Add sample 11_InitShaders (#288)

+ add submodule glslang
This commit is contained in:
Andreas Süßenbach 2019-02-13 12:17:22 +01:00 committed by Markus Tavenrath
parent 9a4f863d6e
commit 65e1f8ac31
5 changed files with 363 additions and 0 deletions

3
.gitmodules vendored
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@ -1,6 +1,9 @@
[submodule "glm"]
path = glm
url = https://github.com/g-truc/glm.git
[submodule "glslang"]
path = glslang
url = https://github.com/KhronosGroup/glslang.git
[submodule "tinyxml2"]
path = tinyxml2
url = https://github.com/leethomason/tinyxml2.git

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@ -79,6 +79,7 @@ target_include_directories(VulkanHppGenerator PRIVATE "${CMAKE_SOURCE_DIR}/tinyx
option (SAMPLES_BUILD OFF)
if (SAMPLES_BUILD)
add_subdirectory(glslang)
add_subdirectory(samples)
endif (SAMPLES_BUILD)

1
glslang Submodule

@ -0,0 +1 @@
Subproject commit 05d12a9461dd0a76053bdd42f062a37a10d56afb

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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.
//
// VulkanHpp Samples : 11_InitShaders
// Initialize vertex and fragment shaders
#include <iostream>
#include "vulkan/vulkan.hpp"
#include "SPIRV/GlslangToSpv.h"
static char const* AppName = "11_InitShaders";
static char const* EngineName = "Vulkan.hpp";
static std::vector<char const*> getDeviceExtensions()
{
std::vector<char const*> extensions;
extensions.push_back(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
return extensions;
}
static std::vector<char const*> getInstanceExtensions()
{
std::vector<char const*> extensions;
extensions.push_back(VK_KHR_SURFACE_EXTENSION_NAME);
#if defined(VK_USE_PLATFORM_ANDROID_KHR)
extensions.push_back(VK_KHR_ANDROID_SURFACE_EXTENSION_NAME);
#elif defined(VK_USE_PLATFORM_IOS_MVK)
extensions.push_back(VK_MVK_IOS_SURFACE_EXTENSION_NAME);
#elif defined(VK_USE_PLATFORM_MACOS_MVK)
extensions.push_back(VK_MVK_MACOS_SURFACE_EXTENSION_NAME);
#elif defined(VK_USE_PLATFORM_MIR_KHR)
extensions.push_back(VK_KHR_MIR_SURFACE_EXTENSION_NAME);
#elif defined(VK_USE_PLATFORM_VI_NN)
extensions.push_back(VK_NN_VI_SURFACE_EXTENSION_NAME);
#elif defined(VK_USE_PLATFORM_WAYLAND_KHR)
extensions.push_back(VK_KHR_WAYLAND_SURFACE_EXTENSION_NAME);
#elif defined(VK_USE_PLATFORM_WIN32_KHR)
extensions.push_back(VK_KHR_WIN32_SURFACE_EXTENSION_NAME);
#elif defined(VK_USE_PLATFORM_XCB_KHR)
extensions.push_back(VK_KHR_XCB_SURFACE_EXTENSION_NAME);
#elif defined(VK_USE_PLATFORM_XLIB_KHR)
extensions.push_back(VK_KHR_XLIB_SURFACE_EXTENSION_NAME);
#elif defined(VK_USE_PLATFORM_XLIB_XRANDR_EXT)
extensions.push_back(VK_EXT_ACQUIRE_XLIB_DISPLAY_EXTENSION_NAME);
#endif
return extensions;
}
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;
default:
assert(false && "Unknown shader stage");
return EShLangVertex;
}
}
void init(TBuiltInResource & resource)
{
resource.maxLights = 32;
resource.maxClipPlanes = 6;
resource.maxTextureUnits = 32;
resource.maxTextureCoords = 32;
resource.maxVertexAttribs = 64;
resource.maxVertexUniformComponents = 4096;
resource.maxVaryingFloats = 64;
resource.maxVertexTextureImageUnits = 32;
resource.maxCombinedTextureImageUnits = 80;
resource.maxTextureImageUnits = 32;
resource.maxFragmentUniformComponents = 4096;
resource.maxDrawBuffers = 32;
resource.maxVertexUniformVectors = 128;
resource.maxVaryingVectors = 8;
resource.maxFragmentUniformVectors = 16;
resource.maxVertexOutputVectors = 16;
resource.maxFragmentInputVectors = 15;
resource.minProgramTexelOffset = -8;
resource.maxProgramTexelOffset = 7;
resource.maxClipDistances = 8;
resource.maxComputeWorkGroupCountX = 65535;
resource.maxComputeWorkGroupCountY = 65535;
resource.maxComputeWorkGroupCountZ = 65535;
resource.maxComputeWorkGroupSizeX = 1024;
resource.maxComputeWorkGroupSizeY = 1024;
resource.maxComputeWorkGroupSizeZ = 64;
resource.maxComputeUniformComponents = 1024;
resource.maxComputeTextureImageUnits = 16;
resource.maxComputeImageUniforms = 8;
resource.maxComputeAtomicCounters = 8;
resource.maxComputeAtomicCounterBuffers = 1;
resource.maxVaryingComponents = 60;
resource.maxVertexOutputComponents = 64;
resource.maxGeometryInputComponents = 64;
resource.maxGeometryOutputComponents = 128;
resource.maxFragmentInputComponents = 128;
resource.maxImageUnits = 8;
resource.maxCombinedImageUnitsAndFragmentOutputs = 8;
resource.maxCombinedShaderOutputResources = 8;
resource.maxImageSamples = 0;
resource.maxVertexImageUniforms = 0;
resource.maxTessControlImageUniforms = 0;
resource.maxTessEvaluationImageUniforms = 0;
resource.maxGeometryImageUniforms = 0;
resource.maxFragmentImageUniforms = 8;
resource.maxCombinedImageUniforms = 8;
resource.maxGeometryTextureImageUnits = 16;
resource.maxGeometryOutputVertices = 256;
resource.maxGeometryTotalOutputComponents = 1024;
resource.maxGeometryUniformComponents = 1024;
resource.maxGeometryVaryingComponents = 64;
resource.maxTessControlInputComponents = 128;
resource.maxTessControlOutputComponents = 128;
resource.maxTessControlTextureImageUnits = 16;
resource.maxTessControlUniformComponents = 1024;
resource.maxTessControlTotalOutputComponents = 4096;
resource.maxTessEvaluationInputComponents = 128;
resource.maxTessEvaluationOutputComponents = 128;
resource.maxTessEvaluationTextureImageUnits = 16;
resource.maxTessEvaluationUniformComponents = 1024;
resource.maxTessPatchComponents = 120;
resource.maxPatchVertices = 32;
resource.maxTessGenLevel = 64;
resource.maxViewports = 16;
resource.maxVertexAtomicCounters = 0;
resource.maxTessControlAtomicCounters = 0;
resource.maxTessEvaluationAtomicCounters = 0;
resource.maxGeometryAtomicCounters = 0;
resource.maxFragmentAtomicCounters = 8;
resource.maxCombinedAtomicCounters = 8;
resource.maxAtomicCounterBindings = 1;
resource.maxVertexAtomicCounterBuffers = 0;
resource.maxTessControlAtomicCounterBuffers = 0;
resource.maxTessEvaluationAtomicCounterBuffers = 0;
resource.maxGeometryAtomicCounterBuffers = 0;
resource.maxFragmentAtomicCounterBuffers = 1;
resource.maxCombinedAtomicCounterBuffers = 1;
resource.maxAtomicCounterBufferSize = 16384;
resource.maxTransformFeedbackBuffers = 4;
resource.maxTransformFeedbackInterleavedComponents = 64;
resource.maxCullDistances = 8;
resource.maxCombinedClipAndCullDistances = 8;
resource.maxSamples = 4;
resource.limits.nonInductiveForLoops = 1;
resource.limits.whileLoops = 1;
resource.limits.doWhileLoops = 1;
resource.limits.generalUniformIndexing = 1;
resource.limits.generalAttributeMatrixVectorIndexing = 1;
resource.limits.generalVaryingIndexing = 1;
resource.limits.generalSamplerIndexing = 1;
resource.limits.generalVariableIndexing = 1;
resource.limits.generalConstantMatrixVectorIndexing = 1;
}
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);
TBuiltInResource resource;
init(resource);
// Enable SPIR-V and Vulkan rules when parsing GLSL
EShMessages messages = (EShMessages)(EShMsgSpvRules | EShMsgVulkanRules);
if (!shader.parse(&resource, 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;
}
int main(int /*argc*/, char * /*argv[]*/)
{
try
{
// create an instance
vk::ApplicationInfo appInfo(AppName, 1, EngineName, 1, VK_API_VERSION_1_1);
std::vector<char const*> instanceExtensions = getInstanceExtensions();
vk::InstanceCreateInfo instanceCreateInfo({}, &appInfo, 0, nullptr, static_cast<uint32_t>(instanceExtensions.size()), instanceExtensions.data());
vk::UniqueInstance instance = vk::createInstanceUnique(instanceCreateInfo);
// get the physical devices
std::vector<vk::PhysicalDevice> physicalDevices = instance->enumeratePhysicalDevices();
assert(!physicalDevices.empty());
// determine a queueFamilyIndex that supports graphics
std::vector<vk::QueueFamilyProperties> queueFamilyProperties = physicalDevices[0].getQueueFamilyProperties();
size_t graphicsQueueFamilyIndex = std::distance(queueFamilyProperties.begin(),
std::find_if(queueFamilyProperties.begin(),
queueFamilyProperties.end(),
[](vk::QueueFamilyProperties const& qfp) { return qfp.queueFlags & vk::QueueFlagBits::eGraphics; }));
// create a device
float queuePriority = 0.0f;
vk::DeviceQueueCreateInfo deviceQueueCreateInfo({}, static_cast<uint32_t>(graphicsQueueFamilyIndex), 1, &queuePriority);
std::vector<char const*> deviceExtensionNames = getDeviceExtensions();
vk::UniqueDevice device = physicalDevices[0].createDeviceUnique(vk::DeviceCreateInfo({}, 1, &deviceQueueCreateInfo, 0, nullptr, static_cast<uint32_t>(deviceExtensionNames.size()), deviceExtensionNames.data()));
/* VULKAN_HPP_KEY_START */
static const std::string vertexShaderText = R"(
#version 400
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (std140, binding = 0) uniform bufferVals
{
mat4 mvp;
} myBufferVals;
layout (location = 0) in vec4 pos;
layout (location = 1) in vec4 inColor;
layout (location = 0) out vec4 outColor;
void main()
{
outColor = inColor;
gl_Position = myBufferVals.mvp * pos;
}
)";
static const std::string fragmentShaderText = R"(
#version 400
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec4 color;
layout (location = 0) out vec4 outColor;
void main()
{
outColor = color;
}
)";
glslang::InitializeProcess();
std::vector<unsigned int> vertexShaderSPV;
bool ok = GLSLtoSPV(vk::ShaderStageFlagBits::eVertex, vertexShaderText, vertexShaderSPV);
assert(ok);
vk::ShaderModuleCreateInfo vertexShaderModuleCreateInfo(vk::ShaderModuleCreateFlags(), vertexShaderSPV.size() * sizeof(unsigned int), vertexShaderSPV.data());
vk::UniqueShaderModule vertexShaderModule = device->createShaderModuleUnique(vertexShaderModuleCreateInfo);
std::vector<unsigned int> fragmentShaderSPV;
ok = GLSLtoSPV(vk::ShaderStageFlagBits::eFragment, fragmentShaderText, fragmentShaderSPV);
assert(ok);
vk::ShaderModuleCreateInfo fragmentShaderModuleCreateInfo(vk::ShaderModuleCreateFlags(), fragmentShaderSPV.size() * sizeof(unsigned int), fragmentShaderSPV.data());
vk::UniqueShaderModule fragmentShaderModule = device->createShaderModuleUnique(fragmentShaderModuleCreateInfo);
glslang::FinalizeProcess();
// Note: No need to explicitly destroy the ShaderModules, as the corresponding destroy
// functions are called by the destructor of the UniqueShaderModule on leaving this scope.
/* VULKAN_HPP_KEY_END */
}
catch (vk::SystemError err)
{
std::cout << "vk::SystemError: " << err.what() << std::endl;
exit(-1);
}
catch (std::runtime_error err)
{
std::cout << "std::runtime_error: " << err.what() << std::endl;
exit(-1);
}
catch (...)
{
std::cout << "unknown error\n";
exit(-1);
}
return 0;
}

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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.
cmake_minimum_required(VERSION 3.2)
project(11_InitShaders)
set(HEADERS
)
set(SOURCES
11_InitShaders.cpp
)
source_group(headers FILES ${HEADERS})
source_group(sources FILES ${SOURCES})
add_executable(11_InitShaders
${HEADERS}
${SOURCES}
)
set_target_properties(11_InitShaders PROPERTIES FOLDER "Samples")
target_include_directories(11_InitShaders PUBLIC ${CMAKE_SOURCE_DIR}/glslang)
target_link_libraries(11_InitShaders PUBLIC glslang SPIRV "$ENV{VULKAN_SDK}/Lib/vulkan-1.lib"
)