#include "GLSLContext.h" #include "WallpaperEngine/Logging/Log.h" #include #include #include "glslang/Include/ResourceLimits.h" #include "glslang/Public/ShaderLang.h" #include "SPIRV/GlslangToSpv.h" #include "spirv_glsl.hpp" using namespace WallpaperEngine::Render::Shaders; TBuiltInResource BuiltInResource = { .maxLights = 32, .maxClipPlanes = 6, .maxTextureUnits = 32, .maxTextureCoords = 32, .maxVertexAttribs = 64, .maxVertexUniformComponents = 4096, .maxVaryingFloats = 64, .maxVertexTextureImageUnits = 32, .maxCombinedTextureImageUnits = 80, .maxTextureImageUnits = 32, .maxFragmentUniformComponents = 4096, .maxDrawBuffers = 32, .maxVertexUniformVectors = 128, .maxVaryingVectors = 8, .maxFragmentUniformVectors = 16, .maxVertexOutputVectors = 16, .maxFragmentInputVectors = 15, .minProgramTexelOffset = -8, .maxProgramTexelOffset = 7, .maxClipDistances = 8, .maxComputeWorkGroupCountX = 65535, .maxComputeWorkGroupCountY = 65535, .maxComputeWorkGroupCountZ = 65535, .maxComputeWorkGroupSizeX = 1024, .maxComputeWorkGroupSizeY = 1024, .maxComputeWorkGroupSizeZ = 64, .maxComputeUniformComponents = 1024, .maxComputeTextureImageUnits = 16, .maxComputeImageUniforms = 8, .maxComputeAtomicCounters = 8, .maxComputeAtomicCounterBuffers = 1, .maxVaryingComponents = 60, .maxVertexOutputComponents = 64, .maxGeometryInputComponents = 64, .maxGeometryOutputComponents = 128, .maxFragmentInputComponents = 128, .maxImageUnits = 8, .maxCombinedImageUnitsAndFragmentOutputs = 8, .maxCombinedShaderOutputResources = 8, .maxImageSamples = 0, .maxVertexImageUniforms = 0, .maxTessControlImageUniforms = 0, .maxTessEvaluationImageUniforms = 0, .maxGeometryImageUniforms = 0, .maxFragmentImageUniforms = 8, .maxCombinedImageUniforms = 8, .maxGeometryTextureImageUnits = 16, .maxGeometryOutputVertices = 256, .maxGeometryTotalOutputComponents = 1024, .maxGeometryUniformComponents = 1024, .maxGeometryVaryingComponents = 64, .maxTessControlInputComponents = 128, .maxTessControlOutputComponents = 128, .maxTessControlTextureImageUnits = 16, .maxTessControlUniformComponents = 1024, .maxTessControlTotalOutputComponents = 4096, .maxTessEvaluationInputComponents = 128, .maxTessEvaluationOutputComponents = 128, .maxTessEvaluationTextureImageUnits = 16, .maxTessEvaluationUniformComponents = 1024, .maxTessPatchComponents = 120, .maxPatchVertices = 32, .maxTessGenLevel = 64, .maxViewports = 16, .maxVertexAtomicCounters = 0, .maxTessControlAtomicCounters = 0, .maxTessEvaluationAtomicCounters = 0, .maxGeometryAtomicCounters = 0, .maxFragmentAtomicCounters = 8, .maxCombinedAtomicCounters = 8, .maxAtomicCounterBindings = 1, .maxVertexAtomicCounterBuffers = 0, .maxTessControlAtomicCounterBuffers = 0, .maxTessEvaluationAtomicCounterBuffers = 0, .maxGeometryAtomicCounterBuffers = 0, .maxFragmentAtomicCounterBuffers = 1, .maxCombinedAtomicCounterBuffers = 1, .maxAtomicCounterBufferSize = 16384, .maxTransformFeedbackBuffers = 4, .maxTransformFeedbackInterleavedComponents = 64, .maxCullDistances = 8, .maxCombinedClipAndCullDistances = 8, .maxSamples = 4, .maxMeshOutputVerticesNV = 256, .maxMeshOutputPrimitivesNV = 512, .maxMeshWorkGroupSizeX_NV = 32, .maxMeshWorkGroupSizeY_NV = 1, .maxMeshWorkGroupSizeZ_NV = 1, .maxTaskWorkGroupSizeX_NV = 32, .maxTaskWorkGroupSizeY_NV = 1, .maxTaskWorkGroupSizeZ_NV = 1, .maxMeshViewCountNV = 4, .limits = { .nonInductiveForLoops = true, .whileLoops = true, .doWhileLoops = true, .generalUniformIndexing = true, .generalAttributeMatrixVectorIndexing = true, .generalVaryingIndexing = true, .generalSamplerIndexing = true, .generalVariableIndexing = true, .generalConstantMatrixVectorIndexing = true, } }; GLSLContext::GLSLContext () { assert (this->sInstance == nullptr); glslang::InitializeProcess(); } GLSLContext::~GLSLContext () { glslang::FinalizeProcess(); } GLSLContext& GLSLContext::get () { if (sInstance == nullptr) sInstance = std::make_unique (); return *sInstance; } std::pair GLSLContext::toGlsl (const std::string& vertex, const std::string& fragment) { glslang::TShader vertexShader (EShLangVertex); const char* vertexSource = vertex.c_str(); vertexShader.setStrings(&vertexSource, 1); vertexShader.setEntryPoint("main"); vertexShader.setEnvInput(glslang::EShSourceGlsl, EShLangVertex, glslang::EShClientOpenGL, 330); vertexShader.setEnvClient(glslang::EShClientOpenGL, glslang::EShTargetOpenGL_450); vertexShader.setEnvTarget(glslang::EShTargetSpv, glslang::EShTargetSpv_1_5); vertexShader.setAutoMapLocations (true); vertexShader.setAutoMapBindings (true); if (!vertexShader.parse (&BuiltInResource, 100, false, EShMsgDefault)) { sLog.error ("GLSL vertex unit parsing Failed: ", vertexShader.getInfoLog()); return {"", ""}; } glslang::TShader fragmentShader (EShLangFragment); const char* fragmentSource = fragment.c_str(); fragmentShader.setStrings(&fragmentSource, 1); fragmentShader.setEntryPoint("main"); fragmentShader.setEnvInput(glslang::EShSourceGlsl, EShLangFragment, glslang::EShClientOpenGL, 330); fragmentShader.setEnvClient(glslang::EShClientOpenGL, glslang::EShTargetOpenGL_450); fragmentShader.setEnvTarget(glslang::EShTargetSpv, glslang::EShTargetSpv_1_5); fragmentShader.setAutoMapLocations (true); fragmentShader.setAutoMapBindings (true); if (!fragmentShader.parse (&BuiltInResource, 100, false, EShMsgDefault)) { sLog.error ("GLSL fragment unit parsing Failed: ", fragmentShader.getInfoLog()); return {"", ""}; } glslang::TProgram program; program.addShader (&vertexShader); program.addShader (&fragmentShader); if (!program.link (EShMsgDefault)) { sLog.error ("Program Linking Failed: ", program.getInfoLog()); return {"", ""}; } std::vector spirv; glslang::GlslangToSpv (*program.getIntermediate (EShLangVertex), spirv); spirv_cross::CompilerGLSL vertexCompiler (spirv); spirv_cross::CompilerGLSL::Options options; options.version = 330; options.es = false; vertexCompiler.set_common_options(options); spirv.clear (); glslang::GlslangToSpv (*program.getIntermediate (EShLangFragment), spirv); spirv_cross::CompilerGLSL fragmentCompiler (spirv); options.version = 330; options.es = false; fragmentCompiler .set_common_options(options); return {vertexCompiler.compile() + "#if 0\n" + vertex + "\n#endif", fragmentCompiler.compile() + "#if 0\n" + fragment + "\n#endif"}; } std::unique_ptr GLSLContext::sInstance = nullptr;