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//! SPIR-V transpiler.
//!
//! transpile GLSL to SPIR-V. This is not ideal but will provide a default and starting
//! implementation.
use shaderc;
use crate::syntax;
use crate::transpiler::glsl as glsl_transpiler;
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq)]
pub enum ShaderKind {
TessControl,
TessEvaluation,
Vertex,
Geometry,
Fragment,
Compute,
}
impl From<ShaderKind> for shaderc::ShaderKind {
fn from(kind: ShaderKind) -> Self {
match kind {
ShaderKind::TessControl => shaderc::ShaderKind::TessControl,
ShaderKind::TessEvaluation => shaderc::ShaderKind::TessEvaluation,
ShaderKind::Vertex => shaderc::ShaderKind::Vertex,
ShaderKind::Geometry => shaderc::ShaderKind::Geometry,
ShaderKind::Fragment => shaderc::ShaderKind::Fragment,
ShaderKind::Compute => shaderc::ShaderKind::Compute,
}
}
}
/// Transpile a GLSL AST into a SPIR-V internal buffer and write it to the given buffer.
///
/// The current implementation is highly inefficient as it relies on internal allocations and
///
/// If any error happens while transpiling, they’re returned as an opaque string.
pub fn transpile_translation_unit_to_binary<F>(
f: &mut F,
tu: &syntax::TranslationUnit,
kind: ShaderKind,
) -> Result<(), String>
where
F: std::io::Write,
{
// write as GLSL in an intermediate buffer
let mut glsl_buffer = String::new();
glsl_transpiler::show_translation_unit(&mut glsl_buffer, tu);
// pass the GLSL-formatted string to shaderc
let mut compiler = shaderc::Compiler::new().unwrap();
let options = shaderc::CompileOptions::new().unwrap();
let kind = kind.into();
let output = compiler
.compile_into_spirv(&glsl_buffer, kind, "glsl input", "main", Some(&options))
.map_err(|e| format!("{}", e))?;
let _ = f.write_all(output.as_binary_u8());
Ok(())
}
/// Transpile a GLSL AST into a SPIR-V internal buffer and write it to the given buffer.
///
/// The current implementation is highly inefficient as it relies on internal allocations and
///
/// If any error happens while transpiling, they’re returned as an opaque string.
pub fn transpile_translation_unit<F>(
f: &mut F,
tu: &syntax::TranslationUnit,
kind: ShaderKind,
) -> Result<(), String>
where
F: std::fmt::Write,
{
// write as GLSL in an intermediate buffer
let mut glsl_buffer = String::new();
glsl_transpiler::show_translation_unit(&mut glsl_buffer, tu);
// pass the GLSL-formatted string to shaderc
let mut compiler = shaderc::Compiler::new().unwrap();
let options = shaderc::CompileOptions::new().unwrap();
let kind = kind.into();
let output = compiler
.compile_into_spirv_assembly(&glsl_buffer, kind, "glsl input", "main", Some(&options))
.map_err(|e| format!("{}", e))?;
let _ = f.write_str(&output.as_text());
Ok(())
}