From ccf948e975e0ddd08f07c5244f23f3158d65ed7b Mon Sep 17 00:00:00 2001 From: David Neto Date: Wed, 21 Aug 2019 15:56:13 -0400 Subject: [PATCH] Force Glslang to support HLSL in its interface Fixes a compilation problem introduced by recent Glslang changes to optionally build into a very small GLSL-only binary. Also fix test cases to have set and binding layout qualifiers on buffers when compiling for Vulkan. This rule is now enforced by Glslang. --- README.md | 8 ++++++++ glslc/test/option_dash_fhlsl_offsets.py | 1 + libshaderc/src/common_shaders_for_test.h | 1 + libshaderc_util/CMakeLists.txt | 3 +++ libshaderc_util/src/compiler_test.cc | 1 + 5 files changed, 14 insertions(+) diff --git a/README.md b/README.md index e2c33555..172c8e04 100644 --- a/README.md +++ b/README.md @@ -93,6 +93,14 @@ Shaderc into. The rest of this section describes how to build Shaderc from sources. +Note: Shaderc assumes Glslang supports HLSL compilation. The instructions +below assume you're building Glslang from sources, and in a subtree +of `shaderc/third_party`. In that scenario, Glslang's HLSL support +is automatically enabled. Shaderc also can be built using a Glslang +from outside the `shaderc/third_party` tree. In that case you must +ensure that that external Glslang is built with HLSL functionality. +See Glslang's `ENABLE_HLSL` CMake setting.) + 1) Check out the source code: ```sh diff --git a/glslc/test/option_dash_fhlsl_offsets.py b/glslc/test/option_dash_fhlsl_offsets.py index 631a2754..4682d310 100644 --- a/glslc/test/option_dash_fhlsl_offsets.py +++ b/glslc/test/option_dash_fhlsl_offsets.py @@ -19,6 +19,7 @@ # A GLSL shader with uniforms without explicit bindings. GLSL_SHADER = """#version 450 + layout(set=0, binding=0) buffer B { float x; vec3 y; } my_ssbo; void main() { my_ssbo.x = 1.0; diff --git a/libshaderc/src/common_shaders_for_test.h b/libshaderc/src/common_shaders_for_test.h index 512742a3..c87ed76f 100644 --- a/libshaderc/src/common_shaders_for_test.h +++ b/libshaderc/src/common_shaders_for_test.h @@ -293,6 +293,7 @@ const char kShaderWithUniformsWithoutBindings[] = // A GLSL vertex shader with a weirdly packed block. const char kGlslShaderWeirdPacking[] = R"(#version 450 + layout(set=0, binding=0) buffer B { float x; vec3 foo; } my_ssbo; void main() { my_ssbo.x = 1.0; })"; diff --git a/libshaderc_util/CMakeLists.txt b/libshaderc_util/CMakeLists.txt index 85e100c0..f8ae95d0 100644 --- a/libshaderc_util/CMakeLists.txt +++ b/libshaderc_util/CMakeLists.txt @@ -26,6 +26,9 @@ add_library(shaderc_util STATIC shaderc_default_compile_options(shaderc_util) target_include_directories(shaderc_util PUBLIC include PRIVATE ${glslang_SOURCE_DIR}) +# We use parts of Glslang's HLSL compilation interface, which +# now requires this preprocessor definition. +add_definitions(-DENABLE_HLSL) find_package(Threads) target_link_libraries(shaderc_util PRIVATE diff --git a/libshaderc_util/src/compiler_test.cc b/libshaderc_util/src/compiler_test.cc index 1a0b21c4..f6207e69 100644 --- a/libshaderc_util/src/compiler_test.cc +++ b/libshaderc_util/src/compiler_test.cc @@ -119,6 +119,7 @@ const char kGlslVertShaderNoExplicitLocation[] = // A GLSL vertex shader with a weirdly packed block. const char kGlslShaderWeirdPacking[] = R"(#version 450 + layout(set = 0, binding = 0) buffer B { float x; vec3 foo; } my_ssbo; void main() { my_ssbo.x = 1.0; })";