I am trying to support #include
directives for glsl in a Vulkan project.
To my understanding all that is required is to properly implement the IncluderInterface and set it, which I did like this:
class NEShaderIncluder : public CompileOptions::IncluderInterface
{
shaderc_include_result* GetInclude(
const char* requested_source,
shaderc_include_type type,
const char* requesting_source,
size_t include_depth)
{
cout << requested_source << endl;
cout << to_string(type) << endl;
cout << requesting_source << endl;
cout << include_depth << endl;
const string name = string(requested_source);
const string contents = ReadFile(name);
auto container = new std::array<std::string, 2>;
(*container)[0] = name;
(*container)[1] = contents;
auto data = new shaderc_include_result;
data->user_data = container;
data->source_name = (*container)[0].data();
data->source_name_length = (*container)[0].size();
data->content = (*container)[1].data();
data->content_length = (*container)[1].size();
cout << "!!!!!!!!!!!!!!!!!!!" << endl;
cout << data->content << endl;
return data;
};
void ReleaseInclude(shaderc_include_result* data) override
{
delete static_cast<std::array<std::string, 2>*>(data->user_data);
delete data;
};
};
CompileOptions SetShaderCompilationOptions()
{
CompileOptions options;
options.SetIncluder(std::make_unique<NEShaderIncluder>());
options.SetGenerateDebugInfo();
return options;
}
And then I compile my shaders like this:
Compiler compiler;
CompileOptions options = SetShaderCompilationOptions();
shaderc::SpvCompilationResult result =
compiler.CompileGlslToSpv(source, shader_type, shader_name.c_str(), options);
All the print statements I added to that function work and print what I expect, for example this is the last print:
vec4 BlinnPhong(vec3 pos, vec3 normal, vec3 camera_position)
{
vec4 color = vec4(0);
vec3 l = vec3(1);
vec3 c = vec3(0, 0, 0.7);
vec3 n = normalize(normal);
vec3 e = camera_position - pos;
e = normalize(e);
vec3 h = normalize(e + l);
color = vec4(
c * (vec3(0.1) + 0.9 * max(0, dot(n, l))) +
vec3(0.9) * max(0, pow(dot(h, n), 100)),
1);
return color;
}
However, shaderc doesn’t seem to be replacing the include, I get this as an error message from the result object:
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_GOOGLE_include_directive : require
#include "shaders/Example2/phong_lighting.glsl"
layout(location = 0) out vec4 color_out;
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 tex_coord;
layout(location = 2) in vec3 normal;
layout(binding = 1) uniform CameraInfo {
vec3 camera_position;
};
void main()
{
color_out = BlinnPhong(position, normal);
}:
fragment_shader:19: error: 'BlinnPhong' : no matching overloaded function found
fragment_shader:19: error: 'assign' : cannot convert from ' const float' to 'layout( location=0) out highp 4-component vector of float'
I am not entirely sure what is wrong with my use of the API, and I have not been able to find examples online to cross reference.
I suspect one must call PreprocessGlsl
beforehand but I am not sure how you are supposed to chain preprocessing and compilation.
The problem is that you are supposed to call a preprocessing stage in addition to setting up the include, the correct call site looks like this:
shaderc::PreprocessedSourceCompilationResult pre_result =
compiler.PreprocessGlsl(source, shader_type, shader_name.c_str(), options);
Assert(
pre_result.GetCompilationStatus() == shaderc_compilation_status_success,
"Preprocess failed for file " + source + ":\n" + pre_result.GetErrorMessage());
string pre_passed_source(pre_result.begin());
shaderc::SpvCompilationResult result = compiler.CompileGlslToSpv(
pre_passed_source, shader_type, shader_name.c_str(), options);
Assert(
result.GetCompilationStatus() == shaderc_compilation_status_success,
pre_passed_source + ":\n" + result.GetErrorMessage());