video_core/host_shaders: Add support for prebuilt SPIR-V shaders

Add support for building SPIR-V shaders from GLSL and generating headers
to include the text of those same GLSL shaders to consume from OpenGL.
master
ReinUsesLisp 2020-12-30 01:29:04 +07:00
parent 85cfd96f62
commit 95d156a150
1 changed files with 37 additions and 16 deletions

@ -1,8 +1,12 @@
set(SHADER_SOURCES set(SHADER_FILES
opengl_present.frag opengl_present.frag
opengl_present.vert opengl_present.vert
) )
find_program(GLSLANGVALIDATOR "glslangValidator" REQUIRED)
set(GLSL_FLAGS "")
set(SHADER_INCLUDE ${CMAKE_CURRENT_BINARY_DIR}/include) set(SHADER_INCLUDE ${CMAKE_CURRENT_BINARY_DIR}/include)
set(SHADER_DIR ${SHADER_INCLUDE}/video_core/host_shaders) set(SHADER_DIR ${SHADER_INCLUDE}/video_core/host_shaders)
set(HOST_SHADERS_INCLUDE ${SHADER_INCLUDE} PARENT_SCOPE) set(HOST_SHADERS_INCLUDE ${SHADER_INCLUDE} PARENT_SCOPE)
@ -10,27 +14,44 @@ set(HOST_SHADERS_INCLUDE ${SHADER_INCLUDE} PARENT_SCOPE)
set(INPUT_FILE ${CMAKE_CURRENT_SOURCE_DIR}/source_shader.h.in) set(INPUT_FILE ${CMAKE_CURRENT_SOURCE_DIR}/source_shader.h.in)
set(HEADER_GENERATOR ${CMAKE_CURRENT_SOURCE_DIR}/StringShaderHeader.cmake) set(HEADER_GENERATOR ${CMAKE_CURRENT_SOURCE_DIR}/StringShaderHeader.cmake)
foreach(FILENAME IN ITEMS ${SHADER_SOURCES}) foreach(FILENAME IN ITEMS ${SHADER_FILES})
string(REPLACE "." "_" SHADER_NAME ${FILENAME}) string(REPLACE "." "_" SHADER_NAME ${FILENAME})
set(SOURCE_FILE ${CMAKE_CURRENT_SOURCE_DIR}/${FILENAME}) set(SOURCE_FILE ${CMAKE_CURRENT_SOURCE_DIR}/${FILENAME})
set(HEADER_FILE ${SHADER_DIR}/${SHADER_NAME}.h) # Skip generating source headers on Vulkan exclusive files
add_custom_command( if (NOT ${FILENAME} MATCHES "vulkan.*")
OUTPUT set(SOURCE_HEADER_FILE ${SHADER_DIR}/${SHADER_NAME}.h)
${HEADER_FILE} add_custom_command(
COMMAND OUTPUT
${CMAKE_COMMAND} -P ${HEADER_GENERATOR} ${SOURCE_FILE} ${HEADER_FILE} ${INPUT_FILE} ${SOURCE_HEADER_FILE}
MAIN_DEPENDENCY COMMAND
${SOURCE_FILE} ${CMAKE_COMMAND} -P ${HEADER_GENERATOR} ${SOURCE_FILE} ${SOURCE_HEADER_FILE} ${INPUT_FILE}
DEPENDS MAIN_DEPENDENCY
${INPUT_FILE} ${SOURCE_FILE}
# HEADER_GENERATOR should be included here but msbuild seems to assume it's always modified DEPENDS
) ${INPUT_FILE}
set(SHADER_HEADERS ${SHADER_HEADERS} ${HEADER_FILE}) # HEADER_GENERATOR should be included here but msbuild seems to assume it's always modified
)
set(SHADER_HEADERS ${SHADER_HEADERS} ${SOURCE_HEADER_FILE})
endif()
# Skip compiling to SPIR-V OpenGL exclusive files
if (NOT ${FILENAME} MATCHES "opengl.*")
string(TOUPPER ${SHADER_NAME}_SPV SPIRV_VARIABLE_NAME)
set(SPIRV_HEADER_FILE ${SHADER_DIR}/${SHADER_NAME}_spv.h)
add_custom_command(
OUTPUT
${SPIRV_HEADER_FILE}
COMMAND
${GLSLANGVALIDATOR} -V ${GLSL_FLAGS} --variable-name ${SPIRV_VARIABLE_NAME} -o ${SPIRV_HEADER_FILE} ${SOURCE_FILE}
MAIN_DEPENDENCY
${SOURCE_FILE}
)
set(SHADER_HEADERS ${SHADER_HEADERS} ${SPIRV_HEADER_FILE})
endif()
endforeach() endforeach()
add_custom_target(host_shaders add_custom_target(host_shaders
DEPENDS DEPENDS
${SHADER_HEADERS} ${SHADER_HEADERS}
SOURCES SOURCES
${SHADER_SOURCES} ${SHADER_FILES}
) )