/// <summary>
        /// Creates a compute shader from the given <see cref="ShaderDescription"/> containing SPIR-V bytecode or GLSL source
        /// code.
        /// </summary>
        /// <param name="factory">The <see cref="ResourceFactory"/> used to compile the translated shader code.</param>
        /// <param name="computeShaderDescription">The compute shader's description.
        /// <see cref="ShaderDescription.ShaderBytes"/> should contain SPIR-V bytecode or Vulkan-style GLSL source code which
        /// can be compiled to SPIR-V.</param>
        /// <param name="options">The <see cref="CrossCompileOptions"/> which will control the parameters used to translate the
        /// shaders from SPIR-V to the target language.</param>
        /// <returns>The compiled compute <see cref="Shader"/>.</returns>
        public static Shader CreateFromSpirv(
            this ResourceFactory factory,
            ShaderDescription computeShaderDescription,
            CrossCompileOptions options)
        {
            GraphicsBackend backend = factory.BackendType;

            if (backend == GraphicsBackend.Vulkan)
            {
                computeShaderDescription.ShaderBytes = EnsureSpirv(computeShaderDescription);
                return(factory.CreateShader(ref computeShaderDescription));
            }

            CrossCompileTarget       target            = GetCompilationTarget(factory.BackendType);
            ComputeCompilationResult compilationResult = SpirvCompilation.CompileCompute(
                computeShaderDescription.ShaderBytes,
                target,
                options);

            string computeEntryPoint = (backend == GraphicsBackend.Metal && computeShaderDescription.EntryPoint == "main")
                ? "main0"
                : computeShaderDescription.EntryPoint;

            byte[] computeBytes = GetBytes(backend, compilationResult.ComputeShader);
            return(factory.CreateShader(new ShaderDescription(
                                            computeShaderDescription.Stage,
                                            computeBytes,
                                            computeEntryPoint)));
        }
Esempio n. 2
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 public ShaderVariantDescription(
     string name,
     VariantStageDescription[] shaders,
     MacroDefinition[] macros,
     CrossCompileOptions crossCompileOptions,
     CrossCompileTarget[] targets)
 {
     Name                = name;
     Shaders             = shaders;
     Macros              = macros;
     CrossCompileOptions = crossCompileOptions;
     Targets             = targets;
 }
        /// <summary>
        /// Creates a vertex and fragment shader pair from the given <see cref="ShaderDescription"/> pair containing SPIR-V
        /// bytecode or GLSL source code.
        /// </summary>
        /// <param name="factory">The <see cref="ResourceFactory"/> used to compile the translated shader code.</param>
        /// <param name="vertexShaderDescription">The vertex shader's description. <see cref="ShaderDescription.ShaderBytes"/>
        /// should contain SPIR-V bytecode or Vulkan-style GLSL source code which can be compiled to SPIR-V.</param>
        /// <param name="fragmentShaderDescription">The fragment shader's description.
        /// <see cref="ShaderDescription.ShaderBytes"/> should contain SPIR-V bytecode or Vulkan-style GLSL source code which
        /// can be compiled to SPIR-V.</param>
        /// <param name="options">The <see cref="CrossCompileOptions"/> which will control the parameters used to translate the
        /// shaders from SPIR-V to the target language.</param>
        /// <returns>A two-element array, containing the vertex shader (element 0) and the fragment shader (element 1).</returns>
        public static Shader[] CreateFromSpirv(
            this ResourceFactory factory,
            ShaderDescription vertexShaderDescription,
            ShaderDescription fragmentShaderDescription,
            CrossCompileOptions options)
        {
            GraphicsBackend backend = factory.BackendType;

            if (backend == GraphicsBackend.Vulkan)
            {
                vertexShaderDescription.ShaderBytes   = EnsureSpirv(vertexShaderDescription);
                fragmentShaderDescription.ShaderBytes = EnsureSpirv(fragmentShaderDescription);

                return(new Shader[]
                {
                    factory.CreateShader(ref vertexShaderDescription),
                    factory.CreateShader(ref fragmentShaderDescription)
                });
            }

            CrossCompileTarget target = GetCompilationTarget(factory.BackendType);
            VertexFragmentCompilationResult compilationResult = SpirvCompilation.CompileVertexFragment(
                vertexShaderDescription.ShaderBytes,
                fragmentShaderDescription.ShaderBytes,
                target,
                options);

            string vertexEntryPoint = (backend == GraphicsBackend.Metal && vertexShaderDescription.EntryPoint == "main")
                ? "main0"
                : vertexShaderDescription.EntryPoint;

            byte[] vertexBytes  = GetBytes(backend, compilationResult.VertexShader);
            Shader vertexShader = factory.CreateShader(new ShaderDescription(
                                                           vertexShaderDescription.Stage,
                                                           vertexBytes,
                                                           vertexEntryPoint));

            string fragmentEntryPoint = (backend == GraphicsBackend.Metal && fragmentShaderDescription.EntryPoint == "main")
                ? "main0"
                : fragmentShaderDescription.EntryPoint;

            byte[] fragmentBytes  = GetBytes(backend, compilationResult.FragmentShader);
            Shader fragmentShader = factory.CreateShader(new ShaderDescription(
                                                             fragmentShaderDescription.Stage,
                                                             fragmentBytes,
                                                             fragmentEntryPoint));

            return(new Shader[] { vertexShader, fragmentShader });
        }
Esempio n. 4
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        /// <summary>
        /// Cross-compiles the given vertex-fragment pair into some target language.
        /// </summary>
        /// <param name="vsBytes">The vertex shader's SPIR-V bytecode or ASCII-encoded GLSL source code.</param>
        /// <param name="fsBytes">The fragment shader's SPIR-V bytecode or ASCII-encoded GLSL source code.</param>
        /// <param name="target">The target language.</param>
        /// <param name="options">The options for shader translation.</param>
        /// <returns>A <see cref="VertexFragmentCompilationResult"/> containing the compiled output.</returns>
        public static unsafe VertexFragmentCompilationResult CompileVertexFragment(
            byte[] vsBytes,
            byte[] fsBytes,
            CrossCompileTarget target,
            CrossCompileOptions options)
        {
            int size1 = sizeof(CrossCompileInfo);
            int size2 = sizeof(InteropArray);

            byte[] vsSpirvBytes;
            byte[] fsSpirvBytes;

            if (Util.HasSpirvHeader(vsBytes))
            {
                vsSpirvBytes = vsBytes;
            }
            else
            {
                fixed(byte *sourceTextPtr = vsBytes)
                {
                    SpirvCompilationResult vsCompileResult = CompileGlslToSpirv(
                        (uint)vsBytes.Length,
                        sourceTextPtr,
                        string.Empty,
                        ShaderStages.Vertex,
                        target == CrossCompileTarget.GLSL || target == CrossCompileTarget.ESSL,
                        0,
                        null);

                    vsSpirvBytes = vsCompileResult.SpirvBytes;
                }
            }

            if (Util.HasSpirvHeader(fsBytes))
            {
                fsSpirvBytes = fsBytes;
            }
            else
            {
                fixed(byte *sourceTextPtr = fsBytes)
                {
                    SpirvCompilationResult fsCompileResult = CompileGlslToSpirv(
                        (uint)fsBytes.Length,
                        sourceTextPtr,
                        string.Empty,
                        ShaderStages.Fragment,
                        target == CrossCompileTarget.GLSL || target == CrossCompileTarget.ESSL,
                        0,
                        null);

                    fsSpirvBytes = fsCompileResult.SpirvBytes;
                }
            }

            int specConstantsCount = options.Specializations.Length;
            NativeSpecializationConstant *nativeSpecConstants = stackalloc NativeSpecializationConstant[specConstantsCount];

            for (int i = 0; i < specConstantsCount; i++)
            {
                nativeSpecConstants[i].ID       = options.Specializations[i].ID;
                nativeSpecConstants[i].Constant = options.Specializations[i].Data;
            }

            CrossCompileInfo info;

            info.Target                 = target;
            info.FixClipSpaceZ          = options.FixClipSpaceZ;
            info.InvertY                = options.InvertVertexOutputY;
            info.NormalizeResourceNames = options.NormalizeResourceNames;
            fixed(byte *vsBytesPtr = vsSpirvBytes)
            fixed(byte *fsBytesPtr = fsSpirvBytes)
            {
                info.VertexShader    = new InteropArray((uint)vsSpirvBytes.Length / 4, vsBytesPtr);
                info.FragmentShader  = new InteropArray((uint)fsSpirvBytes.Length / 4, fsBytesPtr);
                info.Specializations = new InteropArray((uint)specConstantsCount, nativeSpecConstants);

                CompilationResult *result = null;

                try
                {
                    result = VeldridSpirvNative.CrossCompile(&info);
                    if (!result->Succeeded)
                    {
                        throw new SpirvCompilationException(
                                  "Compilation failed: " + Util.GetString((byte *)result->GetData(0), result->GetLength(0)));
                    }

                    string vsCode = Util.GetString((byte *)result->GetData(0), result->GetLength(0));
                    string fsCode = Util.GetString((byte *)result->GetData(1), result->GetLength(1));

                    ReflectionInfo *reflInfo = &result->ReflectionInfo;

                    VertexElementDescription[] vertexElements = new VertexElementDescription[reflInfo->VertexElements.Count];
                    for (uint i = 0; i < reflInfo->VertexElements.Count; i++)
                    {
                        ref NativeVertexElementDescription nativeDesc
                            = ref reflInfo->VertexElements.Ref <NativeVertexElementDescription>(i);
                        vertexElements[i] = new VertexElementDescription(
                            Util.GetString((byte *)nativeDesc.Name.Data, nativeDesc.Name.Count),
                            nativeDesc.Semantic,
                            nativeDesc.Format,
                            nativeDesc.Offset);
                    }

                    ResourceLayoutDescription[] layouts = new ResourceLayoutDescription[reflInfo->ResourceLayouts.Count];
                    for (uint i = 0; i < reflInfo->ResourceLayouts.Count; i++)
                    {
                        ref NativeResourceLayoutDescription nativeDesc =
                            ref reflInfo->ResourceLayouts.Ref <NativeResourceLayoutDescription>(i);
                        layouts[i].Elements = new ResourceLayoutElementDescription[nativeDesc.ResourceElements.Count];
                        for (uint j = 0; j < nativeDesc.ResourceElements.Count; j++)
                        {
                            ref NativeResourceElementDescription elemDesc =
                                ref nativeDesc.ResourceElements.Ref <NativeResourceElementDescription>(j);
                            layouts[i].Elements[j] = new ResourceLayoutElementDescription(
                                Util.GetString((byte *)elemDesc.Name.Data, elemDesc.Name.Count),
                                elemDesc.Kind,
                                elemDesc.Stages,
                                elemDesc.Options);
                        }
                    }
Esempio n. 5
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        /// <summary>
        /// Cross-compiles the given vertex-fragment pair into some target language.
        /// </summary>
        /// <param name="vsBytes">The vertex shader's SPIR-V bytecode or ASCII-encoded GLSL source code.</param>
        /// <param name="fsBytes">The fragment shader's SPIR-V bytecode or ASCII-encoded GLSL source code.</param>
        /// <param name="target">The target language.</param>
        /// <param name="options">The options for shader translation.</param>
        /// <returns>A <see cref="VertexFragmentCompilationResult"/> containing the compiled output.</returns>
        public static unsafe VertexFragmentCompilationResult CompileVertexFragment(
            byte[] vsBytes,
            byte[] fsBytes,
            CrossCompileTarget target,
            CrossCompileOptions options)
        {
            int size1 = sizeof(CrossCompileInfo);
            int size2 = sizeof(InteropArray);

            byte[] vsSpirvBytes;
            byte[] fsSpirvBytes;

            if (Util.HasSpirvHeader(vsBytes))
            {
                vsSpirvBytes = vsBytes;
            }
            else
            {
                fixed(byte *sourceTextPtr = vsBytes)
                {
                    SpirvCompilationResult vsCompileResult = CompileGlslToSpirv(
                        (uint)vsBytes.Length,
                        sourceTextPtr,
                        string.Empty,
                        ShaderStages.Vertex,
                        target == CrossCompileTarget.GLSL || target == CrossCompileTarget.ESSL,
                        0,
                        null);

                    vsSpirvBytes = vsCompileResult.SpirvBytes;
                }
            }

            if (Util.HasSpirvHeader(fsBytes))
            {
                fsSpirvBytes = fsBytes;
            }
            else
            {
                fixed(byte *sourceTextPtr = fsBytes)
                {
                    SpirvCompilationResult fsCompileResult = CompileGlslToSpirv(
                        (uint)fsBytes.Length,
                        sourceTextPtr,
                        string.Empty,
                        ShaderStages.Fragment,
                        target == CrossCompileTarget.GLSL || target == CrossCompileTarget.ESSL,
                        0,
                        null);

                    fsSpirvBytes = fsCompileResult.SpirvBytes;
                }
            }

            int specConstantsCount = options.Specializations.Length;
            NativeSpecializationConstant *nativeSpecConstants = stackalloc NativeSpecializationConstant[specConstantsCount];

            for (int i = 0; i < specConstantsCount; i++)
            {
                nativeSpecConstants[i].ID       = options.Specializations[i].ID;
                nativeSpecConstants[i].Constant = options.Specializations[i].Data;
            }

            CrossCompileInfo info;

            info.Target        = target;
            info.FixClipSpaceZ = options.FixClipSpaceZ;
            info.InvertY       = options.InvertVertexOutputY;
            fixed(byte *vsBytesPtr = vsSpirvBytes)
            fixed(byte *fsBytesPtr = fsSpirvBytes)
            {
                info.VertexShader    = new InteropArray((uint)vsSpirvBytes.Length / 4, vsBytesPtr);
                info.FragmentShader  = new InteropArray((uint)fsSpirvBytes.Length / 4, fsBytesPtr);
                info.Specializations = new InteropArray((uint)specConstantsCount, nativeSpecConstants);

                CompilationResult *result = null;

                try
                {
                    result = VeldridSpirvNative.CrossCompile(&info);
                    if (!result->Succeeded)
                    {
                        throw new SpirvCompilationException(
                                  "Compilation failed: " + Util.GetString((byte *)result->GetData(0), result->GetLength(0)));
                    }

                    string vsCode = Util.GetString((byte *)result->GetData(0), result->GetLength(0));
                    string fsCode = Util.GetString((byte *)result->GetData(1), result->GetLength(1));
                    return(new VertexFragmentCompilationResult(vsCode, fsCode));
                }
                finally
                {
                    if (result != null)
                    {
                        VeldridSpirvNative.FreeResult(result);
                    }
                }
            }
        }
Esempio n. 6
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        /// <summary>
        /// Cross-compiles the given vertex-fragment pair into some target language.
        /// </summary>
        /// <param name="csBytes">The compute shader's SPIR-V bytecode or ASCII-encoded GLSL source code.</param>
        /// <param name="target">The target language.</param>
        /// <param name="options">The options for shader translation.</param>
        /// <returns>A <see cref="ComputeCompilationResult"/> containing the compiled output.</returns>
        public static unsafe ComputeCompilationResult CompileCompute(
            byte[] csBytes,
            CrossCompileTarget target,
            CrossCompileOptions options)
        {
            byte[] csSpirvBytes;

            if (Util.HasSpirvHeader(csBytes))
            {
                csSpirvBytes = csBytes;
            }
            else
            {
                fixed(byte *sourceTextPtr = csBytes)
                {
                    SpirvCompilationResult vsCompileResult = CompileGlslToSpirv(
                        (uint)csBytes.Length,
                        sourceTextPtr,
                        string.Empty,
                        ShaderStages.Compute,
                        target == CrossCompileTarget.GLSL || target == CrossCompileTarget.ESSL,
                        0,
                        null);

                    csSpirvBytes = vsCompileResult.SpirvBytes;
                }
            }

            CrossCompileInfo info;

            info.Target        = target;
            info.FixClipSpaceZ = options.FixClipSpaceZ;
            info.InvertY       = options.InvertVertexOutputY;
            fixed(byte *csBytesPtr = csSpirvBytes)
            fixed(SpecializationConstant * specConstants = options.Specializations)
            {
                info.ComputeShader   = new InteropArray((uint)csSpirvBytes.Length / 4, csBytesPtr);
                info.Specializations = new InteropArray((uint)options.Specializations.Length, specConstants);

                CompilationResult *result = null;

                try
                {
                    result = VeldridSpirvNative.CrossCompile(&info);
                    if (!result->Succeeded)
                    {
                        throw new SpirvCompilationException(
                                  "Compilation failed: " + Util.GetString((byte *)result->GetData(0), result->GetLength(0)));
                    }

                    string csCode = Util.GetString((byte *)result->GetData(0), result->GetLength(0));
                    return(new ComputeCompilationResult(csCode));
                }
                finally
                {
                    if (result != null)
                    {
                        VeldridSpirvNative.FreeResult(result);
                    }
                }
            }
        }