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Begin fleshing out Vulkan GLSL spec.
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@ -62,7 +62,7 @@ The good part is that we can use whatever GLSL version we want when writing shad
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In runtime, we can have a vendor-neutral mature compiler,
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In runtime, we can have a vendor-neutral mature compiler,
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[https://github.com/KhronosGroup/glslang](glslang) which compiles our Vulkan GLSL to SPIR-V.
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[https://github.com/KhronosGroup/glslang](glslang) which compiles our Vulkan GLSL to SPIR-V.
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Using [https://github.com/ARM-software/spir2cross](spir2cross), we can then do reflection on the SPIR-V binary to deduce our filter chain layout.
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Using [https://github.com/KhronosGroup/SPIRV-Cross](SPIRV-Cross), we can then do reflection on the SPIR-V binary to deduce our filter chain layout.
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We can also disassemble back to our desired GLSL dialect in the GL backend based on which GL version we're running,
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We can also disassemble back to our desired GLSL dialect in the GL backend based on which GL version we're running,
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which effectively means we can completely sidestep all our current problems with a pure GLSL based shading system.
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which effectively means we can completely sidestep all our current problems with a pure GLSL based shading system.
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@ -74,7 +74,8 @@ as an extension in their GLSL frontend.
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This was considered, but there are several convenience problems with having a shading spec around pure SPIR-V.
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This was considered, but there are several convenience problems with having a shading spec around pure SPIR-V.
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The first problem is metadata. In GLSL, we can quite easily extend with custom #pragmas or similar, but there is no trivial way to do this in SPIR-V
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The first problem is metadata. In GLSL, we can quite easily extend with custom #pragmas or similar, but there is no trivial way to do this in SPIR-V
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outside writing custom tools to emit special metadata as debug information or similar.
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outside writing custom tools to emit special metadata as debug information or similar with OpSource.
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We could also have this metadata outside in a separate file, but juggling more files means more churn, which we should try to avoid.
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We could also have this metadata outside in a separate file, but juggling more files means more churn, which we should try to avoid.
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The other problem is convenience. If RetroArch only accepts SPIR-V, we would need an explicit build step outside RetroArch first before we could
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The other problem is convenience. If RetroArch only accepts SPIR-V, we would need an explicit build step outside RetroArch first before we could
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test a shader. This gets very annoying during shader development,
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test a shader. This gets very annoying during shader development,
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@ -221,9 +222,10 @@ The biggest hurdle to overcome is how we describe our pipeline layout. The pipel
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There are three main types of inputs in this shader system.
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There are three main types of inputs in this shader system.
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- Texture samplers (sampler2D)
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- Texture samplers (sampler2D)
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- Look-up textures for static input data
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- Uniform data describing dimensions of textures
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- Uniform data describing dimensions of textures
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- Uniform ancillary data for render target dimensions, backbuffer target dimensions, frame count, etc
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- Uniform ancillary data for render target dimensions, backbuffer target dimensions, frame count, etc
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- Uniform User-defined parameters
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- Uniform user-defined parameters
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- Uniform MVP for vertex shader
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- Uniform MVP for vertex shader
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#### Deduction by name
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#### Deduction by name
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@ -294,3 +296,49 @@ If the LUT is small enough, we could realize it via plain old uniforms as well p
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This particular feature could be very interesting for generic polyphase lookup banks with different LUT files for different filters.
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This particular feature could be very interesting for generic polyphase lookup banks with different LUT files for different filters.
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## Vulkan GLSL specification
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This part of the spec considers how Vulkan GLSL shaders are written. The frontend uses the glslang frontend to compile GLSL sources.
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This ensures that we do not end up with vendor-specific extensions.
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The #version string should be as recent as possible, e.g. `#version 450` or `#version 310 es`.
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It is recommended to use 310 es since it allows mediump which can help on mobile.
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Note that after the Vulkan GLSL is turned into SPIR-V, the original #version string does not matter anymore.
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Also note that SPIR-V cannot be generated from legacy shader versions such as #version 100 (ES 2.0) or #version 120 (GL 2.1).
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The frontend will use reflection on the resulting SPIR-V file in order to deduce what each element in the UBO or what each texture means.
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The main two types of data passed to shaders are read-only and can be classified as:
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- `uniform sampler2D`: This is used for input textures, framebuffer results and lookup-textures.
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- `uniform Block { };`: This is used for any constant data which is passed to the shader.
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### Resource usage rules
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Certain rules must be adhered to in order to make it easier for the frontend to dynamically set up bindings to resources.
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- All resources must be using descriptor set #0, or don't use layout(set = #N) at all.
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- layout(binding = #N) must be declared for all UBOs and sampler2Ds.
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- All resources must use different bindings.
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- There can be only one UBO.
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- If a UBO is used in both vertex and fragment, their binding number must match.
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- If a UBO is used in both vertex and fragment, members with the same name must have the same offset.
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This problem is easily avoided by having the same UBO visible to both vertex and fragment as "common" code.
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- sampler2D cannot be used in vertex.
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- Other resource types such as SSBOs, images, atomic counters, etc, etc, are not allowed.
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- Every member of the UBOs as well as every texture must be meaningful to the frontend in some way, or error is generated.
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### Builtin pragmas and extensions
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### Example shader
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```
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#version 450
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layout(set = 0, binding = 0, std140) uniform UBO
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{
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mat4 MVP;
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vec4 SourceSize;
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};
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```
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## Porting guide from legacy Cg spec
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