvClient(client, targetversion);
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sh.setEnvTarget(glslang::EShTargetNone, glslang::EShTargetSpv_1_0);
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EmbeddedIncluder incl;
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EShMessages flags = EShMsgOnlyPreprocessor;
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if(type == eShaderVulkan)
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flags = EShMessages(flags | EShMsgSpvRules | EShMsgVulkanRules);
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std::string ret;
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bool success =
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sh.preprocess(GetDefaultResources(), 100, ENoProfile, false, false, flags, &ret, incl);
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size_t offs = ret.find(include_ext);
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if(offs != std::string::npos)
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ret.erase(offs, include_ext.size());
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// strip any #line directives that got added
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offs = ret.find("\n#line ");
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while(offs != std::string::npos)
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{
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size_t eol = ret.find('\n', offs + 2);
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if(eol == std::string::npos)
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ret.erase(offs + 1);
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else
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ret.erase(offs + 1, eol - offs);
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offs = ret.find("\n#line ", offs);
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}
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if(!success)
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{
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RDCLOG("glslang failed to build internal shader:\n\n%s\n\n%s", sh.getInfoLog(),
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sh.getInfoDebugLog());
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return "";
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}
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return ret;
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}
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