Generate and load binary shader objects
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6 changed files with 150 additions and 27 deletions
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@ -453,7 +453,7 @@ Basic sample showing how to use descriptor buffers to replace descriptor sets.
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#### [Shader objects (VK_EXT_shader_object)](./examples/shaderobjects/)<br/>
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Basic sample showing how to use shader objects that can be used to replace pipeline state objects. Instead of baking all state in a PSO, shaders are explicitly loaded and bound as separate objects and state is set using dynamic state extensions.
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Basic sample showing how to use shader objects that can be used to replace pipeline state objects. Instead of baking all state in a PSO, shaders are explicitly loaded and bound as separate objects and state is set using dynamic state extensions. The sample also stores binary shader objets and loads them on consecutive runs.
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### Misc
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26
data/shaders/glsl/shaderobjects/phong.frag
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26
data/shaders/glsl/shaderobjects/phong.frag
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@ -0,0 +1,26 @@
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#version 450
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layout (binding = 1) uniform sampler2D samplerColorMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec3 inViewVec;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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// Desaturate color
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vec3 color = vec3(mix(inColor, vec3(dot(vec3(0.2126,0.7152,0.0722), inColor)), 0.65));
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// High ambient colors because mesh materials are pretty dark
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vec3 ambient = color * vec3(1.0);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), 0.0) * color;
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vec3 specular = pow(max(dot(R, V), 0.0), 32.0) * vec3(0.35);
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outFragColor = vec4(ambient + diffuse * 1.75 + specular, 1.0);
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}
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BIN
data/shaders/glsl/shaderobjects/phong.frag.spv
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BIN
data/shaders/glsl/shaderobjects/phong.frag.spv
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Binary file not shown.
30
data/shaders/glsl/shaderobjects/phong.vert
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30
data/shaders/glsl/shaderobjects/phong.vert
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@ -0,0 +1,30 @@
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec3 inColor;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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vec4 lightPos;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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void main()
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{
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outNormal = inNormal;
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outColor = inColor;
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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outNormal = mat3(ubo.model) * inNormal;
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vec3 lPos = mat3(ubo.model) * ubo.lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = -pos.xyz;
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}
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BIN
data/shaders/glsl/shaderobjects/phong.vert.spv
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BIN
data/shaders/glsl/shaderobjects/phong.vert.spv
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Binary file not shown.
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@ -33,7 +33,8 @@ public:
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VkPhysicalDeviceShaderObjectFeaturesEXT enabledDeviceShaderObjectFeaturesEXT{};
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PFN_vkCreateShadersEXT vkCreateShadersEXT;
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PFN_vkCmdBindShadersEXT vkCmdBindShadersEXT;
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PFN_vkCmdBindShadersEXT vkCmdBindShadersEXT;
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PFN_vkGetShaderBinaryDataEXT vkGetShaderBinaryDataEXT;
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// With VK_EXT_shader_object pipeline state must be set at command buffer creation using these functions
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// VK_EXT_dynamic_state
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@ -109,6 +110,7 @@ public:
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
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}
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// Loads a binary shader file
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void _loadShader(std::string filename, char* &code, size_t &size) {
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// @todo: Android
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std::ifstream is(filename, std::ios::binary | std::ios::in | std::ios::ate);
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@ -134,33 +136,97 @@ public:
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VkShaderCreateInfoEXT shaderCreateInfos[2]{};
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// VS
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_loadShader(getShadersPath() + "pipelines/phong.vert.spv", shaderCodes[0], shaderCodeSizes[0]);
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shaderCreateInfos[0].sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO_EXT;
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shaderCreateInfos[0].flags = VK_SHADER_CREATE_LINK_STAGE_BIT_EXT;
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shaderCreateInfos[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
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shaderCreateInfos[0].nextStage = VK_SHADER_STAGE_FRAGMENT_BIT;
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shaderCreateInfos[0].codeType = VK_SHADER_CODE_TYPE_SPIRV_EXT;
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shaderCreateInfos[0].pCode = shaderCodes[0];
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shaderCreateInfos[0].codeSize = shaderCodeSizes[0];
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shaderCreateInfos[0].pName = "main";
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shaderCreateInfos[0].setLayoutCount = 1;
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shaderCreateInfos[0].pSetLayouts = &descriptorSetLayout;
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// With VK_EXT_shader_object we can generate an implementation dependent binary file that's faster to load
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// So we check if the binray files exist and if we can load it instead of the SPIR-V
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bool binaryShadersLoaded = false;
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// FS
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_loadShader(getShadersPath() + "pipelines/phong.frag.spv", shaderCodes[1], shaderCodeSizes[1]);
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shaderCreateInfos[1].sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO_EXT;
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shaderCreateInfos[1].flags = VK_SHADER_CREATE_LINK_STAGE_BIT_EXT;
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shaderCreateInfos[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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shaderCreateInfos[1].nextStage = 0;
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shaderCreateInfos[1].codeType = VK_SHADER_CODE_TYPE_SPIRV_EXT;
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shaderCreateInfos[1].pCode = shaderCodes[1];
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shaderCreateInfos[1].codeSize = shaderCodeSizes[1];
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shaderCreateInfos[1].pName = "main";
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shaderCreateInfos[1].setLayoutCount = 1;
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shaderCreateInfos[1].pSetLayouts = &descriptorSetLayout;
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if (vks::tools::fileExists(getShadersPath() + "shaderobjects/phong.vert.bin") && vks::tools::fileExists(getShadersPath() + "shaderobjects/phong.frag.bin")) {
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// VS
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_loadShader(getShadersPath() + "shaderobjects/phong.vert.bin", shaderCodes[0], shaderCodeSizes[0]);
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shaderCreateInfos[0].sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO_EXT;
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shaderCreateInfos[0].flags = VK_SHADER_CREATE_LINK_STAGE_BIT_EXT;
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shaderCreateInfos[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
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shaderCreateInfos[0].nextStage = VK_SHADER_STAGE_FRAGMENT_BIT;
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shaderCreateInfos[0].codeType = VK_SHADER_CODE_TYPE_BINARY_EXT;
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shaderCreateInfos[0].pCode = shaderCodes[0];
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shaderCreateInfos[0].codeSize = shaderCodeSizes[0];
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shaderCreateInfos[0].pName = "main";
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shaderCreateInfos[0].setLayoutCount = 1;
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shaderCreateInfos[0].pSetLayouts = &descriptorSetLayout;
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vkCreateShadersEXT(device, 2, shaderCreateInfos, nullptr, shaders);
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// FS
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_loadShader(getShadersPath() + "shaderobjects/phong.frag.bin", shaderCodes[1], shaderCodeSizes[1]);
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shaderCreateInfos[1].sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO_EXT;
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shaderCreateInfos[1].flags = VK_SHADER_CREATE_LINK_STAGE_BIT_EXT;
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shaderCreateInfos[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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shaderCreateInfos[1].nextStage = 0;
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shaderCreateInfos[1].codeType = VK_SHADER_CODE_TYPE_BINARY_EXT;
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shaderCreateInfos[1].pCode = shaderCodes[1];
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shaderCreateInfos[1].codeSize = shaderCodeSizes[1];
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shaderCreateInfos[1].pName = "main";
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shaderCreateInfos[1].setLayoutCount = 1;
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shaderCreateInfos[1].pSetLayouts = &descriptorSetLayout;
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VkResult result = vkCreateShadersEXT(device, 2, shaderCreateInfos, nullptr, shaders);
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// If the function returns e.g. VK_ERROR_INCOMPATIBLE_SHADER_BINARY_EXT, the binary file is no longer (or not at all) compatible with the current implementation
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if (result == VK_SUCCESS) {
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binaryShadersLoaded = true;
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} else {
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std::cout << "Could not load binary shader files (" << vks::tools::errorString(result) << ", loading SPIR - V instead\n";
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}
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}
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// If the binary files weren't present, or we could not load them, we load from SPIR-V
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if (!binaryShadersLoaded) {
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// VS
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_loadShader(getShadersPath() + "shaderobjects/phong.vert.spv", shaderCodes[0], shaderCodeSizes[0]);
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shaderCreateInfos[0].sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO_EXT;
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shaderCreateInfos[0].flags = VK_SHADER_CREATE_LINK_STAGE_BIT_EXT;
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shaderCreateInfos[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
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shaderCreateInfos[0].nextStage = VK_SHADER_STAGE_FRAGMENT_BIT;
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shaderCreateInfos[0].codeType = VK_SHADER_CODE_TYPE_SPIRV_EXT;
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shaderCreateInfos[0].pCode = shaderCodes[0];
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shaderCreateInfos[0].codeSize = shaderCodeSizes[0];
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shaderCreateInfos[0].pName = "main";
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shaderCreateInfos[0].setLayoutCount = 1;
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shaderCreateInfos[0].pSetLayouts = &descriptorSetLayout;
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// FS
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_loadShader(getShadersPath() + "shaderobjects/phong.frag.spv", shaderCodes[1], shaderCodeSizes[1]);
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shaderCreateInfos[1].sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO_EXT;
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shaderCreateInfos[1].flags = VK_SHADER_CREATE_LINK_STAGE_BIT_EXT;
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shaderCreateInfos[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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shaderCreateInfos[1].nextStage = 0;
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shaderCreateInfos[1].codeType = VK_SHADER_CODE_TYPE_SPIRV_EXT;
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shaderCreateInfos[1].pCode = shaderCodes[1];
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shaderCreateInfos[1].codeSize = shaderCodeSizes[1];
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shaderCreateInfos[1].pName = "main";
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shaderCreateInfos[1].setLayoutCount = 1;
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shaderCreateInfos[1].pSetLayouts = &descriptorSetLayout;
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VK_CHECK_RESULT(vkCreateShadersEXT(device, 2, shaderCreateInfos, nullptr, shaders));
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// Store the binary shader files so we can try to load them at the next start
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size_t dataSize{ 0 };
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char* data{ nullptr };
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std::fstream is;
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vkGetShaderBinaryDataEXT(device, shaders[0], &dataSize, nullptr);
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data = new char[dataSize];
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vkGetShaderBinaryDataEXT(device, shaders[0], &dataSize, data);
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is.open(getShadersPath() + "shaderobjects/phong.vert.bin", std::ios::binary | std::ios::out);
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is.write(data, dataSize);
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is.close();
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delete[] data;
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vkGetShaderBinaryDataEXT(device, shaders[1], &dataSize, nullptr);
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data = new char[dataSize];
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vkGetShaderBinaryDataEXT(device, shaders[1], &dataSize, data);
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is.open(getShadersPath() + "shaderobjects/phong.frag.bin", std::ios::binary | std::ios::out);
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is.write(data, dataSize);
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is.close();
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delete[] data;
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}
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}
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void buildCommandBuffers()
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@ -260,6 +326,7 @@ public:
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vkCreateShadersEXT = reinterpret_cast<PFN_vkCreateShadersEXT>(vkGetDeviceProcAddr(device, "vkCreateShadersEXT"));
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vkCmdBindShadersEXT = reinterpret_cast<PFN_vkCmdBindShadersEXT>(vkGetDeviceProcAddr(device, "vkCmdBindShadersEXT"));
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vkGetShaderBinaryDataEXT = reinterpret_cast<PFN_vkGetShaderBinaryDataEXT>(vkGetDeviceProcAddr(device, "vkGetShaderBinaryDataEXT"));
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vkCmdSetViewportWithCountEXT = reinterpret_cast<PFN_vkCmdSetViewportWithCountEXT>(vkGetDeviceProcAddr(device, "vkCmdSetViewportWithCountEXT"));;
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vkCmdSetScissorWithCountEXT = reinterpret_cast<PFN_vkCmdSetScissorWithCountEXT>(vkGetDeviceProcAddr(device, "vkCmdSetScissorWithCountEXT"));
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