/// <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)));
        }
示例#2
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        private string[] CompileCompute(ShaderVariantDescription variant)
        {
            List <string> generatedFiles = new List <string>();

            byte[] csBytes = CompileToSpirv(variant, variant.Shaders[0].FileName, ShaderStages.Compute);
            string spvPath = Path.Combine(_outputPath, $"{variant.Name}_{ShaderStages.Compute.ToString()}.spv");

            File.WriteAllBytes(spvPath, csBytes);
            generatedFiles.Add(spvPath);

            List <Exception> compilationExceptions = new List <Exception>();

            foreach (CrossCompileTarget target in variant.Targets)
            {
                try
                {
                    ComputeCompilationResult result = SpirvCompilation.CompileCompute(csBytes, target, variant.CrossCompileOptions);
                    string csPath = Path.Combine(_outputPath, $"{variant.Name}_Compute.{GetExtension(target)}");
                    File.WriteAllText(csPath, result.ComputeShader);
                    generatedFiles.Add(csPath);

                    string reflectionPath = Path.Combine(_outputPath, $"{variant.Name}_ReflectionInfo.json");

                    JsonSerializer serializer = new JsonSerializer();
                    serializer.Formatting = Formatting.Indented;
                    StringEnumConverter enumConverter = new StringEnumConverter();
                    serializer.Converters.Add(enumConverter);
                    using (StreamWriter sw = File.CreateText(reflectionPath))
                        using (JsonTextWriter jtw = new JsonTextWriter(sw))
                        {
                            serializer.Serialize(jtw, result.Reflection);
                        }
                    generatedFiles.Add(reflectionPath);
                }
                catch (Exception e)
                {
                    compilationExceptions.Add(e);
                }
            }

            if (compilationExceptions.Count > 0)
            {
                throw new AggregateException($"Errors were encountered when compiling shader variant(s).", compilationExceptions);
            }

            return(generatedFiles.ToArray());
        }