Files
Konstantin 66e297dc58 Switched shader compression algorithm from MSZIP to LZ4-HC
As reported in the issue #42, compression support is missing from the
Wine’s implementation of cabinet.dll, as of Wine version 8.3.
2023-03-14 20:17:34 +01:00

244 lines
6.0 KiB
C#

using System.Runtime.CompilerServices;
namespace CompressShaders;
record struct sShaderBinary
{
public string name;
public byte[] data;
public sShaderBinary( string path )
{
name = Path.GetFileNameWithoutExtension( path );
data = File.ReadAllBytes( path );
}
public bool wave64 => name.EndsWith( "64" );
public string uniqueName => wave64 ? name.Substring( 0, name.Length - 2 ) : name;
}
sealed class FoundShaders
{
public readonly sShaderBinary[] binaries;
public readonly string[] names;
public readonly int[] wave32, wave64;
public FoundShaders( IEnumerable<sShaderBinary> found )
{
binaries = found
.OrderBy( b => b.name )
.ToArray();
names = binaries
.Select( b => b.uniqueName )
.Distinct()
.ToArray();
wave32 = new int[ names.Length ];
wave64 = new int[ names.Length ];
for( int i = 0; i < names.Length; i++ )
{
int i32 = findIndex( names[ i ], false );
int i64 = findIndex( names[ i ], true );
if( i32 >= 0 && i64 >= 0 )
{
wave32[ i ] = i32;
wave64[ i ] = i64;
continue;
}
if( i32 >= 0 )
{
wave32[ i ] = wave64[ i ] = i32;
continue;
}
throw new ApplicationException( $"Wave64 shader {names[ i ]} doesn't have the corresponding Wave32 one" );
}
}
int findIndex( string name, bool wave64 )
{
for( int i = 0; i < binaries.Length; i++ )
{
sShaderBinary sb = binaries[ i ];
if( sb.uniqueName != name )
continue;
if( sb.wave64 == wave64 )
return i;
}
return -1;
}
}
class Program
{
static string getSolutionRoot( [CallerFilePath] string? path = null )
{
string? dir = Path.GetDirectoryName( path );
dir = Path.GetDirectoryName( dir );
dir = Path.GetDirectoryName( dir );
return dir ?? throw new ApplicationException();
}
#if DEBUG
const string config = "Debug";
#else
const string config = "Release";
#endif
static string shadersBinDir( string root )
{
return Path.Combine( root, "ComputeShaders", "x64", config );
}
static IEnumerable<sShaderBinary> readShaders( string root )
{
string dir = shadersBinDir( root );
foreach( string path in Directory.EnumerateFiles( dir, "*.cso" ) )
yield return new sShaderBinary( path );
}
static void writeHeader( string root, IEnumerable<string> names )
{
string path = Path.Combine( root, "Whisper", "D3D", "shaderNames.h" );
using var stream = File.CreateText( path );
stream.WriteLine( @"// This header is generated by a tool
#pragma once
#include <stdint.h>
namespace DirectCompute
{
enum struct eComputeShader: uint16_t
{" );
int id = 0;
foreach( string name in names )
{
stream.WriteLine( "\t\t{0} = {1},", name, id );
id++;
}
stream.Write( @" };
const char* computeShaderName( eComputeShader cs );
}" );
}
static void writeCpp( string root, IEnumerable<string> names )
{
string path = Path.Combine( root, "Whisper", "D3D", "shaderNames.cpp" );
ShaderNames.write( path, names );
}
static void writePayloadIDs( StreamWriter stream, string varName, int[] ids )
{
stream.Write( @"
static const std::array<uint8_t, {0}> {1} = {{", ids.Length, varName );
for( int i = 0; i < ids.Length; i++ )
{
if( 0 == i % 16 )
stream.Write( "\r\n\t" );
else
stream.Write( ' ' );
stream.Write( "{0},", ids[ i ] );
}
stream.Write( @"
};" );
}
static void writePayload( string root, FoundShaders shaders, out int cbSource, out int cbCompressed )
{
MemoryStream ms = new MemoryStream();
List<int> offsets = new List<int>();
foreach( var bin in shaders.binaries )
{
offsets.Add( (int)ms.Length );
ms.Write( bin.data );
}
offsets.Add( (int)ms.Length );
byte[] dxbc = ms.ToArray();
byte[] compressed = LZ4.compressBuffer( dxbc );
cbSource = dxbc.Length;
cbCompressed = compressed.Length;
string path = Path.Combine( root, "Whisper", "D3D", $"shaderData-{config}.inl" );
using var stream = File.CreateText( path );
stream.Write( @"// This source file is generated by a tool
// This array contains concatenated and compressed DXBC binaries for all compiled compute shaders
static const std::array<uint8_t, {0}> s_compressedShaders =
{{", compressed.Length );
for( int i = 0; i < compressed.Length; i++ )
{
if( 0 == i % 16 )
stream.Write( "\r\n\t" );
else
stream.Write( ' ' );
stream.Write( "0x{0:X02},", compressed[ i ] );
}
stream.Write( @"
}};
// This array contains start offsets of shader binaries in the decompressed DXBC blob.
// It includes one more entry for the end of the complete decompressed blob.
static const std::array<uint32_t, {0}> s_shaderOffsets = {{", offsets.Count );
for( int i = 0; i < offsets.Count; i++ )
{
if( 0 == i % 16 )
stream.Write( "\r\n\t" );
else
stream.Write( ' ' );
stream.Write( "{0},", offsets[ i ] );
}
stream.Write( @"
};" );
stream.Write( @"
// Index = eComputeShader enum value, value = index of the shader binary to use on nVidia and Intel GPUs" );
writePayloadIDs( stream, "s_shaderBlobs32", shaders.wave32 );
stream.Write( @"
// Index = eComputeShader enum value, value = index of the shader binary to use on AMD GPUs" );
writePayloadIDs( stream, "s_shaderBlobs64", shaders.wave64 );
ulong fp64Flags = 0;
for( int i = 0; i < shaders.binaries.Length; i++ )
{
bool fp64 = DetectFp64.usesFp64( shaders.binaries[ i ].data );
if( fp64 )
fp64Flags |= (ulong)1 << i;
}
stream.Write( @"
// Bitmap of the shader binaries which use FP64 arithmetic instructions
constexpr uint64_t fp64ShadersBitmap = 0x{0:X}ull;", fp64Flags );
}
static void mainImpl()
{
string root = getSolutionRoot();
LanguageCodes.produce( root );
FoundShaders shaders = new FoundShaders( readShaders( root ) );
writeHeader( root, shaders.names );
writeCpp( root, shaders.names );
writePayload( root, shaders, out int cbIn, out int cbOut );
Console.WriteLine( "Compressed {0} compute shaders, {1:F1} kb -> {2:F1} kb", shaders.binaries.Length, cbIn / 1024.0, cbOut / 1024.0 );
}
static int Main( string[] args )
{
try
{
mainImpl();
return 0;
}
catch( Exception ex )
{
Console.WriteLine( ex.Message );
return ex.HResult;
}
}
}