PostProcessing/FX: Use SPIR-V instead of GLSL for Vulkan

This commit is contained in:
Stenzek
2024-09-08 19:43:18 +10:00
parent 86bff869bc
commit 432fd80f3d
2 changed files with 32 additions and 19 deletions

View File

@ -82,8 +82,8 @@ static std::unique_ptr<reshadefx::codegen> CreateRFXCodegen()
case RenderAPI::Vulkan:
case RenderAPI::Metal:
{
return std::unique_ptr<reshadefx::codegen>(reshadefx::create_codegen_glsl(
460, false, true, debug_info, uniforms_to_spec_constants, false, (rapi == RenderAPI::Vulkan)));
return std::unique_ptr<reshadefx::codegen>(reshadefx::create_codegen_spirv(
true, debug_info, uniforms_to_spec_constants, false, (rapi == RenderAPI::Vulkan)));
}
case RenderAPI::OpenGL:
@ -1303,9 +1303,6 @@ GPUTexture* PostProcessing::ReShadeFXShader::GetTextureByID(TextureID id, GPUTex
bool PostProcessing::ReShadeFXShader::CompilePipeline(GPUTexture::Format format, u32 width, u32 height,
ProgressCallback* progress)
{
const RenderAPI api = g_gpu_device->GetRenderAPI();
const bool needs_main_defn = (api != RenderAPI::D3D11 && api != RenderAPI::D3D12);
m_valid = false;
m_textures.clear();
m_passes.clear();
@ -1342,20 +1339,16 @@ bool PostProcessing::ReShadeFXShader::CompilePipeline(GPUTexture::Format format,
return false;
}
// TODO: If using spv, this will be populated.
// const std::string effect_code = cg->finalize_code();
auto get_shader = [api, needs_main_defn, &cg](const std::string& name, const std::span<Sampler> samplers,
GPUShaderStage stage) {
const RenderAPI api = g_gpu_device->GetRenderAPI();
auto get_shader = [api, &cg](const std::string& name, const std::span<Sampler> samplers, GPUShaderStage stage) {
const std::string real_code = cg->finalize_code_for_entry_point(name);
#if 0
FileSystem::WriteStringToFile(fmt::format("D:\\reshade_{}.txt", Path::SanitizeFileName(name)).c_str(), real_code);
#endif
const GPUShaderLanguage lang = (api == RenderAPI::Vulkan || api == RenderAPI::Metal) ?
GPUShaderLanguage::SPV :
ShaderGen::GetShaderLanguageForAPI(api);
const char* entry_point = (lang == GPUShaderLanguage::HLSL) ? name.c_str() : "main";
Error error;
std::unique_ptr<GPUShader> sshader = g_gpu_device->CreateShader(
stage, ShaderGen::GetShaderLanguageForAPI(api), real_code, &error, needs_main_defn ? "main" : name.c_str());
std::unique_ptr<GPUShader> sshader = g_gpu_device->CreateShader(stage, lang, real_code, &error, entry_point);
if (!sshader)
ERROR_LOG("Failed to compile function '{}': {}", name, error.GetDescription());