Files
GhostEngine/Ghost.Graphics/Core/DxcShaderCompiler.cs

482 lines
17 KiB
C#

using Ghost.Core;
using Ghost.Core.Graphics;
using Ghost.Core.Utilities;
using Ghost.Graphics.Contracts;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.Utilities;
using System.Runtime.InteropServices;
using TerraFX.Interop.DirectX;
using TerraFX.Interop.Windows;
using static TerraFX.Interop.DirectX.DXC;
namespace Ghost.Graphics.Core;
internal sealed partial class DxcShaderCompiler
{
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 => DXC_ARG_OPTIMIZATION_LEVEL0,
CompilerOptimizeLevel.O1 => DXC_ARG_OPTIMIZATION_LEVEL1,
CompilerOptimizeLevel.O2 => DXC_ARG_OPTIMIZATION_LEVEL2,
CompilerOptimizeLevel.O3 => DXC_ARG_OPTIMIZATION_LEVEL3,
_ => throw new ArgumentOutOfRangeException(nameof(level), "Unsupported optimization level")
};
}
private static List<string> GetCompilerArguments(ref readonly ShaderCompilationConfig 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 define in config.defines)
{
argsArray.Add("-D");
argsArray.Add(define);
}
// HACK: Currently DXC does not support force include, we have to use GENERATED_CODE_PATH define as a workaround.
// User must to write '#include GENERATED_CODE_PATH' in their shader code manually.
if (File.Exists(config.include))
{
argsArray.Add("-D");
argsArray.Add($"GENERATED_CODE_PATH={'"' + config.include.Replace("\\", "/") + '"'}");
}
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(DXC_ARG_WARNINGS_ARE_ERRORS);
}
if (config.options.HasFlag(CompilerOption.SpirvCrossCompile))
{
argsArray.Add("-spirv");
}
return argsArray;
}
private static ShaderInputType ToInputType(D3D_SHADER_INPUT_TYPE type)
{
return type switch
{
D3D_SHADER_INPUT_TYPE.D3D_SIT_CBUFFER => ShaderInputType.ConstantBuffer,
D3D_SHADER_INPUT_TYPE.D3D_SIT_TBUFFER => ShaderInputType.Texture,
D3D_SHADER_INPUT_TYPE.D3D_SIT_TEXTURE => ShaderInputType.Texture,
D3D_SHADER_INPUT_TYPE.D3D_SIT_SAMPLER => ShaderInputType.Sampler,
D3D_SHADER_INPUT_TYPE.D3D_SIT_UAV_RWTYPED => ShaderInputType.UAV,
D3D_SHADER_INPUT_TYPE.D3D_SIT_STRUCTURED => ShaderInputType.StructuredBuffer,
D3D_SHADER_INPUT_TYPE.D3D_SIT_BYTEADDRESS => ShaderInputType.ByteAddressBuffer,
D3D_SHADER_INPUT_TYPE.D3D_SIT_UAV_RWSTRUCTURED => ShaderInputType.RWStructuredBuffer,
D3D_SHADER_INPUT_TYPE.D3D_SIT_UAV_RWBYTEADDRESS => ShaderInputType.RWByteAddressBuffer,
_ => throw new ArgumentOutOfRangeException(nameof(type), "Unsupported shader input type")
};
}
}
internal sealed unsafe partial class DxcShaderCompiler : IShaderCompiler
{
private UniquePtr<IDxcCompiler3> _compiler;
private UniquePtr<IDxcUtils> _utils;
// NOTE: This is just a temporary cache for compiled shader code. We will implement a proper disk cache later.
// TODO: This should be shader variant specific cache instead of pass specific.
private readonly Dictionary<ShaderPassKey, GraphicsCompiledResult> _compiledResults;
private bool _disposed;
public DxcShaderCompiler()
{
// Initialize DXC _compiler.Get() and _utils.Get()
var dxccID = CLSID.CLSID_DxcCompiler;
var dxcuID = CLSID.CLSID_DxcUtils;
IDxcCompiler3* pCompiler = default;
IDxcUtils* pUtils = default;
ThrowIfFailed(DxcCreateInstance(&dxccID, __uuidof(pCompiler), (void**)&pCompiler));
ThrowIfFailed(DxcCreateInstance(&dxcuID, __uuidof(pUtils), (void**)&pUtils));
_compiler.Attach(pCompiler);
_utils.Attach(pUtils);
_compiledResults = new Dictionary<ShaderPassKey, GraphicsCompiledResult>();
}
~DxcShaderCompiler()
{
Dispose();
}
private Result<ShaderReflectionData> PerformDXCReflection(IDxcBlob* pReflectionBlob)
{
ID3D12ShaderReflection* pReflection = default;
try
{
// Create DXC _utils.Get() to parse reflection data
var dxcuID = CLSID.CLSID_DxcUtils;
// Create reflection interface from blob
var reflectionBuffer = new DxcBuffer
{
Ptr = pReflectionBlob->GetBufferPointer(),
Size = pReflectionBlob->GetBufferSize(),
Encoding = DXC_CP_ACP
};
ThrowIfFailed(_utils.Get()->CreateReflection(&reflectionBuffer, __uuidof(pReflection), (void**)&pReflection));
D3D12_SHADER_DESC shaderDesc;
ThrowIfFailed(pReflection->GetDesc(&shaderDesc));
var reflectionData = new ShaderReflectionData();
for (uint i = 0; i < shaderDesc.BoundResources; i++)
{
D3D12_SHADER_INPUT_BIND_DESC bindDesc;
ThrowIfFailed(pReflection->GetResourceBindingDesc(i, &bindDesc));
var resourceName = Marshal.PtrToStringUTF8((IntPtr)bindDesc.Name);
if (resourceName == null)
{
return Result.Failure("Failed to get resource name from reflection data.");
}
var info = new ResourceBindingInfo
{
Name = resourceName,
Type = ToInputType(bindDesc.Type),
BindPoint = bindDesc.BindPoint,
BindCount = bindDesc.BindCount,
Space = bindDesc.Space
};
switch (bindDesc.Type)
{
case D3D_SHADER_INPUT_TYPE.D3D_SIT_CBUFFER:
{
var cbuffer = pReflection->GetConstantBufferByName(bindDesc.Name);
D3D12_SHADER_BUFFER_DESC cbufferDesc;
ThrowIfFailed(cbuffer->GetDesc(&cbufferDesc));
var variables = new List<CBufferPropertyInfo>((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 CBufferPropertyInfo
{
Name = variableName,
StartOffset = varDesc.StartOffset,
Size = varDesc.Size
});
}
info.Size = cbufferDesc.Size;
info.Properties = variables;
break;
}
// NOTE: Currently we do not support resource bindings yet, everything access through bindless heaps.
}
reflectionData.ResourcesBindings.Add(info);
}
return reflectionData;
}
finally
{
pReflection->Release();
}
}
public Result<ShaderCompileResult> Compile(ref readonly ShaderCompilationConfig config, Allocator allocator)
{
ObjectDisposedException.ThrowIf(_disposed, this);
using ComPtr<IDxcIncludeHandler> includeHandler = default;
using ComPtr<IDxcBlobEncoding> sourceBlob = default;
ThrowIfFailed(_utils.Get()->CreateDefaultIncludeHandler(includeHandler.GetAddressOf()));
// Create source blob
fixed (char* pPath = config.shaderPath)
{
if (_utils.Get()->LoadFile(pPath, null, sourceBlob.GetAddressOf()).FAILED)
{
return Result.Failure($"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]);
}
using ComPtr<IDxcResult> result = default;
try
{
// Compile shader
var buffer = new DxcBuffer
{
Ptr = sourceBlob.Get()->GetBufferPointer(),
Size = sourceBlob.Get()->GetBufferSize(),
Encoding = DXC_CP_UTF8
};
var (iid, ppv) = Win32Utility.IID_PPV_ARGS(&result);
ThrowIfFailed(_compiler.Get()->Compile(&buffer, argPtrs, (uint)argsArray.Count, includeHandler, iid, ppv));
// Check compilation result
HRESULT hrStatus;
result.Get()->GetStatus(&hrStatus);
if (hrStatus.FAILED)
{
// Get error messages
IDxcBlobEncoding* pErrorBlob = default;
result.Get()->GetErrorBuffer(&pErrorBlob);
if (pErrorBlob != null)
{
var errorMessage = Marshal.PtrToStringUTF8((IntPtr)pErrorBlob->GetBufferPointer());
pErrorBlob->Release();
return Result.Failure($"DXC shader compilation failed:\n{errorMessage}");
}
else
{
return Result.Failure("DXC shader compilation failed with unknown error.");
}
}
// Get compiled bytecode
using ComPtr<IDxcBlob> bytecodeBlob = default;
ThrowIfFailed(result.Get()->GetResult(bytecodeBlob.GetAddressOf()));
ShaderReflectionData reflectionData = default;
if (config.options.HasFlag(CompilerOption.KeepReflections))
{
using ComPtr<IDxcBlob> reflection = default;
(iid, ppv) = Win32Utility.IID_PPV_ARGS(&reflection);
if (result.Get()->GetOutput(DXC_OUT_KIND.DXC_OUT_REFLECTION, iid, ppv, null).SUCCEEDED)
{
reflectionData = PerformDXCReflection(reflection).GetValueOrDefault();
}
}
var bytecodeSize = bytecodeBlob.Get()->GetBufferSize();
var bytecode = new UnsafeArray<byte>((int)bytecodeSize, allocator);
NativeMemory.Copy(bytecodeBlob.Get()->GetBufferPointer(), bytecode.GetUnsafePtr(), bytecodeSize);
return new ShaderCompileResult
{
bytecode = bytecode,
reflectionData = reflectionData,
};
}
finally
{
for (var i = 0; i < argsArray.Count; i++)
{
Marshal.FreeHGlobal((nint)argPtrs[i]);
}
}
}
// TODO: This should be shader variant specific compile instead of pass specific.
// TODO: Build final shader code in memory before compiling.
public Result<GraphicsCompiledResult> CompilePass(IPassDescriptor descriptor, ref readonly ShaderCompilationConfig additionalConfig, string? generatedCodePath)
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (descriptor is not FullPassDescriptor fullDescriptor)
{
return Result.Failure("FullPassDescriptor expected.");
}
var fullDefines = fullDescriptor.defines ?? new List<string>();
fullDefines.AddRange(additionalConfig.defines);
ShaderCompileResult tsResult = default;
var tsEntry = fullDescriptor.taskShader;
if (tsEntry.IsCreated)
{
var config = new ShaderCompilationConfig
{
defines = fullDefines.AsSpan(),
include = generatedCodePath,
shaderPath = tsEntry.shader,
entryPoint = tsEntry.entry,
stage = ShaderStage.TaskShader,
tier = additionalConfig.tier,
optimizeLevel = additionalConfig.optimizeLevel,
options = additionalConfig.options,
};
var result = Compile(ref config, Allocator.Persistent);
if (result.IsFailure)
{
return Result.Failure(result.Message);
}
tsResult = result.Value;
}
ShaderCompileResult msResult;
var msEntry = fullDescriptor.meshShader;
if (msEntry.IsCreated)
{
var config = new ShaderCompilationConfig
{
defines = fullDefines.AsSpan(),
include = generatedCodePath,
shaderPath = msEntry.shader,
entryPoint = msEntry.entry,
stage = ShaderStage.MeshShader,
tier = additionalConfig.tier,
optimizeLevel = additionalConfig.optimizeLevel,
options = additionalConfig.options,
};
var result = Compile(ref config, Allocator.Persistent);
if (result.IsFailure)
{
return Result.Failure(result.Message);
}
msResult = result.Value;
}
else
{
return Result.Failure("Mesh shader expected.");
}
ShaderCompileResult psResult;
var psEntry = fullDescriptor.pixelShader;
if (psEntry.IsCreated)
{
var config = new ShaderCompilationConfig
{
defines = fullDefines.AsSpan(),
include = generatedCodePath,
shaderPath = psEntry.shader,
entryPoint = psEntry.entry,
stage = ShaderStage.PixelShader,
tier = additionalConfig.tier,
optimizeLevel = additionalConfig.optimizeLevel,
options = additionalConfig.options,
};
var result = Compile(ref config, Allocator.Persistent);
if (result.IsFailure)
{
return Result.Failure(result.Message);
}
psResult = result.Value;
}
else
{
return Result.Failure("Pixel shader expected.");
}
var compiled = new GraphicsCompiledResult
{
tsResult = tsResult,
msResult = msResult,
psResult = psResult,
};
_compiledResults[new ShaderPassKey(fullDescriptor.Identifier)] = compiled;
return compiled;
}
public Result<GraphicsCompiledResult, ErrorStatus> LoadCompiledCache(ShaderPassKey key)
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (_compiledResults.TryGetValue(key, out var compiledResult))
{
return compiledResult;
}
return ErrorStatus.NotFound;
}
public void Dispose()
{
if (_disposed)
{
return;
}
foreach (var kvp in _compiledResults)
{
kvp.Value.Dispose();
}
_compiler.Dispose();
_utils.Dispose();
_disposed = true;
GC.SuppressFinalize(this);
}
}