hajimehoshi / ebiten

Ebitengine - A dead simple 2D game engine for Go
https://ebitengine.org
Apache License 2.0
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API to accept and use precompiled shader #2861

Open hajimehoshi opened 10 months ago

hajimehoshi commented 10 months ago

Operating System

What feature would you like to be added?

On consoles, compiling shaders is possible but takes long (Xbox), or, is probably impossible (PS5) 😢. We might need a tool to precompile shader and APIs to use them...

Why is this needed?

For some special environments where dynamic compiling shaders is difficult.

f9x0 commented 10 months ago

Hello. Consider adding an API to use your shaders. Without a doubt, this feature will be for experienced developers and will open the way to the world of shaders. Naga, wgsl and other community tools. I like Kage, but it's good to have an alternative..

hajimehoshi commented 10 months ago

I'm afraid this suggestion is not for enabling other languages than Kage

hajimehoshi commented 10 months ago

To minimize an impact of the existing APIs, I suggest this API:

// AddPrecompiledShader adds a pair of a shader source and a shader binary.
// When a new shader is created by NewShader,
// Ebitengine tries to seek the pair that has the same shader source.
// If there is such a pair, Ebitengine uses a registered shader binary for the same shader source instead of compiling it.
//
// AddPrecompiledShader is useful to shoten the shader compile time, or even necessary in an environment
// where you cannot compile a shader on the fly.
func AddPrecompiledShader(kageShaderSource []byte, nativeShaderBinary []byte, graphicsLibrary GraphicsLibrary) error

EDIT: Hmm, how can we treat vertex shader?

hajimehoshi commented 10 months ago

OpenGL: It is impossible to precompile shaders. AddPrecompiledShader should always return an error.

DirectX: A native shader binary is the result of D3DCompile. This function returns ID3DBlob, and this can be converted to a byte slice, and be created via D3DCreateBlob. A vertex shader and a pixel shader are separated.

Metal: A native shader binary is a .metallib format. This can be used at makeLibrary for NSData. See also https://developer.apple.com/documentation/metal/shader_libraries/building_a_shader_library_by_precompiling_source_files. A vertex shader and a fragment shader are NOT separated. So, Ebitengine would have to expose the binary for a vertex shader? Hmm.

hajimehoshi commented 10 months ago

Instead of exposing the the vertex shader, would this work?

func CompileShaderToNativeSource(kageShaderSource []byte, graphicsLibrary GraphicsLibrary) ([]byte, error)

// Compiling a native source to a native binary is a developer's responsibility.

func AddPrecompiledShader(kageShaderSource []byte, nativeShaderBinary []byte, graphicsLibrary GraphicsLibrary) error
hajimehoshi commented 6 months ago

Compiling and using a shader

in a pseudo Go-like code.

OpenGL

vertex_shader_source, fragment_shader_source = glsl.Compile(ir)
vertex_shader = glNewShader(vertex_shader_source)
fragment_shader = glNewShader(fragment_shader_source)
program = glNewProgram(vertex_shader, fragmen_shader, array_buffer_layout_names)

Metal

src = metal.Compile(ir)
lib = MakeLibrary(src)
vertex_function = MakeFunction(lib, vertex_name)
fragment_function = MakeFunction(lib, fragment_name)

See also:

DirectX

vertex_shader_source, pixel_shader_source, offsets = hlsl.Compile(ir)
vertex_blob = D3DCompile(vertex_shader, name, ...)
pixel_blob = D3DCompile(pixel_shader, name, ...)

See also:

Proposal (TBD)

As there are various ways to compile and use shaders in different environments, the precompilation APIs should be separate for each environment unfortunately.

package shaderprecomp

func BuiltinShaderSources() [][]byte

func CompileToHLSL(kageSource []byte) (vertex []byte, pixel []byte, err error)

func RegisterDirectXShaderBlobs(kageSource []byte, vertexBlob []byte, pixelBlob []byte)

func CompileToMSL(kageSource []byte) ([]byte, error)

func RegisterMetalShaderLibrary(kageSource []byte, library []byte)
hajimehoshi commented 6 months ago

The final API is like this

package shaderprecomp

type ShaderSource struct {
    // ...
}
func NewShaderSource([]byte) (*ShaderSource, error)
func (s *ShaderSource) ID() ShaderSourceID

type ShaderSourceID [16]byte
func (s *ShaderSourceID) String() string

func AppendBuiltinShaderSources(sources []*ShaderSource) []*ShaderSource

func CompileToHLSL(vertexWriter, pixelWriter io.Writer, kageSource *ShaderSource) error

func RegisterFXCs(id ShaderSourceID, vertexFXC []byte, pixelFXC []byte)

func CompileToMSL(w io.Writer, kageSource *ShaderSource) error

func RegisterMetalLibrary(id ShaderSourceID, library []byte)
hajimehoshi commented 2 months ago

With https://github.com/hajimehoshi/ebiten/issues/2984, I realized some considerations:

Thus, until I decide a better API design, I'd like to retract the package once. I might postpone the milestone for release.