Add API usage sample to README.md.
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README.md
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README.md
@ -32,6 +32,53 @@ MinGW-w64 based compilation works with `make`, and an MSVC 2013 solution is also
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## Usage
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### Using the C++ API
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To perform reflection and convert to other shader languages you can use the SPIRV-Cross API.
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For example:
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```
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#include "spirv_glsl.hpp"
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#include <vector>
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#include <utility>
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extern std::vector<uint32_t> load_spirv_file();
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int main()
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{
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// Read SPIR-V from disk or similar.
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std::vector<uint32_t> spirv_binary = load_spirv_file();
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spirv_cross::CompilerGLSL glsl(std::move(spirv_binary));
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// The SPIR-V is now parsed, and we can perform reflection on it.
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spirv_cross::ShaderResources resources = glsl.get_shader_resources();
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// Get all sampled images in the shader.
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for (auto &resource : resources.sampled_images)
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{
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unsigned set = glsl.get_decoration(resource.id, spv::DecorationDescriptorSet);
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unsigned binding = glsl.get_decoration(resource.id, spv::DecorationBinding);
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printf("Image %s at set = %u, binding = %u\n", resource.name.c_str(), set, binding);
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// Modify the decoration to prepare it for GLSL.
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glsl.unset_decoration(resource.id, spv::DecorationDescriptorSet);
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// Some arbitrary remapping if we want.
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glsl.set_decoration(resource.id, spv::DecorationBinding, set * 16 + binding);
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}
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// Set some options.
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spirv_cross::CompilerGLSL::Options options;
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options.version = 310;
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options.es = true;
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glsl.set_options(options);
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// Compile to GLSL, ready to give to GL driver.
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std::string source = glsl.compile();
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}
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```
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### Creating a SPIR-V file from GLSL with glslang
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```
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