internal/cmd/convertshaders: parallelize compilation

Signed-off-by: Egon Elbre <egonelbre@gmail.com>
This commit is contained in:
Egon Elbre
2021-02-26 23:02:32 +02:00
committed by Elias Naur
parent 54cddf5ca3
commit 8571433707
7 changed files with 822 additions and 510 deletions
+249
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@@ -0,0 +1,249 @@
// SPDX-License-Identifier: Unlicense OR MIT
package main
import (
"encoding/json"
"fmt"
"io/ioutil"
"os/exec"
"path/filepath"
"sort"
"strings"
"gioui.org/gpu/backend"
)
// GLSLCC is a shader cross-compilation tool.
type GLSLCC struct {
Bin string
IncludeDir string
WorkDir WorkDir
}
func NewGLSLCC() *GLSLCC { return &GLSLCC{Bin: "glslcc"} }
// Metadata contains reflection data about the shader.
type Metadata struct {
Uniforms backend.UniformsReflection
Inputs []backend.InputLocation
Textures []backend.TextureBinding
StorageBuffers []backend.StorageBufferBinding
}
// Convert converts input data to the target shader.
func (glslcc *GLSLCC) Convert(path, variant string, input []byte, lang, profile string) (_ string, _ Metadata, err error) {
base := glslcc.WorkDir.Path(filepath.Base(path), variant, lang, profile)
pathin := base + ".in"
pathout := base + ".out"
reflectout := base + ".json"
if err := glslcc.WorkDir.WriteFile(pathin, input); err != nil {
return "", Metadata{}, fmt.Errorf("unable to write shader to disk: %w", err)
}
var progFlag, progSuffix string
switch filepath.Ext(path) {
case ".vert":
progFlag = "--vert"
progSuffix = "vs"
case ".frag":
progFlag = "--frag"
progSuffix = "fs"
case ".comp":
progFlag = "--compute"
progSuffix = "cs"
default:
return "", Metadata{}, fmt.Errorf("unrecognized shader type: %q", path)
}
cmd := exec.Command(glslcc.Bin,
"--silent",
"--optimize",
"--include-dirs", glslcc.IncludeDir,
"--reflect="+reflectout,
"--output", pathout,
"--lang", lang,
"--profile", profile,
progFlag, pathin,
)
if lang == "hlsl" {
cmd.Args = append(cmd.Args, "--defines=HLSL")
}
output, err := cmd.Output()
if err != nil {
return "", Metadata{}, fmt.Errorf("%s\nfailed to run %v: %w", output, cmd.Args, err)
}
// glslcc modifies the output path
p := strings.IndexByte(pathout, '.')
pathout = pathout[:p] + "_" + progSuffix + pathout[p:]
shader, err := ioutil.ReadFile(pathout)
if err != nil {
return "", Metadata{}, fmt.Errorf("missing shader output %q: %w", pathout, err)
}
reflectdata, err := ioutil.ReadFile(reflectout)
if err != nil {
return "", Metadata{}, fmt.Errorf("missing reflection output %q: %w", pathout, err)
}
metadata, err := glslcc.parseReflection(reflectdata)
if err != nil {
return "", Metadata{}, fmt.Errorf("invalid reflection output %q: %w", reflectout, err)
}
return string(shader), metadata, nil
}
// parseReflection parses glslcc -reflect output.
func (glslcc *GLSLCC) parseReflection(jsonData []byte) (Metadata, error) {
type (
Input struct {
ID int `json:"id"`
Name string `json:"name"`
Location int `json:"location"`
Semantic string `json:"semantic"`
SemanticIndex int `json:"semantic_index"`
Type string `json:"type"`
}
UniformMember struct {
Name string `json:"name"`
Type string `json:"type"`
Offset int `json:"offset"`
Size int `json:"size"`
}
UniformBuffer struct {
ID int `json:"id"`
Name string `json:"name"`
Set int `json:"set"`
Binding int `json:"binding"`
Size int `json:"block_size"`
Members []UniformMember `json:"members"`
}
Texture struct {
ID int `json:"id"`
Name string `json:"name"`
Set int `json:"set"`
Binding int `json:"binding"`
Dimension string `json:"dimension"`
Format string `json:"format"`
}
StorageBuffer struct {
ID int `json:"id"`
Name string `json:"name"`
Set int `json:"set"`
Binding int `json:"binding"`
BlockSize int `json:"block_size"`
}
Shader struct {
Inputs []Input `json:"inputs"`
UniformBuffers []UniformBuffer `json:"uniform_buffers"`
Textures []Texture `json:"textures"`
StorageBuffers []StorageBuffer `json:"storage_buffers"`
}
ReflectMetadata struct {
VS Shader `json:"vs"`
FS Shader `json:"fs"`
CS Shader `json:"cs"`
}
)
var info Metadata
var reflect ReflectMetadata
if err := json.Unmarshal(jsonData, &reflect); err != nil {
return info, fmt.Errorf("parseReflection: %v", err)
}
inputRef := reflect.VS.Inputs
for _, input := range inputRef {
dataType, dataSize, err := parseDataType(input.Type)
if err != nil {
return info, fmt.Errorf("parseReflection: %v", err)
}
info.Inputs = append(info.Inputs, backend.InputLocation{
Name: input.Name,
Location: input.Location,
Semantic: input.Semantic,
SemanticIndex: input.SemanticIndex,
Type: dataType,
Size: dataSize,
})
}
sort.Slice(info.Inputs, func(i, j int) bool {
return info.Inputs[i].Location < info.Inputs[j].Location
})
shaderBlocks := reflect.VS.UniformBuffers
if len(shaderBlocks) == 0 {
shaderBlocks = reflect.FS.UniformBuffers
}
blockOffset := 0
for _, block := range shaderBlocks {
info.Uniforms.Blocks = append(info.Uniforms.Blocks, backend.UniformBlock{
Name: block.Name,
Binding: block.Binding,
})
for _, member := range block.Members {
dataType, size, err := parseDataType(member.Type)
if err != nil {
return info, fmt.Errorf("parseReflection: %v", err)
}
info.Uniforms.Locations = append(info.Uniforms.Locations, backend.UniformLocation{
// Synthetic name generated by glslcc.
Name: fmt.Sprintf("_%d.%s", block.ID, member.Name),
Type: dataType,
Size: size,
Offset: blockOffset + member.Offset,
})
}
blockOffset += block.Size
}
info.Uniforms.Size = blockOffset
textures := reflect.VS.Textures
if len(textures) == 0 {
textures = reflect.FS.Textures
}
for _, texture := range textures {
info.Textures = append(info.Textures, backend.TextureBinding{
Name: texture.Name,
Binding: texture.Binding,
})
}
for _, sb := range reflect.CS.StorageBuffers {
info.StorageBuffers = append(info.StorageBuffers, backend.StorageBufferBinding{
Binding: sb.Binding,
BlockSize: sb.BlockSize,
})
}
return info, nil
}
func parseDataType(t string) (backend.DataType, int, error) {
switch t {
case "float":
return backend.DataTypeFloat, 1, nil
case "float2":
return backend.DataTypeFloat, 2, nil
case "float3":
return backend.DataTypeFloat, 3, nil
case "float4":
return backend.DataTypeFloat, 4, nil
case "int":
return backend.DataTypeInt, 1, nil
case "int2":
return backend.DataTypeInt, 2, nil
case "int3":
return backend.DataTypeInt, 3, nil
case "int4":
return backend.DataTypeInt, 4, nil
default:
return 0, 0, fmt.Errorf("unsupported input data type: %s", t)
}
}
@@ -0,0 +1,46 @@
// SPDX-License-Identifier: Unlicense OR MIT
package main
import (
"bytes"
"fmt"
"io/ioutil"
"os/exec"
"path/filepath"
)
// GLSLValidator is OpenGL reference compiler.
type GLSLValidator struct {
Bin string
WorkDir WorkDir
}
func NewGLSLValidator() *GLSLValidator { return &GLSLValidator{Bin: "glslangValidator"} }
// ConvertCompute converts glsl compute shader to spirv.
func (glsl *GLSLValidator) ConvertCompute(path string, input []byte) ([]byte, error) {
base := glsl.WorkDir.Path(filepath.Base(path))
pathout := base + ".out"
cmd := exec.Command(glsl.Bin,
"-G100", // OpenGL ES 3.1.
"-w", // Suppress warnings.
"-S", "comp",
"-o", pathout,
path,
)
cmd.Stdin = bytes.NewBuffer(input)
out, err := cmd.Output()
if err != nil {
return nil, fmt.Errorf("%s\nfailed to run %v: %w", out, cmd.Args, err)
}
compiled, err := ioutil.ReadFile(pathout)
if err != nil {
return nil, fmt.Errorf("unable to read output %q: %w", pathout, err)
}
return compiled, nil
}
+138
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@@ -0,0 +1,138 @@
// SPDX-License-Identifier: Unlicense OR MIT
package main
import (
"fmt"
"io/ioutil"
"os/exec"
"path/filepath"
"runtime"
"strings"
)
// FXC is hlsl compiler that targets ShaderModel 5.x and lower.
type FXC struct {
Bin string
WorkDir WorkDir
}
func NewFXC() *FXC { return &FXC{Bin: "fxc.exe"} }
// Compile compiles the input shader.
func (fxc *FXC) Compile(path, variant string, input []byte, entryPoint string, profileVersion string) ([]byte, error) {
base := fxc.WorkDir.Path(filepath.Base(path), variant, profileVersion)
pathin := base + ".in"
pathout := base + ".out"
result := pathout
if err := fxc.WorkDir.WriteFile(pathin, input); err != nil {
return nil, fmt.Errorf("unable to write shader to disk: %w", err)
}
cmd := exec.Command(fxc.Bin)
if runtime.GOOS != "windows" {
cmd = exec.Command("wine", fxc.Bin)
if err := winepath(&pathin, &pathout); err != nil {
return nil, err
}
}
var profile string
switch filepath.Ext(path) {
case ".frag":
profile = "ps_" + profileVersion
case ".vert":
profile = "vs_" + profileVersion
default:
return nil, fmt.Errorf("unrecognized shader type %s", path)
}
cmd.Args = append(cmd.Args,
"/Fo", pathout,
"/T", profile,
"/E", entryPoint,
pathin,
)
output, err := cmd.CombinedOutput()
if err != nil {
info := ""
if runtime.GOOS != "windows" {
info = "If the fxc tool cannot be found, set WINEPATH to the Windows path for the Windows SDK.\n"
}
return nil, fmt.Errorf("%s\n%sfailed to run %v: %w", output, info, cmd.Args, err)
}
compiled, err := ioutil.ReadFile(result)
if err != nil {
return nil, fmt.Errorf("unable to read output %q: %w", pathout, err)
}
return compiled, nil
}
// DXC is hlsl compiler that targets ShaderModel 6.0 and newer.
type DXC struct {
Bin string
WorkDir WorkDir
}
func NewDXC() *DXC { return &DXC{Bin: "dxc.exe"} }
// Compile compiles the input shader.
func (dxc *DXC) Compile(path, variant string, input []byte, entryPoint string, profile string) ([]byte, error) {
base := dxc.WorkDir.Path(filepath.Base(path), variant, profile)
pathin := base + ".in"
pathout := base + ".out"
result := pathout
if err := dxc.WorkDir.WriteFile(pathin, input); err != nil {
return nil, fmt.Errorf("unable to write shader to disk: %w", err)
}
cmd := exec.Command(dxc.Bin)
if runtime.GOOS != "windows" {
cmd = exec.Command("wine", dxc.Bin)
if err := winepath(&pathin, &pathout); err != nil {
return nil, err
}
}
cmd.Args = append(cmd.Args,
"-Fo", pathout,
"-T", profile,
"-E", entryPoint,
"-Qstrip_reflect",
pathin,
)
output, err := cmd.CombinedOutput()
if err != nil {
info := ""
if runtime.GOOS != "windows" {
info = "If the dxc tool cannot be found, set WINEPATH to the Windows path for the Windows SDK.\n"
}
return nil, fmt.Errorf("%s\n%sfailed to run %v: %w", output, info, cmd.Args, err)
}
compiled, err := ioutil.ReadFile(result)
if err != nil {
return nil, fmt.Errorf("unable to read output %q: %w", pathout, err)
}
return compiled, nil
}
// winepath uses the winepath tool to convert a paths to Windows format.
// The returned path can be used as arguments for Windows command line tools.
func winepath(paths ...*string) error {
for _, path := range paths {
out, err := exec.Command("winepath", "--windows", *path).Output()
if err != nil {
return fmt.Errorf("unable to run `winepath --windows %q`: %w", *path, err)
}
*path = strings.TrimSpace(string(out))
}
return nil
}
+309 -502
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@@ -4,7 +4,7 @@ package main
import (
"bytes"
"encoding/json"
"errors"
"flag"
"fmt"
"io"
@@ -12,116 +12,254 @@ import (
"os"
"os/exec"
"path/filepath"
"runtime"
"sort"
"strconv"
"strings"
"sync"
"text/template"
"gioui.org/gpu/backend"
)
// This program generates shader variants for
// multiple GPU backends (OpenGL ES, Direct3D 11...)
// from a single source.
var (
packageName = flag.String("package", "", "specify Go package name")
shadersDir = flag.String("dir", "shaders", "specify shader directory")
directCompute = flag.Bool("directcompute", false, "enable compiling DirectCompute shaders")
absShadersDir string
)
type shaderArgs struct {
FetchColorExpr string
Header string
}
func main() {
packageName := flag.String("package", "", "specify Go package name")
workdir := flag.String("work", "", "temporary working directory (default TEMP)")
shadersDir := flag.String("dir", "shaders", "shaders directory")
directCompute := flag.Bool("directcompute", false, "enable compiling DirectCompute shaders")
flag.Parse()
if err := generate(); err != nil {
fmt.Fprintf(os.Stderr, "generate: %v\n", err)
var work WorkDir
cleanup := func() {}
if *workdir == "" {
tempdir, err := ioutil.TempDir("", "shader-convert")
if err != nil {
fmt.Fprintf(os.Stderr, "failed to create tempdir: %v\n", err)
os.Exit(1)
}
cleanup = func() { os.RemoveAll(tempdir) }
defer cleanup()
work = WorkDir(tempdir)
} else {
if abs, err := filepath.Abs(*workdir); err == nil {
*workdir = abs
}
work = WorkDir(*workdir)
}
var out bytes.Buffer
conv := NewConverter(work, *packageName, *shadersDir, *directCompute)
if err := conv.Run(&out); err != nil {
fmt.Fprintf(os.Stderr, "%v\n", err)
cleanup()
os.Exit(1)
}
if err := ioutil.WriteFile("shaders.go", out.Bytes(), 0644); err != nil {
fmt.Fprintf(os.Stderr, "failed to create shaders: %v\n", err)
cleanup()
os.Exit(1)
}
cmd := exec.Command("gofmt", "-s", "-w", "shaders.go")
cmd.Stdout, cmd.Stderr = os.Stdout, os.Stderr
if err := cmd.Run(); err != nil {
fmt.Fprintf(os.Stderr, "formatting shaders.go failed: %v\n", err)
cleanup()
os.Exit(1)
}
}
func generate() error {
tmp, err := ioutil.TempDir("", "shader-convert")
if err != nil {
return err
}
defer os.RemoveAll(tmp)
glslcc, err := exec.LookPath("glslcc")
if err != nil {
return err
}
absShadersDir, err = filepath.Abs(*shadersDir)
if err != nil {
return err
}
shaders, err := filepath.Glob(filepath.Join(absShadersDir, "*"))
if err != nil {
return err
}
var out bytes.Buffer
out.WriteString("// Code generated by build.go. DO NOT EDIT.\n\n")
fmt.Fprintf(&out, "package %s\n\n", *packageName)
fmt.Fprintf(&out, "import %q\n\n", "gioui.org/gpu/backend")
type Converter struct {
workDir WorkDir
shadersDir string
directCompute bool
out.WriteString("var (\n")
packageName string
for _, shader := range shaders {
var err error
switch filepath.Ext(shader) {
glslcc *GLSLCC
glslvalidator *GLSLValidator
spirv *SPIRVCross
fxc *FXC
dxc *DXC
}
func NewConverter(workDir WorkDir, packageName, shadersDir string, directCompute bool) *Converter {
if abs, err := filepath.Abs(shadersDir); err == nil {
shadersDir = abs
}
conv := &Converter{}
conv.workDir = workDir
conv.shadersDir = shadersDir
conv.directCompute = directCompute
conv.packageName = packageName
conv.glslcc = NewGLSLCC()
conv.glslvalidator = NewGLSLValidator()
conv.spirv = NewSPIRVCross()
conv.fxc = NewFXC()
conv.dxc = NewDXC()
verifyBinaryPath(&conv.glslcc.Bin)
verifyBinaryPath(&conv.glslvalidator.Bin)
verifyBinaryPath(&conv.spirv.Bin)
// we cannot check fxc/dxc, since they may depend on wine
conv.glslcc.IncludeDir = shadersDir
conv.glslcc.WorkDir = workDir.Dir("glslcc")
conv.glslvalidator.WorkDir = workDir.Dir("glslvalidator")
conv.fxc.WorkDir = workDir.Dir("fxc")
conv.dxc.WorkDir = workDir.Dir("dxc")
return conv
}
func verifyBinaryPath(bin *string) {
new, err := exec.LookPath(*bin)
if err != nil {
fmt.Fprintf(os.Stderr, "unable to find %q: %v\n", *bin, err)
} else {
*bin = new
}
}
func (conv *Converter) Run(out io.Writer) error {
shaders, err := filepath.Glob(filepath.Join(conv.shadersDir, "*"))
if len(shaders) == 0 || err != nil {
return fmt.Errorf("failed to list shaders in %q: %w", conv.shadersDir, err)
}
sort.Strings(shaders)
var workers Workers
type ShaderResult struct {
Path string
Shaders []backend.ShaderSources
Error error
}
shaderResults := make([]ShaderResult, len(shaders))
for i, shaderPath := range shaders {
i, shaderPath := i, shaderPath
switch filepath.Ext(shaderPath) {
case ".vert", ".frag":
err = generateShader(glslcc, tmp, &out, shader)
workers.Go(func() {
shaders, err := conv.Shader(shaderPath)
shaderResults[i] = ShaderResult{
Path: shaderPath,
Shaders: shaders,
Error: err,
}
})
case ".comp":
err = generateComputeShader(tmp, &out, shader)
workers.Go(func() {
shaders, err := conv.ComputeShader(shaderPath)
shaderResults[i] = ShaderResult{
Path: shaderPath,
Shaders: shaders,
Error: err,
}
})
default:
continue
}
if err != nil {
return err
}
workers.Wait()
var allErrors string
for _, r := range shaderResults {
if r.Error != nil {
if len(allErrors) > 0 {
allErrors += "\n\n"
}
allErrors += "--- " + r.Path + " --- \n\n" + r.Error.Error() + "\n"
}
}
out.WriteString(")")
if err := ioutil.WriteFile("shaders.go", out.Bytes(), 0644); err != nil {
return err
if len(allErrors) > 0 {
return errors.New(allErrors)
}
cmd := exec.Command("gofmt", "-s", "-w", "shaders.go")
cmd.Stdout = os.Stdout
cmd.Stderr = os.Stderr
return cmd.Run()
}
func generateComputeShader(tmp string, out io.Writer, shader string) error {
glslangValidator, err := exec.LookPath("glslangValidator")
if err != nil {
return err
fmt.Fprintf(out, "// Code generated by build.go. DO NOT EDIT.\n\n")
fmt.Fprintf(out, "package %s\n\n", conv.packageName)
fmt.Fprintf(out, "import %q\n\n", "gioui.org/gpu/backend")
fmt.Fprintf(out, "var (\n")
for _, r := range shaderResults {
if len(r.Shaders) == 0 {
continue
}
name := filepath.Base(r.Path)
name = strings.ReplaceAll(name, ".", "_")
fmt.Fprintf(out, "\tshader_%s = ", name)
multiVariant := len(r.Shaders) > 1
if multiVariant {
fmt.Fprintf(out, "[...]backend.ShaderSources{\n")
}
for _, src := range r.Shaders {
fmt.Fprintf(out, "backend.ShaderSources{\n")
fmt.Fprintf(out, "Name: %#v,\n", src.Name)
if len(src.Inputs) > 0 {
fmt.Fprintf(out, "Inputs: %#v,\n", src.Inputs)
}
if u := src.Uniforms; len(u.Blocks) > 0 {
fmt.Fprintf(out, "Uniforms: backend.UniformsReflection{\n")
fmt.Fprintf(out, "Blocks: %#v,\n", u.Blocks)
fmt.Fprintf(out, "Locations: %#v,\n", u.Locations)
fmt.Fprintf(out, "Size: %d,\n", u.Size)
fmt.Fprintf(out, "},\n")
}
if len(src.Textures) > 0 {
fmt.Fprintf(out, "Textures: %#v,\n", src.Textures)
}
if len(src.GLSL100ES) > 0 {
fmt.Fprintf(out, "GLSL100ES: %#v,\n", src.GLSL100ES)
}
if len(src.GLSL300ES) > 0 {
fmt.Fprintf(out, "GLSL300ES: %#v,\n", src.GLSL300ES)
}
if len(src.GLSL310ES) > 0 {
fmt.Fprintf(out, "GLSL310ES: %#v,\n", src.GLSL310ES)
}
if len(src.GLSL130) > 0 {
fmt.Fprintf(out, "GLSL130: %#v,\n", src.GLSL130)
}
if len(src.GLSL150) > 0 {
fmt.Fprintf(out, "GLSL150: %#v,\n", src.GLSL150)
}
if len(src.HLSL) > 0 {
fmt.Fprintf(out, "HLSL: %#v,\n", src.HLSL)
}
fmt.Fprintf(out, "}")
if multiVariant {
fmt.Fprintf(out, ",")
}
fmt.Fprintf(out, "\n")
}
if multiVariant {
fmt.Fprintf(out, "}\n")
}
}
spirv_cross, err := exec.LookPath("spirv-cross")
if err != nil {
return err
}
shaders, err := convertComputeShader(tmp, glslangValidator, spirv_cross, shader)
if err != nil {
return err
}
filename := filepath.Base(shader)
varname := strings.ReplaceAll(filename, ".", "_")
fmt.Fprintf(out, "\tshader_%s = ", varname)
fmt.Fprintf(out, "backend.ShaderSources{\n")
fmt.Fprintf(out, "Name: %#v,\n", filename)
fmt.Fprintf(out, "GLSL310ES: %#v,\n", shaders.glsl310es)
fmt.Fprintf(out, "HLSL: %#v,\n", shaders.hlsl)
fmt.Fprintf(out, "}")
fmt.Fprintf(out, "\n")
fmt.Fprintf(out, ")\n")
return nil
}
func generateShader(glslcc, tmp string, out io.Writer, shader string) error {
const nvariants = 3
var variants [nvariants]backend.ShaderSources
args := [nvariants]shaderArgs{
func (conv *Converter) Shader(shaderPath string) ([]backend.ShaderSources, error) {
type Variant struct {
FetchColorExpr string
Header string
}
variantArgs := [...]Variant{
{
FetchColorExpr: `_color`,
Header: `layout(binding=0) uniform Color { vec4 _color; };`,
@@ -135,455 +273,124 @@ func generateShader(glslcc, tmp string, out io.Writer, shader string) error {
Header: `layout(binding=0) uniform sampler2D tex;`,
},
}
for i := range args {
shaderTemplate, err := template.ParseFiles(shaderPath)
if err != nil {
return nil, fmt.Errorf("failed to parse template %q: %w", shaderPath, err)
}
var variants []backend.ShaderSources
for i, variantArg := range variantArgs {
variantName := strconv.Itoa(i)
var buf bytes.Buffer
err := shaderTemplate.Execute(&buf, variantArg)
if err != nil {
return nil, fmt.Errorf("failed to execute template %q with %#v: %w", shaderPath, variantArg, err)
}
var sources backend.ShaderSources
sources.Name = filepath.Base(shaderPath)
// Ignore error; some shaders are not meant to run in GLSL 1.00.
glsl100es, _, _ := convertShader(tmp, glslcc, shader, "gles", "100", &args[i], false)
glsl300es, reflect, err := convertShader(tmp, glslcc, shader, "gles", "300", &args[i], false)
sources.GLSL100ES, _, _ = conv.glslcc.Convert(shaderPath, variantName, buf.Bytes(), "gles", "100")
var metadata Metadata
sources.GLSL300ES, metadata, err = conv.glslcc.Convert(shaderPath, variantName, buf.Bytes(), "gles", "300")
if err != nil {
return err
return nil, fmt.Errorf("failed to convert GLSL300ES:\n%w", err)
}
glsl130, _, err := convertShader(tmp, glslcc, shader, "glsl", "130", &args[i], false)
sources.GLSL130, _, err = conv.glslcc.Convert(shaderPath, variantName, buf.Bytes(), "glsl", "130")
if err != nil {
return err
return nil, fmt.Errorf("failed to convert GLSL130:\n%w", err)
}
hlsl, _, err := convertShader(tmp, glslcc, shader, "hlsl", "40", &args[i], false)
hlsl, _, err := conv.glslcc.Convert(shaderPath, variantName, buf.Bytes(), "hlsl", "40")
if err != nil {
return err
return nil, fmt.Errorf("failed to convert HLSL:\n%w", err)
}
if err := parseReflection(reflect, &variants[i]); err != nil {
return err
}
var hlslProf string
switch filepath.Ext(shader) {
case ".frag":
hlslProf = "ps"
case ".vert":
hlslProf = "vs"
default:
return fmt.Errorf("unrecognized shader type %s", shader)
}
var hlslc []byte
hlslc, err = compileHLSL_FXC(tmp, shader, hlsl, "main", hlslProf+"_4_0_level_9_1")
sources.HLSL, err = conv.fxc.Compile(shaderPath, variantName, []byte(hlsl), "main", "4_0_level_9_1")
if err != nil {
// Attempt shader model 4.0. Only the app/headless
// test shaders use features not supported by level
// 9.1.
hlslc, err = compileHLSL_FXC(tmp, shader, hlsl, "main", hlslProf+"_4_0")
sources.HLSL, err = conv.fxc.Compile(shaderPath, variantName, []byte(hlsl), "main", "4_0")
if err != nil {
return err
return nil, fmt.Errorf("failed to compile HLSL: %w", err)
}
}
// OpenGL 3.2 Core only accepts GLSL version 1.50, but is
// otherwise compatible with version 1.30.
glsl150 := strings.Replace(glsl130, "#version 130", "#version 150", 1)
variants[i].Name = filepath.Base(shader)
variants[i].GLSL100ES = glsl100es
variants[i].GLSL300ES = glsl300es
variants[i].GLSL130 = glsl130
variants[i].GLSL150 = glsl150
variants[i].HLSL = hlslc
sources.GLSL150 = strings.Replace(sources.GLSL130, "#version 130", "#version 150", 1)
sources.Uniforms = metadata.Uniforms
sources.Inputs = metadata.Inputs
sources.Textures = metadata.Textures
sources.StorageBuffers = metadata.StorageBuffers
variants = append(variants, sources)
}
name := filepath.Base(shader)
name = strings.ReplaceAll(name, ".", "_")
fmt.Fprintf(out, "\tshader_%s = ", name)
// If the shader don't use the variant arguments, output
// only a single version.
multiVariant := variants[0].GLSL100ES != variants[1].GLSL100ES
if multiVariant {
fmt.Fprintf(out, "[...]backend.ShaderSources{\n")
// If the shader don't use the variant arguments, output only a single version.
if variants[0].GLSL100ES == variants[1].GLSL100ES {
variants = variants[:1]
}
for _, src := range variants {
fmt.Fprintf(out, "backend.ShaderSources{\n")
fmt.Fprintf(out, "Name: %#v,\n", src.Name)
if len(src.Inputs) > 0 {
fmt.Fprintf(out, "Inputs: %#v,\n", src.Inputs)
}
if u := src.Uniforms; len(u.Blocks) > 0 {
fmt.Fprintf(out, "Uniforms: backend.UniformsReflection{\n")
fmt.Fprintf(out, "Blocks: %#v,\n", u.Blocks)
fmt.Fprintf(out, "Locations: %#v,\n", u.Locations)
fmt.Fprintf(out, "Size: %d,\n", u.Size)
fmt.Fprintf(out, "},\n")
}
if len(src.Textures) > 0 {
fmt.Fprintf(out, "Textures: %#v,\n", src.Textures)
}
fmt.Fprintf(out, "GLSL100ES: %#v,\n", src.GLSL100ES)
fmt.Fprintf(out, "GLSL300ES: %#v,\n", src.GLSL300ES)
fmt.Fprintf(out, "GLSL130: %#v,\n", src.GLSL130)
fmt.Fprintf(out, "GLSL150: %#v,\n", src.GLSL150)
fmt.Fprintf(out, "HLSL: %#v,\n", src.HLSL)
fmt.Fprintf(out, "}")
if multiVariant {
fmt.Fprintf(out, ",")
}
fmt.Fprintf(out, "\n")
if !multiVariant {
break
}
}
if multiVariant {
fmt.Fprintf(out, "}\n")
}
return nil
return variants, nil
}
func parseReflection(jsonData []byte, info *backend.ShaderSources) error {
type InputReflection struct {
ID int `json:"id"`
Name string `json:"name"`
Location int `json:"location"`
Semantic string `json:"semantic"`
SemanticIndex int `json:"semantic_index"`
Type string `json:"type"`
}
type UniformMemberReflection struct {
Name string `json:"name"`
Type string `json:"type"`
Offset int `json:"offset"`
Size int `json:"size"`
}
type UniformBufferReflection struct {
ID int `json:"id"`
Name string `json:"name"`
Set int `json:"set"`
Binding int `json:"binding"`
Size int `json:"block_size"`
Members []UniformMemberReflection `json:"members"`
}
type TextureReflection struct {
ID int `json:"id"`
Name string `json:"name"`
Set int `json:"set"`
Binding int `json:"binding"`
Dimension string `json:"dimension"`
Format string `json:"format"`
}
type StorageBufferReflection struct {
ID int `json:"id"`
Name string `json:"name"`
Set int `json:"set"`
Binding int `json:"binding"`
BlockSize int `json:"block_size"`
}
type shaderReflection struct {
Inputs []InputReflection `json:"inputs"`
UniformBuffers []UniformBufferReflection `json:"uniform_buffers"`
Textures []TextureReflection `json:"textures"`
StorageBuffers []StorageBufferReflection `json:"storage_buffers"`
}
type shaderMetadata struct {
VS shaderReflection `json:"vs"`
FS shaderReflection `json:"fs"`
CS shaderReflection `json:"cs"`
}
var reflect shaderMetadata
if err := json.Unmarshal(jsonData, &reflect); err != nil {
return fmt.Errorf("parseReflection: %v", err)
}
inputRef := reflect.VS.Inputs
for _, input := range inputRef {
dataType, dataSize, err := parseDataType(input.Type)
if err != nil {
return fmt.Errorf("parseReflection: %v", err)
}
info.Inputs = append(info.Inputs, backend.InputLocation{
Name: input.Name,
Location: input.Location,
Semantic: input.Semantic,
SemanticIndex: input.SemanticIndex,
Type: dataType,
Size: dataSize,
})
}
sort.Slice(info.Inputs, func(i, j int) bool {
return info.Inputs[i].Location < info.Inputs[j].Location
})
shaderBlocks := reflect.VS.UniformBuffers
if len(shaderBlocks) == 0 {
shaderBlocks = reflect.FS.UniformBuffers
}
blockOffset := 0
for _, block := range shaderBlocks {
info.Uniforms.Blocks = append(info.Uniforms.Blocks, backend.UniformBlock{
Name: block.Name,
Binding: block.Binding,
})
for _, member := range block.Members {
dataType, size, err := parseDataType(member.Type)
if err != nil {
return fmt.Errorf("parseReflection: %v", err)
}
info.Uniforms.Locations = append(info.Uniforms.Locations, backend.UniformLocation{
// Synthetic name generated by glslcc.
Name: fmt.Sprintf("_%d.%s", block.ID, member.Name),
Type: dataType,
Size: size,
Offset: blockOffset + member.Offset,
})
}
blockOffset += block.Size
}
info.Uniforms.Size = blockOffset
textures := reflect.VS.Textures
if len(textures) == 0 {
textures = reflect.FS.Textures
}
for _, texture := range textures {
info.Textures = append(info.Textures, backend.TextureBinding{
Name: texture.Name,
Binding: texture.Binding,
})
}
for _, sb := range reflect.CS.StorageBuffers {
info.StorageBuffers = append(info.StorageBuffers, backend.StorageBufferBinding{
Binding: sb.Binding,
BlockSize: sb.BlockSize,
})
}
return nil
}
func parseDataType(t string) (backend.DataType, int, error) {
switch t {
case "float":
return backend.DataTypeFloat, 1, nil
case "float2":
return backend.DataTypeFloat, 2, nil
case "float3":
return backend.DataTypeFloat, 3, nil
case "float4":
return backend.DataTypeFloat, 4, nil
case "int":
return backend.DataTypeInt, 1, nil
case "int2":
return backend.DataTypeInt, 2, nil
case "int3":
return backend.DataTypeInt, 3, nil
case "int4":
return backend.DataTypeInt, 4, nil
default:
return 0, 0, fmt.Errorf("unsupported input data type: %s", t)
}
}
func compileHLSL_FXC(tmp, path, src, entry, profile string) ([]byte, error) {
base := filepath.Base(path)
tmppath := filepath.Join(tmp, base)
defer os.Remove(tmppath)
if err := ioutil.WriteFile(tmppath, []byte(src), 0644); err != nil {
return nil, err
}
outfile := filepath.Join(tmp, base+".obj")
defer os.Remove(outfile)
fxcInput := tmppath
fxcOutput := outfile
var fxc *exec.Cmd
if runtime.GOOS == "windows" {
fxc = exec.Command("fxc.exe")
} else {
// Convert paths to wine Windows format.
var err error
fxcInput, err = windowsPath(fxcInput)
if err != nil {
return nil, err
}
fxcOutput, err = windowsPath(fxcOutput)
if err != nil {
return nil, err
}
fxc = exec.Command("wine", "fxc.exe")
}
var stdout, stderr bytes.Buffer
fxc.Stderr = &stderr
fxc.Stdout = &stdout
fxc.Args = append(fxc.Args, "/Fo", fxcOutput, "/T", profile, "/E", entry, fxcInput)
if err := fxc.Run(); err != nil {
info := ""
if runtime.GOOS != "windows" {
info = "If the fxc tool cannot be found, set WINEPATH to the Windows path for the Windows SDK.\n"
}
return nil, fmt.Errorf("%s\n%s\n%s%s: %v", stderr.Bytes(), stdout.Bytes(), info, fxc, err)
}
return ioutil.ReadFile(outfile)
}
func compileHLSL_DXC(tmp, path, src, entry, profile string) ([]byte, error) {
base := filepath.Base(path)
tmppath := filepath.Join(tmp, base)
defer os.Remove(tmppath)
if err := ioutil.WriteFile(tmppath, []byte(src), 0644); err != nil {
return nil, err
}
outfile := filepath.Join(tmp, base+".obj")
defer os.Remove(outfile)
dxcInput := tmppath
dxcOutput := outfile
var dxc *exec.Cmd
if runtime.GOOS == "windows" {
dxc = exec.Command("dxc.exe")
} else {
// Convert paths to wine Windows format.
var err error
dxcInput, err = windowsPath(dxcInput)
if err != nil {
return nil, err
}
dxcOutput, err = windowsPath(dxcOutput)
if err != nil {
return nil, err
}
dxc = exec.Command("wine", "dxc.exe")
}
var stdout, stderr bytes.Buffer
dxc.Stderr = &stderr
dxc.Stdout = &stdout
dxc.Args = append(dxc.Args, "-Fo", dxcOutput, "-T", profile, "-Qstrip_reflect", "-E", entry, dxcInput)
if err := dxc.Run(); err != nil {
info := ""
if runtime.GOOS != "windows" {
info = "If the dxc tool cannot be found, set WINEPATH to the Windows path for the Windows SDK.\n"
}
return nil, fmt.Errorf("%s\n%s\n%s%s: %v", stderr.Bytes(), stdout.Bytes(), info, dxc, err)
}
return ioutil.ReadFile(outfile)
}
// windowsPath uses the winepath tool to convert a path to Windows format. The returned
// path can be used as arguments for Windows command line tools.
func windowsPath(path string) (string, error) {
var out bytes.Buffer
winepath := exec.Command("winepath", "--windows", path)
winepath.Stdout = &out
if err := winepath.Run(); err != nil {
return "", err
}
return strings.TrimSpace(out.String()), nil
}
func convertShader(tmp, glslcc, path, lang, profile string, args *shaderArgs, flattenUBOs bool) (string, []byte, error) {
shaderTmpl, err := template.ParseFiles(path)
func (conv *Converter) ComputeShader(shaderPath string) ([]backend.ShaderSources, error) {
shader, err := ioutil.ReadFile(shaderPath)
if err != nil {
return "", nil, err
return nil, fmt.Errorf("failed to load shader %q: %w", shaderPath, err)
}
var buf bytes.Buffer
if err := shaderTmpl.Execute(&buf, args); err != nil {
return "", nil, err
}
tmppath := filepath.Join(tmp, filepath.Base(path))
defer os.Remove(tmppath)
if err := ioutil.WriteFile(tmppath, buf.Bytes(), 0644); err != nil {
return "", nil, err
}
var progFlag string
var progSuffix string
switch filepath.Ext(path) {
case ".vert":
progFlag = "--vert"
progSuffix = "vs"
case ".frag":
progFlag = "--frag"
progSuffix = "fs"
case ".comp":
progFlag = "--compute"
progSuffix = "cs"
default:
return "", nil, fmt.Errorf("unrecognized shader type: %s", path)
}
cmd := exec.Command(glslcc,
"--silent",
"--optimize",
"--include-dirs", absShadersDir,
"--reflect",
"--output", filepath.Join(tmp, "shader"),
"--lang", lang,
"--profile", profile,
progFlag, tmppath,
)
if lang == "hlsl" {
cmd.Args = append(cmd.Args, "--defines=HLSL")
}
if flattenUBOs {
cmd.Args = append(cmd.Args, "--flatten-ubos")
}
cmd.Stdout = os.Stdout
cmd.Stderr = os.Stderr
if err := cmd.Run(); err != nil {
return "", nil, fmt.Errorf("%s: %v", strings.Join(cmd.Args, " "), err)
}
f, err := os.Open(filepath.Join(tmp, "shader_"+progSuffix))
spirv, err := conv.glslvalidator.ConvertCompute(shaderPath, shader)
if err != nil {
return "", nil, err
return nil, fmt.Errorf("failed to convert compute shader %q: %w", shaderPath, err)
}
defer f.Close()
defer os.Remove(f.Name())
src, err := ioutil.ReadAll(f)
var sources backend.ShaderSources
sources.Name = filepath.Base(shaderPath)
sources.GLSL310ES, err = conv.spirv.Convert(spirv, "es", "310")
if err != nil {
return "", nil, err
return nil, fmt.Errorf("failed to convert es compute shader %q: %w", shaderPath, err)
}
reflect, err := ioutil.ReadFile(filepath.Join(tmp, "shader_"+progSuffix+".json"))
if err != nil {
return "", nil, err
}
return string(src), reflect, nil
}
sources.GLSL310ES = unixLineEnding(sources.GLSL310ES)
type computeShaders struct {
glsl310es string
hlsl []byte
}
func convertComputeShader(tmp, glslangValidator, spirv_cross, path string) (computeShaders, error) {
spvFile := filepath.Join(tmp, "shader.spv")
cmd := exec.Command(glslangValidator,
"-G100", // OpenGL ES 3.1.
"-w", // Suppress warnings.
"-o", spvFile,
path,
)
defer os.Remove(spvFile)
cmd.Stdout = os.Stdout
cmd.Stderr = os.Stderr
if err := cmd.Run(); err != nil {
return computeShaders{}, fmt.Errorf("%s: %v", strings.Join(cmd.Args, " "), err)
}
var output computeShaders
{
cmd = exec.Command(spirv_cross,
"--es",
"--version", "310",
spvFile,
)
var shaderDump bytes.Buffer
cmd.Stdout = &shaderDump
cmd.Stderr = os.Stderr
if err := cmd.Run(); err != nil {
return output, fmt.Errorf("%s: %v", strings.Join(cmd.Args, " "), err)
}
output.glsl310es = unixLineEnding(shaderDump.String())
}
if *directCompute {
cmd = exec.Command(spirv_cross,
"--hlsl",
"--shader-model", "50",
spvFile,
)
var shaderDump bytes.Buffer
cmd.Stdout = &shaderDump
cmd.Stderr = os.Stderr
if err := cmd.Run(); err != nil {
return output, fmt.Errorf("%s: %v", strings.Join(cmd.Args, " "), err)
}
hlslSrc := shaderDump.String()
var err error
output.hlsl, err = compileHLSL_DXC(tmp, path, hlslSrc, "main", "cs_5_0")
if conv.directCompute {
hlslSource, err := conv.spirv.Convert(spirv, "hlsl", "50")
if err != nil {
return output, err
return nil, fmt.Errorf("failed to convert hlsl compute shader %q: %w", shaderPath, err)
}
sources.HLSL, err = conv.dxc.Compile(shaderPath, "0", []byte(hlslSource), "main", "cs_5_0")
if err != nil {
return nil, fmt.Errorf("failed to compile hlsl compute shader %q: %w", shaderPath, err)
}
}
return output, nil
return []backend.ShaderSources{sources}, nil
}
// Workers implements wait group with synchronous logging.
type Workers struct {
running sync.WaitGroup
}
func (lg *Workers) Go(fn func()) {
lg.running.Add(1)
go func() {
defer lg.running.Done()
fn()
}()
}
func (lg *Workers) Wait() {
lg.running.Wait()
}
func unixLineEnding(s string) string {
+45
View File
@@ -0,0 +1,45 @@
// SPDX-License-Identifier: Unlicense OR MIT
package main
import (
"bytes"
"fmt"
"os/exec"
)
// SPIRVCross cross-compiles spirv shaders to es, hlsl and others.
type SPIRVCross struct {
Bin string
}
func NewSPIRVCross() *SPIRVCross { return &SPIRVCross{Bin: "spirv-cross"} }
// Convert converts compute shader from spirv format to a target format.
func (spirv *SPIRVCross) Convert(input []byte, target, version string) (string, error) {
var cmd *exec.Cmd
switch target {
case "es":
cmd = exec.Command(spirv.Bin,
"--es",
"--version", version,
"-",
)
case "hlsl":
cmd = exec.Command(spirv.Bin,
"--hlsl",
"--shader-model", version,
"-",
)
default:
return "", fmt.Errorf("unknown target %q", target)
}
cmd.Stdin = bytes.NewBuffer(input)
out, err := cmd.Output()
if err != nil {
return "", fmt.Errorf("failed to run %v: %w", cmd.Args, err)
}
return string(out), nil
}
+35
View File
@@ -0,0 +1,35 @@
// SPDX-License-Identifier: Unlicense OR MIT
package main
import (
"fmt"
"io/ioutil"
"os"
"path/filepath"
"strings"
)
type WorkDir string
func (wd WorkDir) Dir(path string) WorkDir {
dirname := filepath.Join(string(wd), path)
if err := os.Mkdir(dirname, 0755); err != nil {
if !os.IsExist(err) {
fmt.Fprintf(os.Stderr, "failed to create %q: %v\n", dirname, err)
}
}
return WorkDir(dirname)
}
func (wd WorkDir) Path(path ...string) (fullpath string) {
return filepath.Join(string(wd), strings.Join(path, "."))
}
func (wd WorkDir) WriteFile(path string, data []byte) error {
err := ioutil.WriteFile(path, data, 0644)
if err != nil {
return fmt.Errorf("unable to create %v: %w", path, err)
}
return nil
}