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Move ShaderBinaries into individual .spv files (#5280)
* Move ShaderBinaries into individual spv files * Rename binaries directory, remove variables and add helper method instead * Update .csproj file * Move ShaderBinaries into individual spv files * Rename binaries directory, remove variables and add helper method instead * Split shader binaries into folders, use string.Join to create filepath * Move files back to general binaries folder * Remove ShaderSource suffix from file names --------- Co-authored-by: Egor Alekseychik <e.alekseychik@syberry.com> Co-authored-by: Gabriel A <gab.dark.100@gmail.com>
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@ -1,10 +1,11 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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using Ryujinx.Graphics.Vulkan.Shaders;
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using Silk.NET.Vulkan;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Numerics;
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using CompareOp = Ryujinx.Graphics.GAL.CompareOp;
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using Format = Ryujinx.Graphics.GAL.Format;
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@ -26,6 +27,7 @@ namespace Ryujinx.Graphics.Vulkan
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class HelperShader : IDisposable
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{
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private const int UniformBufferAlignment = 256;
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private const string ShaderBinariesPath = "Ryujinx.Graphics.Vulkan/Shaders/SpirvBinaries";
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private readonly PipelineHelperShader _pipeline;
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private readonly ISampler _samplerLinear;
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@ -67,40 +69,40 @@ namespace Ryujinx.Graphics.Vulkan
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_programColorBlit = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.ColorBlitFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorBlitFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, blitResourceLayout);
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_programColorBlitMs = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.ColorBlitMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorBlitMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, blitResourceLayout);
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_programColorBlitClearAlpha = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.ColorBlitClearAlphaFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorBlitClearAlphaFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, blitResourceLayout);
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var colorClearResourceLayout = new ResourceLayoutBuilder().Add(ResourceStages.Vertex, ResourceType.UniformBuffer, 1).Build();
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_programColorClearF = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorClearVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.ColorClearFFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorClearVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorClearFFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, colorClearResourceLayout);
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_programColorClearSI = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorClearVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.ColorClearSIFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorClearVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorClearSIFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, colorClearResourceLayout);
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_programColorClearUI = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorClearVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.ColorClearUIFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorClearVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorClearUIFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, colorClearResourceLayout);
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var strideChangeResourceLayout = new ResourceLayoutBuilder()
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@ -110,7 +112,7 @@ namespace Ryujinx.Graphics.Vulkan
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_programStrideChange = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ChangeBufferStrideShaderSource, ShaderStage.Compute, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ChangeBufferStride.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
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}, strideChangeResourceLayout);
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var colorCopyResourceLayout = new ResourceLayoutBuilder()
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@ -120,17 +122,17 @@ namespace Ryujinx.Graphics.Vulkan
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_programColorCopyShortening = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorCopyShorteningComputeShaderSource, ShaderStage.Compute, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorCopyShorteningCompute.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
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}, colorCopyResourceLayout);
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_programColorCopyToNonMs = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorCopyToNonMsComputeShaderSource, ShaderStage.Compute, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorCopyToNonMsCompute.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
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}, colorCopyResourceLayout);
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_programColorCopyWidening = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorCopyWideningComputeShaderSource, ShaderStage.Compute, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorCopyWideningCompute.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
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}, colorCopyResourceLayout);
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var colorDrawToMsResourceLayout = new ResourceLayoutBuilder()
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@ -139,8 +141,8 @@ namespace Ryujinx.Graphics.Vulkan
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_programColorDrawToMs = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.ColorDrawToMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorDrawToMsVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorDrawToMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, colorDrawToMsResourceLayout);
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var convertD32S8ToD24S8ResourceLayout = new ResourceLayoutBuilder()
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@ -150,7 +152,7 @@ namespace Ryujinx.Graphics.Vulkan
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_programConvertD32S8ToD24S8 = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ConvertD32S8ToD24S8ShaderSource, ShaderStage.Compute, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ConvertD32S8ToD24S8.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
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}, convertD32S8ToD24S8ResourceLayout);
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var convertIndexBufferResourceLayout = new ResourceLayoutBuilder()
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@ -160,7 +162,7 @@ namespace Ryujinx.Graphics.Vulkan
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_programConvertIndexBuffer = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ConvertIndexBufferShaderSource, ShaderStage.Compute, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ConvertIndexBuffer.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
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}, convertIndexBufferResourceLayout);
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var convertIndirectDataResourceLayout = new ResourceLayoutBuilder()
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@ -171,61 +173,66 @@ namespace Ryujinx.Graphics.Vulkan
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_programConvertIndirectData = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ConvertIndirectDataShaderSource, ShaderStage.Compute, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ConvertIndirectData.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
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}, convertIndirectDataResourceLayout);
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_programDepthBlit = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.DepthBlitFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("DepthBlitFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, blitResourceLayout);
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_programDepthBlitMs = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.DepthBlitMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("DepthBlitMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, blitResourceLayout);
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_programDepthDrawToMs = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.DepthDrawToMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorDrawToMsVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("DepthDrawToMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, colorDrawToMsResourceLayout);
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_programDepthDrawToNonMs = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.DepthDrawToNonMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorDrawToMsVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("DepthDrawToNonMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, colorDrawToMsResourceLayout);
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if (gd.Capabilities.SupportsShaderStencilExport)
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{
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_programStencilBlit = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.StencilBlitFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("StencilBlitFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, blitResourceLayout);
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_programStencilBlitMs = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.StencilBlitMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("StencilBlitMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, blitResourceLayout);
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_programStencilDrawToMs = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.StencilDrawToMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorDrawToMsVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("StencilDrawToMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, colorDrawToMsResourceLayout);
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_programStencilDrawToNonMs = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.StencilDrawToNonMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorDrawToMsVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("StencilDrawToNonMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, colorDrawToMsResourceLayout);
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}
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}
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private static byte[] ReadSpirv(string fileName)
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{
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return EmbeddedResources.Read(string.Join('/', ShaderBinariesPath, fileName));
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}
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public void Blit(
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VulkanRenderer gd,
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TextureView src,
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@ -21,6 +21,31 @@
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<EmbeddedResource Include="Effects\Shaders\SmaaBlend.spv" />
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<EmbeddedResource Include="Effects\Shaders\SmaaEdge.spv" />
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<EmbeddedResource Include="Effects\Shaders\SmaaNeighbour.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\ChangeBufferStride.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\ColorBlitClearAlphaFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\ColorBlitFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\ColorBlitMsFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\ColorBlitVertex.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\ColorClearFFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\ColorClearSIFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\ColorClearUIFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\ColorClearVertex.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\ColorCopyShorteningCompute.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\ColorCopyToNonMsCompute.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\ColorCopyWideningCompute.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\ColorDrawToMsFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\ColorDrawToMsVertex.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\ConvertD32S8ToD24S8.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\ConvertIndexBuffer.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\ConvertIndirectData.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\DepthBlitFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\DepthBlitMsFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\DepthDrawToMsFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\DepthDrawToNonMsFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\StencilBlitFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\StencilBlitMsFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\StencilDrawToMsFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\StencilDrawToNonMsFragment.spv" />
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</ItemGroup>
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<ItemGroup>
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