video_core: Remove pre-compilation of Vulkan host-shaders. (#7461)
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@ -81,7 +81,7 @@ jobs:
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restore-keys: |
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${{ runner.os }}-${{ matrix.target }}-
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- name: Install tools
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run: brew install ccache glslang ninja
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run: brew install ccache ninja
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- name: Build
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run: ./.ci/macos.sh
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- name: Prepare outputs for caching
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@ -153,13 +153,6 @@ jobs:
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- name: Install extra tools (MSVC)
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run: choco install ccache ninja wget
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if: ${{ matrix.target == 'msvc' }}
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- name: Set up Vulkan SDK (MSVC)
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uses: humbletim/setup-vulkan-sdk@v1.2.0
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if: ${{ matrix.target == 'msvc' }}
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with:
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vulkan-query-version: latest
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vulkan-components: SPIRV-Tools, Glslang
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vulkan-use-cache: true
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- name: Set up MSYS2
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uses: msys2/setup-msys2@v2
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if: ${{ matrix.target == 'msys2' }}
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@ -168,10 +161,8 @@ jobs:
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update: true
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install: git make p7zip
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pacboy: >-
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toolchain:p ccache:p cmake:p ninja:p glslang:p
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toolchain:p ccache:p cmake:p ninja:p
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qt6-base:p qt6-multimedia:p qt6-multimedia-wmf:p qt6-tools:p qt6-translations:p
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- name: Test glslang
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run: glslang --version || glslangValidator --version
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- name: Disable line ending translation
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run: git config --global core.autocrlf input
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- name: Build
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@ -215,7 +206,7 @@ jobs:
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run: |
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sudo add-apt-repository -y ppa:theofficialgman/gpu-tools
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sudo apt-get update -y
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sudo apt-get install ccache glslang-dev glslang-tools apksigner -y
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sudo apt-get install ccache apksigner -y
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- name: Build
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run: JAVA_HOME=$JAVA_HOME_17_X64 ./.ci/android.sh
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env:
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@ -253,7 +244,7 @@ jobs:
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restore-keys: |
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${{ runner.os }}-ios-
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- name: Install tools
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run: brew install ccache glslang ninja
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run: brew install ccache ninja
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- name: Build
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run: ./.ci/ios.sh
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release:
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@ -26,17 +26,6 @@ set(SHADER_FILES
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vulkan_blit_depth_stencil.frag
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)
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find_program(GLSLANG "glslang")
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if ("${GLSLANG}" STREQUAL "GLSLANG-NOTFOUND")
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find_program(GLSLANG "glslangValidator")
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if ("${GLSLANG}" STREQUAL "GLSLANG-NOTFOUND")
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message(FATAL_ERROR "Required program `glslang` (or `glslangValidator`) not found.")
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endif()
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endif()
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set(MACROS "-Dgl_VertexID=gl_VertexIndex")
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set(QUIET_FLAG "--quiet")
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set(SHADER_INCLUDE ${CMAKE_CURRENT_BINARY_DIR}/include)
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set(SHADER_DIR ${SHADER_INCLUDE}/video_core/host_shaders)
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set(HOST_SHADERS_INCLUDE ${SHADER_INCLUDE} PARENT_SCOPE)
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@ -44,28 +33,9 @@ set(HOST_SHADERS_INCLUDE ${SHADER_INCLUDE} PARENT_SCOPE)
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set(INPUT_FILE ${CMAKE_CURRENT_SOURCE_DIR}/source_shader.h.in)
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set(HEADER_GENERATOR ${CMAKE_CURRENT_SOURCE_DIR}/StringShaderHeader.cmake)
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# Check if `--quiet` is available on host's glslang version
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# glslang prints to STDERR iff an unrecognized flag is passed to it
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execute_process(
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COMMAND
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${GLSLANG} ${QUIET_FLAG}
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ERROR_VARIABLE
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GLSLANG_ERROR
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# STDOUT variable defined to silence unnecessary output during CMake configuration
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OUTPUT_VARIABLE
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GLSLANG_OUTPUT
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)
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if (NOT GLSLANG_ERROR STREQUAL "")
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message(WARNING "Refusing to use unavailable flag `${QUIET_FLAG}` on `${GLSLANG}`")
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set(QUIET_FLAG "")
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endif()
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foreach(FILENAME IN ITEMS ${SHADER_FILES})
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string(REPLACE "." "_" SHADER_NAME ${FILENAME})
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set(SOURCE_FILE ${CMAKE_CURRENT_SOURCE_DIR}/${FILENAME})
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# Skip generating source headers on Vulkan exclusive files
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if (NOT ${FILENAME} MATCHES "vulkan.*")
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set(SOURCE_HEADER_FILE ${SHADER_DIR}/${SHADER_NAME}.h)
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add_custom_command(
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OUTPUT
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@ -79,22 +49,6 @@ foreach(FILENAME IN ITEMS ${SHADER_FILES})
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# HEADER_GENERATOR should be included here but msbuild seems to assume it's always modified
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)
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set(SHADER_HEADERS ${SHADER_HEADERS} ${SOURCE_HEADER_FILE})
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endif()
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# Skip compiling to SPIR-V OpenGL exclusive files
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if (NOT ${FILENAME} MATCHES "opengl.*")
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get_filename_component(FILE_NAME ${SHADER_NAME} NAME)
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string(TOUPPER ${FILE_NAME}_SPV SPIRV_VARIABLE_NAME)
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set(SPIRV_HEADER_FILE ${SHADER_DIR}/${SHADER_NAME}_spv.h)
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add_custom_command(
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OUTPUT
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${SPIRV_HEADER_FILE}
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COMMAND
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${GLSLANG} --target-env vulkan1.1 --glsl-version 450 ${QUIET_FLAG} ${MACROS} --variable-name ${SPIRV_VARIABLE_NAME} -o ${SPIRV_HEADER_FILE} ${SOURCE_FILE}
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MAIN_DEPENDENCY
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${SOURCE_FILE}
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)
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set(SHADER_HEADERS ${SHADER_HEADERS} ${SPIRV_HEADER_FILE})
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endif()
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endforeach()
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set(SHADER_SOURCES ${SHADER_FILES})
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@ -8,6 +8,10 @@ layout(location = 0) out vec2 dst_coord;
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layout(location = 0) uniform mediump ivec2 dst_size;
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#ifdef VULKAN
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#define gl_VertexID gl_VertexIndex
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#endif
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const vec2 vertices[4] =
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vec2[4](vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0));
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@ -10,6 +10,7 @@ out gl_PerVertex {
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layout(location = 0) out vec2 texcoord;
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#ifdef VULKAN
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#define gl_VertexID gl_VertexIndex
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#define BEGIN_PUSH_CONSTANTS layout(push_constant) uniform PushConstants {
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#define END_PUSH_CONSTANTS };
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#define UNIFORM(n)
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@ -5,6 +5,10 @@
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//? #version 430 core
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layout(location = 0) out vec2 tex_coord;
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#ifdef VULKAN
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#define gl_VertexID gl_VertexIndex
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#endif
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const vec2 vertices[4] =
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vec2[4](vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0));
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@ -15,10 +15,10 @@
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#include "video_core/renderer_vulkan/vk_memory_util.h"
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#include "video_core/renderer_vulkan/vk_shader_util.h"
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#include "video_core/host_shaders/vulkan_present_anaglyph_frag_spv.h"
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#include "video_core/host_shaders/vulkan_present_frag_spv.h"
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#include "video_core/host_shaders/vulkan_present_interlaced_frag_spv.h"
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#include "video_core/host_shaders/vulkan_present_vert_spv.h"
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#include "video_core/host_shaders/vulkan_present_anaglyph_frag.h"
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#include "video_core/host_shaders/vulkan_present_frag.h"
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#include "video_core/host_shaders/vulkan_present_interlaced_frag.h"
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#include "video_core/host_shaders/vulkan_present_vert.h"
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#include <vk_mem_alloc.h>
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@ -225,10 +225,14 @@ void RendererVulkan::LoadFBToScreenInfo(const Pica::FramebufferConfig& framebuff
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void RendererVulkan::CompileShaders() {
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vk::Device device = instance.GetDevice();
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present_vertex_shader = CompileSPV(VULKAN_PRESENT_VERT_SPV, device);
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present_shaders[0] = CompileSPV(VULKAN_PRESENT_FRAG_SPV, device);
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present_shaders[1] = CompileSPV(VULKAN_PRESENT_ANAGLYPH_FRAG_SPV, device);
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present_shaders[2] = CompileSPV(VULKAN_PRESENT_INTERLACED_FRAG_SPV, device);
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present_vertex_shader =
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Compile(HostShaders::VULKAN_PRESENT_VERT, vk::ShaderStageFlagBits::eVertex, device);
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present_shaders[0] =
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Compile(HostShaders::VULKAN_PRESENT_FRAG, vk::ShaderStageFlagBits::eFragment, device);
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present_shaders[1] = Compile(HostShaders::VULKAN_PRESENT_ANAGLYPH_FRAG,
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vk::ShaderStageFlagBits::eFragment, device);
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present_shaders[2] = Compile(HostShaders::VULKAN_PRESENT_INTERLACED_FRAG,
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vk::ShaderStageFlagBits::eFragment, device);
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auto properties = instance.GetPhysicalDevice().getProperties();
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for (std::size_t i = 0; i < present_samplers.size(); i++) {
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@ -10,10 +10,10 @@
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#include "video_core/renderer_vulkan/vk_shader_util.h"
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#include "video_core/renderer_vulkan/vk_texture_runtime.h"
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#include "video_core/host_shaders/format_reinterpreter/vulkan_d24s8_to_rgba8_comp_spv.h"
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#include "video_core/host_shaders/full_screen_triangle_vert_spv.h"
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#include "video_core/host_shaders/vulkan_blit_depth_stencil_frag_spv.h"
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#include "video_core/host_shaders/vulkan_depth_to_buffer_comp_spv.h"
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#include "video_core/host_shaders/format_reinterpreter/vulkan_d24s8_to_rgba8_comp.h"
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#include "video_core/host_shaders/full_screen_triangle_vert.h"
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#include "video_core/host_shaders/vulkan_blit_depth_stencil_frag.h"
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#include "video_core/host_shaders/vulkan_depth_to_buffer_comp.h"
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namespace Vulkan {
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@ -189,10 +189,14 @@ BlitHelper::BlitHelper(const Instance& instance_, Scheduler& scheduler_, Descrip
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PipelineLayoutCreateInfo(&compute_buffer_provider.Layout(), true))},
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two_textures_pipeline_layout{
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device.createPipelineLayout(PipelineLayoutCreateInfo(&two_textures_provider.Layout()))},
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full_screen_vert{CompileSPV(FULL_SCREEN_TRIANGLE_VERT_SPV, device)},
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d24s8_to_rgba8_comp{CompileSPV(VULKAN_D24S8_TO_RGBA8_COMP_SPV, device)},
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depth_to_buffer_comp{CompileSPV(VULKAN_DEPTH_TO_BUFFER_COMP_SPV, device)},
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blit_depth_stencil_frag{CompileSPV(VULKAN_BLIT_DEPTH_STENCIL_FRAG_SPV, device)},
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full_screen_vert{Compile(HostShaders::FULL_SCREEN_TRIANGLE_VERT,
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vk::ShaderStageFlagBits::eVertex, device)},
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d24s8_to_rgba8_comp{Compile(HostShaders::VULKAN_D24S8_TO_RGBA8_COMP,
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vk::ShaderStageFlagBits::eCompute, device)},
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depth_to_buffer_comp{Compile(HostShaders::VULKAN_DEPTH_TO_BUFFER_COMP,
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vk::ShaderStageFlagBits::eCompute, device)},
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blit_depth_stencil_frag{Compile(HostShaders::VULKAN_BLIT_DEPTH_STENCIL_FRAG,
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vk::ShaderStageFlagBits::eFragment, device)},
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d24s8_to_rgba8_pipeline{MakeComputePipeline(d24s8_to_rgba8_comp, compute_pipeline_layout)},
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depth_to_buffer_pipeline{
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MakeComputePipeline(depth_to_buffer_comp, compute_buffer_pipeline_layout)},
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