Files
gio-patched/internal/cmd/convertshaders/main.go
T
Egon Elbre f6fba73885 internal/cmd/convertshaders: add Windows comp shader compilation
Use dxc (DirectXShaderCompiler) for compiling, which is newer than fxc
and doesn't not fail compilation with dynamically uniform flows with
barriers.

Currently requires -directcompute to enable generating the shaders.

Signed-off-by: Egon Elbre <egonelbre@gmail.com>
2021-02-25 13:01:18 +01:00

592 lines
16 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package main
import (
"bytes"
"encoding/json"
"flag"
"fmt"
"io"
"io/ioutil"
"os"
"os/exec"
"path/filepath"
"runtime"
"sort"
"strings"
"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() {
flag.Parse()
if err := generate(); err != nil {
fmt.Fprintf(os.Stderr, "generate: %v\n", err)
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")
out.WriteString("var (\n")
for _, shader := range shaders {
var err error
switch filepath.Ext(shader) {
case ".vert", ".frag":
err = generateShader(glslcc, tmp, &out, shader)
case ".comp":
err = generateComputeShader(tmp, &out, shader)
default:
continue
}
if err != nil {
return err
}
}
out.WriteString(")")
if err := ioutil.WriteFile("shaders.go", out.Bytes(), 0644); err != nil {
return err
}
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
}
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")
return nil
}
func generateShader(glslcc, tmp string, out io.Writer, shader string) error {
const nvariants = 3
var variants [nvariants]backend.ShaderSources
args := [nvariants]shaderArgs{
{
FetchColorExpr: `_color`,
Header: `layout(binding=0) uniform Color { vec4 _color; };`,
},
{
FetchColorExpr: `mix(_color1, _color2, clamp(vUV.x, 0.0, 1.0))`,
Header: `layout(binding=0) uniform Gradient { vec4 _color1; vec4 _color2; };`,
},
{
FetchColorExpr: `texture(tex, vUV)`,
Header: `layout(binding=0) uniform sampler2D tex;`,
},
}
for i := range args {
// 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)
if err != nil {
return err
}
glsl130, _, err := convertShader(tmp, glslcc, shader, "glsl", "130", &args[i], false)
if err != nil {
return err
}
hlsl, _, err := convertShader(tmp, glslcc, shader, "hlsl", "40", &args[i], false)
if err != nil {
return 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")
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")
if err != nil {
return 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
}
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")
}
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
}
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)
if err != nil {
return "", nil, 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))
if err != nil {
return "", nil, err
}
defer f.Close()
defer os.Remove(f.Name())
src, err := ioutil.ReadAll(f)
if err != nil {
return "", nil, err
}
reflect, err := ioutil.ReadFile(filepath.Join(tmp, "shader_"+progSuffix+".json"))
if err != nil {
return "", nil, err
}
return string(src), reflect, nil
}
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 err != nil {
return output, err
}
}
return output, nil
}
func unixLineEnding(s string) string {
return strings.ReplaceAll(s, "\r\n", "\n")
}