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 "SPIRV/GlslangToSpv.h"
#include "StandAlone/ResourceLimits.h"
#include "vulkan/vulkan.hpp"
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;
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::ShaderModule createShaderModule( vk::Device const & device, vk::ShaderStageFlagBits shaderStage, std::string const & shaderText )
{
std::vector<unsigned int> shaderSPV;
if ( !GLSLtoSPV( shaderStage, shaderText, shaderSPV ) )
{
throw std::runtime_error( "Could not convert glsl shader to spir-v -> terminating" );
}
return device.createShaderModule( vk::ShaderModuleCreateInfo( vk::ShaderModuleCreateFlags(), shaderSPV ) );
}
} // namespace su
} // namespace vk