17 std::shared_ptr<const fml::Mapping> sources)
18 : options_(options), sources_(
std::move(sources)) {}
23 std::stringstream& stream,
24 const shaderc::CompileOptions& spirv_options)
const {
25 if (!sources_ || sources_->GetMapping() ==
nullptr) {
30 shaderc::Compiler spv_compiler;
31 if (!spv_compiler.IsValid()) {
34 <<
" to SPIRV compiler.";
40 if (shader_kind == shaderc_shader_kind::shaderc_glsl_infer_from_source) {
45 auto result = std::make_shared<shaderc::SpvCompilationResult>(
46 spv_compiler.CompileGlslToSpv(
47 reinterpret_cast<const char*
>(sources_->GetMapping()),
54 if (result->GetCompilationStatus() !=
55 shaderc_compilation_status::shaderc_compilation_status_success) {
57 <<
" to SPIRV failed; "
59 result->GetCompilationStatus())
60 <<
". " << result->GetNumErrors() <<
" error(s) and "
61 << result->GetNumWarnings() <<
" warning(s).";
65 if (result->GetNumErrors() > 0 || result->GetNumWarnings() > 0 ||
66 !result->GetErrorMessage().empty()) {
73 COMPILER_ERROR(stream) <<
"Could not fetch SPIRV from compile job.";
77 const auto data_length = (result->cend() - result->cbegin()) *
78 sizeof(decltype(result)::element_type::element_type);
80 return std::make_unique<fml::NonOwnedMapping>(
81 reinterpret_cast<const uint8_t*
>(result->cbegin()),
83 [result](
auto,
auto) {}
87 std::string SPIRVCompiler::GetSourcePrefix()
const {
88 std::stringstream stream;
94 using Limit = std::pair<shaderc_limit, int>;
95 static constexpr std::array<Limit, 83> limits = {
96 Limit{shaderc_limit::shaderc_limit_max_lights, 8},
97 Limit{shaderc_limit::shaderc_limit_max_clip_planes, 6},
98 Limit{shaderc_limit::shaderc_limit_max_texture_units, 2},
99 Limit{shaderc_limit::shaderc_limit_max_texture_coords, 8},
100 Limit{shaderc_limit::shaderc_limit_max_vertex_attribs, 16},
101 Limit{shaderc_limit::shaderc_limit_max_vertex_uniform_components, 4096},
102 Limit{shaderc_limit::shaderc_limit_max_varying_floats, 60},
103 Limit{shaderc_limit::shaderc_limit_max_vertex_texture_image_units, 16},
104 Limit{shaderc_limit::shaderc_limit_max_combined_texture_image_units, 80},
105 Limit{shaderc_limit::shaderc_limit_max_texture_image_units, 16},
106 Limit{shaderc_limit::shaderc_limit_max_fragment_uniform_components, 1024},
107 Limit{shaderc_limit::shaderc_limit_max_draw_buffers, 8},
108 Limit{shaderc_limit::shaderc_limit_max_vertex_uniform_vectors, 256},
109 Limit{shaderc_limit::shaderc_limit_max_varying_vectors, 15},
110 Limit{shaderc_limit::shaderc_limit_max_fragment_uniform_vectors, 256},
111 Limit{shaderc_limit::shaderc_limit_max_vertex_output_vectors, 16},
112 Limit{shaderc_limit::shaderc_limit_max_fragment_input_vectors, 15},
113 Limit{shaderc_limit::shaderc_limit_min_program_texel_offset, -8},
114 Limit{shaderc_limit::shaderc_limit_max_program_texel_offset, 7},
115 Limit{shaderc_limit::shaderc_limit_max_clip_distances, 8},
116 Limit{shaderc_limit::shaderc_limit_max_compute_work_group_count_x, 65535},
117 Limit{shaderc_limit::shaderc_limit_max_compute_work_group_count_y, 65535},
118 Limit{shaderc_limit::shaderc_limit_max_compute_work_group_count_z, 65535},
119 Limit{shaderc_limit::shaderc_limit_max_compute_work_group_size_x, 1024},
120 Limit{shaderc_limit::shaderc_limit_max_compute_work_group_size_y, 1024},
121 Limit{shaderc_limit::shaderc_limit_max_compute_work_group_size_z, 64},
122 Limit{shaderc_limit::shaderc_limit_max_compute_uniform_components, 512},
123 Limit{shaderc_limit::shaderc_limit_max_compute_texture_image_units, 16},
124 Limit{shaderc_limit::shaderc_limit_max_compute_image_uniforms, 8},
125 Limit{shaderc_limit::shaderc_limit_max_compute_atomic_counters, 8},
126 Limit{shaderc_limit::shaderc_limit_max_compute_atomic_counter_buffers, 1},
127 Limit{shaderc_limit::shaderc_limit_max_varying_components, 60},
128 Limit{shaderc_limit::shaderc_limit_max_vertex_output_components, 64},
129 Limit{shaderc_limit::shaderc_limit_max_geometry_input_components, 64},
130 Limit{shaderc_limit::shaderc_limit_max_geometry_output_components, 128},
131 Limit{shaderc_limit::shaderc_limit_max_fragment_input_components, 128},
132 Limit{shaderc_limit::shaderc_limit_max_image_units, 8},
133 Limit{shaderc_limit::
134 shaderc_limit_max_combined_image_units_and_fragment_outputs,
136 Limit{shaderc_limit::shaderc_limit_max_combined_shader_output_resources,
138 Limit{shaderc_limit::shaderc_limit_max_image_samples, 0},
139 Limit{shaderc_limit::shaderc_limit_max_vertex_image_uniforms, 0},
140 Limit{shaderc_limit::shaderc_limit_max_tess_control_image_uniforms, 0},
141 Limit{shaderc_limit::shaderc_limit_max_tess_evaluation_image_uniforms, 0},
142 Limit{shaderc_limit::shaderc_limit_max_geometry_image_uniforms, 0},
143 Limit{shaderc_limit::shaderc_limit_max_fragment_image_uniforms, 8},
144 Limit{shaderc_limit::shaderc_limit_max_combined_image_uniforms, 8},
145 Limit{shaderc_limit::shaderc_limit_max_geometry_texture_image_units, 16},
146 Limit{shaderc_limit::shaderc_limit_max_geometry_output_vertices, 256},
147 Limit{shaderc_limit::shaderc_limit_max_geometry_total_output_components,
149 Limit{shaderc_limit::shaderc_limit_max_geometry_uniform_components, 512},
150 Limit{shaderc_limit::shaderc_limit_max_geometry_varying_components, 60},
151 Limit{shaderc_limit::shaderc_limit_max_tess_control_input_components,
153 Limit{shaderc_limit::shaderc_limit_max_tess_control_output_components,
155 Limit{shaderc_limit::shaderc_limit_max_tess_control_texture_image_units,
157 Limit{shaderc_limit::shaderc_limit_max_tess_control_uniform_components,
160 shaderc_limit::shaderc_limit_max_tess_control_total_output_components,
162 Limit{shaderc_limit::shaderc_limit_max_tess_evaluation_input_components,
164 Limit{shaderc_limit::shaderc_limit_max_tess_evaluation_output_components,
167 shaderc_limit::shaderc_limit_max_tess_evaluation_texture_image_units,
169 Limit{shaderc_limit::shaderc_limit_max_tess_evaluation_uniform_components,
171 Limit{shaderc_limit::shaderc_limit_max_tess_patch_components, 120},
172 Limit{shaderc_limit::shaderc_limit_max_patch_vertices, 32},
173 Limit{shaderc_limit::shaderc_limit_max_tess_gen_level, 64},
174 Limit{shaderc_limit::shaderc_limit_max_viewports, 16},
175 Limit{shaderc_limit::shaderc_limit_max_vertex_atomic_counters, 0},
176 Limit{shaderc_limit::shaderc_limit_max_tess_control_atomic_counters, 0},
177 Limit{shaderc_limit::shaderc_limit_max_tess_evaluation_atomic_counters,
179 Limit{shaderc_limit::shaderc_limit_max_geometry_atomic_counters, 0},
180 Limit{shaderc_limit::shaderc_limit_max_fragment_atomic_counters, 8},
181 Limit{shaderc_limit::shaderc_limit_max_combined_atomic_counters, 8},
182 Limit{shaderc_limit::shaderc_limit_max_atomic_counter_bindings, 1},
183 Limit{shaderc_limit::shaderc_limit_max_vertex_atomic_counter_buffers, 0},
185 shaderc_limit::shaderc_limit_max_tess_control_atomic_counter_buffers,
187 Limit{shaderc_limit::
188 shaderc_limit_max_tess_evaluation_atomic_counter_buffers,
190 Limit{shaderc_limit::shaderc_limit_max_geometry_atomic_counter_buffers,
192 Limit{shaderc_limit::shaderc_limit_max_fragment_atomic_counter_buffers,
194 Limit{shaderc_limit::shaderc_limit_max_combined_atomic_counter_buffers,
196 Limit{shaderc_limit::shaderc_limit_max_atomic_counter_buffer_size, 32},
197 Limit{shaderc_limit::shaderc_limit_max_transform_feedback_buffers, 4},
198 Limit{shaderc_limit::
199 shaderc_limit_max_transform_feedback_interleaved_components,
201 Limit{shaderc_limit::shaderc_limit_max_cull_distances, 8},
202 Limit{shaderc_limit::shaderc_limit_max_combined_clip_and_cull_distances,
204 Limit{shaderc_limit::shaderc_limit_max_samples, 4},
206 for (
auto& [limit,
value] : limits) {
207 compiler_opts.SetLimit(limit,
value);
212 constexpr uint32_t kBindingBaseOffset = 64;
213 static const shaderc_uniform_kind kUniformKinds[] = {
214 shaderc_uniform_kind::shaderc_uniform_kind_sampler,
215 shaderc_uniform_kind::shaderc_uniform_kind_texture,
216 shaderc_uniform_kind::shaderc_uniform_kind_image,
217 shaderc_uniform_kind::shaderc_uniform_kind_buffer,
218 shaderc_uniform_kind::shaderc_uniform_kind_storage_buffer,
221 for (
size_t i = 0u; i <
sizeof(kUniformKinds) /
sizeof(shaderc_uniform_kind);
223 options.SetBindingBaseForStage(
224 shaderc_shader_kind::shaderc_fragment_shader,
238 static std::unique_ptr<UniqueIncluder>
Make(
239 std::shared_ptr<Includer> includer) {
241 return std::unique_ptr<UniqueIncluder>(
249 shaderc_include_result*
GetInclude(
const char* requested_source,
250 shaderc_include_type
type,
251 const char* requesting_source,
252 size_t include_depth)
override {
253 return includer_->GetInclude(requested_source,
262 return includer_->ReleaseInclude(
data);
266 std::shared_ptr<Includer> includer_;
269 : includer_(
std::move(includer)) {
270 FML_CHECK(includer_);
273 UniqueIncluder(
const UniqueIncluder&) =
delete;
275 UniqueIncluder& operator=(
const UniqueIncluder&) =
delete;
279 shaderc::CompileOptions options;
284 options.SetAutoBindUniforms(
true);
285 options.SetAutoMapLocations(
true);
286 options.SetPreserveBindings(
true);
291 options.SetGenerateDebugInfo();
304 options.SetTargetEnvironment(
target->env,
target->version);
305 options.SetTargetSpirv(
target->spirv_version);
309 options.AddMacroDefinition(macro);
std::shared_ptr< fml::Mapping > CompileToSPV(std::stringstream &error_stream, const shaderc::CompileOptions &spirv_options) const
SPIRVCompiler(const SourceOptions &options, std::shared_ptr< const fml::Mapping > sources)
Wraps a shared includer so unique includers may be created to satisfy the shaderc API....
void ReleaseInclude(shaderc_include_result *data) override
static std::unique_ptr< UniqueIncluder > Make(std::shared_ptr< Includer > includer)
~UniqueIncluder()=default
shaderc_include_result * GetInclude(const char *requested_source, shaderc_include_type type, const char *requesting_source, size_t include_depth) override
#define COMPILER_ERROR_NO_PREFIX(stream)
#define COMPILER_ERROR(stream)
std::string SourceLanguageToString(SourceLanguage source_language)
static void SetBindingBaseOffset(shaderc::CompileOptions &options)
shaderc_shader_kind ToShaderCShaderKind(SourceType type)
static void SetDefaultLimitations(shaderc::CompileOptions &compiler_opts)
std::string ShaderCErrorToString(shaderc_compilation_status status)
std::string Utf8FromPath(const std::filesystem::path &path)
Converts a native format path to a utf8 string.
std::optional< shaderc_source_language > source_langauge
std::vector< std::string > macro_definitions
bool relaxed_vulkan_rules
shaderc_optimization_level optimization_level
std::optional< SPIRVCompilerSourceProfile > source_profile
std::shared_ptr< Includer > includer
shaderc::CompileOptions BuildShadercOptions() const
std::optional< SPIRVCompilerTargetEnv > target
SourceLanguage source_language
std::filesystem::path file_name
std::string entry_point_name
std::shared_ptr< const fml::Mapping > data