mirror of https://github.com/mpv-player/mpv
126 lines
4.2 KiB
C
126 lines
4.2 KiB
C
#include "common/msg.h"
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#include "context.h"
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#include "spirv.h"
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#include <shaderc/shaderc.h>
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struct priv {
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shaderc_compiler_t compiler;
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shaderc_compile_options_t opts;
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};
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static void shaderc_uninit(struct ra_ctx *ctx)
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{
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struct priv *p = ctx->spirv->priv;
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if (!p)
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return;
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shaderc_compile_options_release(p->opts);
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shaderc_compiler_release(p->compiler);
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}
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static bool shaderc_init(struct ra_ctx *ctx)
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{
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struct priv *p = ctx->spirv->priv = talloc_zero(ctx->spirv, struct priv);
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p->compiler = shaderc_compiler_initialize();
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if (!p->compiler)
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goto error;
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p->opts = shaderc_compile_options_initialize();
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if (!p->opts)
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goto error;
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shaderc_compile_options_set_optimization_level(p->opts,
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shaderc_optimization_level_performance);
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if (ctx->opts.debug)
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shaderc_compile_options_set_generate_debug_info(p->opts);
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int ver, rev;
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shaderc_get_spv_version(&ver, &rev);
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ctx->spirv->compiler_version = ver * 100 + rev; // forwards compatibility
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ctx->spirv->glsl_version = 450; // impossible to query?
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return true;
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error:
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shaderc_uninit(ctx);
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return false;
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}
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static shaderc_compilation_result_t compile(struct priv *p,
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enum glsl_shader type,
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const char *glsl, bool debug)
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{
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static const shaderc_shader_kind kinds[] = {
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[GLSL_SHADER_VERTEX] = shaderc_glsl_vertex_shader,
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[GLSL_SHADER_FRAGMENT] = shaderc_glsl_fragment_shader,
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[GLSL_SHADER_COMPUTE] = shaderc_glsl_compute_shader,
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};
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if (debug) {
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return shaderc_compile_into_spv_assembly(p->compiler, glsl, strlen(glsl),
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kinds[type], "input", "main", p->opts);
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} else {
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return shaderc_compile_into_spv(p->compiler, glsl, strlen(glsl),
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kinds[type], "input", "main", p->opts);
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}
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}
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static bool shaderc_compile(struct spirv_compiler *spirv, void *tactx,
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enum glsl_shader type, const char *glsl,
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struct bstr *out_spirv)
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{
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struct priv *p = spirv->priv;
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shaderc_compilation_result_t res = compile(p, type, glsl, false);
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int errs = shaderc_result_get_num_errors(res),
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warn = shaderc_result_get_num_warnings(res),
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msgl = errs ? MSGL_ERR : warn ? MSGL_WARN : MSGL_V;
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const char *msg = shaderc_result_get_error_message(res);
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if (msg[0])
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MP_MSG(spirv, msgl, "shaderc output:\n%s", msg);
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int s = shaderc_result_get_compilation_status(res);
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bool success = s == shaderc_compilation_status_success;
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static const char *results[] = {
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[shaderc_compilation_status_success] = "success",
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[shaderc_compilation_status_invalid_stage] = "invalid stage",
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[shaderc_compilation_status_compilation_error] = "error",
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[shaderc_compilation_status_internal_error] = "internal error",
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[shaderc_compilation_status_null_result_object] = "no result",
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[shaderc_compilation_status_invalid_assembly] = "invalid assembly",
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};
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const char *status = s < MP_ARRAY_SIZE(results) ? results[s] : "unknown";
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MP_MSG(spirv, msgl, "shaderc compile status '%s' (%d errors, %d warnings)\n",
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status, errs, warn);
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if (success) {
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void *bytes = (void *) shaderc_result_get_bytes(res);
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out_spirv->len = shaderc_result_get_length(res);
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out_spirv->start = talloc_memdup(tactx, bytes, out_spirv->len);
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}
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// Also print SPIR-V disassembly for debugging purposes. Unfortunately
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// there doesn't seem to be a way to get this except compiling the shader
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// a second time..
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if (mp_msg_test(spirv->log, MSGL_TRACE)) {
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shaderc_compilation_result_t dis = compile(p, type, glsl, true);
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MP_TRACE(spirv, "Generated SPIR-V:\n%.*s",
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(int)shaderc_result_get_length(dis),
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shaderc_result_get_bytes(dis));
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shaderc_result_release(dis);
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}
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shaderc_result_release(res);
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return success;
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}
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const struct spirv_compiler_fns spirv_shaderc = {
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.compile_glsl = shaderc_compile,
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.init = shaderc_init,
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.uninit = shaderc_uninit,
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};
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