MayaFlux 0.4.0
Digital-First Multimedia Processing Framework
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◆ compile_glsl_to_spirv()

std::vector< uint32_t > MayaFlux::Core::VKShaderModule::compile_glsl_to_spirv ( const std::string &  glsl_source,
vk::ShaderStageFlagBits  stage,
const std::vector< std::string > &  include_directories,
const std::unordered_map< std::string, std::string > &  defines 
)
private

Compile GLSL to SPIR-V using shaderc.

Parameters
glsl_sourceGLSL source code
stageShader stage (affects compiler settings)
include_directoriesInclude paths
definesPreprocessor macros
Returns
SPIR-V bytecode, or empty vector on failure

Definition at line 660 of file VKShaderModule.cpp.

665{
666#ifdef MAYAFLUX_USE_SHADERC
667 shaderc::Compiler compiler;
668 shaderc::CompileOptions options;
669
670 options.SetOptimizationLevel(shaderc_optimization_level_performance);
671 options.SetIncluder(std::make_unique<FileIncluder>(include_directories));
672
673 for (const auto& [name, value] : defines) {
674 options.AddMacroDefinition(name, value);
675 }
676
677 shaderc_shader_kind shader_kind;
678 switch (stage) {
679 case vk::ShaderStageFlagBits::eVertex:
680 shader_kind = shaderc_glsl_vertex_shader;
681 break;
682 case vk::ShaderStageFlagBits::eFragment:
683 shader_kind = shaderc_glsl_fragment_shader;
684 break;
685 case vk::ShaderStageFlagBits::eCompute:
686 shader_kind = shaderc_glsl_compute_shader;
687 break;
688 case vk::ShaderStageFlagBits::eGeometry:
689 shader_kind = shaderc_glsl_geometry_shader;
690 break;
691 case vk::ShaderStageFlagBits::eTessellationControl:
692 shader_kind = shaderc_glsl_tess_control_shader;
693 break;
694 case vk::ShaderStageFlagBits::eTessellationEvaluation:
695 shader_kind = shaderc_glsl_tess_evaluation_shader;
696 break;
697 case vk::ShaderStageFlagBits::eMeshEXT:
698 shader_kind = shaderc_glsl_mesh_shader;
699 break;
700 case vk::ShaderStageFlagBits::eTaskEXT:
701 shader_kind = shaderc_glsl_task_shader;
702 break;
703 default:
705 "Unsupported shader stage for GLSL compilation: {}", vk::to_string(stage));
706 return {};
707 }
708
709 shaderc::SpvCompilationResult result = compiler.CompileGlslToSpv(
710 glsl_source,
711 shader_kind,
712 "shader.glsl",
713 options);
714
715 if (result.GetCompilationStatus() != shaderc_compilation_status_success) {
717 "GLSL compilation failed:\n{}", result.GetErrorMessage());
718 return {};
719 }
720
721 std::vector<uint32_t> spirv(result.cbegin(), result.cend());
722
724 "Compiled GLSL ({} stage) -> {} bytes SPIR-V",
725 vk::to_string(stage), spirv.size() * 4);
726
727 return spirv;
728
729#else
730 return compile_glsl_to_spirv_external(glsl_source, stage, include_directories, defines);
731#endif
732}
#define MF_ERROR(comp, ctx,...)
#define MF_DEBUG(comp, ctx,...)
static std::vector< uint32_t > compile_glsl_to_spirv_external(const std::string &glsl_source, vk::ShaderStageFlagBits stage, const std::vector< std::string > &include_directories={}, const std::unordered_map< std::string, std::string > &defines={})
@ GraphicsBackend
Graphics/visual rendering backend (Vulkan, OpenGL)
@ Core
Core engine, backend, subsystems.

References compile_glsl_to_spirv_external(), MayaFlux::Journal::Core, MayaFlux::Journal::GraphicsBackend, MF_DEBUG, and MF_ERROR.

Referenced by create_from_glsl().

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