[Feat] (MG_Util/ShaderTranspiler): Implement simple shader compile

This commit is contained in:
2025-07-20 19:54:29 +08:00
parent 0388cd316b
commit 18675f72f3
13 changed files with 436 additions and 10 deletions
+5 -2
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@@ -4,7 +4,7 @@ project("MobileGL")
enable_language(CXX)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD 23)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
@@ -21,6 +21,7 @@ add_library(${CMAKE_PROJECT_NAME} SHARED
MobileGL/MG_Util/Converters/GLToStr/GLEnumConverter.cpp
MobileGL/MG_Util/Converters/MGToStr/GLExtensionConverter.cpp
MobileGL/MG_Util/Converters/GLToGlslang/GLShaderLangConverter.cpp
MobileGL/MG_Impl/GLXImpl/Exporting/Definitions.cpp
MobileGL/MG_Impl/GLXImpl/LookUp/LookUp.cpp
@@ -35,7 +36,9 @@ add_library(${CMAKE_PROJECT_NAME} SHARED
MobileGL/MG_Util/Pipelines/ShaderCompilationPipeline.cpp
MobileGL/MG_Util/Pipelines/ProgramLinkingPipeline.cpp
MobileGL/MG_Util/ShaderTranspiler/ShaderCompiler.cpp
MobileGL/MG_State/GLState/Core.cpp
MobileGL/MG_State/GLState/BufferState/BufferState.cpp
)
+7 -2
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@@ -41,7 +41,9 @@
#include <queue>
#include <format>
#include <memory>
#include <bit>
#include <functional>
#include <expected>
#include <glslang/Public/ShaderLang.h>
#include <glslang/Include/Types.h>
@@ -97,6 +99,7 @@ int __android_log_print(int prio, const char *tag, const char *fmt, ...);
#include "MG_Util/Debug/Log.h"
#include "MG_Util/Converters/GLToStr/GLEnumConverter.h"
#include "MG_Util/Converters/MGToStr/GLExtensionConverter.h"
#include "MG_Util/Converters/GLToGlslang/GLShaderLangConverter.h"
#include "MG_Backend/Backends.h"
@@ -107,9 +110,11 @@ int __android_log_print(int prio, const char *tag, const char *fmt, ...);
#include "MG_Impl/GLImpl/Getter/GL_Getter.h"
#include "MG_Util/Pipelines/PipelineExecutor.hpp"
//#include "MG_Util/Pipelines/PipelineExecutor.hpp"
#include "MG_Util/Pipelines/ShaderCompilationPipeline.h"
//#include "MG_Util/Pipelines/ShaderCompilationPipeline.h"
#include "MG_Util/ShaderTranspiler/glslang/UniformTraverser.h"
#include "MG_State/GLState/BufferState/BufferObject.h"
#include "MG_State/GLState/BufferState/BufferState.h"
+2 -3
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@@ -1,8 +1,7 @@
cmake_minimum_required(VERSION 3.14)
project(MobileGLTest)
# GoogleTest requires at least C++17
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD 23)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
include(FetchContent)
@@ -31,4 +30,4 @@ include(GoogleTest)
gtest_discover_tests(SanityTest)
add_subdirectory(Buffer)
#add_subdirectory(Program)
add_subdirectory(Program)
+4 -2
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@@ -12,8 +12,10 @@ add_executable(
ProgramTest.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/GLToStr/GLEnumConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Pipelines/ShaderCompilationPipeline.cpp
${MGL_ROOT}/MobileGL/MG_Util/Pipelines/ProgramLinkingPipeline.cpp
# ${MGL_ROOT}/MobileGL/MG_Util/Pipelines/ShaderCompilationPipeline.cpp
# ${MGL_ROOT}/MobileGL/MG_Util/Pipelines/ProgramLinkingPipeline.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/GLToGlslang/GLShaderLangConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/ShaderTranspiler/ShaderCompiler.cpp
)
target_include_directories(ProgramTest PRIVATE
+32
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@@ -14,3 +14,35 @@ protected:
TEST_F(ProgramTest, Sanity) {
ASSERT_TRUE(true);
}
const char* vs = R"(#version 150
in vec3 Position;
in vec2 UV;
in vec4 Color;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
out vec2 texCoord;
out vec4 vertexColor;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
texCoord = UV;
vertexColor = Color;
})";
TEST_F(ProgramTest, CompileSimpleVertexShader) {
using namespace MG_Util::ShaderTranspiler;
ShaderAttrib attrib {
.shaderType = GL_VERTEX_SHADER,
.sourceStr = vs
};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
ASSERT_NE(res.error().errc, 0);
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log;
}
}
@@ -0,0 +1,28 @@
//
// Created by Swung 0x48 on 2025/7/20.
//
#include "Includes.h"
namespace MobileGL {
namespace MG_Util {
EShLanguage ConvertGLEnumToEShLanguage(GLenum shaderType) {
switch (shaderType) {
case GL_VERTEX_SHADER:
return EShLanguage::EShLangVertex;
case GL_FRAGMENT_SHADER:
return EShLanguage::EShLangFragment;
case GL_COMPUTE_SHADER:
return EShLanguage::EShLangCompute;
case GL_TESS_CONTROL_SHADER:
return EShLanguage::EShLangTessControl;
case GL_TESS_EVALUATION_SHADER:
return EShLanguage::EShLangTessEvaluation;
case GL_GEOMETRY_SHADER:
return EShLanguage::EShLangGeometry;
default:
return EShLanguage::EShLangCount;
}
}
}
}
@@ -0,0 +1,15 @@
//
// Created by Swung 0x48 on 2025/7/20.
//
#ifndef MOBILEGL_GLSHADERLANGCONVERTER_H
#define MOBILEGL_GLSHADERLANGCONVERTER_H
namespace MobileGL {
namespace MG_Util {
EShLanguage ConvertGLEnumToEShLanguage(GLenum shaderType);
}
}
#endif //MOBILEGL_GLSHADERLANGCONVERTER_H
@@ -0,0 +1,158 @@
//
// Created by Swung 0x48 on 2025/7/20.
//
#include "Includes.h"
namespace MobileGL {
namespace MG_Util {
namespace ShaderTranspiler {
TBuiltInResource& GetTBuiltInResourceInstance()
{
static TBuiltInResource Resources{};
Resources.maxLights = 32;
Resources.maxClipPlanes = 6;
Resources.maxTextureUnits = 32;
Resources.maxTextureCoords = 32;
Resources.maxVertexAttribs = 64;
Resources.maxVertexUniformComponents = 4096;
Resources.maxVaryingFloats = 64;
Resources.maxVertexTextureImageUnits = 32;
Resources.maxCombinedTextureImageUnits = 80;
Resources.maxTextureImageUnits = 32;
Resources.maxFragmentUniformComponents = 4096;
Resources.maxDrawBuffers = 32;
Resources.maxVertexUniformVectors = 128;
Resources.maxVaryingVectors = 8;
Resources.maxFragmentUniformVectors = 16;
Resources.maxVertexOutputVectors = 16;
Resources.maxFragmentInputVectors = 15;
Resources.minProgramTexelOffset = -8;
Resources.maxProgramTexelOffset = 7;
Resources.maxClipDistances = 8;
Resources.maxComputeWorkGroupCountX = 65535;
Resources.maxComputeWorkGroupCountY = 65535;
Resources.maxComputeWorkGroupCountZ = 65535;
Resources.maxComputeWorkGroupSizeX = 1024;
Resources.maxComputeWorkGroupSizeY = 1024;
Resources.maxComputeWorkGroupSizeZ = 64;
Resources.maxComputeUniformComponents = 1024;
Resources.maxComputeTextureImageUnits = 16;
Resources.maxComputeImageUniforms = 8;
Resources.maxComputeAtomicCounters = 8;
Resources.maxComputeAtomicCounterBuffers = 1;
Resources.maxVaryingComponents = 60;
Resources.maxVertexOutputComponents = 64;
Resources.maxGeometryInputComponents = 64;
Resources.maxGeometryOutputComponents = 128;
Resources.maxFragmentInputComponents = 128;
Resources.maxImageUnits = 8;
Resources.maxCombinedImageUnitsAndFragmentOutputs = 8;
Resources.maxCombinedShaderOutputResources = 8;
Resources.maxImageSamples = 0;
Resources.maxVertexImageUniforms = 0;
Resources.maxTessControlImageUniforms = 0;
Resources.maxTessEvaluationImageUniforms = 0;
Resources.maxGeometryImageUniforms = 0;
Resources.maxFragmentImageUniforms = 8;
Resources.maxCombinedImageUniforms = 8;
Resources.maxGeometryTextureImageUnits = 16;
Resources.maxGeometryOutputVertices = 256;
Resources.maxGeometryTotalOutputComponents = 1024;
Resources.maxGeometryUniformComponents = 1024;
Resources.maxGeometryVaryingComponents = 64;
Resources.maxTessControlInputComponents = 128;
Resources.maxTessControlOutputComponents = 128;
Resources.maxTessControlTextureImageUnits = 16;
Resources.maxTessControlUniformComponents = 1024;
Resources.maxTessControlTotalOutputComponents = 4096;
Resources.maxTessEvaluationInputComponents = 128;
Resources.maxTessEvaluationOutputComponents = 128;
Resources.maxTessEvaluationTextureImageUnits = 16;
Resources.maxTessEvaluationUniformComponents = 1024;
Resources.maxTessPatchComponents = 120;
Resources.maxPatchVertices = 32;
Resources.maxTessGenLevel = 64;
Resources.maxViewports = 16;
Resources.maxVertexAtomicCounters = 0;
Resources.maxTessControlAtomicCounters = 0;
Resources.maxTessEvaluationAtomicCounters = 0;
Resources.maxGeometryAtomicCounters = 0;
Resources.maxFragmentAtomicCounters = 8;
Resources.maxCombinedAtomicCounters = 8;
Resources.maxAtomicCounterBindings = 1;
Resources.maxVertexAtomicCounterBuffers = 0;
Resources.maxTessControlAtomicCounterBuffers = 0;
Resources.maxTessEvaluationAtomicCounterBuffers = 0;
Resources.maxGeometryAtomicCounterBuffers = 0;
Resources.maxFragmentAtomicCounterBuffers = 1;
Resources.maxCombinedAtomicCounterBuffers = 1;
Resources.maxAtomicCounterBufferSize = 16384;
Resources.maxTransformFeedbackBuffers = 4;
Resources.maxTransformFeedbackInterleavedComponents = 64;
Resources.maxCullDistances = 8;
Resources.maxCombinedClipAndCullDistances = 8;
Resources.maxSamples = 4;
Resources.maxMeshOutputVerticesNV = 256;
Resources.maxMeshOutputPrimitivesNV = 512;
Resources.maxMeshWorkGroupSizeX_NV = 32;
Resources.maxMeshWorkGroupSizeY_NV = 1;
Resources.maxMeshWorkGroupSizeZ_NV = 1;
Resources.maxTaskWorkGroupSizeX_NV = 32;
Resources.maxTaskWorkGroupSizeY_NV = 1;
Resources.maxTaskWorkGroupSizeZ_NV = 1;
Resources.maxMeshViewCountNV = 4;
Resources.limits.nonInductiveForLoops = true;
Resources.limits.whileLoops = true;
Resources.limits.doWhileLoops = true;
Resources.limits.generalUniformIndexing = true;
Resources.limits.generalAttributeMatrixVectorIndexing = true;
Resources.limits.generalVaryingIndexing = true;
Resources.limits.generalSamplerIndexing = true;
Resources.limits.generalVariableIndexing = true;
Resources.limits.generalConstantMatrixVectorIndexing = true;
return Resources;
}
CompilerResult ShaderCompiler::CompileShader(const ShaderAttrib& attrib) {
auto shaderType = attrib.shaderType;
auto sourceStr = attrib.sourceStr;
auto lang = GetEShLanguageByShaderType(shaderType);
if (lang == EShLanguage::EShLangCount) {
ShaderCompileResult<false> r;
r.log += "Error: [Preprocess] Unsupported shader type: " +
ConvertGLEnumToString(shaderType);
r.errc = -1;
return std::unexpected(r);
}
ShaderCompileResult<true> res;
auto& tshader = res.TShader;
tshader = MakeUnique<glslang::TShader>(lang);
const char* src[] = { sourceStr.c_str() };
tshader->setStrings(src, 1);
tshader->setInvertY(true);
tshader->setEnvInput(glslang::EShSourceGlsl, lang, glslang::EShClientVulkan, 450);
tshader->setEnvClient(glslang::EShClientOpenGL, glslang::EShTargetOpenGL_450);
tshader->setEnvTarget(glslang::EShTargetSpv, glslang::EShTargetSpv_1_6);
tshader->setAutoMapLocations(true);
tshader->setAutoMapBindings(true);
tshader->setEnvInputVulkanRulesRelaxed(); // using EXT_vulkan_glsl_relaxed for gl_VertexID and gl_InstanceID?
if (!tshader->parse(&GetTBuiltInResourceInstance(), 150, ECompatibilityProfile,
/*forceDefaultVersionAndProfile: */false,
/*forwardCompatible: */true, EShMsgDefault)) {
ShaderCompileResult<false> r;
r.log += "Error: [glslang] Cannot compile " + ConvertGLEnumToString(shaderType) + ":\n"
+ std::string(tshader->getInfoLog());
r.errc = -2;
return std::unexpected(r);
}
return res;
}
}
}
}
@@ -0,0 +1,20 @@
//
// Created by Swung 0x48 on 2025/7/20.
//
#ifndef MOBILEGLTEST_SHADERCOMPILER_H
#define MOBILEGLTEST_SHADERCOMPILER_H
namespace MobileGL {
namespace MG_Util {
namespace ShaderTranspiler {
class ShaderCompiler {
public:
static CompilerResult CompileShader(const ShaderAttrib& attrib);
};
}
}
}
#endif //MOBILEGLTEST_SHADERCOMPILER_H
+109
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@@ -0,0 +1,109 @@
//
// Created by Swung 0x48 on 2025/7/20.
//
#ifndef MG_UTIL_SHADERTRANSPILER_TYPES_H
#define MG_UTIL_SHADERTRANSPILER_TYPES_H
namespace MobileGL {
namespace MG_Util {
namespace ShaderTranspiler {
enum class TUniformType {
Uniform,
Sampler
};
template <TUniformType T>
struct TUniform {
static_assert(false, "TUniform<T> does not accept this enum");
};
template <>
struct TUniform<TUniformType::Uniform> {
String name;
glslang::TStorageQualifier storageQualifier;
Uint layoutLocation = 0;
Uint layoutBinding = 0;
glslang::TLayoutPacking layoutPacking;
};
template <>
struct TUniform<TUniformType::Sampler> {
String name;
glslang::TSampler sampler;
};
struct EmptyType {};
struct ShaderAttrib {
GLenum shaderType;
String sourceStr;
};
struct CompiledTShader {
UniquePtr<glslang::TShader> TShader;
Vector<TUniform<TUniformType::Uniform>> uniforms;
Vector<TUniform<TUniformType::Sampler>> samplers;
};
template <bool Succeeded>
struct ShaderCompileResult:
public std::conditional_t<Succeeded, CompiledTShader, EmptyType> {
Int errc = 0;
String log;
};
using CompilerResult = std::expected<ShaderCompileResult<true>, ShaderCompileResult<false>>;
struct ShaderPayload {
// In
GLenum shaderType;
String sourceStr;
// Out
UniquePtr<glslang::TShader> TShader;
Vector<TUniform<TUniformType::Uniform>> uniforms;
Vector<TUniform<TUniformType::Sampler>> samplers;
Int errc = 0;
String log;
};
struct ProgramPayload {
// In
Vector<GLenum> shaderTypes;
Vector<UniquePtr<glslang::TShader>> shadersToLink;
// Out
glslang::TProgram linkedProgram;
Vector<Vector<Uint>> programSpirv;
Int errc = 0;
String log;
};
inline static EShLanguage GetEShLanguageByShaderType(GLenum shaderType) {
switch (shaderType) {
case GL_VERTEX_SHADER:
return EShLanguage::EShLangVertex;
case GL_FRAGMENT_SHADER:
return EShLanguage::EShLangFragment;
case GL_COMPUTE_SHADER:
return EShLanguage::EShLangCompute;
case GL_TESS_CONTROL_SHADER:
return EShLanguage::EShLangTessControl;
case GL_TESS_EVALUATION_SHADER:
return EShLanguage::EShLangTessEvaluation;
case GL_GEOMETRY_SHADER:
return EShLanguage::EShLangGeometry;
default:
return EShLanguage::EShLangCount;
}
}
}
}
}
#include "ShaderCompiler.h"
#endif //MG_UTIL_SHADERTRANSPILER_TYPES_H
@@ -0,0 +1,30 @@
//
// Created by Swung 0x48 on 2025/7/20.
//
#include "Includes.h"
namespace MobileGL {
namespace MG_Util {
namespace ShaderTranspiler {
void UniformTraverser::visitSymbol(glslang::TIntermSymbol *symbol) {
const auto &type = symbol->getType();
if (symbol->getQualifier().isUniform()) {
auto name = symbol->getName();
auto qualifier = symbol->getQualifier();
auto &uniform = uniforms.emplace_back();
uniform.name = name;
uniform.storageQualifier = qualifier.storage;
uniform.layoutLocation = qualifier.layoutLocation;
uniform.layoutBinding = qualifier.layoutBinding;
uniform.layoutPacking = qualifier.layoutPacking;
} else if (type.getBasicType() == glslang::EbtSampler) {
auto &uniform = samplers.emplace_back();
uniform.name = symbol->getName();
uniform.sampler = type.getSampler();
}
}
}
}
}
@@ -0,0 +1,25 @@
//
// Created by Swung 0x48 on 2025/7/20.
//
#ifndef MOBILEGL_UNIFORMTRAVERSER_H
#define MOBILEGL_UNIFORMTRAVERSER_H
namespace MobileGL {
namespace MG_Util {
namespace ShaderTranspiler {
class UniformTraverser : public glslang::TIntermTraverser {
public:
UniformTraverser(Vector<TUniform<TUniformType::Uniform>> &u, Vector<TUniform<TUniformType::Sampler>> &s)
: uniforms(u), samplers(s) {}
void visitSymbol(glslang::TIntermSymbol *symbol) override;
Vector<TUniform<TUniformType::Uniform>> &uniforms;
Vector<TUniform<TUniformType::Sampler>> &samplers;
};
}
}
}
#endif //MOBILEGL_UNIFORMTRAVERSER_H
+1 -1
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@@ -162,4 +162,4 @@ namespace MobileGL {
};
}
#include "Pipelines/Types.h"
#include "MG_Util/ShaderTranspiler/Types.h"