mirror of
https://github.com/KhronosGroup/Vulkan-Hpp
synced 2024-11-08 13:40:08 +00:00
parent
9a4f863d6e
commit
65e1f8ac31
3
.gitmodules
vendored
3
.gitmodules
vendored
@ -1,6 +1,9 @@
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[submodule "glm"]
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path = glm
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url = https://github.com/g-truc/glm.git
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[submodule "glslang"]
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path = glslang
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url = https://github.com/KhronosGroup/glslang.git
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[submodule "tinyxml2"]
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path = tinyxml2
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url = https://github.com/leethomason/tinyxml2.git
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@ -79,6 +79,7 @@ target_include_directories(VulkanHppGenerator PRIVATE "${CMAKE_SOURCE_DIR}/tinyx
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option (SAMPLES_BUILD OFF)
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if (SAMPLES_BUILD)
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add_subdirectory(glslang)
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add_subdirectory(samples)
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endif (SAMPLES_BUILD)
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1
glslang
Submodule
1
glslang
Submodule
@ -0,0 +1 @@
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Subproject commit 05d12a9461dd0a76053bdd42f062a37a10d56afb
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321
samples/11_InitShaders/11_InitShaders.cpp
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321
samples/11_InitShaders/11_InitShaders.cpp
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@ -0,0 +1,321 @@
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// Copyright(c) 2019, NVIDIA CORPORATION. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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// VulkanHpp Samples : 11_InitShaders
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// Initialize vertex and fragment shaders
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#include <iostream>
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#include "vulkan/vulkan.hpp"
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#include "SPIRV/GlslangToSpv.h"
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static char const* AppName = "11_InitShaders";
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static char const* EngineName = "Vulkan.hpp";
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static std::vector<char const*> getDeviceExtensions()
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{
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std::vector<char const*> extensions;
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extensions.push_back(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
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return extensions;
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}
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static std::vector<char const*> getInstanceExtensions()
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{
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std::vector<char const*> extensions;
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extensions.push_back(VK_KHR_SURFACE_EXTENSION_NAME);
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#if defined(VK_USE_PLATFORM_ANDROID_KHR)
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extensions.push_back(VK_KHR_ANDROID_SURFACE_EXTENSION_NAME);
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#elif defined(VK_USE_PLATFORM_IOS_MVK)
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extensions.push_back(VK_MVK_IOS_SURFACE_EXTENSION_NAME);
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#elif defined(VK_USE_PLATFORM_MACOS_MVK)
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extensions.push_back(VK_MVK_MACOS_SURFACE_EXTENSION_NAME);
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#elif defined(VK_USE_PLATFORM_MIR_KHR)
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extensions.push_back(VK_KHR_MIR_SURFACE_EXTENSION_NAME);
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#elif defined(VK_USE_PLATFORM_VI_NN)
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extensions.push_back(VK_NN_VI_SURFACE_EXTENSION_NAME);
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#elif defined(VK_USE_PLATFORM_WAYLAND_KHR)
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extensions.push_back(VK_KHR_WAYLAND_SURFACE_EXTENSION_NAME);
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#elif defined(VK_USE_PLATFORM_WIN32_KHR)
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extensions.push_back(VK_KHR_WIN32_SURFACE_EXTENSION_NAME);
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#elif defined(VK_USE_PLATFORM_XCB_KHR)
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extensions.push_back(VK_KHR_XCB_SURFACE_EXTENSION_NAME);
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#elif defined(VK_USE_PLATFORM_XLIB_KHR)
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extensions.push_back(VK_KHR_XLIB_SURFACE_EXTENSION_NAME);
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#elif defined(VK_USE_PLATFORM_XLIB_XRANDR_EXT)
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extensions.push_back(VK_EXT_ACQUIRE_XLIB_DISPLAY_EXTENSION_NAME);
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#endif
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return extensions;
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}
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EShLanguage translateShaderStage(vk::ShaderStageFlagBits stage)
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{
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switch (stage)
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{
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case vk::ShaderStageFlagBits::eVertex: return EShLangVertex;
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case vk::ShaderStageFlagBits::eTessellationControl: return EShLangTessControl;
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case vk::ShaderStageFlagBits::eTessellationEvaluation: return EShLangTessEvaluation;
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case vk::ShaderStageFlagBits::eGeometry: return EShLangGeometry;
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case vk::ShaderStageFlagBits::eFragment: return EShLangFragment;
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case vk::ShaderStageFlagBits::eCompute: return EShLangCompute;
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default:
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assert(false && "Unknown shader stage");
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return EShLangVertex;
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}
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}
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void init(TBuiltInResource & resource)
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{
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resource.maxLights = 32;
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resource.maxClipPlanes = 6;
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resource.maxTextureUnits = 32;
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resource.maxTextureCoords = 32;
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resource.maxVertexAttribs = 64;
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resource.maxVertexUniformComponents = 4096;
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resource.maxVaryingFloats = 64;
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resource.maxVertexTextureImageUnits = 32;
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resource.maxCombinedTextureImageUnits = 80;
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resource.maxTextureImageUnits = 32;
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resource.maxFragmentUniformComponents = 4096;
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resource.maxDrawBuffers = 32;
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resource.maxVertexUniformVectors = 128;
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resource.maxVaryingVectors = 8;
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resource.maxFragmentUniformVectors = 16;
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resource.maxVertexOutputVectors = 16;
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resource.maxFragmentInputVectors = 15;
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resource.minProgramTexelOffset = -8;
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resource.maxProgramTexelOffset = 7;
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resource.maxClipDistances = 8;
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resource.maxComputeWorkGroupCountX = 65535;
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resource.maxComputeWorkGroupCountY = 65535;
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resource.maxComputeWorkGroupCountZ = 65535;
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resource.maxComputeWorkGroupSizeX = 1024;
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resource.maxComputeWorkGroupSizeY = 1024;
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resource.maxComputeWorkGroupSizeZ = 64;
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resource.maxComputeUniformComponents = 1024;
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resource.maxComputeTextureImageUnits = 16;
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resource.maxComputeImageUniforms = 8;
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resource.maxComputeAtomicCounters = 8;
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resource.maxComputeAtomicCounterBuffers = 1;
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resource.maxVaryingComponents = 60;
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resource.maxVertexOutputComponents = 64;
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resource.maxGeometryInputComponents = 64;
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resource.maxGeometryOutputComponents = 128;
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resource.maxFragmentInputComponents = 128;
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resource.maxImageUnits = 8;
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resource.maxCombinedImageUnitsAndFragmentOutputs = 8;
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resource.maxCombinedShaderOutputResources = 8;
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resource.maxImageSamples = 0;
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resource.maxVertexImageUniforms = 0;
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resource.maxTessControlImageUniforms = 0;
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resource.maxTessEvaluationImageUniforms = 0;
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resource.maxGeometryImageUniforms = 0;
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resource.maxFragmentImageUniforms = 8;
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resource.maxCombinedImageUniforms = 8;
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resource.maxGeometryTextureImageUnits = 16;
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resource.maxGeometryOutputVertices = 256;
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resource.maxGeometryTotalOutputComponents = 1024;
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resource.maxGeometryUniformComponents = 1024;
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resource.maxGeometryVaryingComponents = 64;
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resource.maxTessControlInputComponents = 128;
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resource.maxTessControlOutputComponents = 128;
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resource.maxTessControlTextureImageUnits = 16;
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resource.maxTessControlUniformComponents = 1024;
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resource.maxTessControlTotalOutputComponents = 4096;
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resource.maxTessEvaluationInputComponents = 128;
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resource.maxTessEvaluationOutputComponents = 128;
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resource.maxTessEvaluationTextureImageUnits = 16;
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resource.maxTessEvaluationUniformComponents = 1024;
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resource.maxTessPatchComponents = 120;
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resource.maxPatchVertices = 32;
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resource.maxTessGenLevel = 64;
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resource.maxViewports = 16;
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resource.maxVertexAtomicCounters = 0;
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resource.maxTessControlAtomicCounters = 0;
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resource.maxTessEvaluationAtomicCounters = 0;
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resource.maxGeometryAtomicCounters = 0;
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resource.maxFragmentAtomicCounters = 8;
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resource.maxCombinedAtomicCounters = 8;
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resource.maxAtomicCounterBindings = 1;
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resource.maxVertexAtomicCounterBuffers = 0;
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resource.maxTessControlAtomicCounterBuffers = 0;
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resource.maxTessEvaluationAtomicCounterBuffers = 0;
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resource.maxGeometryAtomicCounterBuffers = 0;
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resource.maxFragmentAtomicCounterBuffers = 1;
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resource.maxCombinedAtomicCounterBuffers = 1;
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resource.maxAtomicCounterBufferSize = 16384;
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resource.maxTransformFeedbackBuffers = 4;
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resource.maxTransformFeedbackInterleavedComponents = 64;
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resource.maxCullDistances = 8;
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resource.maxCombinedClipAndCullDistances = 8;
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resource.maxSamples = 4;
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resource.limits.nonInductiveForLoops = 1;
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resource.limits.whileLoops = 1;
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resource.limits.doWhileLoops = 1;
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resource.limits.generalUniformIndexing = 1;
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resource.limits.generalAttributeMatrixVectorIndexing = 1;
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resource.limits.generalVaryingIndexing = 1;
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resource.limits.generalSamplerIndexing = 1;
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resource.limits.generalVariableIndexing = 1;
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resource.limits.generalConstantMatrixVectorIndexing = 1;
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}
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bool GLSLtoSPV(const vk::ShaderStageFlagBits shaderType, std::string const& glslShader, std::vector<unsigned int> &spvShader)
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{
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EShLanguage stage = translateShaderStage(shaderType);
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const char *shaderStrings[1];
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shaderStrings[0] = glslShader.data();
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glslang::TShader shader(stage);
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shader.setStrings(shaderStrings, 1);
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TBuiltInResource resource;
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init(resource);
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// Enable SPIR-V and Vulkan rules when parsing GLSL
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EShMessages messages = (EShMessages)(EShMsgSpvRules | EShMsgVulkanRules);
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if (!shader.parse(&resource, 100, false, messages))
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{
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puts(shader.getInfoLog());
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puts(shader.getInfoDebugLog());
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return false; // something didn't work
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}
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glslang::TProgram program;
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program.addShader(&shader);
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//
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// Program-level processing...
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//
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if (!program.link(messages))
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{
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puts(shader.getInfoLog());
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puts(shader.getInfoDebugLog());
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fflush(stdout);
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return false;
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}
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glslang::GlslangToSpv(*program.getIntermediate(stage), spvShader);
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return true;
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}
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int main(int /*argc*/, char * /*argv[]*/)
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{
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try
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{
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// create an instance
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vk::ApplicationInfo appInfo(AppName, 1, EngineName, 1, VK_API_VERSION_1_1);
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std::vector<char const*> instanceExtensions = getInstanceExtensions();
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vk::InstanceCreateInfo instanceCreateInfo({}, &appInfo, 0, nullptr, static_cast<uint32_t>(instanceExtensions.size()), instanceExtensions.data());
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vk::UniqueInstance instance = vk::createInstanceUnique(instanceCreateInfo);
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// get the physical devices
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std::vector<vk::PhysicalDevice> physicalDevices = instance->enumeratePhysicalDevices();
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assert(!physicalDevices.empty());
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// determine a queueFamilyIndex that supports graphics
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std::vector<vk::QueueFamilyProperties> queueFamilyProperties = physicalDevices[0].getQueueFamilyProperties();
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size_t graphicsQueueFamilyIndex = std::distance(queueFamilyProperties.begin(),
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std::find_if(queueFamilyProperties.begin(),
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queueFamilyProperties.end(),
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[](vk::QueueFamilyProperties const& qfp) { return qfp.queueFlags & vk::QueueFlagBits::eGraphics; }));
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// create a device
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float queuePriority = 0.0f;
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vk::DeviceQueueCreateInfo deviceQueueCreateInfo({}, static_cast<uint32_t>(graphicsQueueFamilyIndex), 1, &queuePriority);
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std::vector<char const*> deviceExtensionNames = getDeviceExtensions();
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vk::UniqueDevice device = physicalDevices[0].createDeviceUnique(vk::DeviceCreateInfo({}, 1, &deviceQueueCreateInfo, 0, nullptr, static_cast<uint32_t>(deviceExtensionNames.size()), deviceExtensionNames.data()));
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/* VULKAN_HPP_KEY_START */
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static const std::string vertexShaderText = R"(
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#version 400
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (std140, binding = 0) uniform bufferVals
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{
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mat4 mvp;
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} myBufferVals;
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layout (location = 0) in vec4 pos;
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layout (location = 1) in vec4 inColor;
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layout (location = 0) out vec4 outColor;
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void main()
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{
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outColor = inColor;
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gl_Position = myBufferVals.mvp * pos;
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}
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)";
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static const std::string fragmentShaderText = R"(
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#version 400
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec4 color;
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layout (location = 0) out vec4 outColor;
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void main()
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{
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outColor = color;
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}
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)";
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glslang::InitializeProcess();
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std::vector<unsigned int> vertexShaderSPV;
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bool ok = GLSLtoSPV(vk::ShaderStageFlagBits::eVertex, vertexShaderText, vertexShaderSPV);
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assert(ok);
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vk::ShaderModuleCreateInfo vertexShaderModuleCreateInfo(vk::ShaderModuleCreateFlags(), vertexShaderSPV.size() * sizeof(unsigned int), vertexShaderSPV.data());
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vk::UniqueShaderModule vertexShaderModule = device->createShaderModuleUnique(vertexShaderModuleCreateInfo);
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std::vector<unsigned int> fragmentShaderSPV;
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ok = GLSLtoSPV(vk::ShaderStageFlagBits::eFragment, fragmentShaderText, fragmentShaderSPV);
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assert(ok);
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vk::ShaderModuleCreateInfo fragmentShaderModuleCreateInfo(vk::ShaderModuleCreateFlags(), fragmentShaderSPV.size() * sizeof(unsigned int), fragmentShaderSPV.data());
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vk::UniqueShaderModule fragmentShaderModule = device->createShaderModuleUnique(fragmentShaderModuleCreateInfo);
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glslang::FinalizeProcess();
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// Note: No need to explicitly destroy the ShaderModules, as the corresponding destroy
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// functions are called by the destructor of the UniqueShaderModule on leaving this scope.
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/* VULKAN_HPP_KEY_END */
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}
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catch (vk::SystemError err)
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{
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std::cout << "vk::SystemError: " << err.what() << std::endl;
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exit(-1);
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}
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catch (std::runtime_error err)
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{
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std::cout << "std::runtime_error: " << err.what() << std::endl;
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exit(-1);
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}
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catch (...)
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{
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std::cout << "unknown error\n";
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exit(-1);
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}
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return 0;
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}
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37
samples/11_InitShaders/CMakeLists.txt
Normal file
37
samples/11_InitShaders/CMakeLists.txt
Normal file
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# Copyright(c) 2019, NVIDIA CORPORATION. All rights reserved.
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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||||
# you may not use this file except in compliance with the License.
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||||
# You may obtain a copy of the License at
|
||||
#
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# http://www.apache.org/licenses/LICENSE-2.0
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||||
#
|
||||
# Unless required by applicable law or agreed to in writing, software
|
||||
# distributed under the License is distributed on an "AS IS" BASIS,
|
||||
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
# See the License for the specific language governing permissions and
|
||||
# limitations under the License.
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||||
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cmake_minimum_required(VERSION 3.2)
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project(11_InitShaders)
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set(HEADERS
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)
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set(SOURCES
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11_InitShaders.cpp
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)
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source_group(headers FILES ${HEADERS})
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source_group(sources FILES ${SOURCES})
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add_executable(11_InitShaders
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${HEADERS}
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${SOURCES}
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)
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set_target_properties(11_InitShaders PROPERTIES FOLDER "Samples")
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target_include_directories(11_InitShaders PUBLIC ${CMAKE_SOURCE_DIR}/glslang)
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target_link_libraries(11_InitShaders PUBLIC glslang SPIRV "$ENV{VULKAN_SDK}/Lib/vulkan-1.lib"
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)
|
Loading…
Reference in New Issue
Block a user