Add shader compiler for WebGPU
Use existing Vulkan compiler to generate SPIR-V and convert it into WGSL with tint compiler https://github.com/google/dawn/releases/tag/v20260219.200501
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// Copyright (c) Wojciech Figat. All rights reserved.
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#pragma once
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#if COMPILE_WITH_WEBGPU_SHADER_COMPILER
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#include "Engine/ShadersCompilation/Vulkan/ShaderCompilerVulkan.h"
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/// <summary>
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/// Implementation of shaders compiler for Web GPU rendering backend.
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/// </summary>
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class ShaderCompilerWebGPU : public ShaderCompilerVulkan
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{
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="ShaderCompilerWebGPU"/> class.
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/// </summary>
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/// <param name="profile">The profile.</param>
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ShaderCompilerWebGPU(ShaderProfile profile);
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protected:
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bool OnCompileBegin() override;
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void InitParsing(ShaderCompilationContext* context, glslang::TShader& shader) override;
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void InitCodegen(ShaderCompilationContext* context, glslang::SpvOptions& spvOptions) override;
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bool Write(ShaderCompilationContext* context, ShaderFunctionMeta& meta, int32 permutationIndex, const ShaderBindings& bindings, struct SpirvShaderHeader& header, std::vector<unsigned>& spirv) override;
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};
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#endif
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