1/**************************************************************************/
2/* register_types.cpp */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
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20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#include "register_types.h"
32
33#include "glslang_resource_limits.h"
34
35#include "core/config/engine.h"
36#include "servers/rendering/rendering_device.h"
37
38#include <glslang/Include/Types.h>
39#include <glslang/Public/ShaderLang.h>
40#include <glslang/SPIRV/GlslangToSpv.h>
41
42static Vector<uint8_t> _compile_shader_glsl(RenderingDevice::ShaderStage p_stage, const String &p_source_code, RenderingDevice::ShaderLanguage p_language, String *r_error, const RenderingDevice *p_render_device) {
43 const RD::Capabilities *capabilities = p_render_device->get_device_capabilities();
44 Vector<uint8_t> ret;
45
46 ERR_FAIL_COND_V(p_language == RenderingDevice::SHADER_LANGUAGE_HLSL, ret);
47
48 EShLanguage stages[RenderingDevice::SHADER_STAGE_MAX] = {
49 EShLangVertex,
50 EShLangFragment,
51 EShLangTessControl,
52 EShLangTessEvaluation,
53 EShLangCompute
54 };
55
56 int ClientInputSemanticsVersion = 100; // maps to, say, #define VULKAN 100
57
58 glslang::EShTargetClientVersion ClientVersion = glslang::EShTargetVulkan_1_2;
59 glslang::EShTargetLanguageVersion TargetVersion = glslang::EShTargetSpv_1_5;
60
61 if (capabilities->device_family == RenderingDevice::DeviceFamily::DEVICE_VULKAN) {
62 if (capabilities->version_major == 1 && capabilities->version_minor == 0) {
63 ClientVersion = glslang::EShTargetVulkan_1_0;
64 TargetVersion = glslang::EShTargetSpv_1_0;
65 } else if (capabilities->version_major == 1 && capabilities->version_minor == 1) {
66 ClientVersion = glslang::EShTargetVulkan_1_1;
67 TargetVersion = glslang::EShTargetSpv_1_3;
68 } else {
69 // use defaults
70 }
71 } else {
72 // once we support other backends we'll need to do something here
73 if (r_error) {
74 (*r_error) = "GLSLANG - Unsupported device family";
75 }
76 return ret;
77 }
78
79 glslang::TShader shader(stages[p_stage]);
80 CharString cs = p_source_code.ascii();
81 const char *cs_strings = cs.get_data();
82 std::string preamble = "";
83
84 shader.setStrings(&cs_strings, 1);
85 shader.setEnvInput(glslang::EShSourceGlsl, stages[p_stage], glslang::EShClientVulkan, ClientInputSemanticsVersion);
86 shader.setEnvClient(glslang::EShClientVulkan, ClientVersion);
87 shader.setEnvTarget(glslang::EShTargetSpv, TargetVersion);
88
89 {
90 uint32_t stage_bit = 1 << p_stage;
91
92 uint32_t subgroup_in_shaders = uint32_t(p_render_device->limit_get(RD::LIMIT_SUBGROUP_IN_SHADERS));
93 uint32_t subgroup_operations = uint32_t(p_render_device->limit_get(RD::LIMIT_SUBGROUP_OPERATIONS));
94 if ((subgroup_in_shaders & stage_bit) == stage_bit) {
95 // stage supports subgroups
96 preamble += "#define has_GL_KHR_shader_subgroup_basic 1\n";
97 if (subgroup_operations & RenderingDevice::SUBGROUP_VOTE_BIT) {
98 preamble += "#define has_GL_KHR_shader_subgroup_vote 1\n";
99 }
100 if (subgroup_operations & RenderingDevice::SUBGROUP_ARITHMETIC_BIT) {
101 preamble += "#define has_GL_KHR_shader_subgroup_arithmetic 1\n";
102 }
103 if (subgroup_operations & RenderingDevice::SUBGROUP_BALLOT_BIT) {
104 preamble += "#define has_GL_KHR_shader_subgroup_ballot 1\n";
105 }
106 if (subgroup_operations & RenderingDevice::SUBGROUP_SHUFFLE_BIT) {
107 preamble += "#define has_GL_KHR_shader_subgroup_shuffle 1\n";
108 }
109 if (subgroup_operations & RenderingDevice::SUBGROUP_SHUFFLE_RELATIVE_BIT) {
110 preamble += "#define has_GL_KHR_shader_subgroup_shuffle_relative 1\n";
111 }
112 if (subgroup_operations & RenderingDevice::SUBGROUP_CLUSTERED_BIT) {
113 preamble += "#define has_GL_KHR_shader_subgroup_clustered 1\n";
114 }
115 if (subgroup_operations & RenderingDevice::SUBGROUP_QUAD_BIT) {
116 preamble += "#define has_GL_KHR_shader_subgroup_quad 1\n";
117 }
118 }
119 }
120
121 if (p_render_device->has_feature(RD::SUPPORTS_MULTIVIEW)) {
122 preamble += "#define has_VK_KHR_multiview 1\n";
123 }
124
125 if (!preamble.empty()) {
126 shader.setPreamble(preamble.c_str());
127 }
128
129 EShMessages messages = (EShMessages)(EShMsgSpvRules | EShMsgVulkanRules);
130 if (Engine::get_singleton()->is_generate_spirv_debug_info_enabled()) {
131 messages = (EShMessages)(messages | EShMsgDebugInfo);
132 }
133 const int DefaultVersion = 100;
134
135 //parse
136 if (!shader.parse(&DefaultTBuiltInResource, DefaultVersion, false, messages)) {
137 if (r_error) {
138 (*r_error) = "Failed parse:\n";
139 (*r_error) += shader.getInfoLog();
140 (*r_error) += "\n";
141 (*r_error) += shader.getInfoDebugLog();
142 }
143 return ret;
144 }
145
146 //link
147 glslang::TProgram program;
148 program.addShader(&shader);
149
150 if (!program.link(messages)) {
151 if (r_error) {
152 (*r_error) = "Failed link:\n";
153 (*r_error) += program.getInfoLog();
154 (*r_error) += "\n";
155 (*r_error) += program.getInfoDebugLog();
156 }
157
158 return ret;
159 }
160
161 std::vector<uint32_t> SpirV;
162 spv::SpvBuildLogger logger;
163 glslang::SpvOptions spvOptions;
164
165 if (Engine::get_singleton()->is_generate_spirv_debug_info_enabled()) {
166 spvOptions.generateDebugInfo = true;
167 spvOptions.emitNonSemanticShaderDebugInfo = true;
168 spvOptions.emitNonSemanticShaderDebugSource = true;
169 }
170
171 glslang::GlslangToSpv(*program.getIntermediate(stages[p_stage]), SpirV, &logger, &spvOptions);
172
173 ret.resize(SpirV.size() * sizeof(uint32_t));
174 {
175 uint8_t *w = ret.ptrw();
176 memcpy(w, &SpirV[0], SpirV.size() * sizeof(uint32_t));
177 }
178
179 return ret;
180}
181
182static String _get_cache_key_function_glsl(const RenderingDevice *p_render_device) {
183 const RD::Capabilities *capabilities = p_render_device->get_device_capabilities();
184 String version;
185 version = "SpirVGen=" + itos(glslang::GetSpirvGeneratorVersion()) + ", major=" + itos(capabilities->version_major) + ", minor=" + itos(capabilities->version_minor) + " , subgroup_size=" + itos(p_render_device->limit_get(RD::LIMIT_SUBGROUP_SIZE)) + " , subgroup_ops=" + itos(p_render_device->limit_get(RD::LIMIT_SUBGROUP_OPERATIONS)) + " , subgroup_in_shaders=" + itos(p_render_device->limit_get(RD::LIMIT_SUBGROUP_IN_SHADERS)) + " , debug=" + itos(Engine::get_singleton()->is_generate_spirv_debug_info_enabled());
186 return version;
187}
188
189void initialize_glslang_module(ModuleInitializationLevel p_level) {
190 if (p_level != MODULE_INITIALIZATION_LEVEL_CORE) {
191 return;
192 }
193
194 // Initialize in case it's not initialized. This is done once per thread
195 // and it's safe to call multiple times.
196 glslang::InitializeProcess();
197 RenderingDevice::shader_set_compile_to_spirv_function(_compile_shader_glsl);
198 RenderingDevice::shader_set_get_cache_key_function(_get_cache_key_function_glsl);
199}
200
201void uninitialize_glslang_module(ModuleInitializationLevel p_level) {
202 if (p_level != MODULE_INITIALIZATION_LEVEL_CORE) {
203 return;
204 }
205
206 glslang::FinalizeProcess();
207}
208