Vulkan-Hpp/samples/utils/shaders.cpp

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// Copyright(c) 2019, NVIDIA CORPORATION. All rights reserved.
//
// 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.
//
#include "shaders.hpp"
#include "vulkan/vulkan.hpp"
#include "StandAlone/ResourceLimits.h"
#include "SPIRV/GlslangToSpv.h"
namespace vk
{
namespace su
{
EShLanguage translateShaderStage(vk::ShaderStageFlagBits stage)
{
switch (stage)
{
case vk::ShaderStageFlagBits::eVertex: return EShLangVertex;
case vk::ShaderStageFlagBits::eTessellationControl: return EShLangTessControl;
case vk::ShaderStageFlagBits::eTessellationEvaluation: return EShLangTessEvaluation;
case vk::ShaderStageFlagBits::eGeometry: return EShLangGeometry;
case vk::ShaderStageFlagBits::eFragment: return EShLangFragment;
case vk::ShaderStageFlagBits::eCompute: return EShLangCompute;
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case vk::ShaderStageFlagBits::eRaygenNV: return EShLangRayGenNV;
case vk::ShaderStageFlagBits::eAnyHitNV: return EShLangAnyHitNV;
case vk::ShaderStageFlagBits::eClosestHitNV: return EShLangClosestHitNV;
case vk::ShaderStageFlagBits::eMissNV: return EShLangMissNV;
case vk::ShaderStageFlagBits::eIntersectionNV: return EShLangIntersectNV;
case vk::ShaderStageFlagBits::eCallableNV: return EShLangCallableNV;
case vk::ShaderStageFlagBits::eTaskNV: return EShLangTaskNV;
case vk::ShaderStageFlagBits::eMeshNV: return EShLangMeshNV;
default:
assert(false && "Unknown shader stage");
return EShLangVertex;
}
}
bool GLSLtoSPV(const vk::ShaderStageFlagBits shaderType, std::string const& glslShader, std::vector<unsigned int> &spvShader)
{
EShLanguage stage = translateShaderStage(shaderType);
const char *shaderStrings[1];
shaderStrings[0] = glslShader.data();
glslang::TShader shader(stage);
shader.setStrings(shaderStrings, 1);
// Enable SPIR-V and Vulkan rules when parsing GLSL
EShMessages messages = (EShMessages)(EShMsgSpvRules | EShMsgVulkanRules);
if (!shader.parse(&glslang::DefaultTBuiltInResource, 100, false, messages))
{
puts(shader.getInfoLog());
puts(shader.getInfoDebugLog());
return false; // something didn't work
}
glslang::TProgram program;
program.addShader(&shader);
//
// Program-level processing...
//
if (!program.link(messages))
{
puts(shader.getInfoLog());
puts(shader.getInfoDebugLog());
fflush(stdout);
return false;
}
glslang::GlslangToSpv(*program.getIntermediate(stage), spvShader);
return true;
}
vk::UniqueShaderModule createShaderModule(vk::UniqueDevice &device, vk::ShaderStageFlagBits shaderStage, std::string const& shaderText)
{
std::vector<unsigned int> shaderSPV;
bool ok = GLSLtoSPV(shaderStage, shaderText, shaderSPV);
assert(ok);
return device->createShaderModuleUnique(vk::ShaderModuleCreateInfo(vk::ShaderModuleCreateFlags(), shaderSPV.size() * sizeof(unsigned int), shaderSPV.data()));
}
}
}