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mpv/video/out/vulkan/spirv_nvidia.c
Niklas Haas 258487370f vo_gpu: vulkan: generalize SPIR-V compiler
In addition to the built-in nvidia compiler, we now also support a
backend based on libshaderc. shaderc is sort of like glslang except it
has a C API and is available as a dynamic library.

The generated SPIR-V is now cached alongside the VkPipeline in the
cached_program. We use a special cache header to ensure validity of this
cache before passing it blindly to the vulkan implementation, since
passing invalid SPIR-V can cause all sorts of nasty things. It's also
designed to self-invalidate if the compiler gets better, by offering a
catch-all `int compiler_version` that implementations can use as a cache
invalidation marker.
2017-09-26 17:25:35 +02:00

55 lines
1.6 KiB
C

#include "video/out/gpu/spirv.h"
#include "common.h"
#include "context.h"
#include "utils.h"
static bool nv_glsl_compile(struct spirv_compiler *spirv, void *tactx,
enum glsl_shader type, const char *glsl,
struct bstr *out_spirv)
{
// The nvidia extension literally assumes your SPIRV is in fact valid GLSL
*out_spirv = bstr0(glsl);
return true;
}
static bool nv_glsl_init(struct ra_ctx *ctx)
{
struct mpvk_ctx *vk = ra_vk_ctx_get(ctx);
if (!vk)
return false;
struct spirv_compiler *spv = ctx->spirv;
spv->required_ext = VK_NV_GLSL_SHADER_EXTENSION_NAME;
spv->glsl_version = 450; // impossible to query, so hard-code it..
spv->ra_caps = RA_CAP_NESTED_ARRAY;
// Make sure the extension is actually available, and fail gracefully
// if it isn't
VkExtensionProperties *props = NULL;
uint32_t extnum = 0;
VK(vkEnumerateDeviceExtensionProperties(vk->physd, NULL, &extnum, NULL));
props = talloc_array(NULL, VkExtensionProperties, extnum);
VK(vkEnumerateDeviceExtensionProperties(vk->physd, NULL, &extnum, props));
bool ret = true;
for (int e = 0; e < extnum; e++) {
if (strncmp(props[e].extensionName, spv->required_ext,
VK_MAX_EXTENSION_NAME_SIZE) == 0)
goto done;
}
error:
MP_VERBOSE(ctx, "Device doesn't support VK_NV_glsl_shader, skipping..\n");
ret = false;
done:
talloc_free(props);
return ret;
}
const struct spirv_compiler_fns spirv_nvidia_builtin = {
.compile_glsl = nv_glsl_compile,
.init = nv_glsl_init,
};