acdream/tools/ShaderCompiler/VulkanGlslPreamble.cs
Erik 935f4dc3d9 feat(render): V6e — move the world mesh's texture lookup to where Vulkan can express it
Campaign V slice V6e, first of three. mesh_modern is the shader every world
static, every piece of scenery and every EnvCell surface draws through, and it
was one of the four production pairs the SPIR-V toolchain still refused.

The blocker was a varying. Since V2 the vertex stage looked a batch's table slot
up in the binding=9 handle table and forwarded the resulting 64-bit
GL_ARB_bindless_texture handle to the fragment stage as a `flat uvec2`. That
works on GL because a bindless handle is just a number a shader may carry
anywhere. It cannot work on Vulkan at all: the equivalent object is a descriptor
in set 2, and a descriptor is not a value a stage can hand to another stage. So
what travels between the stages is now the SLOT — a `flat uint` — and the
fragment stage does the lookup at the point of sampling.

That relocation needs one shared idea, because the two backends disagree about
what the lookup IS. `ACDREAM_SAMPLE_ARRAY(slot, uvw)` asks the dialect-neutral
question — "sample table slot N" — and expands to
`texture(sampler2DArray(gTextureTable[slot]), uvw)` under GL and to
`texture(uTextures[nonuniformEXT(slot)], uvw)` under Vulkan. It is deliberately
a SAMPLING macro rather than a sampler-returning one: `nonuniformEXT` belongs on
the indexing expression itself, and binding the result to a local
`sampler2DArray` first is exactly where an implementation is free to drop it.
That is the same shape V6d already used for the retained UI's 2-D reads, and it
now covers the array reads the world path needs.

`ACDREAM_TEXTURE_NONE` lands alongside it, unused here and used by the next
commit. GL can ask "does this slot hold a texture" of the payload, because an
unregistered slot holds the null handle; Vulkan cannot, because set 2 is opaque
and reading an unwritten element of a partially-bound array is undefined rather
than zero. The sentinel moves that answer into the index, where both dialects
test it identically.

On GL nothing about the sampled result changes — the same slot resolves to the
same handle to the same texel. The SSBO read simply happens one stage later,
and `flat` keeps it one scalar load per primitive rather than per fragment.

Also: RenderBootstrap has been loading mesh_modern without common.glsl since V2,
which cannot have linked — `ACDREAM_UBO_SET` sits inside a layout qualifier
there. The UI Studio path is the only caller. One argument, same pair, same way
WorldRenderComposition has always loaded it.

Gates: Release build clean; App tests 4,057 passed / 3 skipped (baseline);
offline pixel gate against 95f8c25f differing fraction 3.37e-05 (~19 px of
563,200), inside the documented 15–23 px same-commit noise band and ~30x under
the 0.001 threshold. mesh_modern is the shader that gate covers most heavily,
so this is the strongest automated evidence any V6e commit gets.

Manifest: 4/9 pairs compile (debug_line, mesh_modern, ui_text, vk_probe).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 09:21:22 +02:00

243 lines
12 KiB
C#

using System.Text;
namespace AcDream.Tools.ShaderCompiler;
/// <summary>
/// Campaign V slice V6c, plan §3.4 and §4.6: the Vulkan half of acdream's
/// dual-dialect GLSL.
///
/// <para>The GLSL sources under <c>Rendering/Shaders</c> are the single source of
/// truth for both backends, and they are written in the dialect GL accepts. The
/// three things Vulkan needs on top of that are not source edits — they are
/// definitions the compiler injects immediately after the <c>#version</c> line:
/// </para>
///
/// <list type="number">
/// <item><c>ACDREAM_UBO_SET</c> becomes <c>set = 1,</c>. Under GL it expands to
/// nothing, because GL keeps the SSBO and UBO binding namespaces separate and
/// <c>BatchBuffer</c> (SSBO binding 1) and <c>SceneLighting</c> (UBO binding 1)
/// can share a number. Vulkan has one namespace per set, so moving uniform
/// buffers to set 1 preserves both numbers. <c>common.glsl</c> has carried this
/// macro since V2 for exactly this moment.</item>
/// <item>The texture table becomes a real descriptor array at set 2 binding 0,
/// and <c>ACDREAM_TEXTURE_HANDLE</c> becomes an index rather than a packed
/// bindless handle. <c>nonuniformEXT</c> is required, not optional: within one
/// multi-draw dispatch different draws read different <c>Batches[]</c> entries,
/// and "dynamically uniform" is defined over the whole dispatch on some
/// implementations.</item>
/// <item>The shared 96-byte push-constant block is declared, and each loose
/// uniform name is <c>#define</c>d onto its member. Vulkan GLSL has no default
/// uniform block, so this is the only way the same source can declare
/// <c>uniform mat4 uViewProjection;</c> for GL and read a push constant for
/// Vulkan.</item>
/// </list>
///
/// <para>Injection rather than source rewriting is the whole design. A textual
/// transform over the real shader bodies would be a small compiler with its own
/// failure modes, and it would fail silently — a shader that compiles but reads
/// the wrong storage buffer looks exactly like a shader that works until
/// someone renders with it. A preamble either defines what the body needs or the
/// compile fails loudly, which is a property worth more than convenience.</para>
/// </summary>
internal static class VulkanGlslPreamble
{
/// <summary>
/// The loose uniform names the shared push-constant block carries, in the
/// order <c>GpuPushConstants</c> declares them. Any shader whose uniforms are
/// all in this list needs nothing but the preamble; any shader with a
/// uniform outside it cannot be expressed against the pinned contract and is
/// reported rather than guessed at.
/// </summary>
internal static IReadOnlyList<string> PushConstantFields { get; } =
[
"uViewProjection",
"uDrawIDOffset",
"uLightingMode",
"uRenderPass",
"uLightDebug",
"uTextureIndexA",
"uTextureIndexB",
"uParamA",
"uParamB",
];
/// <summary>
/// Builds the text inserted after the <c>#version</c> directive.
/// <paramref name="stage"/> only affects which stage-specific rewrites are
/// emitted.
/// </summary>
internal static string Build(string stage)
{
var text = new StringBuilder();
text.AppendLine("// ---- injected by tools/compile-shaders.ps1 (Campaign V slice V6c) ----");
text.AppendLine("// Vulkan dialect only. The GL backend compiles the same source with none");
text.AppendLine("// of this, which is what keeps one GLSL file the single source of truth.");
text.AppendLine("#extension GL_EXT_nonuniform_qualifier : require");
if (stage == "vert")
{
// gl_DrawID is Vulkan's shaderDrawParameters feature, and glslang
// still gates the identifier behind the ARB extension name even when
// targeting Vulkan. Declared here so a source that does not name it
// still gets it.
text.AppendLine("#extension GL_ARB_shader_draw_parameters : require");
}
text.AppendLine();
text.AppendLine("// §3.4 set 1: every uniform buffer. Under GL this macro expands to nothing.");
text.AppendLine("#undef ACDREAM_UBO_SET");
text.AppendLine("#define ACDREAM_UBO_SET set = 1,");
text.AppendLine();
text.AppendLine("// §4.4 set 2: the global sampled-texture table that replaces");
text.AppendLine("// GL_ARB_bindless_texture. Variable count, partially bound,");
text.AppendLine("// update-after-bind; the CPU never writes it per frame.");
text.AppendLine("layout(set = 2, binding = 0) uniform sampler2DArray uTextures[];");
text.AppendLine("#undef ACDREAM_TEXTURE_HANDLE");
text.AppendLine("#define ACDREAM_TEXTURE_HANDLE(idx) (idx)");
text.AppendLine("#define ACDREAM_TEXTURE(idx) uTextures[nonuniformEXT(uint(idx))]");
// Slice V6d: the 2-D read. GL reconstructs a sampler2D from the entry's
// bindless handle; Vulkan has one descriptor array whose element type is
// fixed at sampler2DArray, so a 2-D entry is a one-layer array read at
// layer 0. See common.glsl for the GL half and for why the UI's
// textures stay plain GL_TEXTURE_2D objects.
text.AppendLine(
"#define ACDREAM_SAMPLE_2D(idx, uv) texture(ACDREAM_TEXTURE(idx), vec3((uv), 0.0))");
// Slice V6e: the 2-D ARRAY read (world meshes, particles, terrain). GL
// reconstructs a sampler2DArray from the slot's bindless handle; Vulkan
// indexes set 2 directly. Sampling in one expression is what keeps the
// nonuniformEXT qualifier on the indexing operation itself.
text.AppendLine(
"#define ACDREAM_SAMPLE_ARRAY(idx, uvw) texture(ACDREAM_TEXTURE(idx), uvw)");
// Slice V6e: the reserved "no texture" slot. Under GL an empty slot can
// be recognised by the null handle it holds; a Vulkan descriptor array
// has nothing to compare, so the sentinel lives in the index and both
// dialects test it the same way. See common.glsl for the GL half.
text.AppendLine("#define ACDREAM_TEXTURE_NONE 0xFFFFFFFFu");
text.AppendLine();
text.AppendLine("// §3.4 push constants: one shared 96-byte block, so switching pipelines");
text.AppendLine("// mid-pass invalidates neither descriptors nor constants.");
text.AppendLine("layout(push_constant) uniform AcdreamPushBlock {");
text.AppendLine(" mat4 viewProjection;");
text.AppendLine(" int drawIdOffset;");
text.AppendLine(" int lightingMode;");
text.AppendLine(" int renderPass;");
text.AppendLine(" int lightDebug;");
text.AppendLine(" uint textureIndexA;");
text.AppendLine(" uint textureIndexB;");
text.AppendLine(" float paramA;");
text.AppendLine(" float paramB;");
text.AppendLine("} acdreamPush;");
text.AppendLine();
text.AppendLine("#define uViewProjection acdreamPush.viewProjection");
text.AppendLine("#define uDrawIDOffset acdreamPush.drawIdOffset");
text.AppendLine("#define uLightingMode acdreamPush.lightingMode");
text.AppendLine("#define uRenderPass acdreamPush.renderPass");
text.AppendLine("#define uLightDebug acdreamPush.lightDebug");
text.AppendLine("#define uTextureIndexA acdreamPush.textureIndexA");
text.AppendLine("#define uTextureIndexB acdreamPush.textureIndexB");
text.AppendLine("#define uParamA acdreamPush.paramA");
text.AppendLine("#define uParamB acdreamPush.paramB");
text.AppendLine();
text.AppendLine("// §4.6: gl_DrawIDARB stays as written — glslang exposes it for Vulkan");
text.AppendLine("// under the same ARB extension name. gl_InstanceIndex already includes");
text.AppendLine("// firstInstance, so the GL idiom gl_BaseInstanceARB + gl_InstanceID");
text.AppendLine("// collapses to it exactly.");
text.AppendLine(stage == "vert"
? "#define gl_BaseInstanceARB 0\n"
+ "#define gl_InstanceID gl_InstanceIndex\n"
+ "#define gl_VertexID gl_VertexIndex"
: "// (the vertex/instance-index rewrites apply to the vertex stage only)");
text.AppendLine("// ---- end injected preamble ----");
return text.ToString();
}
/// <summary>
/// Returns <paramref name="source"/> with the preamble inserted after its
/// <c>#version</c> line and the version raised to 450, which is the floor for
/// Vulkan GLSL. Everything else is untouched: this never edits a shader body.
/// </summary>
internal static string Apply(string source, string stage)
{
ArgumentNullException.ThrowIfNull(source);
string[] lines = source.Replace("\r\n", "\n").Split('\n');
var output = new StringBuilder();
bool injected = false;
foreach (string line in lines)
{
string trimmed = line.TrimStart();
if (!injected && trimmed.StartsWith("#version", StringComparison.Ordinal))
{
// 450 is the floor for Vulkan GLSL; a source already asking for
// more keeps it, because a shader that opted into 460 did so for
// a feature and quietly downgrading it would be a silent change.
output.AppendLine(HighestVersion(trimmed) >= 460 ? "#version 460 core" : "#version 450 core");
output.Append(Build(stage));
injected = true;
continue;
}
// Bindless textures are what the set-2 descriptor array replaces;
// requiring the extension under Vulkan is an error rather than a
// no-op. (GL_ARB_shader_draw_parameters is kept — glslang still gates
// gl_DrawID behind that name when targeting Vulkan.)
if (trimmed.StartsWith("#extension GL_ARB_bindless_texture", StringComparison.Ordinal))
{
output.AppendLine($"// (dropped for Vulkan: {trimmed})");
continue;
}
// Vulkan GLSL has no default uniform block, so a loose
// `uniform mat4 uViewProjection;` is illegal however it is spelled.
// Dropping the DECLARATION is what lets the preamble's #define
// redirect the name onto a push-constant member; a #define alone
// would only rewrite the declaration into a worse one. Uniform BLOCK
// declarations (which carry a `{`) are untouched, and an opaque
// sampler or a name with no push-constant home simply becomes an
// undeclared identifier — a loud, specific compiler error naming the
// shader that still needs its port slice.
if (IsDefaultBlockUniformDeclaration(trimmed))
{
output.AppendLine($"// (declaration dropped for Vulkan: {trimmed})");
continue;
}
output.AppendLine(line);
}
if (!injected)
{
throw new InvalidOperationException(
"The shader has no #version directive, so there is nowhere to inject the Vulkan preamble.");
}
return output.ToString();
}
/// <summary>The numeric version a <c>#version</c> directive asks for, or 450 when it cannot be read.</summary>
internal static int HighestVersion(string versionDirective)
{
string[] parts = versionDirective.Split(
[' ', '\t'],
StringSplitOptions.RemoveEmptyEntries | StringSplitOptions.TrimEntries);
return parts.Length >= 2 && int.TryParse(parts[1], out int version) ? version : 450;
}
/// <summary>
/// True for a loose (default-block) uniform declaration —
/// <c>uniform mat4 uViewProjection;</c> or <c>uniform float uTexTiling[36];</c> —
/// and false for a uniform BLOCK, which opens a brace and is legal in both
/// dialects.
/// </summary>
internal static bool IsDefaultBlockUniformDeclaration(string trimmedLine)
{
ArgumentNullException.ThrowIfNull(trimmedLine);
if (!trimmedLine.StartsWith("uniform ", StringComparison.Ordinal))
return false;
// A block declaration is `uniform Name {` — possibly with the brace on
// the next line, in which case there is no semicolon here either.
int comment = trimmedLine.IndexOf("//", StringComparison.Ordinal);
string code = comment >= 0 ? trimmedLine[..comment] : trimmedLine;
return !code.Contains('{') && code.TrimEnd().EndsWith(';');
}
}