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
48 lines
1.4 KiB
C++
48 lines
1.4 KiB
C++
// Copyright (c) Wojciech Figat. All rights reserved.
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#pragma once
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#if COMPILE_WITH_VK_SHADER_COMPILER
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#include "Engine/ShadersCompilation/ShaderCompiler.h"
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#include <vector>
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namespace glslang
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{
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class TShader;
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struct SpvOptions;
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}
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/// <summary>
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/// Implementation of shaders compiler for Vulkan rendering backend.
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/// </summary>
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class ShaderCompilerVulkan : public ShaderCompiler
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{
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private:
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Array<char> _funcNameDefineBuffer;
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="ShaderCompilerVulkan"/> class.
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/// </summary>
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/// <param name="profile">The profile.</param>
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ShaderCompilerVulkan(ShaderProfile profile);
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/// <summary>
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/// Finalizes an instance of the <see cref="ShaderCompilerVulkan"/> class.
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/// </summary>
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~ShaderCompilerVulkan();
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protected:
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// [ShaderCompiler]
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bool CompileShader(ShaderFunctionMeta& meta, WritePermutationData customDataWrite = nullptr) override;
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bool OnCompileBegin() override;
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protected:
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virtual void InitParsing(ShaderCompilationContext* context, glslang::TShader& shader);
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virtual void InitCodegen(ShaderCompilationContext* context, glslang::SpvOptions& spvOptions);
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virtual bool Write(ShaderCompilationContext* context, ShaderFunctionMeta& meta, int32 permutationIndex, const ShaderBindings& bindings, struct SpirvShaderHeader& header, std::vector<unsigned>& spirv);
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};
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#endif
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