172 lines
6.2 KiB
C++
172 lines
6.2 KiB
C++
// 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;
|
|
}
|