Runtime ShaderCompilation with Include Features
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45
openVulkanoCpp/Shader/ShaderCompiler.hpp
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45
openVulkanoCpp/Shader/ShaderCompiler.hpp
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#pragma once
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#include "Base/Utils.hpp"
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#include "Base/Wrapper.hpp"
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#include <spirv_cross/spirv_hlsl.hpp>
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#include <spirv_cross/spirv_glsl.hpp>
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#include <shaderc/shaderc.hpp>
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namespace OpenVulkano
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{
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class ShaderIncluder : public shaderc::CompileOptions::IncluderInterface
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{
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public:
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ShaderIncluder(const std::string& path);
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~ShaderIncluder() override = default;
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shaderc_include_result* GetInclude(const char* requested_source, shaderc_include_type type,
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const char* requesting_source, uint64_t include_depth) override;
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void ReleaseInclude(shaderc_include_result* data) override;
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private:
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std::string ResolveInclude(const std::string requestedSource);
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const char* RecordInclude(const std::string& requestedSource);
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const char* GetActualPath(const std::string& requestedSource);
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private:
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std::vector<std::string> m_includes;
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};
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class ShaderCompiler
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{
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public:
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/**
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* @param absPath - absolute path of the shader that needs to be compiled
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* @param incPath - include path that will be used to resolve includes
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* @param entryPoint - the name of the void function in the shader
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* @param shaderStage - type of the shader that needs to be compiled
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* @param bHaveIncludes - if incPath is empty, make it false
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*/
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static Unique<void*> CompileGLSLToSpirv(const std::string& absPath,
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const std::string& incPath, const std::string& entryPoint,
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shaderc_shader_kind shaderStage, bool bHaveIncludes);
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};
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}
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