First Commit

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2025-11-18 14:18:26 -07:00
parent 33eb6e3707
commit 27277ec342
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# Copyright 2020 The Shaderc Authors. 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.
add_subdirectory(online-compile)

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# Copyright 2020 The Shaderc Authors. 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.
add_executable(shaderc-online-compile main.cc)
shaderc_default_compile_options(shaderc-online-compile)
target_include_directories(shaderc-online-compile PUBLIC ${shaderc_SOURCE_DIR}/libshaderc_util/include)
target_link_libraries(shaderc-online-compile PRIVATE shaderc)

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// Copyright 2016 The Shaderc Authors. 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.
// The program demonstrates basic shader compilation using the Shaderc C++ API.
// For clarity, each method is deliberately self-contained.
//
// Techniques demonstrated:
// - Preprocessing GLSL source text
// - Compiling a shader to SPIR-V assembly text
// - Compliing a shader to a SPIR-V binary module
// - Performing optimization with compilation
// - Setting basic options: setting a preprocessor symbol.
// - Checking compilation status and extracting an error message.
#include <cstring>
#include <iostream>
#include <string>
#include <vector>
#include <shaderc/shaderc.hpp>
// Returns GLSL shader source text after preprocessing.
std::string preprocess_shader(const std::string& source_name,
shaderc_shader_kind kind,
const std::string& source) {
shaderc::Compiler compiler;
shaderc::CompileOptions options;
// Like -DMY_DEFINE=1
options.AddMacroDefinition("MY_DEFINE", "1");
shaderc::PreprocessedSourceCompilationResult result =
compiler.PreprocessGlsl(source, kind, source_name.c_str(), options);
if (result.GetCompilationStatus() != shaderc_compilation_status_success) {
std::cerr << result.GetErrorMessage();
return "";
}
return {result.cbegin(), result.cend()};
}
// Compiles a shader to SPIR-V assembly. Returns the assembly text
// as a string.
std::string compile_file_to_assembly(const std::string& source_name,
shaderc_shader_kind kind,
const std::string& source,
bool optimize = false) {
shaderc::Compiler compiler;
shaderc::CompileOptions options;
// Like -DMY_DEFINE=1
options.AddMacroDefinition("MY_DEFINE", "1");
if (optimize) options.SetOptimizationLevel(shaderc_optimization_level_size);
shaderc::AssemblyCompilationResult result = compiler.CompileGlslToSpvAssembly(
source, kind, source_name.c_str(), options);
if (result.GetCompilationStatus() != shaderc_compilation_status_success) {
std::cerr << result.GetErrorMessage();
return "";
}
return {result.cbegin(), result.cend()};
}
// Compiles a shader to a SPIR-V binary. Returns the binary as
// a vector of 32-bit words.
std::vector<uint32_t> compile_file(const std::string& source_name,
shaderc_shader_kind kind,
const std::string& source,
bool optimize = false) {
shaderc::Compiler compiler;
shaderc::CompileOptions options;
// Like -DMY_DEFINE=1
options.AddMacroDefinition("MY_DEFINE", "1");
if (optimize) options.SetOptimizationLevel(shaderc_optimization_level_size);
shaderc::SpvCompilationResult module =
compiler.CompileGlslToSpv(source, kind, source_name.c_str(), options);
if (module.GetCompilationStatus() != shaderc_compilation_status_success) {
std::cerr << module.GetErrorMessage();
return std::vector<uint32_t>();
}
return {module.cbegin(), module.cend()};
}
int main() {
const char kShaderSource[] =
"#version 310 es\n"
"void main() { int x = MY_DEFINE; }\n";
{ // Preprocessing
auto preprocessed = preprocess_shader(
"shader_src", shaderc_glsl_vertex_shader, kShaderSource);
std::cout << "Compiled a vertex shader resulting in preprocessed text:"
<< std::endl
<< preprocessed << std::endl;
}
{ // Compiling
auto assembly = compile_file_to_assembly(
"shader_src", shaderc_glsl_vertex_shader, kShaderSource);
std::cout << "SPIR-V assembly:" << std::endl << assembly << std::endl;
auto spirv =
compile_file("shader_src", shaderc_glsl_vertex_shader, kShaderSource);
std::cout << "Compiled to a binary module with " << spirv.size()
<< " words." << std::endl;
}
{ // Compiling with optimizing
auto assembly =
compile_file_to_assembly("shader_src", shaderc_glsl_vertex_shader,
kShaderSource, /* optimize = */ true);
std::cout << "Optimized SPIR-V assembly:" << std::endl
<< assembly << std::endl;
auto spirv = compile_file("shader_src", shaderc_glsl_vertex_shader,
kShaderSource, /* optimize = */ true);
std::cout << "Compiled to an optimized binary module with " << spirv.size()
<< " words." << std::endl;
}
{ // Error case
const char kBadShaderSource[] =
"#version 310 es\nint main() { int main_should_be_void; }\n";
std::cout << std::endl << "Compiling a bad shader:" << std::endl;
compile_file("bad_src", shaderc_glsl_vertex_shader, kBadShaderSource);
}
{ // Compile using the C API.
std::cout << "\n\nCompiling with the C API" << std::endl;
// The first example has a compilation problem. The second does not.
const char source[2][80] = {"void main() {}", "#version 450\nvoid main() {}"};
shaderc_compiler_t compiler = shaderc_compiler_initialize();
for (int i = 0; i < 2; ++i) {
std::cout << " Source is:\n---\n" << source[i] << "\n---\n";
shaderc_compilation_result_t result = shaderc_compile_into_spv(
compiler, source[i], std::strlen(source[i]), shaderc_glsl_vertex_shader,
"main.vert", "main", nullptr);
auto status = shaderc_result_get_compilation_status(result);
std::cout << " Result code " << int(status) << std::endl;
if (status != shaderc_compilation_status_success) {
std::cout << "error: " << shaderc_result_get_error_message(result)
<< std::endl;
}
shaderc_result_release(result);
}
shaderc_compiler_release(compiler);
}
return 0;
}