vkd3d: Separate compilation to SPIR-V and creation of VkShaderModule.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
This commit is contained in:
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f322491964
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221c47d0fd
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@ -1785,7 +1785,7 @@ static ULONG STDMETHODCALLTYPE d3d12_pipeline_state_AddRef(ID3D12PipelineState *
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}
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static HRESULT d3d12_pipeline_state_create_shader_module(struct d3d12_device *device,
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VkPipelineShaderStageCreateInfo *stage_desc, const struct vkd3d_shader_code *code)
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VkShaderModule *vk_module, const struct vkd3d_shader_code *code)
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{
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const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
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VkShaderModuleCreateInfo shader_desc;
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@ -1793,7 +1793,7 @@ static HRESULT d3d12_pipeline_state_create_shader_module(struct d3d12_device *de
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VkResult vr;
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/* If we kept the module around, no need to create it again. */
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if (stage_desc->module != VK_NULL_HANDLE)
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if (*vk_module != VK_NULL_HANDLE)
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return S_OK;
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shader_desc.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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@ -1802,7 +1802,7 @@ static HRESULT d3d12_pipeline_state_create_shader_module(struct d3d12_device *de
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shader_desc.codeSize = code->size;
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shader_desc.pCode = code->code;
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vr = VK_CALL(vkCreateShaderModule(device->vk_device, &shader_desc, NULL, &stage_desc->module));
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vr = VK_CALL(vkCreateShaderModule(device->vk_device, &shader_desc, NULL, vk_module));
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if (vr < 0)
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{
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WARN("Failed to create Vulkan shader module, vr %d.\n", vr);
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@ -1811,7 +1811,7 @@ static HRESULT d3d12_pipeline_state_create_shader_module(struct d3d12_device *de
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/* Helpful for tooling like RenderDoc. */
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sprintf(hash_str, "%016"PRIx64, code->meta.hash);
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vkd3d_set_vk_object_name(device, (uint64_t)stage_desc->module, VK_OBJECT_TYPE_SHADER_MODULE, hash_str);
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vkd3d_set_vk_object_name(device, (uint64_t)*vk_module, VK_OBJECT_TYPE_SHADER_MODULE, hash_str);
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return S_OK;
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}
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@ -2173,56 +2173,18 @@ static void d3d12_pipeline_state_init_compile_arguments(struct d3d12_pipeline_st
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}
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}
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static HRESULT vkd3d_create_shader_stage(struct d3d12_pipeline_state *state, struct d3d12_device *device,
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static HRESULT vkd3d_setup_shader_stage(struct d3d12_pipeline_state *state, struct d3d12_device *device,
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VkPipelineShaderStageCreateInfo *stage_desc, VkShaderStageFlagBits stage,
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VkPipelineShaderStageRequiredSubgroupSizeCreateInfoEXT *required_subgroup_size_info,
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const D3D12_SHADER_BYTECODE *code, struct vkd3d_shader_code *spirv_code)
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const struct vkd3d_shader_code *spirv_code)
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{
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struct vkd3d_shader_code dxbc = {code->pShaderBytecode, code->BytecodeLength};
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struct vkd3d_shader_interface_info shader_interface;
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struct vkd3d_shader_compile_arguments compile_args;
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vkd3d_shader_hash_t recovered_hash = 0;
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vkd3d_shader_hash_t compiled_hash = 0;
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int ret;
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stage_desc->sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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stage_desc->pNext = NULL;
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stage_desc->flags = 0;
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stage_desc->stage = stage;
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stage_desc->pName = "main";
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stage_desc->pSpecializationInfo = NULL;
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if (spirv_code->code && (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_SANITIZE_SPIRV))
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{
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recovered_hash = vkd3d_shader_hash(spirv_code);
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vkd3d_shader_free_shader_code(spirv_code);
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memset(spirv_code, 0, sizeof(*spirv_code));
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}
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if (!spirv_code->code)
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{
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TRACE("Calling vkd3d_shader_compile_dxbc.\n");
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d3d12_pipeline_state_init_shader_interface(state, device, stage, &shader_interface);
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d3d12_pipeline_state_init_compile_arguments(state, device, stage, &compile_args);
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if ((ret = vkd3d_shader_compile_dxbc(&dxbc, spirv_code, 0, &shader_interface, &compile_args)) < 0)
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{
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WARN("Failed to compile shader, vkd3d result %d.\n", ret);
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return hresult_from_vkd3d_result(ret);
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}
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TRACE("Called vkd3d_shader_compile_dxbc.\n");
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}
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/* Debug compare SPIR-V we got from cache, and SPIR-V we got from compilation. */
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if (recovered_hash)
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{
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compiled_hash = vkd3d_shader_hash(spirv_code);
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if (compiled_hash == recovered_hash)
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INFO("SPIR-V match for cache reference OK!\n");
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else
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INFO("SPIR-V mismatch for cache reference!\n");
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}
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stage_desc->module = VK_NULL_HANDLE;
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if (!d3d12_device_validate_shader_meta(device, &spirv_code->meta))
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return E_INVALIDARG;
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@ -2270,8 +2232,52 @@ static HRESULT vkd3d_create_shader_stage(struct d3d12_pipeline_state *state, str
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}
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}
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stage_desc->module = VK_NULL_HANDLE;
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return d3d12_pipeline_state_create_shader_module(device, stage_desc, spirv_code);
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return d3d12_pipeline_state_create_shader_module(device, &stage_desc->module, spirv_code);
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}
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static HRESULT vkd3d_compile_shader_stage(struct d3d12_pipeline_state *state, struct d3d12_device *device,
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VkShaderStageFlagBits stage, const D3D12_SHADER_BYTECODE *code, struct vkd3d_shader_code *spirv_code)
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{
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struct vkd3d_shader_code dxbc = {code->pShaderBytecode, code->BytecodeLength};
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struct vkd3d_shader_interface_info shader_interface;
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struct vkd3d_shader_compile_arguments compile_args;
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vkd3d_shader_hash_t recovered_hash = 0;
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vkd3d_shader_hash_t compiled_hash = 0;
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int ret;
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if (spirv_code->code && (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_SANITIZE_SPIRV))
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{
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recovered_hash = vkd3d_shader_hash(spirv_code);
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vkd3d_shader_free_shader_code(spirv_code);
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memset(spirv_code, 0, sizeof(*spirv_code));
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}
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if (!spirv_code->code)
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{
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TRACE("Calling vkd3d_shader_compile_dxbc.\n");
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d3d12_pipeline_state_init_shader_interface(state, device, stage, &shader_interface);
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d3d12_pipeline_state_init_compile_arguments(state, device, stage, &compile_args);
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if ((ret = vkd3d_shader_compile_dxbc(&dxbc, spirv_code, 0, &shader_interface, &compile_args)) < 0)
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{
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WARN("Failed to compile shader, vkd3d result %d.\n", ret);
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return hresult_from_vkd3d_result(ret);
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}
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TRACE("Called vkd3d_shader_compile_dxbc.\n");
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}
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/* Debug compare SPIR-V we got from cache, and SPIR-V we got from compilation. */
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if (recovered_hash)
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{
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compiled_hash = vkd3d_shader_hash(spirv_code);
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if (compiled_hash == recovered_hash)
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INFO("SPIR-V match for cache reference OK!\n");
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else
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INFO("SPIR-V mismatch for cache reference!\n");
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}
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return S_OK;
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}
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static void vkd3d_report_pipeline_creation_feedback_results(const VkPipelineCreationFeedbackCreateInfoEXT *feedback)
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@ -2337,11 +2343,16 @@ static HRESULT vkd3d_create_compute_pipeline(struct d3d12_pipeline_state *state,
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pipeline_info.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO;
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pipeline_info.pNext = NULL;
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pipeline_info.flags = 0;
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if (FAILED(hr = vkd3d_create_shader_stage(state, device,
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&pipeline_info.stage,
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VK_SHADER_STAGE_COMPUTE_BIT, &required_subgroup_size_info,
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code, spirv_code)))
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if (FAILED(hr = vkd3d_compile_shader_stage(state, device,
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VK_SHADER_STAGE_COMPUTE_BIT, code, spirv_code)))
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return hr;
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if (FAILED(hr = vkd3d_setup_shader_stage(state, device,
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&pipeline_info.stage, VK_SHADER_STAGE_COMPUTE_BIT, &required_subgroup_size_info,
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spirv_code)))
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return hr;
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pipeline_info.layout = state->root_signature->compute.vk_pipeline_layout;
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pipeline_info.basePipelineHandle = VK_NULL_HANDLE;
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pipeline_info.basePipelineIndex = -1;
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@ -3063,10 +3074,15 @@ static HRESULT d3d12_pipeline_state_graphics_create_shader_stages(
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* we fail to create shader module for whatever reason. */
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for (i = 0; i < graphics->stage_count; i++)
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{
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if (FAILED(hr = vkd3d_create_shader_stage(state, device,
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if (FAILED(hr = vkd3d_compile_shader_stage(state, device,
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graphics->cached_desc.bytecode_stages[i],
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&graphics->cached_desc.bytecode[i], &graphics->code[i])))
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return hr;
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if (FAILED(hr = vkd3d_setup_shader_stage(state, device,
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&graphics->stages[i],
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graphics->cached_desc.bytecode_stages[i], NULL,
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&graphics->cached_desc.bytecode[i], &graphics->code[i])))
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&graphics->code[i])))
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return hr;
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}
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@ -4166,7 +4182,8 @@ VkPipeline d3d12_pipeline_state_create_pipeline_variant(struct d3d12_pipeline_st
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{
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if (stages[i].module == VK_NULL_HANDLE && graphics->code[i].code)
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{
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if (FAILED(hr = d3d12_pipeline_state_create_shader_module(device, &stages[i], &graphics->code[i])))
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if (FAILED(hr = d3d12_pipeline_state_create_shader_module(device,
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&stages[i].module, &graphics->code[i])))
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{
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/* This is kind of fatal and should only happen for out-of-memory. */
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ERR("Unexpected failure (hr %x) in creating fallback SPIR-V module.\n", hr);
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