shader.cpp 6.2 KB

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  1. /*
  2. * Copyright 2011-2025 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
  4. */
  5. #include "bgfx_p.h"
  6. #include "shader_dxbc.h"
  7. #include "shader_spirv.h"
  8. namespace bgfx
  9. {
  10. struct DescriptorTypeToId
  11. {
  12. DescriptorType::Enum type;
  13. uint16_t id;
  14. };
  15. static DescriptorTypeToId s_descriptorTypeToId[] =
  16. {
  17. // NOTICE:
  18. // DescriptorType must be in order how it appears in DescriptorType::Enum! id is
  19. // unique and should not be changed if new DescriptorTypes are added.
  20. { DescriptorType::StorageBuffer, 0x0007 },
  21. { DescriptorType::StorageImage, 0x0003 },
  22. };
  23. static_assert(BX_COUNTOF(s_descriptorTypeToId) == DescriptorType::Count);
  24. DescriptorType::Enum idToDescriptorType(uint16_t _id)
  25. {
  26. for (uint32_t ii = 0; ii < BX_COUNTOF(s_descriptorTypeToId); ++ii)
  27. {
  28. if (s_descriptorTypeToId[ii].id == _id)
  29. {
  30. return s_descriptorTypeToId[ii].type;
  31. }
  32. }
  33. return DescriptorType::Count;
  34. }
  35. uint16_t descriptorTypeToId(DescriptorType::Enum _type)
  36. {
  37. return s_descriptorTypeToId[_type].id;
  38. }
  39. struct TextureComponentTypeToId
  40. {
  41. TextureComponentType::Enum type;
  42. uint8_t id;
  43. };
  44. static TextureComponentTypeToId s_textureComponentTypeToId[] =
  45. {
  46. // see comment in s_descriptorTypeToId
  47. { TextureComponentType::Float, 0x00 },
  48. { TextureComponentType::Int, 0x01 },
  49. { TextureComponentType::Uint, 0x02 },
  50. { TextureComponentType::Depth, 0x03 },
  51. { TextureComponentType::UnfilterableFloat, 0x04 },
  52. };
  53. static_assert(BX_COUNTOF(s_textureComponentTypeToId) == TextureComponentType::Count);
  54. TextureComponentType::Enum idToTextureComponentType(uint8_t _id)
  55. {
  56. for (uint32_t ii = 0; ii < BX_COUNTOF(s_textureComponentTypeToId); ++ii)
  57. {
  58. if (s_textureComponentTypeToId[ii].id == _id)
  59. {
  60. return s_textureComponentTypeToId[ii].type;
  61. }
  62. }
  63. return TextureComponentType::Count;
  64. }
  65. uint8_t textureComponentTypeToId(TextureComponentType::Enum _type)
  66. {
  67. return s_textureComponentTypeToId[_type].id;
  68. }
  69. struct TextureDimensionToId
  70. {
  71. TextureDimension::Enum dimension;
  72. uint8_t id;
  73. };
  74. static TextureDimensionToId s_textureDimensionToId[] =
  75. {
  76. // see comment in s_descriptorTypeToId
  77. { TextureDimension::Dimension1D, 0x01 },
  78. { TextureDimension::Dimension2D, 0x02 },
  79. { TextureDimension::Dimension2DArray, 0x03 },
  80. { TextureDimension::DimensionCube, 0x04 },
  81. { TextureDimension::DimensionCubeArray, 0x05 },
  82. { TextureDimension::Dimension3D, 0x06 },
  83. };
  84. static_assert(BX_COUNTOF(s_textureDimensionToId) == TextureDimension::Count);
  85. TextureDimension::Enum idToTextureDimension(uint8_t _id)
  86. {
  87. for (uint32_t ii = 0; ii < BX_COUNTOF(s_textureDimensionToId); ++ii)
  88. {
  89. if (s_textureDimensionToId[ii].id == _id)
  90. {
  91. return s_textureDimensionToId[ii].dimension;
  92. }
  93. }
  94. return TextureDimension::Count;
  95. }
  96. uint8_t textureDimensionToId(TextureDimension::Enum _dim)
  97. {
  98. return s_textureDimensionToId[_dim].id;
  99. }
  100. static bool printAsm(uint32_t _offset, const DxbcInstruction& _instruction, void* _userData)
  101. {
  102. BX_UNUSED(_offset);
  103. bx::WriterI* writer = reinterpret_cast<bx::WriterI*>(_userData);
  104. char temp[512];
  105. toString(temp, sizeof(temp), _instruction);
  106. bx::Error err;
  107. bx::write(writer, temp, (int32_t)bx::strLen(temp), &err);
  108. bx::write(writer, '\n', &err);
  109. return true;
  110. }
  111. static bool printAsm(uint32_t _offset, const SpvInstruction& _instruction, void* _userData)
  112. {
  113. BX_UNUSED(_offset);
  114. bx::WriterI* writer = reinterpret_cast<bx::WriterI*>(_userData);
  115. char temp[512];
  116. toString(temp, sizeof(temp), _instruction);
  117. bx::Error err;
  118. bx::write(writer, temp, (int32_t)bx::strLen(temp), &err);
  119. bx::write(writer, '\n', &err);
  120. return true;
  121. }
  122. void disassembleByteCode(bx::WriterI* _writer, bx::ReaderSeekerI* _reader, bx::Error* _err)
  123. {
  124. uint32_t magic;
  125. bx::peek(_reader, magic, _err);
  126. if (magic == SPV_CHUNK_HEADER)
  127. {
  128. SpirV spirv;
  129. read(_reader, spirv, _err);
  130. parse(spirv.shader, printAsm, _writer, _err);
  131. }
  132. else if (magic == DXBC_CHUNK_HEADER)
  133. {
  134. DxbcContext dxbc;
  135. read(_reader, dxbc, _err);
  136. parse(dxbc.shader, printAsm, _writer, _err);
  137. }
  138. else
  139. {
  140. BX_TRACE("Unrecognized shader binary format (magic: 0x%08x)!", magic);
  141. BX_ERROR_SET(_err, kShaderInvalidHeader, "Failed to read shader binary. Invalid magic number.");
  142. }
  143. }
  144. void disassemble(bx::WriterI* _writer, bx::ReaderSeekerI* _reader, bx::Error* _err)
  145. {
  146. BX_ERROR_SCOPE(_err);
  147. uint32_t magic;
  148. bx::peek(_reader, magic, _err);
  149. if (isShaderBin(magic) )
  150. {
  151. bx::read(_reader, magic, _err);
  152. uint32_t hashIn;
  153. bx::read(_reader, hashIn, _err);
  154. uint32_t hashOut;
  155. if (isShaderVerLess(magic, 6) )
  156. {
  157. hashOut = hashIn;
  158. }
  159. else
  160. {
  161. bx::read(_reader, hashOut, _err);
  162. }
  163. uint16_t count;
  164. bx::read(_reader, count, _err);
  165. if (!_err->isOk() ) { return; }
  166. for (uint32_t ii = 0; ii < count; ++ii)
  167. {
  168. uint8_t nameSize = 0;
  169. bx::read(_reader, nameSize, _err);
  170. if (!_err->isOk() ) { return; }
  171. char name[256];
  172. bx::read(_reader, &name, nameSize, _err);
  173. name[nameSize] = '\0';
  174. uint8_t type;
  175. bx::read(_reader, type, _err);
  176. uint8_t num;
  177. bx::read(_reader, num, _err);
  178. uint16_t regIndex;
  179. bx::read(_reader, regIndex, _err);
  180. uint16_t regCount;
  181. bx::read(_reader, regCount, _err);
  182. if (!isShaderVerLess(magic, 8) )
  183. {
  184. uint16_t texInfo;
  185. bx::read(_reader, texInfo, _err);
  186. }
  187. if (!isShaderVerLess(magic, 10) )
  188. {
  189. uint16_t texFormat = 0;
  190. bx::read(_reader, texFormat, _err);
  191. }
  192. }
  193. uint32_t shaderSize;
  194. bx::read(_reader, shaderSize, _err);
  195. if (!_err->isOk() ) { return; }
  196. uint8_t* shaderCode = (uint8_t*)bx::alloc(g_allocator, shaderSize);
  197. bx::read(_reader, shaderCode, shaderSize, _err);
  198. bx::MemoryReader reader(shaderCode, shaderSize);
  199. disassembleByteCode(_writer, &reader, _err);
  200. bx::write(_writer, '\0', _err);
  201. bx::free(g_allocator, shaderCode);
  202. }
  203. else
  204. {
  205. disassembleByteCode(_writer, _reader, _err);
  206. }
  207. }
  208. void disassemble(bx::WriterI* _writer, const void* _data, uint32_t _size, bx::Error* _err)
  209. {
  210. bx::MemoryReader reader(_data, _size);
  211. disassemble(_writer, &reader, _err);
  212. }
  213. } // namespace bgfx