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https://github.com/RPCS3/glslang.git
synced 2024-12-11 21:03:45 +00:00
make glslang.js easy to use
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@ -131,6 +131,7 @@ if(ENABLE_GLSLANG_WEB)
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set_target_properties(glslang.js PROPERTIES
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OUTPUT_NAME "glslang"
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SUFFIX ".js"
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LINK_FLAGS "--bind")
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LINK_FLAGS "--bind -s EXPORT_NAME=\"glslangModule\"")
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em_link_pre_js(glslang.js ${CMAKE_CURRENT_SOURCE_DIR}/glslang.pre.js)
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endif(EMSCRIPTEN)
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endif(ENABLE_GLSLANG_WEB)
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@ -34,6 +34,8 @@
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//
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#include <cstdio>
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#include <cstdint>
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#endif // __EMSCRIPTEN__
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@ -43,6 +45,10 @@
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#include "../SPIRV/doc.h"
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#include "./../glslang/Public/ShaderLang.h"
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#ifndef EMSCRIPTEN_KEEPALIVE
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#define EMSCRIPTEN_KEEPALIVE
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#endif
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const TBuiltInResource DefaultTBuiltInResource = {
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/* .MaxLights = */ 32,
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/* .MaxClipPlanes = */ 6,
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@ -149,6 +155,8 @@ const TBuiltInResource DefaultTBuiltInResource = {
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/* .generalConstantMatrixVectorIndexing = */ 1,
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}};
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extern "C" {
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/*
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* Takes in a GLSL shader as a string and converts it to SPIR-V in binary form.
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*
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@ -158,8 +166,8 @@ const TBuiltInResource DefaultTBuiltInResource = {
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* |shader_type| Magic number indicating the type of shader being processed.
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* Legal values are as follows:
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* Vertex = 0
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* Geometry = 3
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* Fragment = 4
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* Compute = 5
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* |spirv| Pointer to an output buffer that will be updated with the
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* resulting SPIR-V shader.
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* This buffer must be destroyed using destroy_output_buffer.
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@ -169,10 +177,8 @@ const TBuiltInResource DefaultTBuiltInResource = {
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*
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* Return 0 on success, non-0 on failure.
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*/
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#ifdef __EMSCRIPTEN__
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EMSCRIPTEN_KEEPALIVE
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#endif // __EMSCRIPTEN__
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int convert_glsl_to_spirv(const char* glsl, int shader_type, unsigned int** spirv, size_t* spirv_len, bool gen_debug)
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int convert_glsl_to_spirv(const char* glsl, int shader_type, uint32_t** spirv, size_t* spirv_len, bool gen_debug)
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{
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int ret_val = 0;
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if (glsl == nullptr || spirv == nullptr) {
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@ -180,27 +186,34 @@ int convert_glsl_to_spirv(const char* glsl, int shader_type, unsigned int** spir
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}
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*spirv = nullptr;
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if (shader_type != 0 && shader_type != 3 && shader_type != 4) {
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if (shader_type != 0 && shader_type != 4 && shader_type != 5) {
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return 2;
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}
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EShLanguage shader_lang = static_cast<EShLanguage>(shader_type);
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EShLanguage shader_stage = static_cast<EShLanguage>(shader_type);
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glslang::InitializeProcess();
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{
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glslang::TShader shader(shader_lang);
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glslang::TShader shader(shader_stage);
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shader.setStrings(&glsl, 1);
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shader.setEnvInput(glslang::EShSourceGlsl, shader_lang, glslang::EShClientOpenGL, 100);
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shader.setEnvInput(glslang::EShSourceGlsl, shader_stage, glslang::EShClientVulkan, 100);
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shader.setEnvClient(glslang::EShClientVulkan, glslang::EShTargetVulkan_1_1);
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shader.setEnvTarget(glslang::EShTargetSpv, glslang::EShTargetSpv_1_3);
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shader.parse(&DefaultTBuiltInResource, 100, true, EShMsgDefault);
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if (!shader.parse(&DefaultTBuiltInResource, 100, true, EShMsgDefault)) {
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fprintf(stderr, "Parse failed\n");
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fprintf(stderr, "%s\n", shader.getInfoLog());
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fprintf(stderr, "%s\n", shader.getInfoDebugLog());
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}
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glslang::TProgram program;
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program.addShader(&shader);
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program.link(EShMsgDefault);
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if (!program.link(EShMsgDefault)) {
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fprintf(stderr, "Link failed\n");
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fprintf(stderr, "%s\n", program.getInfoLog());
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fprintf(stderr, "%s\n", program.getInfoDebugLog());
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}
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std::vector<unsigned int> output;
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std::string warningsErrors;
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std::vector<uint32_t> output;
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glslang::SpvOptions spvOptions;
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spvOptions.generateDebugInfo = gen_debug;
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spvOptions.disableOptimizer = false;
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@ -208,12 +221,12 @@ int convert_glsl_to_spirv(const char* glsl, int shader_type, unsigned int** spir
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spvOptions.disassemble = false;
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spvOptions.validate = false;
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glslang::GlslangToSpv(*program.getIntermediate(EShLangFragment), output, nullptr, &spvOptions);
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glslang::GlslangToSpv(*program.getIntermediate(shader_stage), output, nullptr, &spvOptions);
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*spirv_len = output.size();
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*spirv = static_cast<unsigned int*>(malloc(*spirv_len * sizeof(unsigned int)));
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*spirv = static_cast<uint32_t*>(malloc(*spirv_len * sizeof(uint32_t)));
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if (*spirv != nullptr) {
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memcpy(*spirv, output.data(), *spirv_len);
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memcpy(*spirv, output.data(), *spirv_len * sizeof(uint32_t));
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} else {
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ret_val = 3;
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}
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@ -227,17 +240,13 @@ int convert_glsl_to_spirv(const char* glsl, int shader_type, unsigned int** spir
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*
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* Must be destroyed later using destroy_input_buffer.
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*/
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#ifdef __EMSCRIPTEN__
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EMSCRIPTEN_KEEPALIVE
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#endif // __EMSCRIPTEN__
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char* create_input_buffer(int count) { return static_cast<char*>(malloc(count * sizeof(char))); }
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/*
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* Destroys a buffer created by create_input_buffer
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*/
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#ifdef __EMSCRIPTEN__
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EMSCRIPTEN_KEEPALIVE
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#endif // __EMSCRIPTEN__
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void destroy_input_buffer(char* p)
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{
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if (p != nullptr)
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@ -247,15 +256,14 @@ void destroy_input_buffer(char* p)
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/*
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* Destroys a buffer created by convert_glsl_to_spirv
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*/
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#ifdef __EMSCRIPTEN__
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EMSCRIPTEN_KEEPALIVE
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#endif // __EMSCRIPTEN__
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void destroy_ouput_buffer(unsigned int* p)
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void destroy_output_buffer(uint32_t* p)
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{
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if (p != nullptr)
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free(p);
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}
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} // extern "C"
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/*
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* For non-Emscripten builds we supply a generic main, so that the glslang.js
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@ -271,7 +279,7 @@ int main() {
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void main() { })";
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char* input;
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unsigned int* output;
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uint32_t* output;
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size_t output_len;
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input = create_input_buffer(sizeof(input_text));
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@ -279,7 +287,7 @@ void main() { })";
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memcpy(input, input_text, sizeof(input_text));
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convert_glsl_to_spirv(input, 4, &output, &output_len, false);
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destroy_ouput_buffer(output);
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destroy_output_buffer(output);
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destroy_input_buffer(input);
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return 0;
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}
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44
glslang/glslang.pre.js
Normal file
44
glslang/glslang.pre.js
Normal file
@ -0,0 +1,44 @@
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Module['compileGLSLZeroCopy'] = function(glsl, shader_stage, gen_debug) {
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gen_debug = !!gen_debug;
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var shader_stage_int;
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if (shader_stage === 'vertex') {
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shader_stage_int = 0;
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} else if (shader_stage === 'fragment') {
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shader_stage_int = 4;
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} else if (shader_stage === 'compute') {
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shader_stage_int = 5;
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} else {
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throw new Error("shader_stage must be 'vertex', 'fragment', or 'compute'");
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}
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var p_output = Module['_malloc'](4);
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var p_output_len = Module['_malloc'](4);
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var err = ccall('convert_glsl_to_spirv',
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'number',
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['string', 'number', 'number', 'number', 'boolean'],
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[glsl, shader_stage_int, p_output, p_output_len, gen_debug]);
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var output = getValue(p_output, 'i32');
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var output_len = getValue(p_output_len, 'i32');
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Module['_free'](p_output);
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Module['_free'](p_output_len);
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if (err !== 0 || output_len === 0) {
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throw new Error('GLSL compilation failed');
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}
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var ret = {};
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ret.data = Module['HEAPU32'].subarray(output / 4, output / 4 + output_len);
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ret.free = function() {
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Module['_destroy_output_buffer'](output);
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};
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return ret;
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};
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Module['compileGLSL'] = function(glsl, shader_stage, gen_debug) {
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var compiled = Module['compileGLSLZeroCopy'](glsl, shader_stage, gen_debug);
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var ret = compiled.data.slice()
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compiled.free();
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return ret;
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};
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