VideoBackends / VideoCommon: add support for specifying include files in shader code

This commit is contained in:
iwubcode 2025-09-27 00:24:05 -05:00
parent ba2acb872c
commit 96fe6a1575
40 changed files with 450 additions and 113 deletions

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@ -749,6 +749,7 @@
<ClInclude Include="VideoCommon\Present.h" /> <ClInclude Include="VideoCommon\Present.h" />
<ClInclude Include="VideoCommon\RenderState.h" /> <ClInclude Include="VideoCommon\RenderState.h" />
<ClInclude Include="VideoCommon\ShaderCache.h" /> <ClInclude Include="VideoCommon\ShaderCache.h" />
<ClInclude Include="VideoCommon\ShaderCompileUtils.h" />
<ClInclude Include="VideoCommon\ShaderGenCommon.h" /> <ClInclude Include="VideoCommon\ShaderGenCommon.h" />
<ClInclude Include="VideoCommon\Spirv.h" /> <ClInclude Include="VideoCommon\Spirv.h" />
<ClInclude Include="VideoCommon\Statistics.h" /> <ClInclude Include="VideoCommon\Statistics.h" />
@ -1395,6 +1396,7 @@
<ClCompile Include="VideoCommon\Present.cpp" /> <ClCompile Include="VideoCommon\Present.cpp" />
<ClCompile Include="VideoCommon\RenderState.cpp" /> <ClCompile Include="VideoCommon\RenderState.cpp" />
<ClCompile Include="VideoCommon\ShaderCache.cpp" /> <ClCompile Include="VideoCommon\ShaderCache.cpp" />
<ClCompile Include="VideoCommon\ShaderCompileUtils.cpp" />
<ClCompile Include="VideoCommon\ShaderGenCommon.cpp" /> <ClCompile Include="VideoCommon\ShaderGenCommon.cpp" />
<ClCompile Include="VideoCommon\Spirv.cpp" /> <ClCompile Include="VideoCommon\Spirv.cpp" />
<ClCompile Include="VideoCommon\Statistics.cpp" /> <ClCompile Include="VideoCommon\Statistics.cpp" />

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@ -71,9 +71,10 @@ Gfx::CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth
} }
std::unique_ptr<AbstractShader> std::unique_ptr<AbstractShader>
Gfx::CreateShaderFromSource(ShaderStage stage, std::string_view source, std::string_view name) Gfx::CreateShaderFromSource(ShaderStage stage, std::string_view source,
VideoCommon::ShaderIncluder* shader_includer, std::string_view name)
{ {
auto bytecode = DXShader::CompileShader(D3D::feature_level, stage, source); auto bytecode = DXShader::CompileShader(D3D::feature_level, stage, source, shader_includer);
if (!bytecode) if (!bytecode)
return nullptr; return nullptr;

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@ -31,7 +31,9 @@ public:
std::string_view name) override; std::string_view name) override;
std::unique_ptr<AbstractStagingTexture> std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override; CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, std::string_view source, std::unique_ptr<AbstractShader>
CreateShaderFromSource(ShaderStage stage, std::string_view source,
VideoCommon::ShaderIncluder* shader_includer,
std::string_view name) override; std::string_view name) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data, std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length, size_t length,

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@ -68,9 +68,10 @@ Gfx::CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth
} }
std::unique_ptr<AbstractShader> std::unique_ptr<AbstractShader>
Gfx::CreateShaderFromSource(ShaderStage stage, std::string_view source, std::string_view name) Gfx::CreateShaderFromSource(ShaderStage stage, std::string_view source,
VideoCommon::ShaderIncluder* shader_includer, std::string_view name)
{ {
return DXShader::CreateFromSource(stage, source, name); return DXShader::CreateFromSource(stage, source, shader_includer, name);
} }
std::unique_ptr<AbstractShader> Gfx::CreateShaderFromBinary(ShaderStage stage, const void* data, std::unique_ptr<AbstractShader> Gfx::CreateShaderFromBinary(ShaderStage stage, const void* data,

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@ -36,7 +36,9 @@ public:
CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment, CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
std::vector<AbstractTexture*> additional_color_attachments) override; std::vector<AbstractTexture*> additional_color_attachments) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, std::string_view source, std::unique_ptr<AbstractShader>
CreateShaderFromSource(ShaderStage stage, std::string_view source,
VideoCommon::ShaderIncluder* shader_includer,
std::string_view name) override; std::string_view name) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data, std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length, size_t length,

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@ -29,9 +29,10 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
} }
std::unique_ptr<DXShader> DXShader::CreateFromSource(ShaderStage stage, std::string_view source, std::unique_ptr<DXShader> DXShader::CreateFromSource(ShaderStage stage, std::string_view source,
VideoCommon::ShaderIncluder* shader_includer,
std::string_view name) std::string_view name)
{ {
auto bytecode = CompileShader(g_dx_context->GetFeatureLevel(), stage, source); auto bytecode = CompileShader(g_dx_context->GetFeatureLevel(), stage, source, shader_includer);
if (!bytecode) if (!bytecode)
return nullptr; return nullptr;

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@ -23,6 +23,7 @@ public:
static std::unique_ptr<DXShader> CreateFromBytecode(ShaderStage stage, BinaryData bytecode, static std::unique_ptr<DXShader> CreateFromBytecode(ShaderStage stage, BinaryData bytecode,
std::string_view name); std::string_view name);
static std::unique_ptr<DXShader> CreateFromSource(ShaderStage stage, std::string_view source, static std::unique_ptr<DXShader> CreateFromSource(ShaderStage stage, std::string_view source,
VideoCommon::ShaderIncluder* shader_includer,
std::string_view name); std::string_view name);
private: private:

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@ -20,6 +20,7 @@
#include "Common/StringUtil.h" #include "Common/StringUtil.h"
#include "Common/Version.h" #include "Common/Version.h"
#include "VideoCommon/ShaderCompileUtils.h"
#include "VideoCommon/Spirv.h" #include "VideoCommon/Spirv.h"
#include "VideoCommon/VideoBackendBase.h" #include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoConfig.h" #include "VideoCommon/VideoConfig.h"
@ -35,6 +36,9 @@ namespace
constexpr std::string_view SHADER_HEADER = R"( constexpr std::string_view SHADER_HEADER = R"(
// Target GLSL 4.5. // Target GLSL 4.5.
#version 450 core #version 450 core
#extension GL_ARB_shading_language_include : enable
#define ATTRIBUTE_LOCATION(x) layout(location = x) #define ATTRIBUTE_LOCATION(x) layout(location = x)
#define FRAGMENT_OUTPUT_LOCATION(x) layout(location = x) #define FRAGMENT_OUTPUT_LOCATION(x) layout(location = x)
#define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y) layout(location = x, index = y) #define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y) layout(location = x, index = y)
@ -107,14 +111,16 @@ std::optional<std::string> GetHLSLFromSPIRV(SPIRV::CodeVector spv, D3D_FEATURE_L
return compiler.compile(); return compiler.compile();
} }
std::optional<SPIRV::CodeVector> GetSpirv(ShaderStage stage, std::string_view source) std::optional<SPIRV::CodeVector> GetSpirv(ShaderStage stage, std::string_view source,
glslang::TShader::Includer* shader_includer)
{ {
switch (stage) switch (stage)
{ {
case ShaderStage::Vertex: case ShaderStage::Vertex:
{ {
const auto full_source = fmt::format("{}{}", SHADER_HEADER, source); const auto full_source = fmt::format("{}{}", SHADER_HEADER, source);
return SPIRV::CompileVertexShader(full_source, APIType::D3D, glslang::EShTargetSpv_1_0); return SPIRV::CompileVertexShader(full_source, APIType::D3D, glslang::EShTargetSpv_1_0,
shader_includer);
} }
case ShaderStage::Geometry: case ShaderStage::Geometry:
@ -126,13 +132,15 @@ std::optional<SPIRV::CodeVector> GetSpirv(ShaderStage stage, std::string_view so
case ShaderStage::Pixel: case ShaderStage::Pixel:
{ {
const auto full_source = fmt::format("{}{}", SHADER_HEADER, source); const auto full_source = fmt::format("{}{}", SHADER_HEADER, source);
return SPIRV::CompileFragmentShader(full_source, APIType::D3D, glslang::EShTargetSpv_1_0); return SPIRV::CompileFragmentShader(full_source, APIType::D3D, glslang::EShTargetSpv_1_0,
shader_includer);
} }
case ShaderStage::Compute: case ShaderStage::Compute:
{ {
const auto full_source = fmt::format("{}{}", COMPUTE_SHADER_HEADER, source); const auto full_source = fmt::format("{}{}", COMPUTE_SHADER_HEADER, source);
return SPIRV::CompileComputeShader(full_source, APIType::D3D, glslang::EShTargetSpv_1_0); return SPIRV::CompileComputeShader(full_source, APIType::D3D, glslang::EShTargetSpv_1_0,
shader_includer);
} }
}; };
@ -140,13 +148,14 @@ std::optional<SPIRV::CodeVector> GetSpirv(ShaderStage stage, std::string_view so
} }
std::optional<std::string> GetHLSL(D3D_FEATURE_LEVEL feature_level, ShaderStage stage, std::optional<std::string> GetHLSL(D3D_FEATURE_LEVEL feature_level, ShaderStage stage,
std::string_view source) std::string_view source,
VideoCommon::ShaderIncluder* shader_includer)
{ {
if (stage == ShaderStage::Geometry) if (stage == ShaderStage::Geometry)
{ {
return std::string{source}; return std::string{source};
} }
else if (const auto spirv = GetSpirv(stage, source)) else if (const auto spirv = GetSpirv(stage, source, shader_includer))
{ {
return GetHLSLFromSPIRV(std::move(*spirv), feature_level); return GetHLSLFromSPIRV(std::move(*spirv), feature_level);
} }
@ -230,10 +239,11 @@ static const char* GetCompileTarget(D3D_FEATURE_LEVEL feature_level, ShaderStage
} }
} }
std::optional<Shader::BinaryData> Shader::CompileShader(D3D_FEATURE_LEVEL feature_level, std::optional<Shader::BinaryData>
ShaderStage stage, std::string_view source) Shader::CompileShader(D3D_FEATURE_LEVEL feature_level, ShaderStage stage, std::string_view source,
VideoCommon::ShaderIncluder* shader_includer)
{ {
const auto hlsl = GetHLSL(feature_level, stage, source); const auto hlsl = GetHLSL(feature_level, stage, source, shader_includer);
if (!hlsl) if (!hlsl)
return std::nullopt; return std::nullopt;
@ -260,7 +270,7 @@ std::optional<Shader::BinaryData> Shader::CompileShader(D3D_FEATURE_LEVEL featur
file << "Dolphin Version: " + Common::GetScmRevStr() + "\n"; file << "Dolphin Version: " + Common::GetScmRevStr() + "\n";
file << "Video Backend: " + g_video_backend->GetDisplayName(); file << "Video Backend: " + g_video_backend->GetDisplayName();
if (const auto spirv = GetSpirv(stage, source)) if (const auto spirv = GetSpirv(stage, source, shader_includer))
{ {
file << "\nOriginal Source: \n"; file << "\nOriginal Source: \n";
file << source << std::endl; file << source << std::endl;

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@ -20,7 +20,8 @@ public:
BinaryData GetBinary() const override; BinaryData GetBinary() const override;
static std::optional<BinaryData> CompileShader(D3D_FEATURE_LEVEL feature_level, ShaderStage stage, static std::optional<BinaryData> CompileShader(D3D_FEATURE_LEVEL feature_level, ShaderStage stage,
std::string_view source); std::string_view source,
VideoCommon::ShaderIncluder* shader_includer);
static BinaryData CreateByteCode(const void* data, size_t length); static BinaryData CreateByteCode(const void* data, size_t length);

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@ -31,7 +31,9 @@ public:
CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment, CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
std::vector<AbstractTexture*> additional_color_attachments) override; std::vector<AbstractTexture*> additional_color_attachments) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, std::string_view source, std::unique_ptr<AbstractShader>
CreateShaderFromSource(ShaderStage stage, std::string_view source,
VideoCommon::ShaderIncluder* shader_includer,
std::string_view name) override; std::string_view name) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data, std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length, size_t length,

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@ -120,11 +120,12 @@ Metal::Gfx::CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture
// MARK: Pipeline Creation // MARK: Pipeline Creation
std::unique_ptr<AbstractShader> Metal::Gfx::CreateShaderFromSource(ShaderStage stage, std::unique_ptr<AbstractShader>
std::string_view source, Metal::Gfx::CreateShaderFromSource(ShaderStage stage, std::string_view source,
VideoCommon::ShaderIncluder* shader_includer,
std::string_view name) std::string_view name)
{ {
std::optional<std::string> msl = Util::TranslateShaderToMSL(stage, source); std::optional<std::string> msl = Util::TranslateShaderToMSL(stage, source, shader_includer);
if (!msl.has_value()) if (!msl.has_value())
{ {
PanicAlertFmt("Failed to convert shader {} to MSL", name); PanicAlertFmt("Failed to convert shader {} to MSL", name);

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@ -54,7 +54,8 @@ static inline bool HasStencil(AbstractTextureFormat format)
return format == AbstractTextureFormat::D24_S8 || format == AbstractTextureFormat::D32F_S8; return format == AbstractTextureFormat::D24_S8 || format == AbstractTextureFormat::D32F_S8;
} }
std::optional<std::string> TranslateShaderToMSL(ShaderStage stage, std::string_view source); std::optional<std::string> TranslateShaderToMSL(ShaderStage stage, std::string_view source,
VideoCommon::ShaderIncluder* shader_includer);
} // namespace Util } // namespace Util
} // namespace Metal } // namespace Metal

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@ -13,6 +13,7 @@
#include "VideoCommon/Constants.h" #include "VideoCommon/Constants.h"
#include "VideoCommon/DriverDetails.h" #include "VideoCommon/DriverDetails.h"
#include "VideoCommon/ShaderCompileUtils.h"
#include "VideoCommon/Spirv.h" #include "VideoCommon/Spirv.h"
Metal::DeviceFeatures Metal::g_features; Metal::DeviceFeatures Metal::g_features;
@ -490,8 +491,9 @@ MakeResourceBinding(spv::ExecutionModel stage, u32 set, u32 binding, //
return resource; return resource;
} }
std::optional<std::string> Metal::Util::TranslateShaderToMSL(ShaderStage stage, std::optional<std::string>
std::string_view source) Metal::Util::TranslateShaderToMSL(ShaderStage stage, std::string_view source,
VideoCommon::ShaderIncluder* shader_includer)
{ {
std::string full_source; std::string full_source;
@ -514,16 +516,19 @@ std::optional<std::string> Metal::Util::TranslateShaderToMSL(ShaderStage stage,
switch (stage) switch (stage)
{ {
case ShaderStage::Vertex: case ShaderStage::Vertex:
code = SPIRV::CompileVertexShader(full_source, APIType::Metal, glslang::EShTargetSpv_1_5); code = SPIRV::CompileVertexShader(full_source, APIType::Metal, glslang::EShTargetSpv_1_5,
shader_includer);
break; break;
case ShaderStage::Geometry: case ShaderStage::Geometry:
PanicAlertFmt("Tried to compile geometry shader for Metal, but Metal doesn't support them!"); PanicAlertFmt("Tried to compile geometry shader for Metal, but Metal doesn't support them!");
break; break;
case ShaderStage::Pixel: case ShaderStage::Pixel:
code = SPIRV::CompileFragmentShader(full_source, APIType::Metal, glslang::EShTargetSpv_1_5); code = SPIRV::CompileFragmentShader(full_source, APIType::Metal, glslang::EShTargetSpv_1_5,
shader_includer);
break; break;
case ShaderStage::Compute: case ShaderStage::Compute:
code = SPIRV::CompileComputeShader(full_source, APIType::Metal, glslang::EShTargetSpv_1_5); code = SPIRV::CompileComputeShader(full_source, APIType::Metal, glslang::EShTargetSpv_1_5,
shader_includer);
break; break;
} }
if (!code.has_value()) if (!code.has_value())

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@ -53,6 +53,7 @@ public:
std::unique_ptr<AbstractShader> std::unique_ptr<AbstractShader>
NullGfx::CreateShaderFromSource(ShaderStage stage, [[maybe_unused]] std::string_view source, NullGfx::CreateShaderFromSource(ShaderStage stage, [[maybe_unused]] std::string_view source,
[[maybe_unused]] VideoCommon::ShaderIncluder* shader_includer,
[[maybe_unused]] std::string_view name) [[maybe_unused]] std::string_view name)
{ {
return std::make_unique<NullShader>(stage); return std::make_unique<NullShader>(stage);

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@ -25,7 +25,9 @@ public:
CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment, CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
std::vector<AbstractTexture*> additional_color_attachments) override; std::vector<AbstractTexture*> additional_color_attachments) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, std::string_view source, std::unique_ptr<AbstractShader>
CreateShaderFromSource(ShaderStage stage, std::string_view source,
VideoCommon::ShaderIncluder* shader_includer,
std::string_view name) override; std::string_view name) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data, std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length, size_t length,

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@ -231,9 +231,10 @@ OGLGfx::CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* de
} }
std::unique_ptr<AbstractShader> std::unique_ptr<AbstractShader>
OGLGfx::CreateShaderFromSource(ShaderStage stage, std::string_view source, std::string_view name) OGLGfx::CreateShaderFromSource(ShaderStage stage, std::string_view source,
VideoCommon::ShaderIncluder* shader_includer, std::string_view name)
{ {
return OGLShader::CreateFromSource(stage, source, name); return OGLShader::CreateFromSource(stage, source, shader_includer, name);
} }
std::unique_ptr<AbstractShader> std::unique_ptr<AbstractShader>

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@ -25,7 +25,9 @@ public:
std::string_view name) override; std::string_view name) override;
std::unique_ptr<AbstractStagingTexture> std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override; CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, std::string_view source, std::unique_ptr<AbstractShader>
CreateShaderFromSource(ShaderStage stage, std::string_view source,
VideoCommon::ShaderIncluder* shader_includer,
std::string_view name) override; std::string_view name) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data, std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length, size_t length,

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@ -3,12 +3,110 @@
#include "VideoBackends/OGL/OGLShader.h" #include "VideoBackends/OGL/OGLShader.h"
#include <algorithm>
#include <cctype>
#include "VideoBackends/OGL/ProgramShaderCache.h" #include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoCommon/ShaderCompileUtils.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/VideoConfig.h" #include "VideoCommon/VideoConfig.h"
namespace OGL namespace OGL
{ {
namespace
{
std::string ResolveIncludeStatements(glslang::TShader::Includer* shader_includer,
std::string_view source, const char* includer_name = "",
std::size_t depth = 1)
{
if (!shader_includer)
{
return std::string{source};
}
std::string source_str(source);
std::istringstream iss(source_str);
ShaderCode output;
std::string line;
while (std::getline(iss, line))
{
if (line.empty())
{
output.Write("{}\n", line);
continue;
}
std::string_view include_preprocessor = "#include";
if (!line.starts_with(include_preprocessor))
{
output.Write("{}\n", line);
continue;
}
const std::string after_include = line.substr(include_preprocessor.size());
bool local_include = true;
std::string_view filename;
// First non-whitespace character after include
const std::string::const_iterator non_whitespace_iter = std::find_if_not(
after_include.begin(), after_include.end(), [](char ch) { return std::isspace(ch); });
if (*non_whitespace_iter == '<')
{
const auto after_less = std::next(non_whitespace_iter);
if (after_less == after_include.end())
{
// Found less-than at the end, malformed
output.Write("{}\n", line);
continue;
}
const auto end_iter = std::find(after_less, after_include.end(), '>');
if (end_iter == after_include.end())
{
// Include spans multiple lines or is malformed, just pass it along
output.Write("{}\n", line);
continue;
}
filename = std::string_view(after_less, end_iter);
local_include = false;
}
else if (*non_whitespace_iter == '"')
{
const auto after_quote = std::next(non_whitespace_iter);
if (after_quote == after_include.end())
{
// Found quote at the end, malformed
output.Write("{}\n", line);
continue;
}
const auto end_iter = std::find(after_quote, after_include.end(), '"');
if (end_iter == after_include.end())
{
// Include spans multiple lines or is malformed, just pass it along
output.Write("{}\n", line);
continue;
}
filename = std::string_view(after_quote, end_iter);
}
const std::string header_path = std::string{filename};
auto include_result =
local_include ? shader_includer->includeLocal(header_path.c_str(), includer_name, depth) :
shader_includer->includeSystem(header_path.c_str(), includer_name, depth);
if (!include_result)
{
output.Write("{}\n", line);
continue;
}
output.Write("{}", ResolveIncludeStatements(shader_includer, include_result->headerData,
header_path.c_str(), ++depth));
}
return output.GetBuffer();
}
} // namespace
static GLenum GetGLShaderTypeForStage(ShaderStage stage) static GLenum GetGLShaderTypeForStage(ShaderStage stage)
{ {
switch (stage) switch (stage)
@ -57,9 +155,12 @@ OGLShader::~OGLShader()
} }
std::unique_ptr<OGLShader> OGLShader::CreateFromSource(ShaderStage stage, std::string_view source, std::unique_ptr<OGLShader> OGLShader::CreateFromSource(ShaderStage stage, std::string_view source,
VideoCommon::ShaderIncluder* shader_includer,
std::string_view name) std::string_view name)
{ {
std::string source_str(source); // Note: while the source will all be available, any errors will not
// reference the correct paths
std::string source_str = ResolveIncludeStatements(shader_includer, source);
std::string name_str(name); std::string name_str(name);
if (stage != ShaderStage::Compute) if (stage != ShaderStage::Compute)
{ {

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@ -29,6 +29,7 @@ public:
const std::string& GetSource() const { return m_source; } const std::string& GetSource() const { return m_source; }
static std::unique_ptr<OGLShader> CreateFromSource(ShaderStage stage, std::string_view source, static std::unique_ptr<OGLShader> CreateFromSource(ShaderStage stage, std::string_view source,
VideoCommon::ShaderIncluder* shader_includer,
std::string_view name); std::string_view name);
private: private:

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@ -78,6 +78,7 @@ public:
std::unique_ptr<AbstractShader> std::unique_ptr<AbstractShader>
SWGfx::CreateShaderFromSource(ShaderStage stage, [[maybe_unused]] std::string_view source, SWGfx::CreateShaderFromSource(ShaderStage stage, [[maybe_unused]] std::string_view source,
[[maybe_unused]] VideoCommon::ShaderIncluder* shader_includer,
[[maybe_unused]] std::string_view name) [[maybe_unused]] std::string_view name)
{ {
return std::make_unique<SWShader>(stage); return std::make_unique<SWShader>(stage);

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@ -28,7 +28,9 @@ public:
bool BindBackbuffer(const ClearColor& clear_color = {}) override; bool BindBackbuffer(const ClearColor& clear_color = {}) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, std::string_view source, std::unique_ptr<AbstractShader>
CreateShaderFromSource(ShaderStage stage, std::string_view source,
VideoCommon::ShaderIncluder* shader_includer,
std::string_view name) override; std::string_view name) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data, std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length, size_t length,

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@ -8,6 +8,7 @@
#include "VideoBackends/Vulkan/VulkanContext.h" #include "VideoBackends/Vulkan/VulkanContext.h"
#include "VideoCommon/DriverDetails.h" #include "VideoCommon/DriverDetails.h"
#include "VideoCommon/ShaderCompileUtils.h"
#include "VideoCommon/Spirv.h" #include "VideoCommon/Spirv.h"
namespace Vulkan::ShaderCompiler namespace Vulkan::ShaderCompiler
@ -21,6 +22,9 @@ namespace Vulkan::ShaderCompiler
static const char SHADER_HEADER[] = R"( static const char SHADER_HEADER[] = R"(
// Target GLSL 4.5. // Target GLSL 4.5.
#version 450 core #version 450 core
#extension GL_ARB_shading_language_include : enable
#define ATTRIBUTE_LOCATION(x) layout(location = x) #define ATTRIBUTE_LOCATION(x) layout(location = x)
#define FRAGMENT_OUTPUT_LOCATION(x) layout(location = x) #define FRAGMENT_OUTPUT_LOCATION(x) layout(location = x)
#define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y) layout(location = x, index = y) #define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y) layout(location = x, index = y)
@ -121,27 +125,31 @@ static glslang::EShTargetLanguageVersion GetLanguageVersion()
return glslang::EShTargetSpv_1_0; return glslang::EShTargetSpv_1_0;
} }
std::optional<SPIRVCodeVector> CompileVertexShader(std::string_view source_code) std::optional<SPIRVCodeVector> CompileVertexShader(std::string_view source_code,
VideoCommon::ShaderIncluder* shader_includer)
{ {
return SPIRV::CompileVertexShader(GetShaderCode(source_code, SHADER_HEADER), APIType::Vulkan, return SPIRV::CompileVertexShader(GetShaderCode(source_code, SHADER_HEADER), APIType::Vulkan,
GetLanguageVersion()); GetLanguageVersion(), shader_includer);
} }
std::optional<SPIRVCodeVector> CompileGeometryShader(std::string_view source_code) std::optional<SPIRVCodeVector> CompileGeometryShader(std::string_view source_code,
VideoCommon::ShaderIncluder* shader_includer)
{ {
return SPIRV::CompileGeometryShader(GetShaderCode(source_code, SHADER_HEADER), APIType::Vulkan, return SPIRV::CompileGeometryShader(GetShaderCode(source_code, SHADER_HEADER), APIType::Vulkan,
GetLanguageVersion()); GetLanguageVersion(), shader_includer);
} }
std::optional<SPIRVCodeVector> CompileFragmentShader(std::string_view source_code) std::optional<SPIRVCodeVector> CompileFragmentShader(std::string_view source_code,
VideoCommon::ShaderIncluder* shader_includer)
{ {
return SPIRV::CompileFragmentShader(GetShaderCode(source_code, SHADER_HEADER), APIType::Vulkan, return SPIRV::CompileFragmentShader(GetShaderCode(source_code, SHADER_HEADER), APIType::Vulkan,
GetLanguageVersion()); GetLanguageVersion(), shader_includer);
} }
std::optional<SPIRVCodeVector> CompileComputeShader(std::string_view source_code) std::optional<SPIRVCodeVector> CompileComputeShader(std::string_view source_code,
VideoCommon::ShaderIncluder* shader_includer)
{ {
return SPIRV::CompileComputeShader(GetShaderCode(source_code, COMPUTE_SHADER_HEADER), return SPIRV::CompileComputeShader(GetShaderCode(source_code, COMPUTE_SHADER_HEADER),
APIType::Vulkan, GetLanguageVersion()); APIType::Vulkan, GetLanguageVersion(), shader_includer);
} }
} // namespace Vulkan::ShaderCompiler } // namespace Vulkan::ShaderCompiler

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@ -10,6 +10,11 @@
#include "Common/CommonTypes.h" #include "Common/CommonTypes.h"
namespace VideoCommon
{
class ShaderIncluder;
}
namespace Vulkan::ShaderCompiler namespace Vulkan::ShaderCompiler
{ {
// SPIR-V compiled code type // SPIR-V compiled code type
@ -17,14 +22,18 @@ using SPIRVCodeType = u32;
using SPIRVCodeVector = std::vector<SPIRVCodeType>; using SPIRVCodeVector = std::vector<SPIRVCodeType>;
// Compile a vertex shader to SPIR-V. // Compile a vertex shader to SPIR-V.
std::optional<SPIRVCodeVector> CompileVertexShader(std::string_view source_code); std::optional<SPIRVCodeVector> CompileVertexShader(std::string_view source_code,
VideoCommon::ShaderIncluder* shader_includer);
// Compile a geometry shader to SPIR-V. // Compile a geometry shader to SPIR-V.
std::optional<SPIRVCodeVector> CompileGeometryShader(std::string_view source_code); std::optional<SPIRVCodeVector> CompileGeometryShader(std::string_view source_code,
VideoCommon::ShaderIncluder* shader_includer);
// Compile a fragment shader to SPIR-V. // Compile a fragment shader to SPIR-V.
std::optional<SPIRVCodeVector> CompileFragmentShader(std::string_view source_code); std::optional<SPIRVCodeVector> CompileFragmentShader(std::string_view source_code,
VideoCommon::ShaderIncluder* shader_includer);
// Compile a compute shader to SPIR-V. // Compile a compute shader to SPIR-V.
std::optional<SPIRVCodeVector> CompileComputeShader(std::string_view source_code); std::optional<SPIRVCodeVector> CompileComputeShader(std::string_view source_code,
VideoCommon::ShaderIncluder* shader_includer);
} // namespace Vulkan::ShaderCompiler } // namespace Vulkan::ShaderCompiler

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@ -60,9 +60,10 @@ std::unique_ptr<AbstractStagingTexture> VKGfx::CreateStagingTexture(StagingTextu
} }
std::unique_ptr<AbstractShader> std::unique_ptr<AbstractShader>
VKGfx::CreateShaderFromSource(ShaderStage stage, std::string_view source, std::string_view name) VKGfx::CreateShaderFromSource(ShaderStage stage, std::string_view source,
VideoCommon::ShaderIncluder* shader_includer, std::string_view name)
{ {
return VKShader::CreateFromSource(stage, source, name); return VKShader::CreateFromSource(stage, source, shader_includer, name);
} }
std::unique_ptr<AbstractShader> VKGfx::CreateShaderFromBinary(ShaderStage stage, const void* data, std::unique_ptr<AbstractShader> VKGfx::CreateShaderFromBinary(ShaderStage stage, const void* data,

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@ -38,7 +38,9 @@ public:
CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment, CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
std::vector<AbstractTexture*> additional_color_attachments) override; std::vector<AbstractTexture*> additional_color_attachments) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, std::string_view source, std::unique_ptr<AbstractShader>
CreateShaderFromSource(ShaderStage stage, std::string_view source,
VideoCommon::ShaderIncluder* shader_includer,
std::string_view name) override; std::string_view name) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data, std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length, size_t length,

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@ -108,22 +108,23 @@ CreateShaderObject(ShaderStage stage, ShaderCompiler::SPIRVCodeVector spv, std::
} }
std::unique_ptr<VKShader> VKShader::CreateFromSource(ShaderStage stage, std::string_view source, std::unique_ptr<VKShader> VKShader::CreateFromSource(ShaderStage stage, std::string_view source,
VideoCommon::ShaderIncluder* shader_includer,
std::string_view name) std::string_view name)
{ {
std::optional<ShaderCompiler::SPIRVCodeVector> spv; std::optional<ShaderCompiler::SPIRVCodeVector> spv;
switch (stage) switch (stage)
{ {
case ShaderStage::Vertex: case ShaderStage::Vertex:
spv = ShaderCompiler::CompileVertexShader(source); spv = ShaderCompiler::CompileVertexShader(source, shader_includer);
break; break;
case ShaderStage::Geometry: case ShaderStage::Geometry:
spv = ShaderCompiler::CompileGeometryShader(source); spv = ShaderCompiler::CompileGeometryShader(source, shader_includer);
break; break;
case ShaderStage::Pixel: case ShaderStage::Pixel:
spv = ShaderCompiler::CompileFragmentShader(source); spv = ShaderCompiler::CompileFragmentShader(source, shader_includer);
break; break;
case ShaderStage::Compute: case ShaderStage::Compute:
spv = ShaderCompiler::CompileComputeShader(source); spv = ShaderCompiler::CompileComputeShader(source, shader_includer);
break; break;
default: default:
break; break;

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@ -27,6 +27,7 @@ public:
BinaryData GetBinary() const override; BinaryData GetBinary() const override;
static std::unique_ptr<VKShader> CreateFromSource(ShaderStage stage, std::string_view source, static std::unique_ptr<VKShader> CreateFromSource(ShaderStage stage, std::string_view source,
VideoCommon::ShaderIncluder* shader_includer,
std::string_view name); std::string_view name);
static std::unique_ptr<VKShader> CreateFromBinary(ShaderStage stage, const void* data, static std::unique_ptr<VKShader> CreateFromBinary(ShaderStage stage, const void* data,
size_t length, std::string_view name); size_t length, std::string_view name);

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@ -37,7 +37,8 @@ struct SurfaceInfo
namespace VideoCommon namespace VideoCommon
{ {
class AsyncShaderCompiler; class AsyncShaderCompiler;
} class ShaderIncluder;
} // namespace VideoCommon
using ClearColor = std::array<float, 4>; using ClearColor = std::array<float, 4>;
@ -110,8 +111,9 @@ public:
virtual void PresentBackbuffer() {} virtual void PresentBackbuffer() {}
// Shader modules/objects. // Shader modules/objects.
virtual std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, virtual std::unique_ptr<AbstractShader>
std::string_view source, CreateShaderFromSource(ShaderStage stage, std::string_view source,
VideoCommon::ShaderIncluder* shader_includer = nullptr,
std::string_view name = "") = 0; std::string_view name = "") = 0;
virtual std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, virtual std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage,
const void* data, size_t length, const void* data, size_t length,

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@ -9,6 +9,14 @@
#include "Common/CommonTypes.h" #include "Common/CommonTypes.h"
// Note: not directly used in this file
// but done here to avoid specifying in
// every derived class that needs it
namespace VideoCommon
{
class ShaderIncluder;
}
enum class ShaderStage enum class ShaderStage
{ {
Vertex, Vertex,

View File

@ -147,6 +147,8 @@ add_library(videocommon
RenderState.h RenderState.h
ShaderCache.cpp ShaderCache.cpp
ShaderCache.h ShaderCache.h
ShaderCompileUtils.cpp
ShaderCompileUtils.h
ShaderGenCommon.cpp ShaderGenCommon.cpp
ShaderGenCommon.h ShaderGenCommon.h
Spirv.cpp Spirv.cpp

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@ -412,7 +412,7 @@ bool FramebufferManager::CompileConversionPipelines()
EFBReinterpretType convtype = static_cast<EFBReinterpretType>(i); EFBReinterpretType convtype = static_cast<EFBReinterpretType>(i);
std::unique_ptr<AbstractShader> pixel_shader = g_gfx->CreateShaderFromSource( std::unique_ptr<AbstractShader> pixel_shader = g_gfx->CreateShaderFromSource(
ShaderStage::Pixel, ShaderStage::Pixel,
FramebufferShaderGen::GenerateFormatConversionShader(convtype, GetEFBSamples()), FramebufferShaderGen::GenerateFormatConversionShader(convtype, GetEFBSamples()), nullptr,
fmt::format("Framebuffer conversion pixel shader {}", convtype)); fmt::format("Framebuffer conversion pixel shader {}", convtype));
if (!pixel_shader) if (!pixel_shader)
return false; return false;
@ -644,7 +644,7 @@ bool FramebufferManager::CompileReadbackPipelines()
{ {
auto depth_resolve_shader = g_gfx->CreateShaderFromSource( auto depth_resolve_shader = g_gfx->CreateShaderFromSource(
ShaderStage::Pixel, FramebufferShaderGen::GenerateResolveDepthPixelShader(GetEFBSamples()), ShaderStage::Pixel, FramebufferShaderGen::GenerateResolveDepthPixelShader(GetEFBSamples()),
"Depth resolve pixel shader"); nullptr, "Depth resolve pixel shader");
if (!depth_resolve_shader) if (!depth_resolve_shader)
return false; return false;
@ -658,7 +658,7 @@ bool FramebufferManager::CompileReadbackPipelines()
config.framebuffer_state.color_texture_format = GetEFBColorFormat(); config.framebuffer_state.color_texture_format = GetEFBColorFormat();
auto color_resolve_shader = g_gfx->CreateShaderFromSource( auto color_resolve_shader = g_gfx->CreateShaderFromSource(
ShaderStage::Pixel, ShaderStage::Pixel,
FramebufferShaderGen::GenerateResolveColorPixelShader(GetEFBSamples()), FramebufferShaderGen::GenerateResolveColorPixelShader(GetEFBSamples()), nullptr,
"Color resolve pixel shader"); "Color resolve pixel shader");
if (!color_resolve_shader) if (!color_resolve_shader)
return false; return false;
@ -672,7 +672,7 @@ bool FramebufferManager::CompileReadbackPipelines()
// EFB restore pipeline // EFB restore pipeline
auto restore_shader = g_gfx->CreateShaderFromSource( auto restore_shader = g_gfx->CreateShaderFromSource(
ShaderStage::Pixel, FramebufferShaderGen::GenerateEFBRestorePixelShader(), ShaderStage::Pixel, FramebufferShaderGen::GenerateEFBRestorePixelShader(), nullptr,
"EFB restore pixel shader"); "EFB restore pixel shader");
if (!restore_shader) if (!restore_shader)
return false; return false;
@ -888,7 +888,7 @@ void FramebufferManager::ClearEFB(const MathUtil::Rectangle<int>& rc, bool color
bool FramebufferManager::CompileClearPipelines() bool FramebufferManager::CompileClearPipelines()
{ {
auto vertex_shader = g_gfx->CreateShaderFromSource( auto vertex_shader = g_gfx->CreateShaderFromSource(
ShaderStage::Vertex, FramebufferShaderGen::GenerateClearVertexShader(), ShaderStage::Vertex, FramebufferShaderGen::GenerateClearVertexShader(), nullptr,
"Clear vertex shader"); "Clear vertex shader");
if (!vertex_shader) if (!vertex_shader)
return false; return false;
@ -1063,7 +1063,7 @@ bool FramebufferManager::CompilePokePipelines()
return false; return false;
auto poke_vertex_shader = g_gfx->CreateShaderFromSource( auto poke_vertex_shader = g_gfx->CreateShaderFromSource(
ShaderStage::Vertex, FramebufferShaderGen::GenerateEFBPokeVertexShader(), ShaderStage::Vertex, FramebufferShaderGen::GenerateEFBPokeVertexShader(), nullptr,
"EFB poke vertex shader"); "EFB poke vertex shader");
if (!poke_vertex_shader) if (!poke_vertex_shader)
return false; return false;

View File

@ -348,7 +348,7 @@ CustomShaderCache::CompilePixelShader(const PixelShaderUid& uid,
{ {
const ShaderCode source_code = const ShaderCode source_code =
GeneratePixelShaderCode(m_api_type, m_host_config, uid.GetUidData(), {}); GeneratePixelShaderCode(m_api_type, m_host_config, uid.GetUidData(), {});
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(), return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(), nullptr,
"Custom Pixel Shader"); "Custom Pixel Shader");
} }
@ -357,7 +357,7 @@ CustomShaderCache::CompilePixelShader(const UberShader::PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders) const const CustomShaderInstance& custom_shaders) const
{ {
const ShaderCode source_code = GenPixelShader(m_api_type, m_host_config, uid.GetUidData()); const ShaderCode source_code = GenPixelShader(m_api_type, m_host_config, uid.GetUidData());
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(), return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(), nullptr,
"Custom Uber Pixel Shader"); "Custom Uber Pixel Shader");
} }

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@ -112,11 +112,11 @@ bool OnScreenUI::RecompileImGuiPipeline()
g_presenter->GetBackbufferFormat() == AbstractTextureFormat::RGBA16F; g_presenter->GetBackbufferFormat() == AbstractTextureFormat::RGBA16F;
std::unique_ptr<AbstractShader> vertex_shader = g_gfx->CreateShaderFromSource( std::unique_ptr<AbstractShader> vertex_shader = g_gfx->CreateShaderFromSource(
ShaderStage::Vertex, FramebufferShaderGen::GenerateImGuiVertexShader(), ShaderStage::Vertex, FramebufferShaderGen::GenerateImGuiVertexShader(), nullptr,
"ImGui vertex shader"); "ImGui vertex shader");
std::unique_ptr<AbstractShader> pixel_shader = g_gfx->CreateShaderFromSource( std::unique_ptr<AbstractShader> pixel_shader = g_gfx->CreateShaderFromSource(
ShaderStage::Pixel, FramebufferShaderGen::GenerateImGuiPixelShader(linear_space_output), ShaderStage::Pixel, FramebufferShaderGen::GenerateImGuiPixelShader(linear_space_output),
"ImGui pixel shader"); nullptr, "ImGui pixel shader");
if (!vertex_shader || !pixel_shader) if (!vertex_shader || !pixel_shader)
{ {
PanicAlertFmt("Failed to compile ImGui shaders"); PanicAlertFmt("Failed to compile ImGui shaders");
@ -129,7 +129,7 @@ bool OnScreenUI::RecompileImGuiPipeline()
{ {
geometry_shader = g_gfx->CreateShaderFromSource( geometry_shader = g_gfx->CreateShaderFromSource(
ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 1), ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 1),
"ImGui passthrough geometry shader"); nullptr, "ImGui passthrough geometry shader");
if (!geometry_shader) if (!geometry_shader)
{ {
PanicAlertFmt("Failed to compile ImGui geometry shader"); PanicAlertFmt("Failed to compile ImGui geometry shader");

View File

@ -27,6 +27,7 @@
#include "VideoCommon/FramebufferManager.h" #include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/Present.h" #include "VideoCommon/Present.h"
#include "VideoCommon/ShaderCache.h" #include "VideoCommon/ShaderCache.h"
#include "VideoCommon/ShaderCompileUtils.h"
#include "VideoCommon/VertexManagerBase.h" #include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h" #include "VideoCommon/VideoConfig.h"
@ -97,6 +98,9 @@ void PostProcessingConfiguration::LoadShader(const std::string& shader)
// might have set in the settings // might have set in the settings
LoadOptionsConfiguration(); LoadOptionsConfiguration();
m_current_shader_code = code; m_current_shader_code = code;
m_shader_includer =
std::make_unique<ShaderIncluder>(File::GetUserPath(D_SHADERS_IDX) + sub_dir,
File::GetSysDirectory() + SHADERS_DIR DIR_SEP + sub_dir);
} }
void PostProcessingConfiguration::LoadDefaultShader() void PostProcessingConfiguration::LoadDefaultShader()
@ -809,14 +813,14 @@ bool PostProcessing::CompileVertexShader()
std::ostringstream ss_default; std::ostringstream ss_default;
ss_default << GetUniformBufferHeader(false); ss_default << GetUniformBufferHeader(false);
ss_default << GetVertexShaderBody(); ss_default << GetVertexShaderBody();
m_default_vertex_shader = g_gfx->CreateShaderFromSource(ShaderStage::Vertex, ss_default.str(), m_default_vertex_shader = g_gfx->CreateShaderFromSource(
"Default post-processing vertex shader"); ShaderStage::Vertex, ss_default.str(), nullptr, "Default post-processing vertex shader");
std::ostringstream ss; std::ostringstream ss;
ss << GetUniformBufferHeader(true); ss << GetUniformBufferHeader(true);
ss << GetVertexShaderBody(); ss << GetVertexShaderBody();
m_vertex_shader = m_vertex_shader = g_gfx->CreateShaderFromSource(ShaderStage::Vertex, ss.str(), nullptr,
g_gfx->CreateShaderFromSource(ShaderStage::Vertex, ss.str(), "Post-processing vertex shader"); "Post-processing vertex shader");
if (!m_default_vertex_shader || !m_vertex_shader) if (!m_default_vertex_shader || !m_vertex_shader)
{ {
@ -966,7 +970,7 @@ bool PostProcessing::CompilePixelShader()
if (LoadShaderFromFile(s_default_pixel_shader_name, "", default_pixel_shader_code)) if (LoadShaderFromFile(s_default_pixel_shader_name, "", default_pixel_shader_code))
{ {
m_default_pixel_shader = g_gfx->CreateShaderFromSource( m_default_pixel_shader = g_gfx->CreateShaderFromSource(
ShaderStage::Pixel, GetHeader(false) + default_pixel_shader_code + GetFooter(), ShaderStage::Pixel, GetHeader(false) + default_pixel_shader_code + GetFooter(), nullptr,
"Default post-processing pixel shader"); "Default post-processing pixel shader");
// We continue even if all of this failed, it doesn't matter // We continue even if all of this failed, it doesn't matter
m_default_uniform_staging_buffer.resize(CalculateUniformsSize(false)); m_default_uniform_staging_buffer.resize(CalculateUniformsSize(false));
@ -979,6 +983,7 @@ bool PostProcessing::CompilePixelShader()
m_config.LoadShader(g_ActiveConfig.sPostProcessingShader); m_config.LoadShader(g_ActiveConfig.sPostProcessingShader);
m_pixel_shader = g_gfx->CreateShaderFromSource( m_pixel_shader = g_gfx->CreateShaderFromSource(
ShaderStage::Pixel, GetHeader(true) + m_config.GetShaderCode() + GetFooter(), ShaderStage::Pixel, GetHeader(true) + m_config.GetShaderCode() + GetFooter(),
m_config.GetShaderIncluder(),
fmt::format("User post-processing pixel shader: {}", m_config.GetShader())); fmt::format("User post-processing pixel shader: {}", m_config.GetShader()));
if (!m_pixel_shader) if (!m_pixel_shader)
{ {
@ -987,7 +992,7 @@ bool PostProcessing::CompilePixelShader()
// Use default shader. // Use default shader.
m_config.LoadDefaultShader(); m_config.LoadDefaultShader();
m_pixel_shader = g_gfx->CreateShaderFromSource( m_pixel_shader = g_gfx->CreateShaderFromSource(
ShaderStage::Pixel, GetHeader(true) + m_config.GetShaderCode() + GetFooter(), ShaderStage::Pixel, GetHeader(true) + m_config.GetShaderCode() + GetFooter(), nullptr,
"Default user post-processing pixel shader"); "Default user post-processing pixel shader");
if (!m_pixel_shader) if (!m_pixel_shader)
{ {

View File

@ -20,6 +20,8 @@ class AbstractFramebuffer;
namespace VideoCommon namespace VideoCommon
{ {
class ShaderIncluder;
class PostProcessingConfiguration class PostProcessingConfiguration
{ {
public: public:
@ -68,6 +70,7 @@ public:
void SaveOptionsConfiguration(); void SaveOptionsConfiguration();
const std::string& GetShader() const { return m_current_shader; } const std::string& GetShader() const { return m_current_shader; }
const std::string& GetShaderCode() const { return m_current_shader_code; } const std::string& GetShaderCode() const { return m_current_shader_code; }
ShaderIncluder* GetShaderIncluder() { return m_shader_includer.get(); }
bool IsDirty() const { return m_any_options_dirty; } bool IsDirty() const { return m_any_options_dirty; }
void SetDirty(bool dirty) { m_any_options_dirty = dirty; } void SetDirty(bool dirty) { m_any_options_dirty = dirty; }
bool HasOptions() const { return m_options.size() > 0; } bool HasOptions() const { return m_options.size() > 0; }
@ -81,6 +84,7 @@ public:
private: private:
bool m_any_options_dirty = false; bool m_any_options_dirty = false;
std::unique_ptr<ShaderIncluder> m_shader_includer;
std::string m_current_shader; std::string m_current_shader;
std::string m_current_shader_code; std::string m_current_shader_code;
ConfigMap m_options; ConfigMap m_options;

View File

@ -442,7 +442,7 @@ ShaderCache::CompileVertexUberShader(const UberShader::VertexShaderUid& uid) con
{ {
const ShaderCode source_code = const ShaderCode source_code =
UberShader::GenVertexShader(m_api_type, m_host_config, uid.GetUidData()); UberShader::GenVertexShader(m_api_type, m_host_config, uid.GetUidData());
return g_gfx->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer(), return g_gfx->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer(), nullptr,
fmt::to_string(*uid.GetUidData())); fmt::to_string(*uid.GetUidData()));
} }
@ -458,7 +458,7 @@ ShaderCache::CompilePixelUberShader(const UberShader::PixelShaderUid& uid) const
{ {
const ShaderCode source_code = const ShaderCode source_code =
UberShader::GenPixelShader(m_api_type, m_host_config, uid.GetUidData()); UberShader::GenPixelShader(m_api_type, m_host_config, uid.GetUidData());
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(), return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(), nullptr,
fmt::to_string(*uid.GetUidData())); fmt::to_string(*uid.GetUidData()));
} }
@ -555,7 +555,7 @@ const AbstractShader* ShaderCache::CreateGeometryShader(const GeometryShaderUid&
const ShaderCode source_code = const ShaderCode source_code =
GenerateGeometryShaderCode(m_api_type, m_host_config, uid.GetUidData()); GenerateGeometryShaderCode(m_api_type, m_host_config, uid.GetUidData());
std::unique_ptr<AbstractShader> shader = std::unique_ptr<AbstractShader> shader =
g_gfx->CreateShaderFromSource(ShaderStage::Geometry, source_code.GetBuffer(), g_gfx->CreateShaderFromSource(ShaderStage::Geometry, source_code.GetBuffer(), nullptr,
fmt::format("Geometry shader: {}", *uid.GetUidData())); fmt::format("Geometry shader: {}", *uid.GetUidData()));
auto& entry = m_gs_cache.shader_map[uid]; auto& entry = m_gs_cache.shader_map[uid];
@ -1393,7 +1393,7 @@ ShaderCache::GetEFBCopyToVRAMPipeline(const TextureConversionShaderGen::TCShader
auto shader_code = TextureConversionShaderGen::GeneratePixelShader(m_api_type, uid.GetUidData()); auto shader_code = TextureConversionShaderGen::GeneratePixelShader(m_api_type, uid.GetUidData());
auto shader = g_gfx->CreateShaderFromSource( auto shader = g_gfx->CreateShaderFromSource(
ShaderStage::Pixel, shader_code.GetBuffer(), ShaderStage::Pixel, shader_code.GetBuffer(), nullptr,
fmt::format("EFB copy to VRAM pixel shader: {}", *uid.GetUidData())); fmt::format("EFB copy to VRAM pixel shader: {}", *uid.GetUidData()));
if (!shader) if (!shader)
{ {
@ -1424,8 +1424,9 @@ const AbstractPipeline* ShaderCache::GetEFBCopyToRAMPipeline(const EFBCopyParams
const std::string shader_code = const std::string shader_code =
TextureConversionShaderTiled::GenerateEncodingShader(uid, m_api_type); TextureConversionShaderTiled::GenerateEncodingShader(uid, m_api_type);
const auto shader = g_gfx->CreateShaderFromSource( const auto shader =
ShaderStage::Pixel, shader_code, fmt::format("EFB copy to RAM pixel shader: {}", uid)); g_gfx->CreateShaderFromSource(ShaderStage::Pixel, shader_code, nullptr,
fmt::format("EFB copy to RAM pixel shader: {}", uid));
if (!shader) if (!shader)
{ {
m_efb_copy_to_ram_pipelines.emplace(uid, nullptr); m_efb_copy_to_ram_pipelines.emplace(uid, nullptr);
@ -1447,14 +1448,14 @@ const AbstractPipeline* ShaderCache::GetEFBCopyToRAMPipeline(const EFBCopyParams
bool ShaderCache::CompileSharedPipelines() bool ShaderCache::CompileSharedPipelines()
{ {
m_screen_quad_vertex_shader = g_gfx->CreateShaderFromSource( m_screen_quad_vertex_shader = g_gfx->CreateShaderFromSource(
ShaderStage::Vertex, FramebufferShaderGen::GenerateScreenQuadVertexShader(), ShaderStage::Vertex, FramebufferShaderGen::GenerateScreenQuadVertexShader(), nullptr,
"Screen quad vertex shader"); "Screen quad vertex shader");
m_texture_copy_vertex_shader = g_gfx->CreateShaderFromSource( m_texture_copy_vertex_shader = g_gfx->CreateShaderFromSource(
ShaderStage::Vertex, FramebufferShaderGen::GenerateTextureCopyVertexShader(), ShaderStage::Vertex, FramebufferShaderGen::GenerateTextureCopyVertexShader(), nullptr,
"Texture copy vertex shader"); "Texture copy vertex shader");
m_efb_copy_vertex_shader = g_gfx->CreateShaderFromSource( m_efb_copy_vertex_shader = g_gfx->CreateShaderFromSource(
ShaderStage::Vertex, TextureConversionShaderGen::GenerateVertexShader(m_api_type).GetBuffer(), ShaderStage::Vertex, TextureConversionShaderGen::GenerateVertexShader(m_api_type).GetBuffer(),
"EFB copy vertex shader"); nullptr, "EFB copy vertex shader");
if (!m_screen_quad_vertex_shader || !m_texture_copy_vertex_shader || !m_efb_copy_vertex_shader) if (!m_screen_quad_vertex_shader || !m_texture_copy_vertex_shader || !m_efb_copy_vertex_shader)
return false; return false;
@ -1462,19 +1463,20 @@ bool ShaderCache::CompileSharedPipelines()
{ {
m_texcoord_geometry_shader = g_gfx->CreateShaderFromSource( m_texcoord_geometry_shader = g_gfx->CreateShaderFromSource(
ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 0), ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 0),
"Texcoord passthrough geometry shader"); nullptr, "Texcoord passthrough geometry shader");
m_color_geometry_shader = g_gfx->CreateShaderFromSource( m_color_geometry_shader = g_gfx->CreateShaderFromSource(
ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(0, 1), ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(0, 1),
"Color passthrough geometry shader"); nullptr, "Color passthrough geometry shader");
if (!m_texcoord_geometry_shader || !m_color_geometry_shader) if (!m_texcoord_geometry_shader || !m_color_geometry_shader)
return false; return false;
} }
m_texture_copy_pixel_shader = g_gfx->CreateShaderFromSource( m_texture_copy_pixel_shader = g_gfx->CreateShaderFromSource(
ShaderStage::Pixel, FramebufferShaderGen::GenerateTextureCopyPixelShader(), ShaderStage::Pixel, FramebufferShaderGen::GenerateTextureCopyPixelShader(), nullptr,
"Texture copy pixel shader"); "Texture copy pixel shader");
m_color_pixel_shader = g_gfx->CreateShaderFromSource( m_color_pixel_shader = g_gfx->CreateShaderFromSource(
ShaderStage::Pixel, FramebufferShaderGen::GenerateColorPixelShader(), "Color pixel shader"); ShaderStage::Pixel, FramebufferShaderGen::GenerateColorPixelShader(), nullptr,
"Color pixel shader");
if (!m_texture_copy_pixel_shader || !m_color_pixel_shader) if (!m_texture_copy_pixel_shader || !m_color_pixel_shader)
return false; return false;
@ -1511,7 +1513,7 @@ bool ShaderCache::CompileSharedPipelines()
auto shader = g_gfx->CreateShaderFromSource( auto shader = g_gfx->CreateShaderFromSource(
ShaderStage::Pixel, ShaderStage::Pixel,
TextureConversionShaderTiled::GeneratePaletteConversionShader(format, m_api_type), TextureConversionShaderTiled::GeneratePaletteConversionShader(format, m_api_type),
fmt::format("Palette conversion pixel shader: {}", format)); nullptr, fmt::format("Palette conversion pixel shader: {}", format));
if (!shader) if (!shader)
return false; return false;
@ -1546,7 +1548,7 @@ const AbstractPipeline* ShaderCache::GetTextureReinterpretPipeline(TextureFormat
return nullptr; return nullptr;
std::unique_ptr<AbstractShader> shader = g_gfx->CreateShaderFromSource( std::unique_ptr<AbstractShader> shader = g_gfx->CreateShaderFromSource(
ShaderStage::Pixel, shader_source, ShaderStage::Pixel, shader_source, nullptr,
fmt::format("Texture reinterpret pixel shader: {} to {}", from_format, to_format)); fmt::format("Texture reinterpret pixel shader: {} to {}", from_format, to_format));
if (!shader) if (!shader)
return nullptr; return nullptr;
@ -1586,7 +1588,7 @@ ShaderCache::GetTextureDecodingShader(TextureFormat format,
fmt::format("Texture decoding compute shader: {}", format); fmt::format("Texture decoding compute shader: {}", format);
std::unique_ptr<AbstractShader> shader = std::unique_ptr<AbstractShader> shader =
g_gfx->CreateShaderFromSource(ShaderStage::Compute, shader_source, name); g_gfx->CreateShaderFromSource(ShaderStage::Compute, shader_source, nullptr, name);
if (!shader) if (!shader)
return nullptr; return nullptr;

View File

@ -0,0 +1,93 @@
// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/ShaderCompileUtils.h"
#include <fstream>
#include <ranges>
#include "Common/FileUtil.h"
#include "Common/StringUtil.h"
namespace VideoCommon
{
ShaderIncluder::ShaderIncluder(const std::string& user_path, const std::string& system_path)
: m_root_user_path(user_path), m_root_system_path(system_path)
{
}
std::vector<std::string> ShaderIncluder::GetIncludes() const
{
const auto keys = std::views::keys(m_include_results);
return {keys.begin(), keys.end()};
}
ShaderIncluder::IncludeResult*
ShaderIncluder::includeLocal(const char* header_name, const char* includer_name, std::size_t depth)
{
return ProcessInclude(m_root_user_path, header_name, includer_name, depth);
}
ShaderIncluder::IncludeResult*
ShaderIncluder::includeSystem(const char* header_name, const char* includer_name, std::size_t depth)
{
return ProcessInclude(m_root_system_path, header_name, includer_name, depth);
}
void ShaderIncluder::releaseInclude(IncludeResult* result)
{
m_include_results.erase(result->headerName);
}
ShaderIncluder::IncludeResult* ShaderIncluder::ProcessInclude(const std::string& root,
const char* header_name,
const char* includer_name,
std::size_t depth)
{
m_dirs.resize(depth);
if (depth == 1)
{
const auto includer_dir = GetDirectory(includer_name);
if (includer_dir == ".")
{
m_dirs.push_back(root);
}
else
{
m_dirs.push_back(std::string{includer_dir});
}
}
// Search through directories back to front
for (auto iter = m_dirs.rbegin(); iter != m_dirs.rend(); iter++)
{
const std::string full_path = WithUnifiedPathSeparators(*iter + '/' + header_name);
std::string file_data;
if (File::ReadFileToString(full_path, file_data))
{
m_dirs.push_back(std::string{GetDirectory(full_path)});
const char* file_bytes = file_data.data();
const std::size_t file_size = file_data.size();
IncludeResultData result_data{
.result = std::make_unique<IncludeResult>(full_path, file_bytes, file_size, nullptr),
.file_data = std::move(file_data)};
auto ptr = result_data.result.get();
m_include_results[full_path] = std::move(result_data);
return ptr;
}
}
return nullptr;
}
std::string_view ShaderIncluder::GetDirectory(std::string_view path) const
{
const auto last_pos = path.find_last_of('/');
if (last_pos == std::string_view::npos)
return ".";
return path.substr(0, last_pos);
}
} // namespace VideoCommon

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@ -0,0 +1,46 @@
// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <map>
#include <memory>
#include <string>
#include <vector>
#include "ShaderLang.h"
namespace VideoCommon
{
class ShaderIncluder final : public glslang::TShader::Includer
{
public:
ShaderIncluder(const std::string& user_path, const std::string& system_path);
~ShaderIncluder() override = default;
std::vector<std::string> GetIncludes() const;
private:
IncludeResult* includeLocal(const char* header_name, const char* includer_name,
std::size_t depth) override;
IncludeResult* includeSystem(const char* header_name, const char* includer_name,
std::size_t depth) override;
void releaseInclude(IncludeResult* result) override;
IncludeResult* ProcessInclude(const std::string& root, const char* header_name,
const char* includer_name, std::size_t depth);
std::string_view GetDirectory(std::string_view path) const;
std::string m_root_user_path;
std::string m_root_system_path;
std::vector<std::string> m_dirs;
struct IncludeResultData
{
std::unique_ptr<IncludeResult> result;
std::string file_data;
};
std::map<std::string, IncludeResultData, std::less<>> m_include_results;
};
} // namespace VideoCommon

View File

@ -160,14 +160,14 @@ const TBuiltInResource* GetCompilerResourceLimits()
std::optional<SPIRV::CodeVector> std::optional<SPIRV::CodeVector>
CompileShaderToSPV(EShLanguage stage, APIType api_type, CompileShaderToSPV(EShLanguage stage, APIType api_type,
glslang::EShTargetLanguageVersion language_version, const char* stage_filename, glslang::EShTargetLanguageVersion language_version, const char* stage_filename,
std::string_view source) std::string_view source, glslang::TShader::Includer* shader_includer)
{ {
if (!InitializeGlslang()) if (!InitializeGlslang())
return std::nullopt; return std::nullopt;
std::unique_ptr<glslang::TShader> shader = std::make_unique<glslang::TShader>(stage); std::unique_ptr<glslang::TShader> shader = std::make_unique<glslang::TShader>(stage);
std::unique_ptr<glslang::TProgram> program; std::unique_ptr<glslang::TProgram> program;
glslang::TShader::ForbidIncluder includer; glslang::TShader::ForbidIncluder forbid_includer;
EProfile profile = ECoreProfile; EProfile profile = ECoreProfile;
EShMessages messages = static_cast<EShMessages>(EShMsgDefault | EShMsgSpvRules); EShMessages messages = static_cast<EShMessages>(EShMsgDefault | EShMsgSpvRules);
if (api_type == APIType::Vulkan || api_type == APIType::Metal) if (api_type == APIType::Vulkan || api_type == APIType::Metal)
@ -210,7 +210,7 @@ CompileShaderToSPV(EShLanguage stage, APIType api_type,
}; };
if (!shader->parse(GetCompilerResourceLimits(), default_version, profile, false, true, messages, if (!shader->parse(GetCompilerResourceLimits(), default_version, profile, false, true, messages,
includer)) shader_includer ? *shader_includer : forbid_includer))
{ {
DumpBadShader("Failed to parse shader"); DumpBadShader("Failed to parse shader");
return std::nullopt; return std::nullopt;
@ -278,26 +278,34 @@ CompileShaderToSPV(EShLanguage stage, APIType api_type,
namespace SPIRV namespace SPIRV
{ {
std::optional<CodeVector> CompileVertexShader(std::string_view source_code, APIType api_type, std::optional<CodeVector> CompileVertexShader(std::string_view source_code, APIType api_type,
glslang::EShTargetLanguageVersion language_version) glslang::EShTargetLanguageVersion language_version,
glslang::TShader::Includer* shader_includer)
{ {
return CompileShaderToSPV(EShLangVertex, api_type, language_version, "vs", source_code); return CompileShaderToSPV(EShLangVertex, api_type, language_version, "vs", source_code,
shader_includer);
} }
std::optional<CodeVector> CompileGeometryShader(std::string_view source_code, APIType api_type, std::optional<CodeVector> CompileGeometryShader(std::string_view source_code, APIType api_type,
glslang::EShTargetLanguageVersion language_version) glslang::EShTargetLanguageVersion language_version,
glslang::TShader::Includer* shader_includer)
{ {
return CompileShaderToSPV(EShLangGeometry, api_type, language_version, "gs", source_code); return CompileShaderToSPV(EShLangGeometry, api_type, language_version, "gs", source_code,
shader_includer);
} }
std::optional<CodeVector> CompileFragmentShader(std::string_view source_code, APIType api_type, std::optional<CodeVector> CompileFragmentShader(std::string_view source_code, APIType api_type,
glslang::EShTargetLanguageVersion language_version) glslang::EShTargetLanguageVersion language_version,
glslang::TShader::Includer* shader_includer)
{ {
return CompileShaderToSPV(EShLangFragment, api_type, language_version, "ps", source_code); return CompileShaderToSPV(EShLangFragment, api_type, language_version, "ps", source_code,
shader_includer);
} }
std::optional<CodeVector> CompileComputeShader(std::string_view source_code, APIType api_type, std::optional<CodeVector> CompileComputeShader(std::string_view source_code, APIType api_type,
glslang::EShTargetLanguageVersion language_version) glslang::EShTargetLanguageVersion language_version,
glslang::TShader::Includer* shader_includer)
{ {
return CompileShaderToSPV(EShLangCompute, api_type, language_version, "cs", source_code); return CompileShaderToSPV(EShLangCompute, api_type, language_version, "cs", source_code,
shader_includer);
} }
} // namespace SPIRV } // namespace SPIRV

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@ -21,17 +21,21 @@ using CodeVector = std::vector<CodeType>;
// Compile a vertex shader to SPIR-V. // Compile a vertex shader to SPIR-V.
std::optional<CodeVector> CompileVertexShader(std::string_view source_code, APIType api_type, std::optional<CodeVector> CompileVertexShader(std::string_view source_code, APIType api_type,
glslang::EShTargetLanguageVersion language_version); glslang::EShTargetLanguageVersion language_version,
glslang::TShader::Includer* shader_includer);
// Compile a geometry shader to SPIR-V. // Compile a geometry shader to SPIR-V.
std::optional<CodeVector> CompileGeometryShader(std::string_view source_code, APIType api_type, std::optional<CodeVector> CompileGeometryShader(std::string_view source_code, APIType api_type,
glslang::EShTargetLanguageVersion language_version); glslang::EShTargetLanguageVersion language_version,
glslang::TShader::Includer* shader_includer);
// Compile a fragment shader to SPIR-V. // Compile a fragment shader to SPIR-V.
std::optional<CodeVector> CompileFragmentShader(std::string_view source_code, APIType api_type, std::optional<CodeVector> CompileFragmentShader(std::string_view source_code, APIType api_type,
glslang::EShTargetLanguageVersion language_version); glslang::EShTargetLanguageVersion language_version,
glslang::TShader::Includer* shader_includer);
// Compile a compute shader to SPIR-V. // Compile a compute shader to SPIR-V.
std::optional<CodeVector> CompileComputeShader(std::string_view source_code, APIType api_type, std::optional<CodeVector> CompileComputeShader(std::string_view source_code, APIType api_type,
glslang::EShTargetLanguageVersion language_version); glslang::EShTargetLanguageVersion language_version,
glslang::TShader::Includer* shader_includer);
} // namespace SPIRV } // namespace SPIRV