Removed shader compiler to external executable #443

Merged
XiaoQiDigipen merged 2 commits from ShaderCompilerMigrate into main 2023-03-25 16:52:02 +08:00
9 changed files with 21 additions and 219 deletions

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@ -21,10 +21,11 @@ echo "N - dotnet"
echo "O - tinyddsloader" echo "O - tinyddsloader"
echo "P - fmod" echo "P - fmod"
echo "Q - vswhere" echo "Q - vswhere"
echo "R - ShaderCompiler"
echo --------------------------------------------------- echo ---------------------------------------------------
echo. echo.
choice /C ABCDEFGHIJKLMNOPQ choice /C ABCDEFGHIJKLMNOPQR
set _e=%ERRORLEVEL% set _e=%ERRORLEVEL%
if %_e%==1 goto VMA if %_e%==1 goto VMA
@ -44,6 +45,7 @@ if %_e%==14 goto dotnet
if %_e%==15 goto tinyddsloader if %_e%==15 goto tinyddsloader
if %_e%==16 goto fmod if %_e%==16 goto fmod
if %_e%==17 goto vswhere if %_e%==17 goto vswhere
if %_e%==18 goto ShaderCompiler
:VMA :VMA
echo -----------------------VMA---------------------------- echo -----------------------VMA----------------------------
@ -163,6 +165,13 @@ echo -----------------------vswhere----------------------------
rmdir "Dependencies/vswhere" /S /Q rmdir "Dependencies/vswhere" /S /Q
mkdir "Dependencies/vswhere" mkdir "Dependencies/vswhere"
powershell -Command "& {wget https://github.com/microsoft/vswhere/releases/download/3.1.1/vswhere.exe -OutFile "Dependencies/vswhere/vswhere.exe"}" powershell -Command "& {wget https://github.com/microsoft/vswhere/releases/download/3.1.1/vswhere.exe -OutFile "Dependencies/vswhere/vswhere.exe"}"
if %_e%==17 (goto:done) else (goto:ShaderCompiler)
:ShaderCompiler
echo ------------------ShaderCompiler------------------
rmdir "Dependencies/ShaderCompiler" /S /Q
mkdir "Dependencies/ShaderCompiler"
git clone https://github.com/SHADE-DP/ShaderCompiler.git "Dependencies/ShaderCompiler"
:done :done
echo DONE! echo DONE!

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@ -17,4 +17,5 @@ IncludeDir["VULKAN"] = "$(VULKAN_SDK)"
IncludeDir["dotnet"] = "%{wks.location}\\Dependencies\\dotnet" IncludeDir["dotnet"] = "%{wks.location}\\Dependencies\\dotnet"
IncludeDir["tinyddsloader"] = "%{wks.location}\\Dependencies\\tinyddsloader" IncludeDir["tinyddsloader"] = "%{wks.location}\\Dependencies\\tinyddsloader"
IncludeDir["fmod"] = "%{wks.location}\\Dependencies\\fmod" IncludeDir["fmod"] = "%{wks.location}\\Dependencies\\fmod"
IncludeDir["vswhere"] = "%{wks.location}\\Dependencies\\vswhere" IncludeDir["vswhere"] = "%{wks.location}\\Dependencies\\vswhere"
IncludeDir["ShaderCompiler"] = "%{wks.location}\\Dependencies\\ShaderCompiler"

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@ -67,7 +67,6 @@ project "SHADE_Engine"
"vulkan-1.lib", "vulkan-1.lib",
"SDL2.lib", "SDL2.lib",
"SDL2main.lib", "SDL2main.lib",
"shaderc_shared.lib",
"shlwapi.lib" "shlwapi.lib"
} }
@ -120,9 +119,6 @@ project "SHADE_Engine"
filter "configurations:Debug" filter "configurations:Debug"
postbuildcommands postbuildcommands
{ {
"xcopy /r /y /q \"%{IncludeDir.ModelCompiler}\\bin\\Debug\\assimp-vc142-mtd.dll\" \"$(OutDir)\"",
"xcopy /r /y /q \"%{IncludeDir.ModelCompiler}\\bin\\Debug\\ModelCompiler.exe\" \"$(OutDir)\"",
"xcopy /r /y /q \"%{IncludeDir.FontCompiler}\\bin\\Debug\\FontCompiler.exe\" \"$(OutDir)\"",
"xcopy /r /y /q \"%{IncludeDir.fmod}\\lib\\fmodL.dll\" \"$(OutDir)\"", "xcopy /r /y /q \"%{IncludeDir.fmod}\\lib\\fmodL.dll\" \"$(OutDir)\"",
"xcopy /r /y /q \"%{IncludeDir.fmod}\\lib\\fmodstudioL.dll\" \"$(OutDir)\"", "xcopy /r /y /q \"%{IncludeDir.fmod}\\lib\\fmodstudioL.dll\" \"$(OutDir)\"",
"xcopy /r /y /q \"%{IncludeDir.vswhere}\\vswhere.exe\" \"$(OutDir)\"" "xcopy /r /y /q \"%{IncludeDir.vswhere}\\vswhere.exe\" \"$(OutDir)\""
@ -131,9 +127,6 @@ project "SHADE_Engine"
filter "configurations:Release" filter "configurations:Release"
postbuildcommands postbuildcommands
{ {
"xcopy /r /y /q \"%{IncludeDir.ModelCompiler}\\bin\\Release\\assimp-vc142-mt.dll\" \"$(OutDir)\"",
"xcopy /r /y /q \"%{IncludeDir.ModelCompiler}\\bin\\Release\\ModelCompiler.exe\" \"$(OutDir)\"",
"xcopy /r /y /q \"%{IncludeDir.FontCompiler}\\bin\\Release\\FontCompiler.exe\" \"$(OutDir)\"",
"xcopy /r /y /q \"%{IncludeDir.fmod}\\lib\\fmod.dll\" \"$(OutDir)\"", "xcopy /r /y /q \"%{IncludeDir.fmod}\\lib\\fmod.dll\" \"$(OutDir)\"",
"xcopy /r /y /q \"%{IncludeDir.fmod}\\lib\\fmodstudio.dll\" \"$(OutDir)\"", "xcopy /r /y /q \"%{IncludeDir.fmod}\\lib\\fmodstudio.dll\" \"$(OutDir)\"",
"xcopy /r /y /q \"%{IncludeDir.vswhere}\\vswhere.exe\" \"$(OutDir)\"" "xcopy /r /y /q \"%{IncludeDir.vswhere}\\vswhere.exe\" \"$(OutDir)\""
@ -147,12 +140,6 @@ project "SHADE_Engine"
"xcopy /r /y /q \"%{IncludeDir.fmod}\\lib\\fmodstudio.dll\" \"$(OutDir)\"" "xcopy /r /y /q \"%{IncludeDir.fmod}\\lib\\fmodstudio.dll\" \"$(OutDir)\""
} }
filter "configurations:Publish"
postbuildcommands
{
--"xcopy /r /y /q \"%{IncludeDir.assimp}\\bin\\Release\\assimp-vc142-mt.dll\" \"$(OutDir)\""
}
warnings 'Extra' warnings 'Extra'
filter "configurations:Debug" filter "configurations:Debug"

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@ -1,164 +0,0 @@
/*************************************************************************//**
* \file SHShaderSourceCompiler.cpp
* \author Loh Xiao Qi
* \date 23 10 2022
* \brief
*
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
*****************************************************************************/
#include "SHpch.h"
#include "SHShaderSourceCompiler.h"
#include "shaderc/shaderc.hpp"
#include "Events/SHEventManager.hpp"
#include <fstream>
#include <sstream>
#include <string>
#include <algorithm>
namespace SHADE
{
std::string SHShaderSourceCompiler::CompileShaderSourceToBinary(AssetPath path, SHShaderAsset const& data) noexcept
{
std::string newPath{ path.string() };
newPath = newPath.substr(0, newPath.find_last_of('.'));
newPath += SHADER_BUILT_IN_EXTENSION.data();
std::ofstream file{ newPath, std::ios::binary | std::ios::out | std::ios::trunc };
file.write(
reinterpret_cast<char const*>(& data.shaderType), sizeof(uint8_t)
);
size_t const byteCount = sizeof(uint32_t) * data.spirvBinary.size();
file.write(
reinterpret_cast<char const*>(&byteCount), sizeof(size_t)
);
file.write(
reinterpret_cast<char const*>(data.spirvBinary.data()), byteCount
);
file.close();
return newPath;
}
SHShaderAsset const* SHShaderSourceCompiler::CompileShaderSourceToMemory(std::string const& data, std::string const& name, SH_SHADER_TYPE type) noexcept
{
// shaderc compiler
shaderc::Compiler compiler;
shaderc::CompileOptions options;
options.AddMacroDefinition("MY_DEFINE", "1");
//TODO: Check if we need optimisation levels when compiling into spirv
// Set optimization levels
//if (opLevel != shaderc_optimization_level_zero)
// options.SetOptimizationLevel(opLevel);
// Attempt to get the shaderc equivalent shader stage
shaderc_shader_kind shaderKind;
switch (type)
{
case SH_SHADER_TYPE::VERTEX:
shaderKind = shaderc_shader_kind::shaderc_glsl_vertex_shader;
break;
case SH_SHADER_TYPE::FRAGMENT:
shaderKind = shaderc_shader_kind::shaderc_glsl_fragment_shader;
break;
case SH_SHADER_TYPE::COMPUTE:
shaderKind = shaderc_shader_kind::shaderc_glsl_compute_shader;
break;
default:
shaderKind = shaderc_shader_kind::shaderc_glsl_vertex_shader;
break;
}
// Compile the shader and get the result
shaderc::SpvCompilationResult compileResult = compiler.CompileGlslToSpv(data, shaderKind, name.c_str(), options);
if (compileResult.GetCompilationStatus() != shaderc_compilation_status_success)
{
SHLOG_ERROR("Shaderc failed to compile GLSL shader to binary | " + compileResult.GetErrorMessage());
return nullptr;
}
auto result = new SHShaderAsset();
result->spirvBinary.resize(compileResult.end() - compileResult.begin());
std::ranges::copy(compileResult.begin(), compileResult.end(), result->spirvBinary.data());
result->name = name;
result->shaderType = type;
return result;
}
SH_SHADER_TYPE SHShaderSourceCompiler::GetShaderTypeFromFilename(std::string name) noexcept
{
for (auto i { 0 }; i < SHADER_TYPE_MAX_COUNT; ++i)
{
const auto& [SHADER_SUFFIX, SHADER_TYPE] = SHADER_IDENTIFIERS[i];
if (name.find(SHADER_SUFFIX.data()) != std::string::npos)
{
return SHADER_TYPE;
}
}
return SH_SHADER_TYPE::INAVLID_TYPE;
}
std::optional<AssetPath> SHShaderSourceCompiler::LoadAndCompileShader(AssetPath path) noexcept
{
auto type = GetShaderTypeFromFilename(path.filename().string());
if (type == SH_SHADER_TYPE::INAVLID_TYPE)
{
SHLOG_ERROR("Invalid filename for shaders, follow suffix in SHAssetMacros.h: {}", path.string());
return {};
}
path.make_preferred();
std::ifstream file{ path.string(), std::ios::in };
if (file.is_open())
{
std::stringstream stream;
stream << file.rdbuf();
std::string const content = stream.str();
auto data = CompileShaderSourceToMemory(content, path.filename().string(), type);
if (data == nullptr)
{
return{};
}
return CompileShaderSourceToBinary(path, *data);
}
SHLOG_ERROR("Unable to open shader file: {}", path.string());
return {};
}
std::optional<AssetPath> SHShaderSourceCompiler::CompileShaderFromString
(std::string const& string, AssetPath path, SH_SHADER_TYPE type) noexcept
{
auto const data = CompileShaderSourceToMemory(string, path.filename().string(), type);
if (data == nullptr)
{
return{};
}
return CompileShaderSourceToBinary(path, *data);
}
}

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@ -1,31 +0,0 @@
/*************************************************************************//**
* \file SHShaderSourceCompiler.h
* \author Loh Xiao Qi
* \date 23 10 2022
* \brief
*
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
*****************************************************************************/
#pragma once
#include "Assets/SHAssetMacros.h"
#include "Assets/Asset Types/SHShaderAsset.h"
namespace SHADE
{
class SHShaderSourceCompiler
{
private:
static std::string CompileShaderSourceToBinary(AssetPath path, SHShaderAsset const& data) noexcept;
static SHShaderAsset const* CompileShaderSourceToMemory(std::string const& data, std::string const& name, SH_SHADER_TYPE type) noexcept;
static SH_SHADER_TYPE GetShaderTypeFromFilename(std::string name) noexcept;
public:
static std::optional<AssetPath> LoadAndCompileShader(AssetPath path) noexcept;
static std::optional<AssetPath> CompileShaderFromString
(std::string const& string, AssetPath path, SH_SHADER_TYPE type) noexcept;
};
}

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@ -78,6 +78,7 @@ constexpr std::string_view BUILT_IN_ASSET_ROOT{ "../../Built_In" };
// COMPILER EXE // COMPILER EXE
constexpr std::string_view MODEL_COMPILER_EXE{ "ModelCompiler.exe" }; constexpr std::string_view MODEL_COMPILER_EXE{ "ModelCompiler.exe" };
constexpr std::string_view FONT_COMPILER_EXE{ "FontCompiler.exe" }; constexpr std::string_view FONT_COMPILER_EXE{ "FontCompiler.exe" };
constexpr std::string_view SHADER_COMPILER_EXE{ "ShaderCompiler.exe" };
// INTERNAL ASSET PATHS // INTERNAL ASSET PATHS
constexpr std::string_view SCENE_FOLDER{ "/Scenes/" }; constexpr std::string_view SCENE_FOLDER{ "/Scenes/" };

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@ -29,7 +29,6 @@
#include "Asset Types/SHAnimClipContainerAsset.h" #include "Asset Types/SHAnimClipContainerAsset.h"
#include "Libraries/Compilers/SHTextureCompiler.h" #include "Libraries/Compilers/SHTextureCompiler.h"
#include "Libraries/Compilers/SHShaderSourceCompiler.h"
#include "Filesystem/SHFileSystem.h" #include "Filesystem/SHFileSystem.h"
#include <rttr/registration.h> #include <rttr/registration.h>
@ -483,13 +482,13 @@ namespace SHADE
auto const ext{ path.extension().string() }; auto const ext{ path.extension().string() };
if (ext == GLSL_EXTENSION.data()) if (ext == GLSL_EXTENSION.data())
{ {
auto value { SHShaderSourceCompiler::LoadAndCompileShader(path) }; std::string command {SHADER_COMPILER_EXE.data()};
if (!value.has_value()) command += " " + path.string();
{ std::system(command.c_str());
SHLOG_ERROR("Shader compile failed: {}", path.string());
return; std::string shaderPath = path.string().substr(0, path.string().find_last_of('.'));
} shaderPath += SHADER_BUILT_IN_EXTENSION;
newPath = value.value(); newPath = shaderPath;
} }
else if (ext == GLTF_EXTENSION.data() || ext == FBX_EXTENSION.data()) else if (ext == GLTF_EXTENSION.data() || ext == FBX_EXTENSION.data())
{ {

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@ -27,9 +27,9 @@ workspace "SHADE"
group "Dependencies" group "Dependencies"
include "Dependencies/FontCompiler/Dependencies/msdf" include "Dependencies/FontCompiler/Dependencies/msdf"
include "Dependencies/imgui" include "Dependencies/imgui"
--include "Dependencies/tracy"
include "Dependencies/yamlcpp" include "Dependencies/yamlcpp"
include "Dependencies/reactphysics3d" include "Dependencies/reactphysics3d"
include "Dependencies/ModelCompiler" include "Dependencies/ModelCompiler"
include "Dependencies/FontCompiler" include "Dependencies/FontCompiler"
include "Dependencies/ShaderCompiler"
group "" group ""