Files
GhostEngine/Ghost.Graphics/D3D12/D3D12ShaderCompiler.cs

394 lines
12 KiB
C#

using Ghost.Core;
using Ghost.Core.Utilities;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.LowLevel.Utilities;
using System.Runtime.InteropServices;
using TerraFX.Interop.DirectX;
using TerraFX.Interop.Windows;
namespace Ghost.Graphics.D3D12;
internal unsafe struct CompileResult : IDisposable
{
public UnsafeArray<byte> bytecode;
public readonly bool IsCreated => bytecode.IsCreated;
public void Dispose()
{
bytecode.Dispose();
}
}
internal readonly struct CBufferVariableInfo
{
public string Name
{
get; init;
}
public uint StartOffset
{
get; init;
}
public uint Size
{
get; init;
}
}
internal readonly struct CBufferInfo
{
public string Name
{
get; init;
}
public uint RegisterSlot
{
get; init;
}
public uint RegisterSpace
{
get; init;
}
public uint SizeInBytes
{
get; init;
}
public IReadOnlyList<CBufferVariableInfo> Variables
{
get; init;
}
}
internal readonly struct ResourceBindingInfo
{
public string Name
{
get; init;
}
public D3D_SHADER_INPUT_TYPE Type
{
get; init;
}
public uint BindPoint
{
get; init;
}
public uint BindCount
{
get; init;
}
public uint Space
{
get; init;
}
}
internal readonly struct ShaderReflectionData
{
public List<CBufferInfo> ConstantBuffers
{
get;
}
public List<ResourceBindingInfo> OtherResources
{
get;
}
// public List<ResourceBindingInfo> Samplers { get; } = new();
// public List<ResourceBindingInfo> ShaderResourceViews { get; } = new();
// public List<ResourceBindingInfo> UnorderedAccessViews { get; } = new();
public ShaderReflectionData()
{
ConstantBuffers = new List<CBufferInfo>();
OtherResources = new List<ResourceBindingInfo>();
}
}
internal static unsafe class D3D12ShaderCompiler
{
private static string GetProfileString(ShaderStage stage, CompilerTier version)
{
return (stage, version) switch
{
(ShaderStage.TaskShader, CompilerTier.Tier0) => "as_6_6",
(ShaderStage.PixelShader, CompilerTier.Tier0) => "ps_6_6",
(ShaderStage.MeshShader, CompilerTier.Tier0) => "ms_6_6",
(ShaderStage.ComputeShader, CompilerTier.Tier0) => "cs_6_6",
(ShaderStage.TaskShader, CompilerTier.Tier1) => "as_6_7",
(ShaderStage.PixelShader, CompilerTier.Tier1) => "ps_6_7",
(ShaderStage.MeshShader, CompilerTier.Tier1) => "ms_6_7",
(ShaderStage.ComputeShader, CompilerTier.Tier1) => "cs_6_7",
(ShaderStage.TaskShader, CompilerTier.Tier2) => "as_6_8",
(ShaderStage.PixelShader, CompilerTier.Tier2) => "ps_6_8",
(ShaderStage.MeshShader, CompilerTier.Tier2) => "ms_6_8",
(ShaderStage.ComputeShader, CompilerTier.Tier2) => "cs_6_8",
_ => throw new ArgumentOutOfRangeException(nameof(stage), "Unsupported shader stage or compiler version")
};
}
private static string GetOptimizeLevelString(CompilerOptimizeLevel level)
{
return level switch
{
CompilerOptimizeLevel.O0 => "-O0",
CompilerOptimizeLevel.O1 => "-O1",
CompilerOptimizeLevel.O2 => "-O2",
CompilerOptimizeLevel.O3 => "-O3",
_ => throw new ArgumentOutOfRangeException(nameof(level), "Unsupported optimization level")
};
}
private static List<string> GetCompilerArguments(ref readonly CompilerConfig config)
{
var argsArray = new List<string>
{
"-T", GetProfileString(config.stage, config.tier), // Target profile (ms_6_6, ps_6_6)
"-E", config.entryPoint, // Entry point
"-HV", "2021", // HLSL version 2021
"-enable-16bit-types", // Enable 16-bit types
GetOptimizeLevelString(config.optimizeLevel), // Optimization level
};
foreach (var include in config.includes)
{
argsArray.Add("-I");
argsArray.Add(include);
}
foreach (var define in config.defines)
{
argsArray.Add("-D");
argsArray.Add(define);
}
if (!config.options.HasFlag(CompilerOption.KeepDebugInfo))
{
argsArray.Add("-Qstrip_debug");
}
if (!config.options.HasFlag(CompilerOption.KeepReflections))
{
argsArray.Add("-Qstrip_reflect");
}
if (config.options.HasFlag(CompilerOption.WarnAsError))
{
argsArray.Add("-WX");
}
return argsArray;
}
public static Result<CompileResult> Compile(ref readonly CompilerConfig config, Allocator allocator, IDxcBlob** ppReflectionBlob)
{
// NOTE: Should we cache the compiler and utils instances for better performance?
using ComPtr<IDxcCompiler3> compiler = default;
using ComPtr<IDxcUtils> utils = default;
using ComPtr<IDxcIncludeHandler> includeHandler = default;
// Create DXC compiler and utils
var dxccID = CLSID.CLSID_DxcCompiler;
var dxcuID = CLSID.CLSID_DxcUtils;
ThrowIfFailed(DxcCreateInstance(&dxccID, compiler.IID(), compiler.PPV()));
ThrowIfFailed(DxcCreateInstance(&dxcuID, utils.IID(), utils.PPV()));
//includeHandler.Get()->LoadSource();
utils.Get()->CreateDefaultIncludeHandler(includeHandler.GetAddressOf());
// Create source blob
using ComPtr<IDxcBlobEncoding> sourceBlob = default;
if (utils.Get()->LoadFile(config.shaderPath.AsSpan().GetUnsafePtr(), null, sourceBlob.GetAddressOf()).FAILED)
{
return Result.Fail($"Failed to load shader file: {config.shaderPath}");
}
var argsArray = GetCompilerArguments(in config);
var argPtrs = stackalloc char*[argsArray.Count];
for (var i = 0; i < argsArray.Count; i++)
{
argPtrs[i] = (char*)Marshal.StringToHGlobalUni(argsArray[i]);
}
try
{
// Compile shader
using ComPtr<IDxcResult> result = default;
var buffer = new DxcBuffer
{
Ptr = sourceBlob.Get()->GetBufferPointer(),
Size = sourceBlob.Get()->GetBufferSize(),
Encoding = DXC.DXC_CP_UTF8
};
ThrowIfFailed(compiler.Get()->Compile(&buffer, argPtrs, (uint)argsArray.Count, includeHandler.Get(), result.IID(), result.PPV()));
// Check compilation result
HRESULT hrStatus;
result.Get()->GetStatus(&hrStatus);
if (hrStatus.FAILED)
{
// Get error messages
using ComPtr<IDxcBlobEncoding> errorBlob = default;
result.Get()->GetErrorBuffer(errorBlob.GetAddressOf());
if (errorBlob.Get() != null)
{
var errorMessage = Marshal.PtrToStringUni((IntPtr)errorBlob.Get()->GetBufferPointer());
return Result.Fail($"DXC shader compilation failed:\n{errorMessage}");
}
else
{
return Result.Fail("DXC shader compilation failed with unknown error.");
}
}
// Get compiled bytecode
using ComPtr<IDxcBlob> bytecodeBlob = default;
ThrowIfFailed(result.Get()->GetResult(bytecodeBlob.GetAddressOf()));
// Get reflection data using DXC API
if (ppReflectionBlob != null)
{
ThrowIfFailed(result.Get()->GetOutput(DXC_OUT_KIND.DXC_OUT_REFLECTION, __uuidof<IDxcBlob>(), (void**)ppReflectionBlob, null));
}
var bytecodeSize = bytecodeBlob.Get()->GetBufferSize();
var bytecode = new UnsafeArray<byte>((int)bytecodeSize, allocator);
NativeMemory.Copy(bytecodeBlob.Get()->GetBufferPointer(), bytecode.GetUnsafePtr(), bytecodeSize);
return new CompileResult
{
bytecode = bytecode,
};
}
finally
{
for (var i = 0; i < argsArray.Count; i++)
{
Marshal.FreeHGlobal((nint)argPtrs[i]);
}
}
}
// TODO: Since we are using fixed root signature layout, the reflection pass should only validate the layout, not generate it.
// TODO: Ideally this should return a structured reflection data instead of populating raw lists/dictionaries.
public static Result<ShaderReflectionData> PerformDXCReflection(IDxcBlob* reflectionBlob)
{
if (reflectionBlob == null)
{
return Result<ShaderReflectionData>.Fail("Reflection blob is null.");
}
// Create DXC utils to parse reflection data
var dxcuID = CLSID.CLSID_DxcUtils;
using ComPtr<IDxcUtils> utils = default;
ThrowIfFailed(DxcCreateInstance(&dxcuID, utils.IID(), utils.PPV()));
// Create reflection interface from blob
var reflectionBuffer = new DxcBuffer
{
Ptr = reflectionBlob->GetBufferPointer(),
Size = reflectionBlob->GetBufferSize(),
Encoding = DXC.DXC_CP_ACP
};
using ComPtr<ID3D12ShaderReflection> reflection = default;
ThrowIfFailed(utils.Get()->CreateReflection(&reflectionBuffer, reflection.IID(), reflection.PPV()));
D3D12_SHADER_DESC shaderDesc;
ThrowIfFailed(reflection.Get()->GetDesc(&shaderDesc));
var reflectionData = new ShaderReflectionData();
for (uint i = 0; i < shaderDesc.BoundResources; i++)
{
D3D12_SHADER_INPUT_BIND_DESC bindDesc;
ThrowIfFailed(reflection.Get()->GetResourceBindingDesc(i, &bindDesc));
var resourceName = Marshal.PtrToStringUTF8((IntPtr)bindDesc.Name);
if (resourceName == null)
{
return Result.Fail("Failed to get resource name from reflection data.");
}
switch (bindDesc.Type)
{
case D3D_SHADER_INPUT_TYPE.D3D_SIT_CBUFFER:
{
var cbuffer = reflection.Get()->GetConstantBufferByName(bindDesc.Name);
D3D12_SHADER_BUFFER_DESC cbufferDesc;
ThrowIfFailed(cbuffer->GetDesc(&cbufferDesc));
var variables = new List<CBufferVariableInfo>((int)cbufferDesc.Variables);
// Now we iterate all variables for *every* cbuffer, not just b3
for (uint j = 0; j < cbufferDesc.Variables; j++)
{
var variable = cbuffer->GetVariableByIndex(j);
D3D12_SHADER_VARIABLE_DESC varDesc;
variable->GetDesc(&varDesc);
var variableName = Marshal.PtrToStringUTF8((IntPtr)varDesc.Name);
if (variableName == null)
{
continue;
}
variables.Add(new CBufferVariableInfo
{
Name = variableName,
StartOffset = varDesc.StartOffset,
Size = varDesc.Size
});
}
reflectionData.ConstantBuffers.Add(new CBufferInfo
{
Name = resourceName,
RegisterSlot = bindDesc.BindPoint,
RegisterSpace = bindDesc.Space,
SizeInBytes = cbufferDesc.Size,
Variables = variables
});
break;
}
// NOTE: Currently we are not support resource bindings yet, everything access through bindless heaps.
default:
{
reflectionData.OtherResources.Add(new ResourceBindingInfo
{
Name = resourceName,
Type = bindDesc.Type,
BindPoint = bindDesc.BindPoint,
BindCount = bindDesc.BindCount,
Space = bindDesc.Space
});
break;
}
}
}
return reflectionData;
}
}