Files
netris-nestri/apps/nescapture/src/shader.rs
Wanjohi 6164e0c636 feat(nescapture): open the capture layer
A Vulkan implicit layer that captures frames from inside the workload's own
process and encodes them on the GPU they were drawn on. Fourth and last of this
batch, imported as a tree from `nestrilabs/nescapture` on the same terms.

Filed under `apps/` rather than `crates/` despite building a cdylib. The rule
here is what a thing *is*, not what it compiles to: this is a finished artefact
that gets installed into an image beside its layer manifest, not a library
another crate in this tree depends on. `crates/` is for the latter, and putting
this there would make the distinction useless the first time someone looked.

Wired to the workspace, `nesprotocol` by path. Its description named the
transport component; that reads better as what it actually is — where the frames
go — so it says that instead.

Whole workspace builds and tests: 21 across four members.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-26 18:04:02 +03:00

93 lines
3.9 KiB
Rust

// ─────────────────────────────────────────────────────────────────────────────
// shader.rs — Phase 1: shader module interception and SPIR-V fingerprinting
//
// When the game (or DXVK/VKD3D) calls vkCreateShaderModule, we:
// 1. Let the call through to the next layer / driver.
// 2. Hash the raw SPIR-V bytecode with SHA-256, truncated to 64 bits.
// 3. Store (VkShaderModule → hash) in DeviceState::shader_registry.
//
// vkDestroyShaderModule removes the entry to keep the map bounded.
//
// The hash is stable for a fixed (game version, DXVK version) pair.
// It is looked up in vkCreateGraphicsPipelines (pipeline.rs) to tag each
// pipeline with the hashes of its vertex and fragment shaders.
// ─────────────────────────────────────────────────────────────────────────────
use crate::dispatch_key;
use crate::state::DEVICE_STATE;
use ash::vk::{self, Handle};
use sha2::{Digest, Sha256};
use std::os::raw::c_void;
/// Compute a stable 64-bit fingerprint of a SPIR-V module.
///
/// SPIR-V is a sequence of u32 words. We hash the raw bytes in native endian —
/// endianness consistency is all that matters since the hash is only compared
/// on the same machine within the same session.
///
/// SHA-256 is collision-resistant. Truncating to 64 bits is safe because any
/// single game has hundreds of shaders at most, making collisions astronomically
/// unlikely.
fn hash_spirv(words: &[u32]) -> u64 {
let bytes: &[u8] = bytemuck::cast_slice(words);
let digest = Sha256::digest(bytes);
// Take the first 8 bytes as a little-endian u64.
u64::from_le_bytes(digest[..8].try_into().unwrap())
}
// ─────────────────────────────────────────────────────────────────────────────
#[unsafe(no_mangle)]
pub unsafe extern "system" fn vkCreateShaderModule(
device: vk::Device,
p_create_info: *const vk::ShaderModuleCreateInfo,
p_allocator: *const vk::AllocationCallbacks,
p_shader_module: *mut vk::ShaderModule,
) -> vk::Result {
let key = unsafe { dispatch_key(device.as_raw() as *const c_void) };
let ds = match DEVICE_STATE.get(&key) {
Some(s) => s.clone(),
None => return vk::Result::ERROR_DEVICE_LOST,
};
// Call through first so the driver creates the real object.
let result = unsafe {
(ds.fp.create_shader_module)(device, p_create_info, p_allocator, p_shader_module)
};
if result != vk::Result::SUCCESS {
return result;
}
// Hash the SPIR-V bytecode.
let ci = unsafe { &*p_create_info };
// code_size is in bytes; p_code points to u32 words.
let word_count = ci.code_size / std::mem::size_of::<u32>();
let words = unsafe { std::slice::from_raw_parts(ci.p_code, word_count) };
let hash = hash_spirv(words);
let module = unsafe { *p_shader_module };
ds.shader_registry.insert(module.as_raw(), hash);
/*log::trace!(
"shader module {:#010x} → spir-v hash {:#018x} ({} words)",
module.as_raw(),
hash,
word_count,
);*/
vk::Result::SUCCESS
}
#[unsafe(no_mangle)]
pub unsafe extern "system" fn vkDestroyShaderModule(
device: vk::Device,
shader_module: vk::ShaderModule,
p_allocator: *const vk::AllocationCallbacks,
) {
let key = unsafe { dispatch_key(device.as_raw() as *const c_void) };
if let Some(ds) = DEVICE_STATE.get(&key) {
ds.shader_registry.remove(&shader_module.as_raw());
unsafe { (ds.fp.destroy_shader_module)(device, shader_module, p_allocator) };
}
}