
* Now shader recompilation happens only when it needs to. Hurray for faster compiles! * Changes to constructors for ShaderSource to make it more explicit. * The version of SPIRV-Cross is updated, and now the glslang version pulled correctly matches what SPIRV-Cross needs. This fixes the annoying "cannot parse built-ins" bug.
98 lines
3.2 KiB
C++
Executable file
98 lines
3.2 KiB
C++
Executable file
#pragma once
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#include <variant>
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#include <string>
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#include <vector>
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#include <string_view>
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#include <optional>
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#include "file.hpp"
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/// The shader stage that the shader is written in.
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enum class ShaderStage {
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Vertex,
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Fragment,
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Compute
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};
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/// The shader language that the shader is written in.
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enum class ShaderLanguage {
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GLSL,
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MSL,
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SPIRV
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};
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/// Compilation options when compiling shaders.
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class CompileOptions {
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public:
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/// Adds a GLSL define.
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void add_definition(const std::string_view name) {
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definitions.emplace_back(name);
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}
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std::vector<std::string> definitions;
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/// When compiling MSL, the result may differ whether or not we're targetting non-Mac Metal platforms.
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bool is_apple_mobile = false;
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};
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/// Represents the source code of a shader either in plaintext (GLSL, MSL) or bytecode (SPIR-V).
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class ShaderSource {
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public:
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ShaderSource() : source(std::monostate()) {}
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ShaderSource(const ShaderSource& rhs) : source (rhs.source) {}
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explicit ShaderSource(const std::string& source_string) : source(source_string) {}
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explicit ShaderSource(const std::vector<uint32_t>& source_bytecode) : source(source_bytecode) {}
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explicit ShaderSource(const file::Path& shader_path) : source(shader_path) {}
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std::variant<std::monostate, file::Path, std::string, std::vector<uint32_t>> source;
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/// Returns a view of the shader source as a path.
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[[nodiscard]] file::Path as_path() const {
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return std::get<file::Path>(source);
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}
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/// Returns a view of the shader source as plaintext.
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[[nodiscard]] std::string_view as_string() const {
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return std::get<std::string>(source);
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}
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/// Returns a copy of the shader source as bytecode.
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[[nodiscard]] std::vector<uint32_t> as_bytecode() const {
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return std::get<std::vector<uint32_t>>(source);
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}
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[[nodiscard]] bool empty() const {
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return std::holds_alternative<std::monostate>(source);
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}
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[[nodiscard]] bool is_path() const {
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return std::holds_alternative<file::Path>(source);
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}
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[[nodiscard]] bool is_string() const {
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return std::holds_alternative<std::string>(source);
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}
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};
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/// Compiles GLSL shaders to a specified shader language offline or at runtime.
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class ShaderCompiler {
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public:
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ShaderCompiler();
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/// Sets the include directory used to search for files inside of #include directives.
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void set_include_path(std::string_view path);
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/**
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Compiles from one shader language to another shader language.
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@param from_language The language the shader passed by shader_source is written in.
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@param shader_stage The shader stage of the shader.
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@param shader_source The shader code.
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@param to_language The shader language to compile to.
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@param options Optional compilation parameters.
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@note Right now, only GLSL is supported as a source shader language.
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*/
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std::optional<ShaderSource> compile(ShaderLanguage from_language, ShaderStage shader_stage, const ShaderSource& shader_source, ShaderLanguage to_language, const CompileOptions& options = CompileOptions());
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};
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static inline ShaderCompiler shader_compiler;
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