Mercurial > games > semicongine
view src/zamikongine/glslang/glslang.nim @ 480:14e5151f68d1
did: introduce scene graph, meshs and generic vertex buffers
author | Sam <sam@basx.dev> |
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date | Mon, 09 Jan 2023 11:04:19 +0700 |
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import glslang_c_interface import glslang_c_shader_types export glslang_stage_t, glslang_initialize_process, glslang_finalize_process type ShaderVersion = enum ES_VERSION = 100 DESKTOP_VERSION = 110 proc compileGLSLToSPIRV*(stage: glslang_stage_t, shaderSource: string, fileName: string): seq[uint32] = var input = glslang_input_t( stage: stage, language: GLSLANG_SOURCE_GLSL, client: GLSLANG_CLIENT_VULKAN, client_version: GLSLANG_TARGET_VULKAN_1_2, target_language: GLSLANG_TARGET_SPV, target_language_version: GLSLANG_TARGET_SPV_1_5, code: cstring(shaderSource), default_version: ord(DESKTOP_VERSION), default_profile: GLSLANG_CORE_PROFILE, force_default_version_and_profile: false.cint, forward_compatible: false.cint, messages: GLSLANG_MSG_DEBUG_INFO_BIT, resource: glslang_default_resource(), ) var shader = glslang_shader_create(addr(input)) if not bool(glslang_shader_preprocess(shader, addr(input))): echo "GLSL preprocessing failed " & fileName echo glslang_shader_get_info_log(shader) echo glslang_shader_get_info_debug_log(shader) echo input.code glslang_shader_delete(shader) return if not bool(glslang_shader_parse(shader, addr(input))): echo "GLSL parsing failed " & fileName echo glslang_shader_get_info_log(shader) echo glslang_shader_get_info_debug_log(shader) echo glslang_shader_get_preprocessed_code(shader) glslang_shader_delete(shader) return var program: ptr glslang_program_t = glslang_program_create() glslang_program_add_shader(program, shader) if not bool(glslang_program_link(program, ord(GLSLANG_MSG_SPV_RULES_BIT) or ord(GLSLANG_MSG_VULKAN_RULES_BIT))): echo "GLSL linking failed " & fileName echo glslang_program_get_info_log(program) echo glslang_program_get_info_debug_log(program) glslang_program_delete(program) glslang_shader_delete(shader) return glslang_program_SPIRV_generate(program, stage) result = newSeq[uint32](glslang_program_SPIRV_get_size(program)) glslang_program_SPIRV_get(program, addr(result[0])) var spirv_messages: cstring = glslang_program_SPIRV_get_messages(program) if spirv_messages != nil: echo "(%s) %s\b", fileName, spirv_messages glslang_program_delete(program) glslang_shader_delete(shader) template checkGlslangResult*(call: untyped) = let value = call if value != 1: raise newException(Exception, "glgslang error: " & astToStr(call) & " returned " & $value)