mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-06 09:55:40 +00:00
internal/cmd/convertshaders: add support for compute shaders
Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
+199
-112
@@ -7,6 +7,7 @@ import (
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"encoding/json"
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"encoding/json"
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"flag"
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"flag"
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"fmt"
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"fmt"
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"io"
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"io/ioutil"
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"io/ioutil"
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"os"
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"os"
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"os/exec"
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"os/exec"
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@@ -67,119 +68,17 @@ func generate() error {
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out.WriteString("var (\n")
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out.WriteString("var (\n")
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for _, shader := range shaders {
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for _, shader := range shaders {
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if ext := filepath.Ext(shader); ext != ".vert" && ext != ".frag" {
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var err error
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switch filepath.Ext(shader) {
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case ".vert", ".frag":
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err = generateShader(glslcc, tmp, &out, shader)
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case ".comp":
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err = generateComputeShader(tmp, &out, shader)
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default:
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continue
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continue
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}
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}
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const nvariants = 3
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if err != nil {
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var variants [nvariants]struct {
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return err
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backend.ShaderSources
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hlslSrc string
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}
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args := [nvariants]shaderArgs{
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{
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FetchColorExpr: `_color`,
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Header: `layout(binding=0) uniform Color { vec4 _color; };`,
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},
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{
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FetchColorExpr: `mix(_color1, _color2, clamp(vUV.x, 0.0, 1.0))`,
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Header: `layout(binding=0) uniform Gradient { vec4 _color1; vec4 _color2; };`,
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},
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{
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FetchColorExpr: `texture(tex, vUV)`,
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Header: `layout(binding=0) uniform sampler2D tex;`,
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},
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}
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for i := range args {
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glsl100es, reflect, err := convertShader(tmp, glslcc, shader, "gles", "100", &args[i], false)
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if err != nil {
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return err
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}
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if err := parseReflection(reflect, &variants[i].ShaderSources); err != nil {
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return err
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}
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glsl300es, _, err := convertShader(tmp, glslcc, shader, "gles", "300", &args[i], false)
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if err != nil {
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return err
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}
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glsl130, _, err := convertShader(tmp, glslcc, shader, "glsl", "130", &args[i], false)
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if err != nil {
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return err
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}
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hlsl, _, err := convertShader(tmp, glslcc, shader, "hlsl", "40", &args[i], false)
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if err != nil {
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return err
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}
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var hlslProf string
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switch filepath.Ext(shader) {
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case ".frag":
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hlslProf = "ps"
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case ".vert":
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hlslProf = "vs"
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default:
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return fmt.Errorf("unrecognized shader type %s", shader)
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}
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var hlslc []byte
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hlslc, err = compileHLSL(hlsl, "main", hlslProf+"_4_0_level_9_1")
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if err != nil {
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// Attempt shader model 4.0. Only the app/headless
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// test shaders use features not supported by level
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// 9.1.
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hlslc, err = compileHLSL(hlsl, "main", hlslProf+"_4_0")
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if err != nil {
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return err
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}
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}
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// OpenGL 3.2 Core only accepts GLSL version 1.50, but is
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// otherwise compatible with version 1.30.
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glsl150 := strings.Replace(glsl130, "#version 130", "#version 150", 1)
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variants[i].GLSL100ES = glsl100es
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variants[i].GLSL300ES = glsl300es
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variants[i].GLSL130 = glsl130
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variants[i].GLSL150 = glsl150
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variants[i].hlslSrc = hlsl
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variants[i].HLSL = hlslc
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}
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name := filepath.Base(shader)
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name = strings.ReplaceAll(name, ".", "_")
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fmt.Fprintf(&out, "\tshader_%s = ", name)
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// If the shader don't use the variant arguments, output
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// only a single version.
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multiVariant := variants[0].GLSL100ES != variants[1].GLSL100ES
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if multiVariant {
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fmt.Fprintf(&out, "[...]backend.ShaderSources{\n")
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}
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for _, src := range variants {
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fmt.Fprintf(&out, "backend.ShaderSources{\n")
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if len(src.Inputs) > 0 {
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fmt.Fprintf(&out, "Inputs: %#v,\n", src.Inputs)
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}
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if u := src.Uniforms; len(u.Blocks) > 0 {
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fmt.Fprintf(&out, "Uniforms: backend.UniformsReflection{\n")
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fmt.Fprintf(&out, "Blocks: %#v,\n", u.Blocks)
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fmt.Fprintf(&out, "Locations: %#v,\n", u.Locations)
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fmt.Fprintf(&out, "Size: %d,\n", u.Size)
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fmt.Fprintf(&out, "},\n")
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}
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if len(src.Textures) > 0 {
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fmt.Fprintf(&out, "Textures: %#v,\n", src.Textures)
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}
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fmt.Fprintf(&out, "GLSL100ES: %#v,\n", src.GLSL100ES)
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fmt.Fprintf(&out, "GLSL300ES: %#v,\n", src.GLSL300ES)
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fmt.Fprintf(&out, "GLSL130: %#v,\n", src.GLSL130)
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fmt.Fprintf(&out, "GLSL150: %#v,\n", src.GLSL150)
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fmt.Fprintf(&out, "/*\n%s\n*/\n", src.hlslSrc)
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fmt.Fprintf(&out, "HLSL: %#v,\n", src.HLSL)
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fmt.Fprintf(&out, "}")
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if multiVariant {
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fmt.Fprintf(&out, ",")
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}
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fmt.Fprintf(&out, "\n")
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if !multiVariant {
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break
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}
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}
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if multiVariant {
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fmt.Fprintf(&out, "}\n")
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}
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}
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}
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}
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out.WriteString(")")
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out.WriteString(")")
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@@ -192,6 +91,148 @@ func generate() error {
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return cmd.Run()
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return cmd.Run()
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}
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}
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func generateComputeShader(tmp string, out io.Writer, shader string) error {
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glslangValidator, err := exec.LookPath("glslangValidator")
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if err != nil {
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return err
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}
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spirv_cross, err := exec.LookPath("spirv-cross")
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if err != nil {
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return err
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}
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var src backend.ShaderSources
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glsl310es, err := convertComputeShader(tmp, glslangValidator, spirv_cross, shader)
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if err != nil {
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return err
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}
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src.Name = filepath.Base(shader)
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src.GLSL310ES = glsl310es
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name := filepath.Base(shader)
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name = strings.ReplaceAll(name, ".", "_")
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fmt.Fprintf(out, "\tshader_%s = ", name)
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fmt.Fprintf(out, "backend.ShaderSources{\n")
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fmt.Fprintf(out, "Name: %#v,\n", src.Name)
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fmt.Fprintf(out, "GLSL310ES: %#v,\n", src.GLSL310ES)
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fmt.Fprintf(out, "}")
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fmt.Fprintf(out, "\n")
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return nil
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}
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func generateShader(glslcc, tmp string, out io.Writer, shader string) error {
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const nvariants = 3
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var variants [nvariants]struct {
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backend.ShaderSources
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hlslSrc string
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}
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args := [nvariants]shaderArgs{
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{
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FetchColorExpr: `_color`,
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Header: `layout(binding=0) uniform Color { vec4 _color; };`,
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},
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{
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FetchColorExpr: `mix(_color1, _color2, clamp(vUV.x, 0.0, 1.0))`,
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Header: `layout(binding=0) uniform Gradient { vec4 _color1; vec4 _color2; };`,
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},
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{
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FetchColorExpr: `texture(tex, vUV)`,
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Header: `layout(binding=0) uniform sampler2D tex;`,
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},
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}
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for i := range args {
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// Ignore error; some shaders are not meant to run in GLSL 1.00.
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glsl100es, _, _ := convertShader(tmp, glslcc, shader, "gles", "100", &args[i], false)
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glsl300es, reflect, err := convertShader(tmp, glslcc, shader, "gles", "300", &args[i], false)
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if err != nil {
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return err
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}
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glsl130, _, err := convertShader(tmp, glslcc, shader, "glsl", "130", &args[i], false)
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if err != nil {
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return err
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}
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hlsl, _, err := convertShader(tmp, glslcc, shader, "hlsl", "40", &args[i], false)
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if err != nil {
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return err
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}
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if err := parseReflection(reflect, &variants[i].ShaderSources); err != nil {
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return err
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}
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var hlslProf string
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switch filepath.Ext(shader) {
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case ".frag":
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hlslProf = "ps"
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case ".vert":
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hlslProf = "vs"
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default:
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return fmt.Errorf("unrecognized shader type %s", shader)
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}
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var hlslc []byte
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hlslc, err = compileHLSL(hlsl, "main", hlslProf+"_4_0_level_9_1")
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if err != nil {
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// Attempt shader model 4.0. Only the app/headless
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// test shaders use features not supported by level
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// 9.1.
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hlslc, err = compileHLSL(hlsl, "main", hlslProf+"_4_0")
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if err != nil {
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return err
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}
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}
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// OpenGL 3.2 Core only accepts GLSL version 1.50, but is
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// otherwise compatible with version 1.30.
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glsl150 := strings.Replace(glsl130, "#version 130", "#version 150", 1)
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variants[i].Name = filepath.Base(shader)
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variants[i].GLSL100ES = glsl100es
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variants[i].GLSL300ES = glsl300es
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variants[i].GLSL130 = glsl130
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variants[i].GLSL150 = glsl150
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variants[i].hlslSrc = hlsl
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variants[i].HLSL = hlslc
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}
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name := filepath.Base(shader)
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name = strings.ReplaceAll(name, ".", "_")
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fmt.Fprintf(out, "\tshader_%s = ", name)
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// If the shader don't use the variant arguments, output
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// only a single version.
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multiVariant := variants[0].GLSL100ES != variants[1].GLSL100ES
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if multiVariant {
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fmt.Fprintf(out, "[...]backend.ShaderSources{\n")
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}
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for _, src := range variants {
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fmt.Fprintf(out, "backend.ShaderSources{\n")
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fmt.Fprintf(out, "Name: %#v,\n", src.Name)
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if len(src.Inputs) > 0 {
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fmt.Fprintf(out, "Inputs: %#v,\n", src.Inputs)
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}
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if u := src.Uniforms; len(u.Blocks) > 0 {
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fmt.Fprintf(out, "Uniforms: backend.UniformsReflection{\n")
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fmt.Fprintf(out, "Blocks: %#v,\n", u.Blocks)
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fmt.Fprintf(out, "Locations: %#v,\n", u.Locations)
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fmt.Fprintf(out, "Size: %d,\n", u.Size)
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fmt.Fprintf(out, "},\n")
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}
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if len(src.Textures) > 0 {
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fmt.Fprintf(out, "Textures: %#v,\n", src.Textures)
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}
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fmt.Fprintf(out, "GLSL100ES: %#v,\n", src.GLSL100ES)
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fmt.Fprintf(out, "GLSL300ES: %#v,\n", src.GLSL300ES)
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fmt.Fprintf(out, "GLSL130: %#v,\n", src.GLSL130)
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fmt.Fprintf(out, "GLSL150: %#v,\n", src.GLSL150)
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fmt.Fprintf(out, "/*\n%s\n*/\n", src.hlslSrc)
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fmt.Fprintf(out, "HLSL: %#v,\n", src.HLSL)
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fmt.Fprintf(out, "}")
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|
if multiVariant {
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fmt.Fprintf(out, ",")
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}
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fmt.Fprintf(out, "\n")
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if !multiVariant {
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break
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}
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}
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|
if multiVariant {
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fmt.Fprintf(out, "}\n")
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}
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return nil
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}
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func parseReflection(jsonData []byte, info *backend.ShaderSources) error {
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func parseReflection(jsonData []byte, info *backend.ShaderSources) error {
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type InputReflection struct {
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type InputReflection struct {
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ID int `json:"id"`
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ID int `json:"id"`
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@@ -223,14 +264,23 @@ func parseReflection(jsonData []byte, info *backend.ShaderSources) error {
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Dimension string `json:"dimension"`
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Dimension string `json:"dimension"`
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Format string `json:"format"`
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Format string `json:"format"`
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}
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}
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type StorageBufferReflection struct {
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ID int `json:"id"`
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Name string `json:"name"`
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Set int `json:"set"`
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Binding int `json:"binding"`
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BlockSize int `json:"block_size"`
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}
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type shaderReflection struct {
|
type shaderReflection struct {
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Inputs []InputReflection `json:"inputs"`
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Inputs []InputReflection `json:"inputs"`
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UniformBuffers []UniformBufferReflection `json:"uniform_buffers"`
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UniformBuffers []UniformBufferReflection `json:"uniform_buffers"`
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Textures []TextureReflection `json:"textures"`
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Textures []TextureReflection `json:"textures"`
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|
StorageBuffers []StorageBufferReflection `json:"storage_buffers"`
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}
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}
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type shaderMetadata struct {
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type shaderMetadata struct {
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VS shaderReflection `json:"vs"`
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VS shaderReflection `json:"vs"`
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FS shaderReflection `json:"fs"`
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FS shaderReflection `json:"fs"`
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|
CS shaderReflection `json:"cs"`
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}
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}
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var reflect shaderMetadata
|
var reflect shaderMetadata
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if err := json.Unmarshal(jsonData, &reflect); err != nil {
|
if err := json.Unmarshal(jsonData, &reflect); err != nil {
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@@ -290,6 +340,12 @@ func parseReflection(jsonData []byte, info *backend.ShaderSources) error {
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Binding: texture.Binding,
|
Binding: texture.Binding,
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})
|
})
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}
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}
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|
for _, sb := range reflect.CS.StorageBuffers {
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|
info.StorageBuffers = append(info.StorageBuffers, backend.StorageBufferBinding{
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Binding: sb.Binding,
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BlockSize: sb.BlockSize,
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})
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}
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return nil
|
return nil
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}
|
}
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|
|
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@@ -339,6 +395,9 @@ func convertShader(tmp, glslcc, path, lang, profile string, args *shaderArgs, fl
|
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case ".frag":
|
case ".frag":
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progFlag = "--frag"
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progFlag = "--frag"
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progSuffix = "fs"
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progSuffix = "fs"
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|
case ".comp":
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|
progFlag = "--compute"
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progSuffix = "cs"
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default:
|
default:
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return "", nil, fmt.Errorf("unrecognized shader type: %s", path)
|
return "", nil, fmt.Errorf("unrecognized shader type: %s", path)
|
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}
|
}
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@@ -361,7 +420,7 @@ func convertShader(tmp, glslcc, path, lang, profile string, args *shaderArgs, fl
|
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cmd.Stdout = os.Stdout
|
cmd.Stdout = os.Stdout
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cmd.Stderr = os.Stderr
|
cmd.Stderr = os.Stderr
|
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if err := cmd.Run(); err != nil {
|
if err := cmd.Run(); err != nil {
|
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return "", nil, fmt.Errorf("%s: %v", path, err)
|
return "", nil, fmt.Errorf("%s: %v", strings.Join(cmd.Args, " "), err)
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}
|
}
|
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f, err := os.Open(filepath.Join(tmp, "shader_"+progSuffix))
|
f, err := os.Open(filepath.Join(tmp, "shader_"+progSuffix))
|
||||||
if err != nil {
|
if err != nil {
|
||||||
@@ -379,3 +438,31 @@ func convertShader(tmp, glslcc, path, lang, profile string, args *shaderArgs, fl
|
|||||||
}
|
}
|
||||||
return string(src), reflect, nil
|
return string(src), reflect, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func convertComputeShader(tmp, glslangValidator, spirv_cross, path string) (string, error) {
|
||||||
|
spvFile := filepath.Join(tmp, "shader.spv")
|
||||||
|
cmd := exec.Command(glslangValidator,
|
||||||
|
"-G100", // OpenGL ES 3.1.
|
||||||
|
"-w", // Suppress warnings.
|
||||||
|
"-o", spvFile,
|
||||||
|
path,
|
||||||
|
)
|
||||||
|
defer os.Remove(spvFile)
|
||||||
|
cmd.Stdout = os.Stdout
|
||||||
|
cmd.Stderr = os.Stderr
|
||||||
|
if err := cmd.Run(); err != nil {
|
||||||
|
return "", fmt.Errorf("%s: %v", strings.Join(cmd.Args, " "), err)
|
||||||
|
}
|
||||||
|
cmd = exec.Command(spirv_cross,
|
||||||
|
"--es",
|
||||||
|
"--version", "310",
|
||||||
|
spvFile,
|
||||||
|
)
|
||||||
|
var shaderDump bytes.Buffer
|
||||||
|
cmd.Stdout = &shaderDump
|
||||||
|
cmd.Stderr = os.Stderr
|
||||||
|
if err := cmd.Run(); err != nil {
|
||||||
|
return "", fmt.Errorf("%s: %v", strings.Join(cmd.Args, " "), err)
|
||||||
|
}
|
||||||
|
return shaderDump.String(), nil
|
||||||
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user