Files
gio/gpu/internal/convertshaders/main.go
T
Elias Naur e9a020f774 gpu/internal/convertshaders: build compute shaders in HLSL cs_5_0 profile
The recent changes to the compute shaders have fixed all errors
previously reported by fxc. Switch from dxc to fxc to target shader
model 5.0, supported by Direct3D 11.

Because we know dxc must be available, always build compute shaders even
though the result is not yet used.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-04-12 12:49:49 +02:00

411 lines
11 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package main
import (
"bytes"
"errors"
"flag"
"fmt"
"io"
"io/ioutil"
"os"
"os/exec"
"path/filepath"
"sort"
"strconv"
"strings"
"sync"
"text/template"
"gioui.org/gpu/internal/driver"
)
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()
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)
}
}
type Converter struct {
workDir WorkDir
shadersDir string
directCompute bool
packageName string
glslvalidator *GLSLValidator
spirv *SPIRVCross
fxc *FXC
}
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.glslvalidator = NewGLSLValidator()
conv.spirv = NewSPIRVCross()
conv.fxc = NewFXC()
verifyBinaryPath(&conv.glslvalidator.Bin)
verifyBinaryPath(&conv.spirv.Bin)
// We cannot check fxc since it may depend on wine.
conv.glslvalidator.WorkDir = workDir.Dir("glslvalidator")
conv.fxc.WorkDir = workDir.Dir("fxc")
conv.spirv.WorkDir = workDir.Dir("spirv")
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 []driver.ShaderSources
Error error
}
shaderResults := make([]ShaderResult, len(shaders))
for i, shaderPath := range shaders {
i, shaderPath := i, shaderPath
switch filepath.Ext(shaderPath) {
case ".vert", ".frag":
workers.Go(func() {
shaders, err := conv.Shader(shaderPath)
shaderResults[i] = ShaderResult{
Path: shaderPath,
Shaders: shaders,
Error: err,
}
})
case ".comp":
workers.Go(func() {
shaders, err := conv.ComputeShader(shaderPath)
shaderResults[i] = ShaderResult{
Path: shaderPath,
Shaders: shaders,
Error: err,
}
})
default:
continue
}
}
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"
}
}
if len(allErrors) > 0 {
return errors.New(allErrors)
}
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/internal/driver")
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, "[...]driver.ShaderSources{\n")
}
for _, src := range r.Shaders {
fmt.Fprintf(out, "driver.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: driver.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: `%s`,\n", src.GLSL100ES)
}
if len(src.GLSL300ES) > 0 {
fmt.Fprintf(out, "GLSL300ES: `%s`,\n", src.GLSL300ES)
}
if len(src.GLSL310ES) > 0 {
fmt.Fprintf(out, "GLSL310ES: `%s`,\n", src.GLSL310ES)
}
if len(src.GLSL130) > 0 {
fmt.Fprintf(out, "GLSL130: `%s`,\n", src.GLSL130)
}
if len(src.GLSL150) > 0 {
fmt.Fprintf(out, "GLSL150: `%s`,\n", src.GLSL150)
}
if len(src.HLSL) > 0 {
fmt.Fprintf(out, "HLSL: %q,\n", src.HLSL)
}
fmt.Fprintf(out, "}")
if multiVariant {
fmt.Fprintf(out, ",")
}
fmt.Fprintf(out, "\n")
}
if multiVariant {
fmt.Fprintf(out, "}\n")
}
}
fmt.Fprintf(out, ")\n")
return nil
}
func (conv *Converter) Shader(shaderPath string) ([]driver.ShaderSources, error) {
type Variant struct {
FetchColorExpr string
Header string
}
variantArgs := [...]Variant{
{
FetchColorExpr: `_color.color`,
Header: `layout(binding=0) uniform Color { vec4 color; } _color;`,
},
{
FetchColorExpr: `mix(_gradient.color1, _gradient.color2, clamp(vUV.x, 0.0, 1.0))`,
Header: `layout(binding=0) uniform Gradient { vec4 color1; vec4 color2; } _gradient;`,
},
{
FetchColorExpr: `texture(tex, vUV)`,
Header: `layout(binding=0) uniform sampler2D tex;`,
},
}
shaderTemplate, err := template.ParseFiles(shaderPath)
if err != nil {
return nil, fmt.Errorf("failed to parse template %q: %w", shaderPath, err)
}
var variants []driver.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 driver.ShaderSources
sources.Name = filepath.Base(shaderPath)
// Ignore error; some shaders are not meant to run in GLSL 1.00.
sources.GLSL100ES, _, _ = conv.ShaderVariant(shaderPath, variantName, buf.Bytes(), "es", "100")
var metadata Metadata
sources.GLSL300ES, metadata, err = conv.ShaderVariant(shaderPath, variantName, buf.Bytes(), "es", "300")
if err != nil {
return nil, fmt.Errorf("failed to convert GLSL300ES:\n%w", err)
}
sources.GLSL130, _, err = conv.ShaderVariant(shaderPath, variantName, buf.Bytes(), "glsl", "130")
if err != nil {
return nil, fmt.Errorf("failed to convert GLSL130:\n%w", err)
}
hlsl, _, err := conv.ShaderVariant(shaderPath, variantName, buf.Bytes(), "hlsl", "40")
if err != nil {
return nil, fmt.Errorf("failed to convert HLSL:\n%w", err)
}
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 gpu/headless
// test shaders use features not supported by level
// 9.1.
sources.HLSL, err = conv.fxc.Compile(shaderPath, variantName, []byte(hlsl), "main", "4_0")
if err != nil {
return nil, fmt.Errorf("failed to compile HLSL: %w", err)
}
}
sources.GLSL150, _, err = conv.ShaderVariant(shaderPath, variantName, buf.Bytes(), "glsl", "150")
if err != nil {
return nil, fmt.Errorf("failed to convert GLSL150:\n%w", err)
}
sources.Uniforms = metadata.Uniforms
sources.Inputs = metadata.Inputs
sources.Textures = metadata.Textures
variants = append(variants, sources)
}
// If the shader don't use the variant arguments, output only a single version.
if variants[0].GLSL100ES == variants[1].GLSL100ES {
variants = variants[:1]
}
return variants, nil
}
func (conv *Converter) ShaderVariant(shaderPath, variant string, src []byte, lang, profile string) (string, Metadata, error) {
spirv, err := conv.glslvalidator.Convert(shaderPath, variant, lang == "hlsl", src)
if err != nil {
return "", Metadata{}, fmt.Errorf("failed to generate SPIR-V for %q: %w", shaderPath, err)
}
dst, err := conv.spirv.Convert(shaderPath, variant, spirv, lang, profile)
if err != nil {
return "", Metadata{}, fmt.Errorf("failed to convert shader %q: %w", shaderPath, err)
}
meta, err := conv.spirv.Metadata(shaderPath, variant, spirv)
if err != nil {
return "", Metadata{}, fmt.Errorf("failed to extract metadata for shader %q: %w", shaderPath, err)
}
return dst, meta, nil
}
func (conv *Converter) ComputeShader(shaderPath string) ([]driver.ShaderSources, error) {
shader, err := ioutil.ReadFile(shaderPath)
if err != nil {
return nil, fmt.Errorf("failed to load shader %q: %w", shaderPath, err)
}
spirv, err := conv.glslvalidator.Convert(shaderPath, "", false, shader)
if err != nil {
return nil, fmt.Errorf("failed to convert compute shader %q: %w", shaderPath, err)
}
var sources driver.ShaderSources
sources.Name = filepath.Base(shaderPath)
sources.GLSL310ES, err = conv.spirv.Convert(shaderPath, "", spirv, "es", "310")
if err != nil {
return nil, fmt.Errorf("failed to convert es compute shader %q: %w", shaderPath, err)
}
sources.GLSL310ES = unixLineEnding(sources.GLSL310ES)
hlslSource, err := conv.spirv.Convert(shaderPath, "", spirv, "hlsl", "50")
if err != nil {
return nil, fmt.Errorf("failed to convert hlsl compute shader %q: %w", shaderPath, err)
}
dxil, err := conv.fxc.Compile(shaderPath, "0", []byte(hlslSource), "main", "5_0")
if err != nil {
return nil, fmt.Errorf("failed to compile hlsl compute shader %q: %w", shaderPath, err)
}
if conv.directCompute {
sources.HLSL = dxil
}
return []driver.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 {
return strings.ReplaceAll(s, "\r\n", "\n")
}