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renderer_vulkan: Separate glsl->spirv compilation to CompileGLSLtoSPIRV
Allows other library code to compile GLSL to SPRIV intermediately before creating a shader-module
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@ -158,7 +158,14 @@ bool InitializeCompiler() {
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}
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} // Anonymous namespace
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vk::ShaderModule Compile(std::string_view code, vk::ShaderStageFlagBits stage, vk::Device device) {
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/**
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* @brief Compiles GLSL into SPIRV
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* @param code The string containing GLSL code.
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* @param stage The pipeline stage the shader will be used in.
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* @param device The vulkan device handle.
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*/
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std::vector<u32> CompileGLSLtoSPIRV(std::string_view code, vk::ShaderStageFlagBits stage,
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vk::Device device) {
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if (!InitializeCompiler()) {
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return {};
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}
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@ -212,7 +219,11 @@ vk::ShaderModule Compile(std::string_view code, vk::ShaderStageFlagBits stage, v
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LOG_INFO(Render_Vulkan, "SPIR-V conversion messages: {}", spv_messages);
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}
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return CompileSPV(out_code, device);
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return out_code;
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}
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vk::ShaderModule Compile(std::string_view code, vk::ShaderStageFlagBits stage, vk::Device device) {
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return CompileSPV(CompileGLSLtoSPIRV(code, stage, device), device);
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}
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vk::ShaderModule CompileSPV(std::span<const u32> code, vk::Device device) {
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@ -10,6 +10,15 @@
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namespace Vulkan {
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/**
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* @brief Compiles GLSL into SPIRV
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* @param code The string containing GLSL code.
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* @param stage The pipeline stage the shader will be used in.
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* @param device The vulkan device handle.
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*/
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std::vector<u32> CompileGLSLtoSPIRV(std::string_view code, vk::ShaderStageFlagBits stage,
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vk::Device device);
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/**
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* @brief Creates a vulkan shader module from GLSL by converting it to SPIR-V using glslang.
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* @param code The string containing GLSL code.
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