librashader_reflect/front/
glslang.rsuse crate::error::ShaderCompileError;
use glslang::{CompilerOptions, ShaderInput, ShaderMessage};
use librashader_preprocess::ShaderSource;
use rspirv::binary::Assemble;
use rspirv::dr::Builder;
use crate::front::spirv_passes::{link_input_outputs, load_module};
use crate::front::{ShaderInputCompiler, SpirvCompilation};
pub struct Glslang;
impl ShaderInputCompiler<SpirvCompilation> for Glslang {
fn compile(source: &ShaderSource) -> Result<SpirvCompilation, ShaderCompileError> {
compile_spirv(source)
}
}
pub(crate) fn compile_spirv(source: &ShaderSource) -> Result<SpirvCompilation, ShaderCompileError> {
let compiler = glslang::Compiler::acquire().ok_or(ShaderCompileError::CompilerInitError)?;
let options = CompilerOptions {
source_language: glslang::SourceLanguage::GLSL,
target: glslang::Target::Vulkan {
version: glslang::VulkanVersion::Vulkan1_0,
spirv_version: glslang::SpirvVersion::SPIRV1_0,
},
version_profile: None,
messages: ShaderMessage::DEFAULT,
};
let vertex = glslang::ShaderSource::from(source.vertex.as_str());
let vertex = ShaderInput::new(&vertex, glslang::ShaderStage::Vertex, &options, None, None)?;
let vertex = compiler.create_shader(vertex)?;
let fragment = glslang::ShaderSource::from(source.fragment.as_str());
let fragment = ShaderInput::new(
&fragment,
glslang::ShaderStage::Fragment,
&options,
None,
None,
)?;
let fragment = compiler.create_shader(fragment)?;
let vertex = vertex.compile()?;
let fragment = fragment.compile()?;
let vertex = load_module(&vertex);
let fragment = load_module(&fragment);
let mut fragment = Builder::new_from_module(fragment);
let mut vertex = Builder::new_from_module(vertex);
let mut pass = link_input_outputs::LinkInputs::new(&mut vertex, &mut fragment, false);
pass.do_pass();
let vertex = vertex.module().assemble();
let fragment = fragment.module().assemble();
Ok(SpirvCompilation { vertex, fragment })
}
#[cfg(test)]
mod test {
use crate::front::glslang::compile_spirv;
use librashader_preprocess::ShaderSource;
#[test]
pub fn compile_shader() {
let result = ShaderSource::load("../test/basic.slang").unwrap();
let _spirv = compile_spirv(&result).unwrap();
}
}