* `.frag` for a fragment shader
* `.comp` for a compute shader
-There is also a non-shader extension
+For ray tracing pipeline shaders:
+* `.rgen` for a ray generation shader
+* `.rint` for a ray intersection shader
+* `.rahit` for a ray any-hit shader
+* `.rchit` for a ray closest-hit shader
+* `.rmiss` for a ray miss shader
+* `.rcall` for a callable shader
+
+There is also a non-shader extension:
* `.conf` for a configuration file of limits, see usage statement for example
## Building (CMake)
For building on Android:
```bash
-cmake $SOURCE_DIR -G "Unix Makefiles" -DCMAKE_INSTALL_PREFIX="$(pwd)/install" -DANDROID_ABI=arm64-v8a -DCMAKE_BUILD_TYPE=Release -DANDROID_STL=c++_static -DANDROID_PLATFORM=android-24 -DCMAKE_SYSTEM_NAME=Android -DANDROID_TOOLCHAIN=clang -DANDROID_ARM_MODE=arm -DCMAKE_MAKE_PROGRAM=$ANDROID_NDK_ROOT/prebuilt/linux-x86_64/bin/make -DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK_ROOT/build/cmake/android.toolchain.cmake
-# If on Windows will be -DCMAKE_MAKE_PROGRAM=%ANDROID_NDK_ROOT%\prebuilt\windows-x86_64\bin\make.exe
+cmake $SOURCE_DIR -G "Unix Makefiles" -DCMAKE_INSTALL_PREFIX="$(pwd)/install" -DANDROID_ABI=arm64-v8a -DCMAKE_BUILD_TYPE=Release -DANDROID_STL=c++_static -DANDROID_PLATFORM=android-24 -DCMAKE_SYSTEM_NAME=Android -DANDROID_TOOLCHAIN=clang -DANDROID_ARM_MODE=arm -DCMAKE_MAKE_PROGRAM=$ANDROID_NDK_HOME/prebuilt/linux-x86_64/bin/make -DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK_HOME/build/cmake/android.toolchain.cmake
+# If on Windows will be -DCMAKE_MAKE_PROGRAM=%ANDROID_NDK_HOME%\prebuilt\windows-x86_64\bin\make.exe
# -G is needed for building on Windows
# -DANDROID_ABI can also be armeabi-v7a for 32 bit
```
In practice, `ShCompile()` takes shader strings, default version, and
warning/error and other options for controlling compilation.
+### C Functional Interface (new)
+
+This interface is located `glslang_c_interface.h` and exposes functionality similar to the C++ interface. The following snippet is a complete example showing how to compile GLSL into SPIR-V 1.5 for Vulkan 1.2.
+
+```cxx
+std::vector<uint32_t> compileShaderToSPIRV_Vulkan(glslang_stage_t stage, const char* shaderSource, const char* fileName)
+{
+ const glslang_input_t input = {
+ .language = GLSLANG_SOURCE_GLSL,
+ .stage = stage,
+ .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 = shaderSource,
+ .default_version = 100,
+ .default_profile = GLSLANG_NO_PROFILE,
+ .force_default_version_and_profile = false,
+ .forward_compatible = false,
+ .messages = GLSLANG_MSG_DEFAULT_BIT,
+ .resource = reinterpret_cast<const glslang_resource_t*>(&glslang::DefaultTBuiltInResource),
+ };
+
+ glslang_shader_t* shader = glslang_shader_create(&input);
+
+ if (!glslang_shader_preprocess(shader, &input)) {
+ printf("GLSL preprocessing failed %s\n", fileName);
+ printf("%s\n", glslang_shader_get_info_log(shader));
+ printf("%s\n", glslang_shader_get_info_debug_log(shader));
+ printf("%s\n", input.code);
+ glslang_shader_delete(shader);
+ return std::vector<uint32_t>();
+ }
+
+ if (!glslang_shader_parse(shader, &input)) {
+ printf("GLSL parsing failed %s\n", fileName);
+ printf("%s\n", glslang_shader_get_info_log(shader));
+ printf("%s\n", glslang_shader_get_info_debug_log(shader));
+ printf("%s\n", glslang_shader_get_preprocessed_code(shader));
+ glslang_shader_delete(shader);
+ return std::vector<uint32_t>();
+ }
+
+ glslang_program_t* program = glslang_program_create();
+ glslang_program_add_shader(program, shader);
+
+ if (!glslang_program_link(program, GLSLANG_MSG_SPV_RULES_BIT | GLSLANG_MSG_VULKAN_RULES_BIT)) {
+ printf("GLSL linking failed %s\n", fileName);
+ printf("%s\n", glslang_program_get_info_log(program));
+ printf("%s\n", glslang_program_get_info_debug_log(program));
+ glslang_program_delete(program);
+ glslang_shader_delete(shader);
+ return std::vector<uint32_t>();
+ }
+
+ glslang_program_SPIRV_generate(program, stage);
+
+ std::vector<uint32_t> outShaderModule(glslang_program_SPIRV_get_size(program));
+ glslang_program_SPIRV_get(program, outShaderModule.data());
+
+ const char* spirv_messages = glslang_program_SPIRV_get_messages(program);
+ if (spirv_messages)
+ printf("(%s) %s\b", fileName, spirv_messages);
+
+ glslang_program_delete(program);
+ glslang_shader_delete(shader);
+
+ return outShaderModule;
+}
+```
+
## Basic Internal Operation
* Initial lexical analysis is done by the preprocessor in