1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316
|
#!/usr/bin/env python3
#
# Copyright (c) 2016-2025 Valve Corporation
# Copyright (c) 2016-2025 LunarG, Inc.
# Copyright (c) 2016-2025 Google Inc.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
# Compile GLSL to SPIR-V. Depends on glslangValidator
import os
import sys
import shutil
import subprocess
import struct
import re
import argparse
import common_ci
from concurrent.futures import ThreadPoolExecutor
from collections import namedtuple
SPIRV_MAGIC = 0x07230203
COLUMNS = 10
INDENT = 4
# Structure to hold processed shader data
ShaderData = namedtuple("ShaderData", ["name", "words", "function_offsets", "filename"])
def identifierize(s):
# translate invalid chars
s = re.sub("[^0-9a-zA-Z_]", "_", s)
# translate leading digits
return re.sub("^[^a-zA-Z_]+", "_", s)
def compile_shader(gpu_shaders_dir, filename, glslang_validator, spirv_opt, target_env):
tmpfile = os.path.basename(filename) + '.tmp'
# invoke glslangValidator
try:
args = [glslang_validator]
if not target_env:
requires_vulkan_1_2 = ['rgen', 'rint', 'rahit', 'rchit', 'rmiss', 'rcall']
if filename.split(".")[-1] in requires_vulkan_1_2:
target_env = "vulkan1.2"
elif filename.find('instrumentation') != -1:
target_env = "vulkan1.1" # Otherwise glslang might create BufferBlocks
else:
target_env = "vulkan1.0"
if target_env:
args += ["--target-env", target_env]
# functions called by the SPIRV-Tools instrumentation require special options
if filename.find('instrumentation') != -1:
args += ["--no-link"]
else:
args += ["-V"]
include_dir = "-I" + gpu_shaders_dir
args += [include_dir, "-o", tmpfile, filename]
subprocess.check_output(args, universal_newlines=True)
except subprocess.CalledProcessError as e:
print(f"Error compiling shader:")
print(e.output, file=sys.stderr)
if os.path.exists(tmpfile):
os.remove(tmpfile)
raise Exception(e.output) # Re-raise to propagate the error message
# invoke spirv-opt
try:
args = [spirv_opt, tmpfile, '-o', tmpfile]
# gpuav_shaders_constants.h adds many constants not needed and it slows down linking time
args += ['--eliminate-dead-const']
# Runs some basic optimizations that don't touch CFG for goal of making linking functions smaller (and faster)
args += ['--eliminate-local-single-block']
args += ['--eliminate-local-single-store']
args += ['--vector-dce']
args += ['--simplify-instructions']
args += ['--eliminate-dead-code-aggressive']
subprocess.check_output(args, universal_newlines=True)
except subprocess.CalledProcessError as e:
print(f"Error optimizing {filename} with spirv-opt:", file=sys.stderr)
print(e.output, file=sys.stderr)
if os.path.exists(tmpfile):
os.remove(tmpfile)
raise Exception(e.output) # Re-raise to propagate the error message
# read the temp file into a list of SPIR-V words
words = []
try:
with open(tmpfile, "rb") as f:
data = f.read()
assert(len(data) and len(data) % 4 == 0)
# determine endianness
fmt = ("<" if data[0] == (SPIRV_MAGIC & 0xff) else ">") + "I"
for i in range(0, len(data), 4):
words.append(struct.unpack(fmt, data[i:(i + 4)])[0])
assert(words[0] == SPIRV_MAGIC)
finally:
if os.path.exists(tmpfile):
os.remove(tmpfile)
return words
def process_shader(shader_filename, gpu_shaders_dir, glslang, spirv_opt, targetenv):
words = compile_shader(gpu_shaders_dir, shader_filename, glslang, spirv_opt, targetenv)
head_tail = os.path.split(shader_filename)
name = os.path.basename(head_tail[0]) + "_" + head_tail[1]
name = identifierize(name)
function_offsets = []
if "instrumentation" in shader_filename:
offset = 5 # First 5 words are the header
while offset < len(words):
instruction = words[offset]
length = instruction >> 16
opcode = instruction & 0xFFFF
if opcode == 54: # OpFunction
function_offsets.append(offset)
offset += length # Move to the next instruction
return ShaderData(name=name, words=words, function_offsets=function_offsets, filename=shader_filename)
def write_aggregate_files(shader_data_list, apiname, outdir):
output_basename = "gpuav_offline_spirv"
header_content = []
source_content = []
file_header = f'''// *** THIS FILE IS GENERATED - DO NOT EDIT ***
// See {os.path.basename(__file__)} for modifications
/***************************************************************************
*
* Copyright (c) 2021-2025 The Khronos Group Inc.
* Copyright (c) 2021-2025 Valve Corporation
* Copyright (c) 2021-2025 LunarG, Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
****************************************************************************/
'''
header_content.append(file_header)
header_content.append("#pragma once\n")
header_content.append("#include <cstdint>\n")
header_content.append("// We have found having spirv code defined the header can lead to MSVC not recognizing changes\n")
# Sort for consistent output order
shader_data_list.sort(key=lambda x: x.name)
for data in shader_data_list:
header_content.append(f"extern const uint32_t {data.name}_size;")
header_content.append(f"extern const uint32_t {data.name}[];")
if data.function_offsets:
header_content.append("// These offset match the function in the order they are declared in the GLSL source")
for index, offset in enumerate(data.function_offsets):
header_content.append(f'extern const uint32_t {data.name}_function_{index}_offset;')
header_content.append("") # Add a newline for readability
source_content.append(file_header)
source_content.append(f'#include "{output_basename}.h"\n')
source_content.append("// To view SPIR-V, copy contents of an array and paste in https://www.khronos.org/spir/visualizer/\n")
for data in shader_data_list:
literals = []
for i in range(0, len(data.words), COLUMNS):
columns = ["0x%08x" % word for word in data.words[i:(i + COLUMNS)]]
literals.append(" " * INDENT + ", ".join(columns) + ",")
literals_str = "\n".join(literals)
if literals_str.endswith(','):
literals_str = literals_str[:-1]
source_content.append(f"[[maybe_unused]] const uint32_t {data.name}_size = {len(data.words)};")
source_content.append(f"[[maybe_unused]] const uint32_t {data.name}[{len(data.words)}] = {{\n{literals_str}}};")
if data.function_offsets:
for index, offset in enumerate(data.function_offsets):
source_content.append(f'[[maybe_unused]] const uint32_t {data.name}_function_{index}_offset = {offset};')
source_content.append("")
if outdir:
out_file_dir = os.path.join(outdir, f'layers/{apiname}/generated')
else:
out_file_dir = common_ci.RepoRelative(f'layers/{apiname}/generated')
os.makedirs(out_file_dir, exist_ok=True)
out_file_header = os.path.join(out_file_dir, output_basename + '.h')
out_file_source = os.path.join(out_file_dir, output_basename + '.cpp')
with open(out_file_header, "w") as f:
f.write("\n".join(header_content))
with open(out_file_source, "w") as f:
f.write("\n".join(source_content))
def main():
parser = argparse.ArgumentParser(description='Generate single aggregated spirv header/source for GPU-AV shaders.')
parser.add_argument('--api',
default='vulkan',
choices=['vulkan'],
help='Specify API name (used for output directory structure)')
parser.add_argument('--glslang', action='store', type=str, help='Path to glslangValidator to use')
parser.add_argument('--spirv-opt', action='store', dest='spirv_opt', type=str, help='Path to spirv-opt to use')
parser.add_argument('--outdir', action='store', type=str, help='Optional path to output directory root')
parser.add_argument('--targetenv', action='store', type=str, help='Optional --target-env argument passed down to glslangValidator')
parser.add_argument('--single-thread', action='store_true', help='Run compilation on a single thread (for debugging)')
args = parser.parse_args()
shaders_to_compile = []
shader_type = ['vert', 'tesc', 'tese', 'geom', 'frag', 'comp', 'mesh', 'task', 'rgen', 'rint', 'rahit', 'rchit', 'rmiss', 'rcall']
try:
gpu_shaders_dir = common_ci.RepoRelative('layers/gpuav/shaders')
validation_cmd_shaders_dir = common_ci.RepoRelative('layers/gpuav/shaders/validation_cmd')
instrumentation_shaders_dir = common_ci.RepoRelative('layers/gpuav/shaders/instrumentation')
for dir_path in [validation_cmd_shaders_dir, instrumentation_shaders_dir]:
if not os.path.isdir(dir_path):
print(f"Warning: Shader directory not found: {dir_path}", file=sys.stderr)
continue
for filename in os.listdir(dir_path):
if filename.split(".")[-1].lower() in shader_type: # Use lower() for case-insensitivity
shaders_to_compile.append(os.path.join(dir_path, filename))
except Exception as e:
sys.exit(f"Error finding shader directories: {e}")
if not shaders_to_compile:
sys.exit("No shader files found to compile.")
external_dir = None
for path_suffix in ['external/Debug/64', 'external/Release/64', 'external']:
try:
potential_dir = common_ci.RepoRelative(path_suffix)
if os.path.isdir(potential_dir):
external_dir = potential_dir
break
except Exception:
continue
if not external_dir:
print("Warning: Could not automatically determine external tools directory.", file=sys.stderr)
# default glslangValidator path
glslang = common_ci.RepoRelative(os.path.join(external_dir, 'glslang/build/install/bin/glslang'))
if args.glslang:
glslang = args.glslang
if not shutil.which(glslang):
sys.exit("Cannot find glslangValidator " + glslang)
# default spirv-opt path
spirv_opt = common_ci.RepoRelative(os.path.join(external_dir, 'SPIRV-Tools/build/install/bin/spirv-opt'))
if args.spirv_opt:
spirv_opt = args.spirv_opt
if not shutil.which(spirv_opt):
sys.exit("Cannot find spirv-opt " + spirv_opt)
# compile shaders
compiled_shader_data = []
compilation_failed = False
if len(shaders_to_compile) == 1 or args.single_thread:
for shader in shaders_to_compile:
try:
result = process_shader(shader, gpu_shaders_dir, glslang, spirv_opt, args.targetenv)
compiled_shader_data.append(result)
except Exception:
compilation_failed = True
else:
# glslang will take almost 1 second per shader on Windows (likely due to File I/O issues)
# We multi-thread the list of |shaders_to_compile| to help speed things up
with ThreadPoolExecutor() as executor:
futures = {executor.submit(process_shader, shader, gpu_shaders_dir, glslang, spirv_opt, args.targetenv): shader for shader in shaders_to_compile}
for future in futures:
shader = futures[future]
try:
result = future.result() # This will raise exceptions if any occurred inside process_shader
compiled_shader_data.append(result)
except Exception:
compilation_failed = True
if compilation_failed:
sys.exit("One or more shaders failed to compile. Aggregated files will not be generated.")
write_aggregate_files(compiled_shader_data, args.api, args.outdir)
if __name__ == '__main__':
main()
|