godot/modules/glslang/register_types.cpp

241 lines
8.4 KiB
C++

/*************************************************************************/
/* register_types.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "register_types.h"
#include "servers/visual/rendering_device.h"
#include "thirdparty/glslang/SPIRV/GlslangToSpv.h"
#include "thirdparty/glslang/glslang/Include/Types.h"
#include "thirdparty/glslang/glslang/Public/ShaderLang.h"
static const TBuiltInResource default_builtin_resource = {
.maxLights = 32,
.maxClipPlanes = 6,
.maxTextureUnits = 32,
.maxTextureCoords = 32,
.maxVertexAttribs = 64,
.maxVertexUniformComponents = 4096,
.maxVaryingFloats = 64,
.maxVertexTextureImageUnits = 32,
.maxCombinedTextureImageUnits = 80,
.maxTextureImageUnits = 32,
.maxFragmentUniformComponents = 4096,
.maxDrawBuffers = 32,
.maxVertexUniformVectors = 128,
.maxVaryingVectors = 8,
.maxFragmentUniformVectors = 16,
.maxVertexOutputVectors = 16,
.maxFragmentInputVectors = 15,
.minProgramTexelOffset = -8,
.maxProgramTexelOffset = 7,
.maxClipDistances = 8,
.maxComputeWorkGroupCountX = 65535,
.maxComputeWorkGroupCountY = 65535,
.maxComputeWorkGroupCountZ = 65535,
.maxComputeWorkGroupSizeX = 1024,
.maxComputeWorkGroupSizeY = 1024,
.maxComputeWorkGroupSizeZ = 64,
.maxComputeUniformComponents = 1024,
.maxComputeTextureImageUnits = 16,
.maxComputeImageUniforms = 8,
.maxComputeAtomicCounters = 8,
.maxComputeAtomicCounterBuffers = 1,
.maxVaryingComponents = 60,
.maxVertexOutputComponents = 64,
.maxGeometryInputComponents = 64,
.maxGeometryOutputComponents = 128,
.maxFragmentInputComponents = 128,
.maxImageUnits = 8,
.maxCombinedImageUnitsAndFragmentOutputs = 8,
.maxCombinedShaderOutputResources = 8,
.maxImageSamples = 0,
.maxVertexImageUniforms = 0,
.maxTessControlImageUniforms = 0,
.maxTessEvaluationImageUniforms = 0,
.maxGeometryImageUniforms = 0,
.maxFragmentImageUniforms = 8,
.maxCombinedImageUniforms = 8,
.maxGeometryTextureImageUnits = 16,
.maxGeometryOutputVertices = 256,
.maxGeometryTotalOutputComponents = 1024,
.maxGeometryUniformComponents = 1024,
.maxGeometryVaryingComponents = 64,
.maxTessControlInputComponents = 128,
.maxTessControlOutputComponents = 128,
.maxTessControlTextureImageUnits = 16,
.maxTessControlUniformComponents = 1024,
.maxTessControlTotalOutputComponents = 4096,
.maxTessEvaluationInputComponents = 128,
.maxTessEvaluationOutputComponents = 128,
.maxTessEvaluationTextureImageUnits = 16,
.maxTessEvaluationUniformComponents = 1024,
.maxTessPatchComponents = 120,
.maxPatchVertices = 32,
.maxTessGenLevel = 64,
.maxViewports = 16,
.maxVertexAtomicCounters = 0,
.maxTessControlAtomicCounters = 0,
.maxTessEvaluationAtomicCounters = 0,
.maxGeometryAtomicCounters = 0,
.maxFragmentAtomicCounters = 8,
.maxCombinedAtomicCounters = 8,
.maxAtomicCounterBindings = 1,
.maxVertexAtomicCounterBuffers = 0,
.maxTessControlAtomicCounterBuffers = 0,
.maxTessEvaluationAtomicCounterBuffers = 0,
.maxGeometryAtomicCounterBuffers = 0,
.maxFragmentAtomicCounterBuffers = 1,
.maxCombinedAtomicCounterBuffers = 1,
.maxAtomicCounterBufferSize = 16384,
.maxTransformFeedbackBuffers = 4,
.maxTransformFeedbackInterleavedComponents = 64,
.maxCullDistances = 8,
.maxCombinedClipAndCullDistances = 8,
.maxSamples = 4,
.limits = {
.nonInductiveForLoops = 1,
.whileLoops = 1,
.doWhileLoops = 1,
.generalUniformIndexing = 1,
.generalAttributeMatrixVectorIndexing = 1,
.generalVaryingIndexing = 1,
.generalSamplerIndexing = 1,
.generalVariableIndexing = 1,
.generalConstantMatrixVectorIndexing = 1,
}
};
static PoolVector<uint8_t> _compile_shader_glsl(RenderingDevice::ShaderStage p_stage, const String &p_source_code, RenderingDevice::ShaderLanguage p_language, String *r_error) {
PoolVector<uint8_t> ret;
ERR_FAIL_COND_V(p_language==RenderingDevice::SHADER_LANGUAGE_HLSL,ret);
// initialize in case it's not initialized. This is done once per thread
// and it's safe to call multiple times
glslang::InitializeProcess();
EShLanguage stages[RenderingDevice::SHADER_STAGE_MAX] = {
EShLangVertex,
EShLangFragment,
EShLangTessControl,
EShLangTessEvaluation,
EShLangCompute
};
int ClientInputSemanticsVersion = 100; // maps to, say, #define VULKAN 100
glslang::EShTargetClientVersion VulkanClientVersion = glslang::EShTargetVulkan_1_0;
glslang::EShTargetLanguageVersion TargetVersion = glslang::EShTargetSpv_1_0;
glslang::TShader::ForbidIncluder includer;
glslang::TShader shader(stages[p_stage]);
CharString cs = p_source_code.ascii();
const char *cs_strings = cs.get_data();
shader.setStrings(&cs_strings, 1);
shader.setEnvInput(glslang::EShSourceGlsl, stages[p_stage], glslang::EShClientVulkan, ClientInputSemanticsVersion);
shader.setEnvClient(glslang::EShClientVulkan, VulkanClientVersion);
shader.setEnvTarget(glslang::EShTargetSpv, TargetVersion);
EShMessages messages = (EShMessages)(EShMsgSpvRules | EShMsgVulkanRules);
const int DefaultVersion = 100;
std::string pre_processed_code;
//preprocess
if (!shader.preprocess(&default_builtin_resource, DefaultVersion, ENoProfile, false, false, messages, &pre_processed_code, includer)) {
if (r_error) {
(*r_error) = "Failed pre-process:\n";
(*r_error) += shader.getInfoLog();
(*r_error) += "\n";
(*r_error) += shader.getInfoDebugLog();
}
return ret;
}
//set back..
cs_strings = pre_processed_code.c_str();
shader.setStrings(&cs_strings, 1);
//parse
if (!shader.parse(&default_builtin_resource, DefaultVersion, false, messages)) {
if (r_error) {
(*r_error) = "Failed parse:\n";
(*r_error) += shader.getInfoLog();
(*r_error) += "\n";
(*r_error) += shader.getInfoDebugLog();
}
return ret;
}
//link
glslang::TProgram program;
program.addShader(&shader);
if (!program.link(messages)) {
if (r_error) {
(*r_error) = "Failed link:\n";
(*r_error) += program.getInfoLog();
(*r_error) += "\n";
(*r_error) += program.getInfoDebugLog();
}
return ret;
}
std::vector<uint32_t> SpirV;
spv::SpvBuildLogger logger;
glslang::SpvOptions spvOptions;
glslang::GlslangToSpv(*program.getIntermediate(stages[p_stage]), SpirV, &logger, &spvOptions);
ret.resize(SpirV.size() * sizeof(uint32_t));
{
PoolVector<uint8_t>::Write w = ret.write();
copymem(w.ptr(),&SpirV[0],SpirV.size()*sizeof(uint32_t));
}
return ret;
}
void preregister_glslang_types() {
RenderingDevice::shader_set_compile_function(_compile_shader_glsl);
}
void register_glslang_types() {
}
void unregister_glslang_types() {
}