Add SpirvHelper (Shader cross compilation)

- Make OpenGL2 and OpenGL3 use the same base shaders (using SpirvHelper)
- Add Transpose func to Mat4
This commit is contained in:
2026-03-18 15:17:48 +01:00
parent 186fce803e
commit 7d89ab1c47
13 changed files with 424 additions and 139 deletions

View File

@@ -6,47 +6,10 @@
#include <pd/drivers/drivers.hpp>
#include <pd_system/gl-helper.hpp>
#include <pd_system/shaders.hpp>
#include <pd_system/spirv-helper.hpp>
namespace PD {
const char* GfxOpenGL2::pVertCode = R"(
#version 120
attribute vec2 pos;
attribute vec2 uv;
attribute vec4 color;
varying vec2 oUV;
varying vec4 oColor;
// Probably forgot about this matrix and
// searched hours for why the rendering isn't working :/
uniform mat4 projection;
void main() {
gl_Position = projection*vec4(pos, 0.0, 1.0);
oUV = uv;
oColor = color;
}
)";
const char* GfxOpenGL2::pFragCode = R"(
#version 120
varying vec2 oUV;
varying vec4 oColor;
uniform sampler2D tex;
uniform bool alfa;
void main() {
vec4 tc = texture2D(tex, oUV);
if (alfa) {
gl_FragColor = vec4(oColor.rgb, tc.a * oColor.a);
} else {
gl_FragColor = tc * oColor;
}
}
)";
void GfxOpenGL2::pSetupShaderAttribs(u32 shader) {
GLint _pos = glGetAttribLocation(shader, "pos");
@@ -67,7 +30,17 @@ void GfxOpenGL2::pSetupShaderAttribs(u32 shader) {
}
void GfxOpenGL2::SysInit() {
pShader = CreateShaderProgram(pVertCode, pFragCode);
SpirvHelper::Init();
auto vshader =
SpirvHelper::GLSL2SPV(SpirvHelper::Stage::Vertex, Shaders::VertCode);
auto fshader =
SpirvHelper::GLSL2SPV(SpirvHelper::Stage::Fragment, Shaders::FragCode);
SpirvHelper::Finalize();
std::string vcode = SpirvHelper::SPV2GLSL(vshader, 110, false);
std::string fcode = SpirvHelper::SPV2GLSL(fshader, 110, false);
PDLOG("Vertex: \n{}", vcode);
PDLOG("Fragment: \n{}", fcode);
pShader = CreateShaderProgram(vcode.c_str(), fcode.c_str());
glUseProgram(pShader);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
@@ -76,8 +49,8 @@ void GfxOpenGL2::SysInit() {
pSetupShaderAttribs(pShader);
pLocTex = glGetUniformLocation(pShader, "tex");
pLocAlfa = glGetUniformLocation(pShader, "alfa");
pLocProjection = glGetUniformLocation(pShader, "projection");
pLocAlfa = glGetUniformLocation(pShader, "push.alfa");
pLocProjection = glGetUniformLocation(pShader, "ubo.projection");
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

View File

@@ -6,52 +6,22 @@
#include <pd/drivers/drivers.hpp>
#include <pd_system/gl-helper.hpp>
#include <pd_system/shaders.hpp>
#include <pd_system/spirv-helper.hpp>
namespace PD {
const char* GfxOpenGL3::pVertCode = R"(
#version 330 core
layout(location = 0) in vec2 pos;
layout(location = 1) in vec2 uv;
layout(location = 2) in vec4 color;
out vec2 oUV;
out vec4 oColor;
// Probably forgot about this matrix and
// searched hours for why the rendering isn't working :/
uniform mat4 projection;
void main() {
gl_Position = projection*vec4(pos, 0.0, 1.0);
oUV = uv;
oColor = color;
}
)";
const char* GfxOpenGL3::pFragCode = R"(
#version 330 core
in vec2 oUV;
in vec4 oColor;
uniform sampler2D tex;
uniform bool alfa;
out vec4 FragColor;
void main() {
vec4 tc = texture(tex, oUV);
if (alfa) {
FragColor = vec4(oColor.rgb, tc.a * oColor.a);
} else {
FragColor = tc * oColor;
}
}
)";
void GfxOpenGL3::SysInit() {
pShader = CreateShaderProgram(pVertCode, pFragCode);
SpirvHelper::Init();
auto vshader =
SpirvHelper::GLSL2SPV(SpirvHelper::Stage::Vertex, Shaders::VertCode);
auto fshader =
SpirvHelper::GLSL2SPV(SpirvHelper::Stage::Fragment, Shaders::FragCode);
SpirvHelper::Finalize();
std::string vcode = SpirvHelper::SPV2GLSL(vshader, 330, false);
std::string fcode = SpirvHelper::SPV2GLSL(fshader, 330, false);
PDLOG("Vertex: \n{}", vcode);
PDLOG("Fragment: \n{}", fcode);
pShader = CreateShaderProgram(vcode.c_str(), fcode.c_str());
glUseProgram(pShader);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
@@ -72,8 +42,8 @@ void GfxOpenGL3::SysInit() {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
pLocTex = glGetUniformLocation(pShader, "tex");
pLocAlfa = glGetUniformLocation(pShader, "alfa");
pLocProjection = glGetUniformLocation(pShader, "projection");
pLocAlfa = glGetUniformLocation(pShader, "push.alfa");
pLocProjection = glGetUniformLocation(pShader, "ubo.projection");
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

View File

@@ -0,0 +1,209 @@
#if defined(PD_ENABLE_SPIRV_HELPER)
#include <SPIRV/GlslangToSpv.h>
#include <pd_system/spirv-helper.hpp>
#include <spirv.hpp>
#include <spirv_glsl.hpp>
#include <spirv_hlsl.hpp>
namespace PD {
void SpirvHelper::Init() { glslang::InitializeProcess(); }
void SpirvHelper::Finalize() { glslang::FinalizeProcess(); }
void SpirvHelper::SetupResources(TBuiltInResource& resources) {
resources.maxLights = 32;
resources.maxClipPlanes = 6;
resources.maxTextureUnits = 32;
resources.maxTextureCoords = 32;
resources.maxVertexAttribs = 64;
resources.maxVertexUniformComponents = 4096;
resources.maxVaryingFloats = 64;
resources.maxVertexTextureImageUnits = 32;
resources.maxCombinedTextureImageUnits = 80;
resources.maxTextureImageUnits = 32;
resources.maxFragmentUniformComponents = 4096;
resources.maxDrawBuffers = 32;
resources.maxVertexUniformVectors = 128;
resources.maxVaryingVectors = 8;
resources.maxFragmentUniformVectors = 16;
resources.maxVertexOutputVectors = 16;
resources.maxFragmentInputVectors = 15;
resources.minProgramTexelOffset = -8;
resources.maxProgramTexelOffset = 7;
resources.maxClipDistances = 8;
resources.maxComputeWorkGroupCountX = 65535;
resources.maxComputeWorkGroupCountY = 65535;
resources.maxComputeWorkGroupCountZ = 65535;
resources.maxComputeWorkGroupSizeX = 1024;
resources.maxComputeWorkGroupSizeY = 1024;
resources.maxComputeWorkGroupSizeZ = 64;
resources.maxComputeUniformComponents = 1024;
resources.maxComputeTextureImageUnits = 16;
resources.maxComputeImageUniforms = 8;
resources.maxComputeAtomicCounters = 8;
resources.maxComputeAtomicCounterBuffers = 1;
resources.maxVaryingComponents = 60;
resources.maxVertexOutputComponents = 64;
resources.maxGeometryInputComponents = 64;
resources.maxGeometryOutputComponents = 128;
resources.maxFragmentInputComponents = 128;
resources.maxImageUnits = 8;
resources.maxCombinedImageUnitsAndFragmentOutputs = 8;
resources.maxCombinedShaderOutputResources = 8;
resources.maxImageSamples = 0;
resources.maxVertexImageUniforms = 0;
resources.maxTessControlImageUniforms = 0;
resources.maxTessEvaluationImageUniforms = 0;
resources.maxGeometryImageUniforms = 0;
resources.maxFragmentImageUniforms = 8;
resources.maxCombinedImageUniforms = 8;
resources.maxGeometryTextureImageUnits = 16;
resources.maxGeometryOutputVertices = 256;
resources.maxGeometryTotalOutputComponents = 1024;
resources.maxGeometryUniformComponents = 1024;
resources.maxGeometryVaryingComponents = 64;
resources.maxTessControlInputComponents = 128;
resources.maxTessControlOutputComponents = 128;
resources.maxTessControlTextureImageUnits = 16;
resources.maxTessControlUniformComponents = 1024;
resources.maxTessControlTotalOutputComponents = 4096;
resources.maxTessEvaluationInputComponents = 128;
resources.maxTessEvaluationOutputComponents = 128;
resources.maxTessEvaluationTextureImageUnits = 16;
resources.maxTessEvaluationUniformComponents = 1024;
resources.maxTessPatchComponents = 120;
resources.maxPatchVertices = 32;
resources.maxTessGenLevel = 64;
resources.maxViewports = 16;
resources.maxVertexAtomicCounters = 0;
resources.maxTessControlAtomicCounters = 0;
resources.maxTessEvaluationAtomicCounters = 0;
resources.maxGeometryAtomicCounters = 0;
resources.maxFragmentAtomicCounters = 8;
resources.maxCombinedAtomicCounters = 8;
resources.maxAtomicCounterBindings = 1;
resources.maxVertexAtomicCounterBuffers = 0;
resources.maxTessControlAtomicCounterBuffers = 0;
resources.maxTessEvaluationAtomicCounterBuffers = 0;
resources.maxGeometryAtomicCounterBuffers = 0;
resources.maxFragmentAtomicCounterBuffers = 1;
resources.maxCombinedAtomicCounterBuffers = 1;
resources.maxAtomicCounterBufferSize = 16384;
resources.maxTransformFeedbackBuffers = 4;
resources.maxTransformFeedbackInterleavedComponents = 64;
resources.maxCullDistances = 8;
resources.maxCombinedClipAndCullDistances = 8;
resources.maxSamples = 4;
resources.maxMeshOutputVerticesNV = 256;
resources.maxMeshOutputPrimitivesNV = 512;
resources.maxMeshWorkGroupSizeX_NV = 32;
resources.maxMeshWorkGroupSizeY_NV = 1;
resources.maxMeshWorkGroupSizeZ_NV = 1;
resources.maxTaskWorkGroupSizeX_NV = 32;
resources.maxTaskWorkGroupSizeY_NV = 1;
resources.maxTaskWorkGroupSizeZ_NV = 1;
resources.maxMeshViewCountNV = 4;
resources.limits.nonInductiveForLoops = 1;
resources.limits.whileLoops = 1;
resources.limits.doWhileLoops = 1;
resources.limits.generalUniformIndexing = 1;
resources.limits.generalAttributeMatrixVectorIndexing = 1;
resources.limits.generalVaryingIndexing = 1;
resources.limits.generalSamplerIndexing = 1;
resources.limits.generalVariableIndexing = 1;
resources.limits.generalConstantMatrixVectorIndexing = 1;
}
std::vector<PD::u32> SpirvHelper::GLSL2SPV(Stage stage, const char* code,
bool vulkan_mode) {
std::vector<PD::u32> spv;
EShLanguage estage = static_cast<EShLanguage>(stage);
glslang::TShader shader(estage);
glslang::TProgram program;
const char* strings[1];
TBuiltInResource resources = {};
SetupResources(resources);
EShMessages messages = (EShMessages)(EShMsgSpvRules | EShMsgVulkanRules);
strings[0] = code;
shader.setStrings(strings, 1);
shader.setAutoMapBindings(true);
shader.setAutoMapLocations(true);
if (!shader.parse(&resources, 100, false, messages)) {
puts(shader.getInfoLog());
puts(shader.getInfoDebugLog());
return spv;
}
program.addShader(&shader);
if (!program.link(messages)) {
puts(shader.getInfoLog());
puts(shader.getInfoDebugLog());
fflush(stdout);
return spv;
}
glslang::GlslangToSpv(*program.getIntermediate(estage), spv);
return spv;
}
std::string SpirvHelper::SPV2GLSL(const std::vector<PD::u32>& spirv,
int version, bool es) {
std::string ret;
spirv_cross::CompilerGLSL glsl(spirv);
spirv_cross::ShaderResources resources = glsl.get_shader_resources();
for (auto& resource : resources.stage_inputs) {
glsl.unset_decoration(resource.id, spv::DecorationLocation);
}
for (auto& resource : resources.stage_outputs) {
glsl.unset_decoration(resource.id, spv::DecorationLocation);
}
spirv_cross::CompilerGLSL::Options scoptions;
scoptions.version = version;
scoptions.es = es;
scoptions.emit_uniform_buffer_as_plain_uniforms = true;
scoptions.enable_420pack_extension = false;
glsl.set_common_options(scoptions);
ret = glsl.compile();
return ret;
}
std::string SpirvHelper::SPV2HLSL(const std::vector<PD::u32>& spirv,
int version) {
std::string ret;
spirv_cross::CompilerHLSL hlsl(spirv);
spirv_cross::CompilerHLSL::Options scoptions;
scoptions.shader_model = version;
scoptions.point_size_compat = false;
scoptions.force_storage_buffer_as_uav = false;
hlsl.set_hlsl_options(scoptions);
ret = hlsl.compile();
return ret;
}
} // namespace PD
#else
namespace PD {
void SpirvHelper::Init() { glslang::InitializeProcess(); }
void SpirvHelper::Finalize() { glslang::FinalizeProcess(); }
void SpirvHelper::SetupResources(TBuiltInResource& resources) {}
std::vector<PD::u32> SpirvHelper::GLSL2SPV(Stage stage, const char* code,
bool vulkan_mode) {
std::vector<PD::u32> spv;
return spv;
}
std::string SpirvHelper::SPV2GLSL(const std::vector<PD::u32>& spirv,
int version, bool es) {
std::string ret;
return ret;
}
std::string SpirvHelper::SPV2HLSL(const std::vector<PD::u32>& spirv,
int version) {
std::string ret;
return ret;
}
} // namespace PD
#endif