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-rw-r--r--third_party/rust/glsl/src/transpiler/spirv.rs95
1 files changed, 95 insertions, 0 deletions
diff --git a/third_party/rust/glsl/src/transpiler/spirv.rs b/third_party/rust/glsl/src/transpiler/spirv.rs
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+++ b/third_party/rust/glsl/src/transpiler/spirv.rs
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+//! SPIR-V transpiler.
+//!
+//! The current implementation uses the [shaderc](https://crates.io/crates/shaderc) crate to
+//! transpile GLSL to SPIR-V. This is not ideal but will provide a default and starting
+//! implementation.
+
+use shaderc;
+
+use crate::syntax;
+use crate::transpiler::glsl as glsl_transpiler;
+
+#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq)]
+pub enum ShaderKind {
+ TessControl,
+ TessEvaluation,
+ Vertex,
+ Geometry,
+ Fragment,
+ Compute,
+}
+
+impl From<ShaderKind> for shaderc::ShaderKind {
+ fn from(kind: ShaderKind) -> Self {
+ match kind {
+ ShaderKind::TessControl => shaderc::ShaderKind::TessControl,
+ ShaderKind::TessEvaluation => shaderc::ShaderKind::TessEvaluation,
+ ShaderKind::Vertex => shaderc::ShaderKind::Vertex,
+ ShaderKind::Geometry => shaderc::ShaderKind::Geometry,
+ ShaderKind::Fragment => shaderc::ShaderKind::Fragment,
+ ShaderKind::Compute => shaderc::ShaderKind::Compute,
+ }
+ }
+}
+
+/// Transpile a GLSL AST into a SPIR-V internal buffer and write it to the given buffer.
+///
+/// The current implementation is highly inefficient as it relies on internal allocations and
+/// [shaderc](https://crates.io/crates/shaderc).
+///
+/// If any error happens while transpiling, they’re returned as an opaque string.
+pub fn transpile_translation_unit_to_binary<F>(
+ f: &mut F,
+ tu: &syntax::TranslationUnit,
+ kind: ShaderKind,
+) -> Result<(), String>
+where
+ F: std::io::Write,
+{
+ // write as GLSL in an intermediate buffer
+ let mut glsl_buffer = String::new();
+ glsl_transpiler::show_translation_unit(&mut glsl_buffer, tu);
+
+ // pass the GLSL-formatted string to shaderc
+ let mut compiler = shaderc::Compiler::new().unwrap();
+ let options = shaderc::CompileOptions::new().unwrap();
+ let kind = kind.into();
+ let output = compiler
+ .compile_into_spirv(&glsl_buffer, kind, "glsl input", "main", Some(&options))
+ .map_err(|e| format!("{}", e))?;
+
+ let _ = f.write_all(output.as_binary_u8());
+
+ Ok(())
+}
+
+/// Transpile a GLSL AST into a SPIR-V internal buffer and write it to the given buffer.
+///
+/// The current implementation is highly inefficient as it relies on internal allocations and
+/// [shaderc](https://crates.io/crates/shaderc).
+///
+/// If any error happens while transpiling, they’re returned as an opaque string.
+pub fn transpile_translation_unit<F>(
+ f: &mut F,
+ tu: &syntax::TranslationUnit,
+ kind: ShaderKind,
+) -> Result<(), String>
+where
+ F: std::fmt::Write,
+{
+ // write as GLSL in an intermediate buffer
+ let mut glsl_buffer = String::new();
+ glsl_transpiler::show_translation_unit(&mut glsl_buffer, tu);
+
+ // pass the GLSL-formatted string to shaderc
+ let mut compiler = shaderc::Compiler::new().unwrap();
+ let options = shaderc::CompileOptions::new().unwrap();
+ let kind = kind.into();
+ let output = compiler
+ .compile_into_spirv_assembly(&glsl_buffer, kind, "glsl input", "main", Some(&options))
+ .map_err(|e| format!("{}", e))?;
+
+ let _ = f.write_str(&output.as_text());
+
+ Ok(())
+}