More physics work. New assets.

This commit is contained in:
Scott Duensing 2026-09-06 01:13:42 -05:00
parent ada7896a9b
commit 9f5142738b
132 changed files with 122928 additions and 4688 deletions

1
.gitattributes vendored
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@ -87,3 +87,4 @@ menu.dat !filter !diff !merge text
# Model
#
*.glb filter=lfs diff=lfs merge=lfs -text
*.stl filter=lfs diff=lfs merge=lfs -text

2
.gitignore vendored
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@ -16,6 +16,8 @@ docs/Manual.html
docs/Manual.pdf
docs/.asciidoctor/
.claude/settings.local.json
**/__pycache__/
/util/perl/
# Extracted by the binary when it is run from here; never source.
/Singe/

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@ -25,7 +25,10 @@ API Changes
velocities, forces and impulses; triggers; hinge, ball and slider
joints with limits; a raycast; onCollision and onTrigger callbacks.
The world steps at a fixed 60 Hz between animation and rendering and
pauses with the game. New calls: body*, joint*, physics*, and the
pauses with the game. physicsSet2D keeps bodies in a plane for 2D
games, which need no GPU (nodes now exist on every machine, so a
Raspberry Pi 3 gets 2D physics without 3D). New calls: body*,
joint*, physics*, and the
BODY_*, SHAPE_* and JOINT_* constants; see the Physics chapter. Needs
SSE4.1 on x86 (2008 and later); the engine's first C++ (one wrapper
file and the library), statically linked, no runtime to install.
@ -35,8 +38,8 @@ API Changes
colour, textures from sprites, the disc or a loaded video, metallic and
roughness, up to eight lights each able to cast shadows (cube maps for
point lights), any node as the camera, and glTF 2.0
models (.glb, self-contained) with node animation and skinning, placed
any number of times. Everything is a node in one tree. New calls:
models (.glb, self-contained) with node animation, skinning and morph
targets, placed any number of times. Everything is a node in one tree. New calls:
scene*, node*, mesh*, material*, light*, camera*, model*, animation*,
and the LIGHT_* constants; see the 3D Scenes chapter of the manual.
Needs a GPU with Vulkan, Direct3D 12 or Metal (Raspberry Pi 4 or

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@ -624,6 +624,25 @@ foreach(imageLib libjpeg.a libpng16.a)
endif()
endforeach()
# The scene shaders: src/shaders/scene.hlsl compiled at build time into a header of SPIR-V, DXIL
# and MSL blobs by SDL_shadercross, which the superbuild builds for the host (cmake/hostTools.cmake)
# and names in SINGE_SHADERCROSS; configuring this project alone finds one on the PATH.
if(NOT SINGE_SHADERCROSS)
find_program(SINGE_SHADERCROSS shadercross)
if(NOT SINGE_SHADERCROSS)
message(FATAL_ERROR "SDL_shadercross is needed to compile the scene shaders; build through the superbuild (cmake --preset ...) or set SINGE_SHADERCROSS.")
endif()
endif()
set(shaderHeader ${CMAKE_BINARY_DIR}/generated/shaders/sceneShaders.h)
add_custom_command(
OUTPUT ${shaderHeader}
COMMAND ${CMAKE_COMMAND} -DSHADERCROSS=${SINGE_SHADERCROSS} -DSOURCE=${CMAKE_SOURCE_DIR}/src/shaders/scene.hlsl -DOUTPUT=${shaderHeader} -P ${CMAKE_SOURCE_DIR}/cmake/shaderHeader.cmake
DEPENDS ${CMAKE_SOURCE_DIR}/src/shaders/scene.hlsl ${CMAKE_SOURCE_DIR}/cmake/shaderHeader.cmake
COMMENT "Compiling the scene shaders"
)
target_sources(${CMAKE_PROJECT_NAME} PRIVATE ${shaderHeader})
target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE ${CMAKE_BINARY_DIR}/generated)
# Jolt Physics comes with the compile definitions it was built with (SIMD level, layer bits) through
# its exported target; the one C++ file in the tree (physicsJolt.cpp) needs them. Its C++ runtime is
# zig's own libc++, linked statically, or the host's libstdc++ under gcc; macOS already lists -lc++.

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@ -96,6 +96,15 @@ builds the Apple silicon and Intel presets (macos-aarch64, macos-x86_64)
and joins them with llvm-lipo into Singe-v3.00-Macos-universal. Either
architecture alone is ./build-all.sh macos aarch64 or x86_64.
The 3D scene's shaders are HLSL, compiled when Singe is built. The
superbuild builds SDL_shadercross and SPIRV-Cross for the host machine
once (into .builddir/toolchains/host, shared by every preset) and fetches
Microsoft's prebuilt DirectX Shader Compiler, which SDL_shadercross
drives, into .builddir/toolchains/dxc. That prebuilt package exists for
x86_64 Linux hosts; on another host, unpack a DirectX Shader Compiler
release (lib/libdxcompiler.so, lib/libdxil.so, include/dxc/dxcapi.h) at
that path yourself, or build it from source there.
The Raspberry Pi build (64-bit Raspberry Pi OS, glibc 2.31 or newer)
also uses zig. The platform headers and libraries it links against are
Debian bookworm arm64 packages listed in cmake/zig/piPackages.cmake,

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@ -6,6 +6,7 @@ these tools, Singe would not exist.
arg_parser BSD-2-Clause http://savannah.nongnu.org/projects/arg-parser
binaryheap.lua MIT http://tieske.github.io/binaryheap.lua
cgltf MIT https://github.com/jkuhlmann/cgltf
DirectXShaderCompiler NCSA https://github.com/microsoft/DirectXShaderCompiler (prebuilt, downloaded at build time; host tool only)
copas MIT https://lunarmodules.github.io/copas
ffmpeg LGPL-2.1 https://ffmpeg.org
freetype FTL https://freetype.org
@ -27,9 +28,11 @@ openssl Apache-2.0 https://www.openssl.org
opus BSD-3-Clause https://opus-codec.org
opusfile BSD-3-Clause https://opus-codec.org
SDL3 Zlib https://www.libsdl.org
SDL_shadercross Zlib https://github.com/libsdl-org/SDL_shadercross (host tool only)
SDL3_image Zlib https://www.libsdl.org
SDL3_mixer Zlib https://www.libsdl.org
SDL3_ttf Zlib https://www.libsdl.org
SPIRV-Cross Apache-2.0 https://github.com/KhronosGroup/SPIRV-Cross (host tool only)
sqlite Public-Domain https://sqlite.org
timerwheel.lua MIT https://tieske.github.io/timerwheel.lua
uthash BSD-1-Clause https://troydhanson.github.io/uthash

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assets/Dragon.mtl Normal file
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@ -0,0 +1,34 @@
# Materials for Dragon.obj
newmtl dark
Ka 0.060 0.062 0.066
Kd 0.300 0.310 0.330
Ks 0.700 0.700 0.700
Ns 180.0
d 1.00
Ni 1.00
illum 2
Pm 0.80
Pr 0.35
newmtl champagne
Ka 0.144 0.128 0.108
Kd 0.720 0.640 0.540
Ks 0.850 0.800 0.700
Ns 120.0
d 1.00
Ni 1.00
illum 2
Pm 0.80
Pr 0.40
newmtl glass
Ka 0.176 0.184 0.180
Kd 0.880 0.920 0.900
Ks 0.950 0.950 0.950
Ns 300.0
d 0.55
Ni 1.50
illum 4
Pm 0.00
Pr 0.15

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<?xml version="1.0" encoding="UTF-8"?>
<svg xmlns="http://www.w3.org/2000/svg" viewBox="193 22 889 749" width="889" height="749">
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# Materials for DragonModel.obj
newmtl dark
Ka 0.060 0.062 0.066
Kd 0.300 0.310 0.330
Ks 0.700 0.700 0.700
Ns 180.0
d 1.00
Ni 1.00
illum 2
Pm 0.80
Pr 0.35
newmtl champagne
Ka 0.144 0.128 0.108
Kd 0.720 0.640 0.540
Ks 0.850 0.800 0.700
Ns 120.0
d 1.00
Ni 1.00
illum 2
Pm 0.80
Pr 0.40
newmtl glass
Ka 0.176 0.184 0.180
Kd 0.880 0.920 0.900
Ks 0.950 0.950 0.950
Ns 300.0
d 0.55
Ni 1.50
illum 4
Pm 0.00
Pr 0.15

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@ -0,0 +1,45 @@
# Materials for DragonPrint.obj
newmtl dark
Ka 0.060 0.062 0.066
Kd 0.300 0.310 0.330
Ks 0.700 0.700 0.700
Ns 180.0
d 1.00
Ni 1.00
illum 2
Pm 0.80
Pr 0.35
newmtl champagne
Ka 0.144 0.128 0.108
Kd 0.720 0.640 0.540
Ks 0.850 0.800 0.700
Ns 120.0
d 1.00
Ni 1.00
illum 2
Pm 0.80
Pr 0.40
newmtl glass
Ka 0.176 0.184 0.180
Kd 0.880 0.920 0.900
Ks 0.950 0.950 0.950
Ns 300.0
d 0.55
Ni 1.50
illum 4
Pm 0.00
Pr 0.15
newmtl frame
Ka 0.024 0.022 0.020
Kd 0.120 0.110 0.100
Ks 0.300 0.300 0.300
Ns 40.0
d 1.00
Ni 1.00
illum 2
Pm 0.00
Pr 0.70

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@ -0,0 +1,56 @@
# Materials for Plaque.obj
newmtl dark
Ka 0.060 0.062 0.066
Kd 0.300 0.310 0.330
Ks 0.700 0.700 0.700
Ns 180.0
d 1.00
Ni 1.00
illum 2
Pm 0.80
Pr 0.35
newmtl champagne
Ka 0.144 0.128 0.108
Kd 0.720 0.640 0.540
Ks 0.850 0.800 0.700
Ns 120.0
d 1.00
Ni 1.00
illum 2
Pm 0.80
Pr 0.40
newmtl glass
Ka 0.176 0.184 0.180
Kd 0.880 0.920 0.900
Ks 0.950 0.950 0.950
Ns 300.0
d 0.55
Ni 1.50
illum 4
Pm 0.00
Pr 0.15
newmtl frame
Ka 0.024 0.022 0.020
Kd 0.120 0.110 0.100
Ks 0.300 0.300 0.300
Ns 40.0
d 1.00
Ni 1.00
illum 2
Pm 0.00
Pr 0.70
newmtl plate
Ka 0.110 0.106 0.100
Kd 0.550 0.530 0.500
Ks 0.200 0.200 0.200
Ns 30.0
d 1.00
Ni 1.00
illum 2
Pm 0.00
Pr 0.80

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@ -0,0 +1,12 @@
# Materials for SingeText.obj
newmtl logo
Ka 0.060 0.062 0.066
Kd 0.300 0.310 0.330
Ks 0.700 0.700 0.700
Ns 180.0
d 1.00
Ni 1.00
illum 2
Pm 0.80
Pr 0.35

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# Materials for SingeTextPrint.obj
newmtl dark
Ka 0.060 0.062 0.066
Kd 0.300 0.310 0.330
Ks 0.700 0.700 0.700
Ns 180.0
d 1.00
Ni 1.00
illum 2
Pm 0.80
Pr 0.35
newmtl frame
Ka 0.024 0.022 0.020
Kd 0.120 0.110 0.100
Ks 0.300 0.300 0.300
Ns 40.0
d 1.00
Ni 1.00
illum 2
Pm 0.00
Pr 0.70
newmtl champagne
Ka 0.144 0.128 0.108
Kd 0.720 0.640 0.540
Ks 0.850 0.800 0.700
Ns 120.0
d 1.00
Ni 1.00
illum 2
Pm 0.80
Pr 0.40

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@ -169,6 +169,9 @@ singeCmakeProject(zstd ${SB_THIRDPARTY}/zstd/build/cmake "" "-DZSTD_BUILD_SHARED
singeCmakeProject(SDL3 ${SB_THIRDPARTY}/SDL3 "" "-DSDL_SHARED=off;-DSDL_STATIC=on;-DSDL_TESTS=off;-DSDL_EXAMPLES=off" "${SB_ENV}")
# ===== Host tools: the shader compiler (see cmake/hostTools.cmake) =====
include(${CMAKE_CURRENT_LIST_DIR}/hostTools.cmake)
# ===== Jolt Physics (C++; static, single precision, no tests or samples) =====
# The x86 baseline is SSE4.1/4.2 so a shipped binary runs on anything from 2008 on; AVX and the
# bit-count instructions would silently raise it. No link-time optimisation through the cross
@ -315,8 +318,8 @@ set(singeBinary ${SB_PREFIX}/singe)
ExternalProject_Add(singe
SOURCE_DIR ${CMAKE_SOURCE_DIR}
BINARY_DIR ${singeBinary}
DEPENDS zlib zstd SDL3 SDL3_image SDL3_mixer SDL3_ttf openssl ffmpeg Jolt
CONFIGURE_COMMAND ${SB_ENV} ${CMAKE_COMMAND} -S ${CMAKE_SOURCE_DIR} -B ${singeBinary} ${SB_CMAKE_ARGS} -DSINGE_SUPERBUILD=OFF -DKANGAROO_OS=${KANGAROO_OS} -DKANGAROO_ARCH=${KANGAROO_ARCH} -DSINGE_TREE=${SINGE_TREE}
DEPENDS zlib zstd SDL3 SDL3_image SDL3_mixer SDL3_ttf openssl ffmpeg Jolt shadercross
CONFIGURE_COMMAND ${SB_ENV} ${CMAKE_COMMAND} -S ${CMAKE_SOURCE_DIR} -B ${singeBinary} ${SB_CMAKE_ARGS} -DSINGE_SHADERCROSS=${SINGE_SHADERCROSS} -DSINGE_SUPERBUILD=OFF -DKANGAROO_OS=${KANGAROO_OS} -DKANGAROO_ARCH=${KANGAROO_ARCH} -DSINGE_TREE=${SINGE_TREE}
BUILD_COMMAND ${SB_ENV} ${CMAKE_COMMAND} --build ${singeBinary} --parallel ${SB_JOBS}
INSTALL_COMMAND ${CMAKE_COMMAND} -E copy ${singeBinary}/${singeBinaryBase}${CMAKE_EXECUTABLE_SUFFIX} ${CMAKE_SOURCE_DIR}/.builddir/${singeBinaryName}
BUILD_ALWAYS ON

66
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@ -0,0 +1,66 @@
# Host tools the build needs at build time, built once for the host machine and shared by every
# preset: SDL_shadercross (the scene shaders are HLSL, compiled to SPIR-V, DXIL and MSL when Singe
# is built, the way the icon and the other embedded files are made) with SPIRV-Cross, a minimal
# host SDL3 for its command line tool, and Microsoft's prebuilt DirectX Shader Compiler, which
# SDL_shadercross drives and which is fetched like zig (building it from source is a half-hour
# job nobody should need). Everything lives under .builddir/toolchains.
#
# DXC's prebuilt release exists for x86_64 Linux hosts. On another host put an unpacked DXC
# (lib/libdxcompiler.so, lib/libdxil.so, include/dxc/dxcapi.h) at .builddir/toolchains/dxc.
set(SINGE_DXC_VERSION "v1.10.2605.37")
set(SINGE_DXC_FILE "linux_dxc_2026_08_11.x86_64.tar.gz")
set(SINGE_DXC_SHA256 "dea02d61c0548a6163a5fb45daa9263faeb5334e35d25a30b0293a32d089ceae")
get_filename_component(hostToolchains ${CMAKE_CURRENT_LIST_DIR}/../.builddir/toolchains ABSOLUTE)
set(hostPrefix ${hostToolchains}/host)
set(hostBuild ${hostToolchains}/hostBuild)
set(hostDxc ${hostToolchains}/dxc)
file(MAKE_DIRECTORY ${hostPrefix} ${hostBuild})
# ----- DirectX Shader Compiler, prebuilt -----
if(NOT EXISTS ${hostDxc}/lib/libdxcompiler.so)
if((CMAKE_HOST_SYSTEM_NAME STREQUAL "Linux") AND (CMAKE_HOST_SYSTEM_PROCESSOR MATCHES "x86_64|AMD64"))
set(dxcUrl "https://github.com/microsoft/DirectXShaderCompiler/releases/download/${SINGE_DXC_VERSION}/${SINGE_DXC_FILE}")
message(STATUS "Downloading the DirectX Shader Compiler ${SINGE_DXC_VERSION}")
file(DOWNLOAD ${dxcUrl} ${hostToolchains}/${SINGE_DXC_FILE} EXPECTED_HASH SHA256=${SINGE_DXC_SHA256} STATUS status)
list(GET status 0 code)
if(NOT code EQUAL 0)
message(FATAL_ERROR "DirectX Shader Compiler download failed: ${status}")
endif()
file(MAKE_DIRECTORY ${hostDxc})
file(ARCHIVE_EXTRACT INPUT ${hostToolchains}/${SINGE_DXC_FILE} DESTINATION ${hostDxc})
else()
message(FATAL_ERROR "No prebuilt DirectX Shader Compiler for this host; put one at ${hostDxc} (see cmake/hostTools.cmake).")
endif()
endif()
# ----- The host builds run with the host's own compilers, never the cross toolchain -----
set(hostEnv ${CMAKE_COMMAND} -E env --unset=CC --unset=CXX --unset=AR --unset=RANLIB --unset=CFLAGS --unset=CXXFLAGS --unset=LDFLAGS --unset=PKG_CONFIG_LIBDIR --unset=PKG_CONFIG_SYSROOT_DIR "MAKEFLAGS=-j${SB_JOBS}")
# A | inside an argument becomes a ; (a CMake list) on the way to the child, see LIST_SEPARATOR.
set(hostArgs -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=${hostPrefix} "-DCMAKE_INSTALL_RPATH=${hostPrefix}/lib|${hostDxc}/lib" -DCMAKE_BUILD_WITH_INSTALL_RPATH=ON)
# A host CMake project; its stamps and build tree live with the tools, so every preset shares them.
function(singeHostProject name source deps args)
ExternalProject_Add(${name}
SOURCE_DIR ${source}
BINARY_DIR ${hostBuild}/${name}
STAMP_DIR ${hostBuild}/${name}-stamp
TMP_DIR ${hostBuild}/${name}-tmp
DEPENDS ${deps}
LIST_SEPARATOR |
CONFIGURE_COMMAND ${hostEnv} ${CMAKE_COMMAND} -S ${source} -B ${hostBuild}/${name} ${hostArgs} ${args}
BUILD_COMMAND ${hostEnv} ${CMAKE_COMMAND} --build ${hostBuild}/${name} --parallel ${SB_JOBS}
INSTALL_COMMAND ${hostEnv} ${CMAKE_COMMAND} --build ${hostBuild}/${name} --target install
LOG_CONFIGURE ON LOG_BUILD ON LOG_INSTALL ON LOG_OUTPUT_ON_FAILURE ON
)
endfunction()
# SDL3 for the host, shared, with nothing SDL_shadercross's tool does not use.
singeHostProject(hostSDL3 ${SB_THIRDPARTY}/SDL3 "" "-DSDL_SHARED=ON;-DSDL_STATIC=OFF;-DSDL_TESTS=OFF;-DSDL_EXAMPLES=OFF;-DSDL_AUDIO=OFF;-DSDL_VIDEO=OFF;-DSDL_GPU=OFF;-DSDL_RENDER=OFF;-DSDL_CAMERA=OFF;-DSDL_JOYSTICK=OFF;-DSDL_HAPTIC=OFF;-DSDL_HIDAPI=OFF;-DSDL_POWER=OFF;-DSDL_SENSOR=OFF;-DSDL_DIALOG=OFF;-DSDL_UNIX_CONSOLE_BUILD=ON")
# SPIRV-Cross as the shared C library SDL_shadercross looks for.
singeHostProject(spirvCross ${SB_THIRDPARTY}/SPIRV-Cross "" "-DSPIRV_CROSS_SHARED=ON;-DSPIRV_CROSS_STATIC=OFF;-DSPIRV_CROSS_CLI=OFF;-DSPIRV_CROSS_ENABLE_TESTS=OFF")
# SDL_shadercross, unvendored: SPIRV-Cross and SDL3 from the host prefix, DXC from its download.
singeHostProject(shadercross ${SB_THIRDPARTY}/SDL_shadercross "hostSDL3;spirvCross" "-DSDLSHADERCROSS_VENDORED=OFF;-DSDLSHADERCROSS_DXC=ON;-DSDLSHADERCROSS_SHARED=OFF;-DSDLSHADERCROSS_STATIC=ON;-DSDLSHADERCROSS_CLI=ON;-DSDLSHADERCROSS_INSTALL=ON;-DSDLSHADERCROSS_INSTALL_CPACK=OFF;-DCMAKE_PREFIX_PATH=${hostPrefix}|${hostDxc};-DSDL3_DIR=${hostPrefix}/lib/cmake/SDL3")
set(SINGE_SHADERCROSS ${hostPrefix}/bin/shadercross)

38
cmake/shaderHeader.cmake Normal file
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@ -0,0 +1,38 @@
# Compiles src/shaders/scene.hlsl into a C header of SPIR-V, DXIL and MSL blobs with
# SDL_shadercross. Run by the build as
# cmake -DSHADERCROSS=<tool> -DSOURCE=<scene.hlsl> -DOUTPUT=<sceneShaders.h> -P shaderHeader.cmake
# so the header is generated into the build tree like the icon and the other embedded files.
set(entries vertexStatic:vertex vertexSkinned:vertex fragmentMain:fragment depthMain:fragment)
set(formats SPIRV DXIL MSL)
get_filename_component(sourceDir ${SOURCE} DIRECTORY)
get_filename_component(outputDir ${OUTPUT} DIRECTORY)
set(work ${outputDir}/work)
file(MAKE_DIRECTORY ${work})
set(header "// Generated from scene.hlsl by cmake/shaderHeader.cmake with SDL_shadercross; do not edit.\n")
string(APPEND header "// SPIR-V for Vulkan, DXIL for Direct3D 12, MSL for Metal, one set per entry point.\n\n")
string(APPEND header "#ifndef SCENE_SHADERS_H\n#define SCENE_SHADERS_H\n\n#include <stddef.h>\n\n")
string(APPEND header "typedef struct SceneShaderS {\n\tconst char *entryPoint;\n\tconst unsigned char *spirv;\n\tsize_t spirvSize;\n\tconst unsigned char *dxil;\n\tsize_t dxilSize;\n\tconst unsigned char *msl;\n\tsize_t mslSize;\n} SceneShaderT;\n\n")
foreach(entry IN LISTS entries)
string(REPLACE ":" ";" parts ${entry})
list(GET parts 0 name)
list(GET parts 1 stage)
foreach(format IN LISTS formats)
string(TOLOWER ${format} extension)
set(blob ${work}/${name}.${extension})
execute_process(COMMAND ${SHADERCROSS} ${SOURCE} -s HLSL -d ${format} -t ${stage} -e ${name} -o ${blob} RESULT_VARIABLE code OUTPUT_VARIABLE out ERROR_VARIABLE err)
if(NOT code EQUAL 0)
message(FATAL_ERROR "Shader ${name} (${format}) failed to compile:\n${out}\n${err}")
endif()
file(READ ${blob} hex HEX)
string(REGEX REPLACE "([0-9a-f][0-9a-f])" "0x\\1," bytes "${hex}")
string(APPEND header "static const unsigned char _${name}${format}[] = {\n\t${bytes}\n};\n\n")
endforeach()
string(SUBSTRING ${name} 0 1 initial)
string(SUBSTRING ${name} 1 -1 rest)
string(TOUPPER ${initial} initial)
string(APPEND header "static const SceneShaderT sceneShader${initial}${rest} = { \"${name}\", _${name}SPIRV, sizeof(_${name}SPIRV), _${name}DXIL, sizeof(_${name}DXIL), _${name}MSL, sizeof(_${name}MSL) };\n\n")
endforeach()
string(APPEND header "#endif\n")
file(WRITE ${OUTPUT} "${header}")

View file

@ -771,9 +771,11 @@ for diagrams and HUD-like scenes.
A model's animations are listed by `modelGetAnimations` and driven per
instance with `animationPlay(node, nameOrIndex, loop, speed)` on the
instance's root node, plus pause, resume, stop, and seek calls. Node
animation (things moving) and skinning (characters deforming) both work;
morph targets do not yet. Animations advance with real time and hold while
the game is paused.
animation (things moving), skinning (characters deforming) and morph
targets (blend shapes: faces, lip sync, muscle bulges) all work; a model's
morph weights can also be set from script with `nodeSetMorph`, by name or
number, on the node that carries the mesh. Animations advance with real
time and hold while the game is paused.
.From scene to overlay and back
`sceneProject(x, y, z)` turns a world point into overlay coordinates, so
@ -880,6 +882,39 @@ BODY_DYNAMIC, SHAPE_HULL)` wraps the whole model in a convex hull. Skinned
characters are best driven kinematically with a capsule and left to push
things rather than be pushed.
.2D games
Physics is not tied to the 3D scene. Nodes exist on every machine, GPU or
not, so a 2D game can give nodes bodies, call `physicsSet2D(true)` so they
move in X and Y and turn about Z only, work in overlay coordinates with
gravity pointing down the screen, and draw sprites where the nodes are:
[source,lua]
----
physicsSet2D(true)
physicsSetGravity(0, 900, 0) -- Pixels per second squared; overlay Y runs down.
floor = nodeNew()
nodeSetPosition(floor, 360, 470, 0)
bodyNew(floor, BODY_STATIC, SHAPE_BOX, 720, 20, 50)
crate = nodeNew()
nodeSetPosition(crate, 200, -40, 0)
bodyNew(crate, BODY_DYNAMIC, SHAPE_BOX, 40, 40, 50)
bodySetMass(crate, 1)
function onOverlayUpdate()
local x, y = nodeGetPosition(crate)
local _, _, angle = nodeGetRotation(crate)
spriteRotate(crateArt, angle)
spriteDraw(crateArt, x, y, true)
return OVERLAY_UPDATED
end
----
Give every 2D body some depth (the third size) so shapes overlap in Z;
`50` is fine. Circles are `SHAPE_SPHERE`. This is the form that runs on a
Raspberry Pi 3, which has no 3D.
.Where it runs
Physics runs on the CPU and needs no GPU, but the library is built for
SSE4.1 on x86 (2008 and later) and NEON on the Pi; a machine below that
@ -1078,8 +1113,8 @@ These calls drive the animations a model carries, per instance. Every one
takes the *root node* returned by `modelInstance`; other nodes raise an
error. Animations are numbered from `1` in the order `modelGetAnimations`
lists them, or named. Time advances with the wall clock and holds while the
game is paused. Node animation and skinning are supported; morph targets are
not.
game is paused. Node animation, skinning and morph target weights are all
driven.
[#animationgettime]
==== animationGetTime
@ -3246,6 +3281,36 @@ The node's direct children as a table of handles, in the order they were added.
*Since:* 3.00.
*See also:* <<nodegetparent,nodeGetParent>>
[#nodegetmorph]
==== nodeGetMorph
[source,text]
----
weight = nodeGetMorph(node, nameOrIndex)
----
The current weight of one of the mesh's morph targets.
*Returns:* A number.
*Since:* 3.00.
*See also:* <<nodesetmorph,nodeSetMorph>>, <<nodegetmorphs,nodeGetMorphs>>
[#nodegetmorphs]
==== nodeGetMorphs
[source,text]
----
names = nodeGetMorphs(node)
----
The morph targets of the node's mesh, in the order the file stores them, as a table of names. Exporters that write no names give empty strings; those targets can still be set by number.
*Returns:* A table of strings.
*Since:* 3.00.
*See also:* <<nodesetmorph,nodeSetMorph>>
[#nodegetname]
==== nodeGetName
@ -3404,6 +3469,32 @@ Gives the node a mesh to draw, optionally with a material (default look otherwis
*Since:* 3.00.
*See also:* <<meshbox,meshBox>>, <<materialnew,materialNew>>, <<nodesetvisible,nodeSetVisible>>
[#nodesetmorph]
==== nodeSetMorph
[source,text]
----
nodeSetMorph(node, nameOrIndex, weight)
----
How much of a morph target (blend shape) the node's mesh shows, usually `0` to `1`; several targets add up. The node is the one carrying the mesh, which for a model is a child of the instance root (`nodeFind` by the mesh's name, or `nodeGetChildren`). An animation with a weights channel overrides what you set while it plays.
*Notes:* Up to eight targets with non-zero weights apply per mesh in a frame, the strongest if there are more.
*Since:* 3.00.
*See also:* <<nodegetmorph,nodeGetMorph>>, <<nodegetmorphs,nodeGetMorphs>>, <<animationplay,animationPlay>>
.Example
[source,lua]
----
-- Lip sync from a table of mouth openings per disc frame.
face = nodeFind("Head", hero)
function onOverlayUpdate()
nodeSetMorph(face, "mouthOpen", mouthByFrame[discGetFrame()] or 0)
return OVERLAY_UPDATED
end
----
[#nodesetname]
==== nodeSetName
@ -3723,6 +3814,19 @@ The first body along a ray from `(x, y, z)` in the direction `(dx, dy, dz)` (any
*Since:* 3.00.
*See also:* <<sceneunproject,sceneUnproject>>, <<bodyapplyimpulse,bodyApplyImpulse>>
[#physicsset2d]
==== physicsSet2D
[source,text]
----
physicsSet2D(planar)
----
Bodies made from now on move only in X and Y and turn only about Z: a 2D game's world, usually in overlay coordinates with gravity pointing +Y. Bodies already made keep their freedom. Works without a GPU, the Raspberry Pi 3 included.
*Since:* 3.00.
*See also:* <<physicssetgravity,physicsSetGravity>>, <<bodynew,bodyNew>>
[#physicssetenabled]
==== physicsSetEnabled

View file

@ -43,6 +43,7 @@
#define NO_HANDLE -1
#define ERROR_LENGTH 256
#define MAX_MORPH_TARGETS 64
#define DEGREES(r) ((r) * (180.0f / 3.14159265358979323846f))
@ -93,9 +94,11 @@ static void _freeStaleInstances(void);
static SDL_Surface *_loadImage(const cgltf_image *image);
static int32_t _loadMaterial(const cgltf_material *material);
static bool _loadMeshes(ModelT *model);
static int32_t _loadPrimitive(const cgltf_primitive *primitive);
static void _loadMorphs(int32_t mesh, const cgltf_mesh *source, const cgltf_primitive *primitive, int32_t vertexCount);
static int32_t _loadPrimitive(const cgltf_mesh *source, const cgltf_primitive *primitive);
static bool _readAttribute(const cgltf_accessor *accessor, float *out, int32_t components, int32_t count);
static void _sampleChannel(const cgltf_animation_channel *channel, double time, float *out, int32_t components);
static void _sampleWeights(const cgltf_animation_channel *channel, double time, float *out, int32_t count);
static ModelT *_models;
@ -172,6 +175,7 @@ static void _applyAnimation(InstanceT *instance) {
const cgltf_animation *animation;
int32_t x;
float values[4];
float morphValues[MAX_MORPH_TARGETS];
if ((instance->animation < 0) || (instance->animation >= (int32_t)data->animations_count)) {
return;
@ -203,6 +207,27 @@ static void _applyAnimation(InstanceT *instance) {
} else if (channel->target_path == cgltf_animation_path_type_scale) {
_sampleChannel(channel, instance->time, values, 3);
nodeSetScale(node, vec3(values[0], values[1], values[2]));
} else if (channel->target_path == cgltf_animation_path_type_weights) {
// One weight per target per keyframe, to the node's own mesh or its primitive children.
int32_t count = (int32_t)(channel->sampler->output->count / channel->sampler->input->count);
int32_t w;
int32_t c;
if ((count <= 0) || (count > MAX_MORPH_TARGETS)) {
continue;
}
_sampleWeights(channel, instance->time, morphValues, count);
if (nodeGetMorphCount(node) > 0) {
for (w = 0; w < count; w++) {
nodeSetMorphWeight(node, w, morphValues[w]);
}
} else {
for (c = 0; c < nodeGetChildCount(node); c++) {
for (w = 0; w < count; w++) {
nodeSetMorphWeight(nodeGetChild(node, c), w, morphValues[w]);
}
}
}
}
}
}
@ -289,15 +314,25 @@ static void _buildNode(ModelT *model, InstanceT *instance, const cgltf_node *nod
nodeSetRotation(handle, rotation);
nodeSetScale(handle, scale);
if (node->mesh != NULL) {
const float *weights = (node->weights_count > 0) ? node->weights : node->mesh->weights;
int32_t weightCount = (int32_t)((node->weights_count > 0) ? node->weights_count : node->mesh->weights_count);
int32_t w;
mesh = &model->meshes[node->mesh - model->data->meshes];
if (mesh->count == 1) {
nodeSetMesh(handle, mesh->primitives[0].mesh, mesh->primitives[0].material);
for (w = 0; w < weightCount; w++) {
nodeSetMorphWeight(handle, w, weights[w]);
}
} else {
for (x = 0; x < mesh->count; x++) {
int32_t child = nodeNew(handle);
if (child != NO_HANDLE) {
nodeSetMesh(child, mesh->primitives[x].mesh, mesh->primitives[x].material);
for (w = 0; w < weightCount; w++) {
nodeSetMorphWeight(child, w, weights[w]);
}
}
}
}
@ -489,7 +524,7 @@ static bool _loadMeshes(ModelT *model) {
utilTrace("Model: mesh %s primitive %d is not triangles; skipped.", data->meshes[x].name ? data->meshes[x].name : "(unnamed)", y);
continue;
}
mesh = _loadPrimitive(primitive);
mesh = _loadPrimitive(&data->meshes[x], primitive);
if (mesh == NO_HANDLE) {
return false;
}
@ -502,9 +537,58 @@ static bool _loadMeshes(ModelT *model) {
}
// The primitive's morph targets: position and normal deltas per target, named from the mesh's
// target names when the exporter wrote them.
static void _loadMorphs(int32_t mesh, const cgltf_mesh *source, const cgltf_primitive *primitive, int32_t vertexCount) {
int32_t targetCount = (int32_t)primitive->targets_count;
float *deltas;
float *values;
const char **names = NULL;
int32_t t;
int32_t x;
int32_t a;
deltas = SDL_calloc((size_t)targetCount * (size_t)vertexCount * 6, sizeof(float));
values = SDL_calloc((size_t)vertexCount * 3, sizeof(float));
if ((deltas == NULL) || (values == NULL)) {
utilDie("Out of memory loading morph targets.");
}
for (t = 0; t < targetCount; t++) {
const cgltf_morph_target *target = &primitive->targets[t];
for (a = 0; a < (int32_t)target->attributes_count; a++) {
const cgltf_attribute *attribute = &target->attributes[a];
int32_t offset;
if ((attribute->type == cgltf_attribute_type_position) && (attribute->index == 0)) {
offset = 0;
} else if ((attribute->type == cgltf_attribute_type_normal) && (attribute->index == 0)) {
offset = 3;
} else {
continue;
}
if (!_readAttribute(attribute->data, values, 3, vertexCount)) {
continue;
}
for (x = 0; x < vertexCount; x++) {
deltas[((size_t)t * (size_t)vertexCount + (size_t)x) * 6 + (size_t)offset] = values[x * 3];
deltas[((size_t)t * (size_t)vertexCount + (size_t)x) * 6 + (size_t)offset + 1] = values[x * 3 + 1];
deltas[((size_t)t * (size_t)vertexCount + (size_t)x) * 6 + (size_t)offset + 2] = values[x * 3 + 2];
}
}
}
if ((source->target_names != NULL) && ((int32_t)source->target_names_count >= targetCount)) {
names = (const char **)source->target_names;
}
meshSetMorphTargets(mesh, deltas, targetCount, names);
SDL_free(values);
SDL_free(deltas);
}
// One primitive as a scene mesh: positions, normals (computed when absent), texture
// coordinates, joints and weights when skinned, and indices (generated when absent).
static int32_t _loadPrimitive(const cgltf_primitive *primitive) {
static int32_t _loadPrimitive(const cgltf_mesh *source, const cgltf_primitive *primitive) {
const cgltf_accessor *positions = NULL;
const cgltf_accessor *normals = NULL;
const cgltf_accessor *uvs = NULL;
@ -595,6 +679,8 @@ static int32_t _loadPrimitive(const cgltf_primitive *primitive) {
mesh = meshNewVertices(vertices, vertexCount, indices, indexCount, (joints != NULL) && (weights != NULL));
if (mesh == NO_HANDLE) {
_fail("Unable to upload a primitive.");
} else if (primitive->targets_count > 0) {
_loadMorphs(mesh, source, primitive, vertexCount);
}
SDL_free(values);
SDL_free(indices);
@ -700,6 +786,48 @@ static void _sampleChannel(const cgltf_animation_channel *channel, double time,
}
// A weights channel at a time: count scalars per keyframe, linear or step (cubic spline treated
// as linear between its values), clamped at both ends.
static void _sampleWeights(const cgltf_animation_channel *channel, double time, float *out, int32_t count) {
const cgltf_accessor *input = channel->sampler->input;
const cgltf_accessor *output = channel->sampler->output;
int32_t keys = (int32_t)input->count;
int32_t k;
int32_t next;
int32_t stride = (channel->sampler->interpolation == cgltf_interpolation_type_cubic_spline) ? 3 : 1;
float t0;
float t1;
float t;
float a;
float b;
int32_t w;
if (keys == 0) {
return;
}
for (k = 0; k < keys - 1; k++) {
cgltf_accessor_read_float(input, (cgltf_size)(k + 1), &t1, 1);
if (time < t1) {
break;
}
}
next = SDL_min(k + 1, keys - 1);
cgltf_accessor_read_float(input, (cgltf_size)k, &t0, 1);
cgltf_accessor_read_float(input, (cgltf_size)next, &t1, 1);
t = (t1 > t0) ? (float)((time - t0) / (t1 - t0)) : 0.0f;
t = SDL_clamp(t, 0.0f, 1.0f);
if (channel->sampler->interpolation == cgltf_interpolation_type_step) {
t = 0.0f;
}
for (w = 0; w < count; w++) {
// Cubic spline keyframes hold in-tangent, value, out-tangent per weight; the value is the middle.
cgltf_accessor_read_float(output, (cgltf_size)((k * stride + (stride == 3 ? 1 : 0)) * count + w), &a, 1);
cgltf_accessor_read_float(output, (cgltf_size)((next * stride + (stride == 3 ? 1 : 0)) * count + w), &b, 1);
out[w] = a + (b - a) * t;
}
}
// ===== Animation (on a model instance's root node) =====
double animationGetTime(int32_t root) {

View file

@ -100,6 +100,7 @@ int32_t physicsGetEvents(PhysicsEventT *events, int32_t maximum);
bool physicsInit(void);
void physicsQuit(void);
bool physicsRaycast(Vec3T origin, Vec3T direction, float maxDistance, int32_t *node, Vec3T *point, Vec3T *normal);
void physicsSet2D(bool planar);
void physicsSetEnabled(bool enabled);
void physicsSetGravity(Vec3T gravity);
void physicsUpdate(bool advance);

View file

@ -203,6 +203,7 @@ namespace {
double accumulator; // Seconds owed to the fixed step
uint64_t lastTick;
bool enabled;
bool planar; // New bodies keep to the XY plane (2D games)
};
@ -568,6 +569,10 @@ bool bodyNew(int32_t node, BodyTypeE type, ShapeTypeE shape, float a, float b, f
settings.mFriction = DEFAULT_FRICTION;
settings.mRestitution = DEFAULT_BOUNCE;
settings.mUserData = (JPH::uint64)(uint32_t)node;
if (_world->planar) {
// Moves in X and Y, turns about Z, nothing else: a 2D game's world.
settings.mAllowedDOFs = JPH::EAllowedDOFs::Plane2D;
}
record->id = _world->system->GetBodyInterface().CreateAndAddBody(settings, JPH::EActivation::Activate);
}
if (record->id.IsInvalid()) {
@ -929,6 +934,16 @@ bool physicsRaycast(Vec3T origin, Vec3T direction, float maxDistance, int32_t *n
}
// 2D mode for bodies made from now on: they move in X and Y and turn about Z only, so a 2D game
// can run its world in overlay coordinates (gravity pointing +Y then, since the overlay's Y runs
// down) and draw sprites where the nodes are. Bodies already made keep their freedom.
void physicsSet2D(bool planar) {
if (_world != nullptr) {
_world->planar = planar;
}
}
// Pauses the simulation (bodies hold still) without losing it.
void physicsSetEnabled(bool enabled) {
if (_world != nullptr) {

View file

@ -64,13 +64,18 @@
#define SHADOW_BIAS 0.0015f
#define SHADOW_MARGIN 1.05f // The fitted light frustum, a little larger than the scene
#define SKIN_BOUNDS_GROW 1.5f // A skinned mesh moves beyond its bind pose
#define MAX_MORPHS 8 // Active morph targets per draw (the shader's limit)
#define MORPH_FLOATS 8 // Per target per vertex: position delta xyz + pad, normal delta xyz + pad
// Matches DrawUniforms in scene.hlsl.
typedef struct DrawUniformsS {
Mat4T modelViewProjection;
Mat4T model;
Mat4T normalMatrix;
Mat4T modelViewProjection;
Mat4T model;
Mat4T normalMatrix;
float morphWeights[MAX_MORPHS];
int32_t morphTargets[MAX_MORPHS];
int32_t morphInfo[4];
} DrawUniformsT;
// Matches Light and FragmentUniforms in scene.hlsl.
@ -114,6 +119,9 @@ typedef struct MeshS {
float *positions; // A CPU copy of the geometry (x, y, z per vertex) for physics shapes
uint32_t *indices;
int32_t vertexCount;
SDL_GPUBuffer *morphBuffer; // Morph target deltas, MORPH_FLOATS per vertex per target
char **morphNames;
int32_t morphCount;
bool skinned;
bool used;
} MeshT;
@ -162,6 +170,8 @@ typedef struct NodeS {
int32_t material;
LightT light;
bool castsShadow;
float *morphWeights; // One per target of the node's mesh
int32_t morphCount;
int32_t *skinJoints; // Nodes whose world matrices drive a skinned mesh
Mat4T *skinInverseBind;
int32_t skinCount;
@ -208,6 +218,7 @@ typedef struct SceneS {
ShadowT shadows[MAX_SHADOWS];
int32_t shadowCount;
SDL_GPUTexture *white; // 1x1 stand-in for untextured materials
SDL_GPUBuffer *noMorphs; // Stand-in delta buffer for meshes without morph targets
SDL_FColor background;
Vec3T ambient;
NodeT *nodes;
@ -243,7 +254,7 @@ static bool _createPipeline(int32_t variant);
static SDL_GPUTexture *_createShadowArray(SDL_GPUTextureType type, int32_t layers, int32_t size);
static bool _createShadowMaps(int32_t layers);
static bool _createShadowPipeline(int32_t variant);
static SDL_GPUShader *_createShader(const SceneShaderT *shader, SDL_GPUShaderStage stage, uint32_t samplers, uint32_t uniforms);
static SDL_GPUShader *_createShader(const SceneShaderT *shader, SDL_GPUShaderStage stage, uint32_t samplers, uint32_t uniforms, uint32_t storageBuffers);
static bool _createShaders(void);
static SDL_GPUTextureFormat _depthFormat(void);
static SDL_GPUTextureFormat _shadowFormat(void);
@ -256,7 +267,10 @@ static void _fillLights(FragmentUniformsT *uniforms);
static void _fitShadows(int32_t drawCount);
static void _fillSkin(const NodeT *node, SkinUniformsT *uniforms);
static void _freeFeed(FeedT *feed);
static void _freeMorphs(MeshT *mesh);
static void _freeMorphWeights(NodeT *node);
static void _freeSkin(NodeT *node);
static void _matchMorphWeights(NodeT *node);
static void _freeMaterialTexture(MaterialT *material);
static void _lathe(SceneVertexT **vertices, int32_t *vertexCount, uint32_t **indices, int32_t *indexCount, float bottomRadius, float topRadius, float height, int32_t segments);
static int32_t _lookupPipeline(int32_t node);
@ -531,7 +545,7 @@ static bool _createPipeline(int32_t variant) {
// Picks the blob for the format the device accepts.
static SDL_GPUShader *_createShader(const SceneShaderT *shader, SDL_GPUShaderStage stage, uint32_t samplers, uint32_t uniforms) {
static SDL_GPUShader *_createShader(const SceneShaderT *shader, SDL_GPUShaderStage stage, uint32_t samplers, uint32_t uniforms, uint32_t storageBuffers) {
SDL_GPUShaderCreateInfo info;
SDL_GPUShaderFormat formats = SDL_GetGPUShaderFormats(_scene.device);
SDL_GPUShader *result;
@ -557,6 +571,7 @@ static SDL_GPUShader *_createShader(const SceneShaderT *shader, SDL_GPUShaderSta
info.stage = stage;
info.num_samplers = samplers;
info.num_uniform_buffers = uniforms;
info.num_storage_buffers = storageBuffers;
result = SDL_CreateGPUShader(_scene.device, &info);
if (result == NULL) {
utilTrace("Scene: shader %s: %s", shader->entryPoint, SDL_GetError());
@ -566,10 +581,10 @@ static SDL_GPUShader *_createShader(const SceneShaderT *shader, SDL_GPUShaderSta
static bool _createShaders(void) {
_scene.vertexStatic = _createShader(&sceneShaderVertexStatic, SDL_GPU_SHADERSTAGE_VERTEX, 0, 1);
_scene.vertexSkinned = _createShader(&sceneShaderVertexSkinned, SDL_GPU_SHADERSTAGE_VERTEX, 0, 2);
_scene.fragment = _createShader(&sceneShaderFragmentMain, SDL_GPU_SHADERSTAGE_FRAGMENT, 2, 1);
_scene.depthFragment = _createShader(&sceneShaderDepthMain, SDL_GPU_SHADERSTAGE_FRAGMENT, 0, 0);
_scene.vertexStatic = _createShader(&sceneShaderVertexStatic, SDL_GPU_SHADERSTAGE_VERTEX, 0, 1, 1);
_scene.vertexSkinned = _createShader(&sceneShaderVertexSkinned, SDL_GPU_SHADERSTAGE_VERTEX, 0, 2, 1);
_scene.fragment = _createShader(&sceneShaderFragmentMain, SDL_GPU_SHADERSTAGE_FRAGMENT, 2, 1, 0);
_scene.depthFragment = _createShader(&sceneShaderDepthMain, SDL_GPU_SHADERSTAGE_FRAGMENT, 0, 0, 0);
return (_scene.vertexStatic != NULL) && (_scene.vertexSkinned != NULL) && (_scene.fragment != NULL) && (_scene.depthFragment != NULL);
}
@ -783,6 +798,7 @@ static void _drawList(SDL_GPUCommandBuffer *commands, SDL_GPURenderPass *pass, i
SDL_BindGPUGraphicsPipeline(pass, pipeline);
lastPipeline = variant;
}
memset(&drawUniforms, 0, sizeof(drawUniforms));
drawUniforms.modelViewProjection = mat4Multiply(*viewProjection, node->world);
drawUniforms.model = node->world;
if (mat4Invert(node->world, &inverse)) {
@ -790,7 +806,40 @@ static void _drawList(SDL_GPUCommandBuffer *commands, SDL_GPURenderPass *pass, i
} else {
drawUniforms.normalMatrix = identity;
}
// The strongest active morph targets, up to the shader's limit.
if ((mesh->morphBuffer != NULL) && (node->morphCount == mesh->morphCount)) {
int32_t active = 0;
int32_t t;
for (t = 0; t < node->morphCount; t++) {
if (node->morphWeights[t] == 0.0f) {
continue;
}
if (active < MAX_MORPHS) {
drawUniforms.morphWeights[active] = node->morphWeights[t];
drawUniforms.morphTargets[active] = t;
active++;
} else {
// Replace the weakest chosen one if this is stronger.
int32_t weakest = 0;
int32_t k;
for (k = 1; k < MAX_MORPHS; k++) {
if (fabsf(drawUniforms.morphWeights[k]) < fabsf(drawUniforms.morphWeights[weakest])) {
weakest = k;
}
}
if (fabsf(node->morphWeights[t]) > fabsf(drawUniforms.morphWeights[weakest])) {
drawUniforms.morphWeights[weakest] = node->morphWeights[t];
drawUniforms.morphTargets[weakest] = t;
}
}
}
drawUniforms.morphInfo[0] = active;
drawUniforms.morphInfo[1] = mesh->vertexCount;
}
SDL_PushGPUVertexUniformData(commands, 0, &drawUniforms, sizeof(drawUniforms));
SDL_BindGPUVertexStorageBuffers(pass, 0, (mesh->morphBuffer != NULL) ? &mesh->morphBuffer : &_scene.noMorphs, 1);
if (mesh->skinned && (node->skinCount > 0)) {
// 8 KB per skinned draw; allocated once per pass that needs it.
if (skinUniforms == NULL) {
@ -1051,6 +1100,29 @@ static void _freeMaterialTexture(MaterialT *material) {
}
static void _freeMorphs(MeshT *mesh) {
int32_t x;
if (mesh->morphBuffer != NULL) {
SDL_ReleaseGPUBuffer(_scene.device, mesh->morphBuffer);
mesh->morphBuffer = NULL;
}
for (x = 0; x < mesh->morphCount; x++) {
SDL_free(mesh->morphNames[x]);
}
SDL_free(mesh->morphNames);
mesh->morphNames = NULL;
mesh->morphCount = 0;
}
static void _freeMorphWeights(NodeT *node) {
SDL_free(node->morphWeights);
node->morphWeights = NULL;
node->morphCount = 0;
}
static void _freeSkin(NodeT *node) {
SDL_free(node->skinJoints);
SDL_free(node->skinInverseBind);
@ -1131,6 +1203,24 @@ static void _lathe(SceneVertexT **vertices, int32_t *vertexCount, uint32_t **ind
}
// Sizes the node's weight list to its mesh's targets (weights start at 0).
static void _matchMorphWeights(NodeT *node) {
int32_t count = ((node->mesh != NO_HANDLE) && meshValid(node->mesh)) ? _scene.meshes[node->mesh].morphCount : 0;
if (count == node->morphCount) {
return;
}
_freeMorphWeights(node);
if (count > 0) {
node->morphWeights = SDL_calloc((size_t)count, sizeof(float));
if (node->morphWeights == NULL) {
utilDie("Out of memory allocating morph weights.");
}
node->morphCount = count;
}
}
// What the fragment shader samples for a material: its video feed, its image, or NULL.
static SDL_GPUTexture *_materialTexture(const MaterialT *material) {
if ((material->feed != NO_HANDLE) && (material->feed < _scene.feedCount) && _scene.feeds[material->feed].used) {
@ -1680,16 +1770,34 @@ bool meshDelete(int32_t mesh) {
}
SDL_free(_scene.meshes[mesh].positions);
SDL_free(_scene.meshes[mesh].indices);
_freeMorphs(&_scene.meshes[mesh]);
memset(&_scene.meshes[mesh], 0, sizeof(MeshT));
for (x = 0; x < _scene.nodeCount; x++) {
if (_scene.nodes[x].used && (_scene.nodes[x].mesh == mesh)) {
_scene.nodes[x].mesh = NO_HANDLE;
_freeMorphWeights(&_scene.nodes[x]);
}
}
return true;
}
// A morph target by name, or -1.
int32_t meshFindMorph(int32_t mesh, const char *name) {
int32_t x;
if (!meshValid(mesh) || (name == NULL)) {
return NO_HANDLE;
}
for (x = 0; x < _scene.meshes[mesh].morphCount; x++) {
if ((_scene.meshes[mesh].morphNames[x] != NULL) && (strcmp(_scene.meshes[mesh].morphNames[x], name) == 0)) {
return x;
}
}
return NO_HANDLE;
}
// The mesh's geometry as kept on the CPU: x, y, z per vertex and triangle indices.
bool meshGetGeometry(int32_t mesh, const float **positions, int32_t *vertexCount, const uint32_t **indices, int32_t *indexCount) {
if (!meshValid(mesh)) {
@ -1703,6 +1811,22 @@ bool meshGetGeometry(int32_t mesh, const float **positions, int32_t *vertexCount
}
int32_t meshGetMorphCount(int32_t mesh) {
if (!meshValid(mesh)) {
return 0;
}
return _scene.meshes[mesh].morphCount;
}
const char *meshGetMorphName(int32_t mesh, int32_t target) {
if (!meshValid(mesh) || (target < 0) || (target >= _scene.meshes[mesh].morphCount) || (_scene.meshes[mesh].morphNames[target] == NULL)) {
return "";
}
return _scene.meshes[mesh].morphNames[target];
}
// Raw geometry from a script: positions (3 per vertex), normals (3, may be NULL for flat
// shading computed here), uvs (2, may be NULL), and triangle indices.
int32_t meshNew(const float *positions, const float *normals, const float *uvs, int32_t vertexCount, const uint32_t *indices, int32_t indexCount) {
@ -1770,6 +1894,56 @@ int32_t meshPlane(float width, float depth) {
}
// Gives the mesh morph targets: deltas holds, per target, per vertex, a position delta (x, y, z)
// and a normal delta (x, y, z), six floats; names may be NULL or hold NULL entries. Nodes using
// the mesh get a weight per target, all 0.
bool meshSetMorphTargets(int32_t mesh, const float *deltas, int32_t targetCount, const char **names) {
MeshT *m;
float *packed;
int32_t count;
int32_t x;
if (!meshValid(mesh) || (deltas == NULL) || (targetCount <= 0)) {
return false;
}
m = &_scene.meshes[mesh];
count = targetCount * m->vertexCount;
packed = SDL_calloc((size_t)count * MORPH_FLOATS, sizeof(float));
if (packed == NULL) {
utilDie("Out of memory packing morph targets.");
}
// float4 pairs for the shader: xyz0 position delta, xyz0 normal delta.
for (x = 0; x < count; x++) {
packed[x * MORPH_FLOATS] = deltas[x * 6];
packed[x * MORPH_FLOATS + 1] = deltas[x * 6 + 1];
packed[x * MORPH_FLOATS + 2] = deltas[x * 6 + 2];
packed[x * MORPH_FLOATS + 4] = deltas[x * 6 + 3];
packed[x * MORPH_FLOATS + 5] = deltas[x * 6 + 4];
packed[x * MORPH_FLOATS + 6] = deltas[x * 6 + 5];
}
_freeMorphs(m);
m->morphBuffer = _uploadBuffer(SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ, packed, (uint32_t)((size_t)count * MORPH_FLOATS * sizeof(float)));
SDL_free(packed);
if (m->morphBuffer == NULL) {
return false;
}
m->morphNames = SDL_calloc((size_t)targetCount, sizeof(char *));
if (m->morphNames == NULL) {
utilDie("Out of memory naming morph targets.");
}
for (x = 0; x < targetCount; x++) {
m->morphNames[x] = ((names != NULL) && (names[x] != NULL)) ? SDL_strdup(names[x]) : NULL;
}
m->morphCount = targetCount;
for (x = 0; x < _scene.nodeCount; x++) {
if (_scene.nodes[x].used && (_scene.nodes[x].mesh == mesh)) {
_matchMorphWeights(&_scene.nodes[x]);
}
}
return true;
}
// Latitude/longitude sphere; segments around, half as many from pole to pole.
int32_t meshSphere(float radius, int32_t segments) {
SceneVertexT *vertices;
@ -1905,6 +2079,7 @@ bool nodeDelete(int32_t node) {
}
SDL_free(_scene.nodes[node].name);
_freeSkin(&_scene.nodes[node]);
_freeMorphWeights(&_scene.nodes[node]);
_scene.nodes[node].name = NULL;
_scene.nodes[node].used = false;
return true;
@ -1979,6 +2154,22 @@ int32_t nodeGetMesh(int32_t node) {
}
int32_t nodeGetMorphCount(int32_t node) {
if (!nodeValid(node)) {
return 0;
}
return _scene.nodes[node].morphCount;
}
float nodeGetMorphWeight(int32_t node, int32_t target) {
if (!nodeValid(node) || (target < 0) || (target >= _scene.nodes[node].morphCount)) {
return 0.0f;
}
return _scene.nodes[node].morphWeights[target];
}
const char *nodeGetName(int32_t node) {
if (!nodeValid(node) || (_scene.nodes[node].name == NULL)) {
return "";
@ -2077,9 +2268,6 @@ bool nodeMove(int32_t node, Vec3T delta) {
int32_t nodeNew(int32_t parent) {
int32_t node;
if (_scene.device == NULL) {
return NO_HANDLE;
}
if (parent == NO_HANDLE) {
parent = SCENE_ROOT_NODE;
}
@ -2115,6 +2303,17 @@ bool nodeSetMesh(int32_t node, int32_t mesh, int32_t material) {
}
_scene.nodes[node].mesh = mesh;
_scene.nodes[node].material = material;
_matchMorphWeights(&_scene.nodes[node]);
return true;
}
// How much of a morph target the node's mesh shows (usually 0 to 1).
bool nodeSetMorphWeight(int32_t node, int32_t target, float weight) {
if (!nodeValid(node) || (target < 0) || (target >= _scene.nodes[node].morphCount)) {
return false;
}
_scene.nodes[node].morphWeights[target] = weight;
return true;
}
@ -2293,13 +2492,15 @@ bool sceneInit(SDL_GPUDevice *device, SDL_Renderer *renderer) {
_scene.antialias = true;
_scene.sampleCount = SDL_GPU_SAMPLECOUNT_1;
_scene.shadowSize = SHADOW_SIZE;
// The node tree is plain data and exists on every machine (physics bodies live on nodes);
// everything from here on needs the GPU, and without one the layer cannot be enabled.
_allocNode();
nodeSetName(SCENE_ROOT_NODE, "root");
if (device == NULL) {
return false;
}
_scene.depthFormat = _depthFormat();
_scene.shadowFormat = _shadowFormat();
_allocNode();
nodeSetName(SCENE_ROOT_NODE, "root");
if (!_createShaders()) {
sceneQuit();
return false;
@ -2326,8 +2527,13 @@ bool sceneInit(SDL_GPUDevice *device, SDL_Renderer *renderer) {
_scene.white = _uploadTexture(pixel);
SDL_DestroySurface(pixel);
}
{
float zero[MORPH_FLOATS] = { 0.0f };
_scene.noMorphs = _uploadBuffer(SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ, zero, sizeof(zero));
}
_scene.shadowMapsNone = _createShadowArray(SDL_GPU_TEXTURETYPE_2D_ARRAY, 1, 1);
if ((_scene.sampler == NULL) || (_scene.shadowSampler == NULL) || (_scene.white == NULL) || (_scene.shadowMapsNone == NULL)) {
if ((_scene.sampler == NULL) || (_scene.shadowSampler == NULL) || (_scene.white == NULL) || (_scene.shadowMapsNone == NULL) || (_scene.noMorphs == NULL)) {
utilTrace("Scene: %s", SDL_GetError());
sceneQuit();
return false;
@ -2398,11 +2604,15 @@ void sceneQuit(void) {
if (_scene.white != NULL) {
SDL_ReleaseGPUTexture(_scene.device, _scene.white);
}
if (_scene.noMorphs != NULL) {
SDL_ReleaseGPUBuffer(_scene.device, _scene.noMorphs);
}
_destroyTargets();
}
for (x = 0; x < _scene.nodeCount; x++) {
SDL_free(_scene.nodes[x].name);
_freeSkin(&_scene.nodes[x]);
_freeMorphWeights(&_scene.nodes[x]);
}
SDL_free(_scene.nodes);
SDL_free(_scene.meshes);
@ -2728,7 +2938,7 @@ Vec3T sceneUnproject(float x, float y, float distance) {
void sceneUpdateTransforms(void) {
Mat4T identity = mat4Identity();
if (_scene.device != NULL) {
if (_scene.nodeCount > 0) {
_updateWorld(SCENE_ROOT_NODE, &identity, true);
}
}

View file

@ -98,11 +98,15 @@ int32_t meshCone(float radius, float height, int32_t segments);
int32_t meshCylinder(float radius, float height, int32_t segments);
bool meshDelete(int32_t mesh);
bool meshGetGeometry(int32_t mesh, const float **positions, int32_t *vertexCount, const uint32_t **indices, int32_t *indexCount);
int32_t meshFindMorph(int32_t mesh, const char *name);
int32_t meshGetMorphCount(int32_t mesh);
const char *meshGetMorphName(int32_t mesh, int32_t target);
int32_t meshNew(const float *positions, const float *normals, const float *uvs, int32_t vertexCount, const uint32_t *indices, int32_t indexCount);
int32_t meshNewVertices(const SceneVertexT *vertices, int32_t vertexCount, const uint32_t *indices, int32_t indexCount, bool skinned);
int32_t meshPlane(float width, float depth);
int32_t meshSphere(float radius, int32_t segments);
int32_t meshTorus(float radius, float tubeRadius, int32_t segments);
bool meshSetMorphTargets(int32_t mesh, const float *deltas, int32_t targetCount, const char **names);
bool meshValid(int32_t mesh);
bool nodeDelete(int32_t node);
@ -111,6 +115,8 @@ int32_t nodeGetChild(int32_t node, int32_t index);
int32_t nodeGetChildCount(int32_t node);
uint32_t nodeGetGeneration(int32_t node);
int32_t nodeGetMesh(int32_t node);
int32_t nodeGetMorphCount(int32_t node);
float nodeGetMorphWeight(int32_t node, int32_t target);
const char *nodeGetName(int32_t node);
int32_t nodeGetParent(int32_t node);
Vec3T nodeGetPosition(int32_t node);
@ -123,6 +129,7 @@ bool nodeMove(int32_t node, Vec3T delta);
int32_t nodeNew(int32_t parent);
bool nodeRotate(int32_t node, QuatT delta);
bool nodeSetMesh(int32_t node, int32_t mesh, int32_t material);
bool nodeSetMorphWeight(int32_t node, int32_t target, float weight);
bool nodeSetName(int32_t node, const char *name);
bool nodeSetParent(int32_t node, int32_t parent);
bool nodeSetPosition(int32_t node, Vec3T position);

View file

@ -1,61 +0,0 @@
#!/bin/bash
#
# Compiles scene.hlsl into sceneShaders.h: SPIR-V (Vulkan), DXIL (Direct3D 12) and MSL (Metal)
# for each entry point, as C arrays. Needs SDL_shadercross's command line tool (built from
# https://github.com/libsdl-org/SDL_shadercross with SDLSHADERCROSS_DXC=ON); pass its path as the
# first argument or put it on PATH. The engine build never runs this: the output is checked in.
#
# Usage: src/shaders/build.sh [path/to/shadercross]
set -euo pipefail
cd "$(dirname "$0")"
SHADERCROSS=${1:-shadercross}
OUT=sceneShaders.h
TMP=$(mktemp -d)
trap 'rm -rf "$TMP"' EXIT
ENTRIES="vertexStatic:vertex vertexSkinned:vertex fragmentMain:fragment depthMain:fragment"
emit() {
# emit NAME FILE: a C array from a binary file
local name=$1
local file=$2
echo "static const unsigned char ${name}[] = {"
od -An -v -tx1 "$file" | sed 's/ \([0-9a-f][0-9a-f]\)/0x\1,/g; s/^/\t/'
echo "};"
}
{
echo "// Generated by build.sh from scene.hlsl with SDL_shadercross; do not edit."
echo "// SPIR-V for Vulkan, DXIL for Direct3D 12, MSL for Metal, one set per entry point."
echo
echo "#ifndef SCENE_SHADERS_H"
echo "#define SCENE_SHADERS_H"
echo
echo "#include <stddef.h>"
echo
echo "typedef struct SceneShaderS {"
echo " const char *entryPoint;"
echo " const unsigned char *spirv;"
echo " size_t spirvSize;"
echo " const unsigned char *dxil;"
echo " size_t dxilSize;"
echo " const unsigned char *msl;"
echo " size_t mslSize;"
echo "} SceneShaderT;"
echo
for entry in $ENTRIES; do
name=${entry%%:*}
stage=${entry##*:}
for format in SPIRV DXIL MSL; do
ext=$(echo "$format" | tr '[:upper:]' '[:lower:]')
"$SHADERCROSS" scene.hlsl -s HLSL -d "$format" -t "$stage" -e "$name" -o "$TMP/$name.$ext" >&2
emit "_${name}${format}" "$TMP/$name.$ext"
echo
done
echo "static const SceneShaderT sceneShader$(echo "${name:0:1}" | tr '[:lower:]' '[:upper:]')${name:1} = { \"$name\", _${name}SPIRV, sizeof(_${name}SPIRV), _${name}DXIL, sizeof(_${name}DXIL), _${name}MSL, sizeof(_${name}MSL) };"
echo
done
echo "#endif"
} > "$OUT"
echo "Wrote $OUT"

View file

@ -9,6 +9,7 @@
#define MAX_LIGHTS 8
#define MAX_JOINTS 128
#define MAX_SHADOWS 8
#define MAX_MORPHS 8 // Active morph targets per draw
#define SHADOW_NONE 0
#define SHADOW_MAP 1
@ -25,8 +26,14 @@ cbuffer DrawUniforms : register(b0, space1) {
float4x4 modelViewProjection;
float4x4 model;
float4x4 normalMatrix; // Inverse transpose of model, for normals under non-uniform scale
float4 morphWeights[2]; // Up to MAX_MORPHS active targets ...
int4 morphTargets[2]; // ... and which targets they are
int4 morphInfo; // x = active count, y = vertices per target
};
// Morph target deltas: per target, per vertex, a position delta then a normal delta.
StructuredBuffer<float4> morphDeltas : register(t0, space0);
cbuffer SkinUniforms : register(b1, space1) {
float4x4 joints[MAX_JOINTS];
};
@ -47,32 +54,59 @@ struct VertexOutput {
};
VertexOutput vertexStatic(VertexInput input) {
VertexOutput output;
// Adds the active morph targets' deltas to a vertex.
void morph(uint vertex, inout float3 position, inout float3 normal) {
int x;
output.position = mul(modelViewProjection, float4(input.position, 1.0));
output.worldPosition = mul(model, float4(input.position, 1.0)).xyz;
output.worldNormal = normalize(mul((float3x3)normalMatrix, input.normal));
for (x = 0; x < MAX_MORPHS; x++) {
float weight;
uint base;
if (x >= morphInfo.x) {
continue;
}
weight = morphWeights[x / 4][x % 4];
base = ((uint)morphTargets[x / 4][x % 4] * (uint)morphInfo.y + vertex) * 2;
position += morphDeltas[base].xyz * weight;
normal += morphDeltas[base + 1].xyz * weight;
}
}
VertexOutput vertexStatic(VertexInput input, uint vertex : SV_VertexID) {
VertexOutput output;
float3 position = input.position;
float3 normal = input.normal;
morph(vertex, position, normal);
output.position = mul(modelViewProjection, float4(position, 1.0));
output.worldPosition = mul(model, float4(position, 1.0)).xyz;
output.worldNormal = normalize(mul((float3x3)normalMatrix, normal));
output.uv = input.uv;
return output;
}
VertexOutput vertexSkinned(VertexInput input) {
VertexOutput vertexSkinned(VertexInput input, uint vertex : SV_VertexID) {
VertexOutput output;
float4 position = float4(input.position, 1.0);
float3 morphed = input.position;
float3 normal = input.normal;
float4 position;
float4 skinned;
float3 skinnedNormal;
morph(vertex, morphed, normal);
position = float4(morphed, 1.0);
// The weighted sum of the joint transforms, applied to the position and the normal.
skinned = mul(joints[input.joints.x], position) * input.weights.x
+ mul(joints[input.joints.y], position) * input.weights.y
+ mul(joints[input.joints.z], position) * input.weights.z
+ mul(joints[input.joints.w], position) * input.weights.w;
skinnedNormal = mul((float3x3)joints[input.joints.x], input.normal) * input.weights.x
+ mul((float3x3)joints[input.joints.y], input.normal) * input.weights.y
+ mul((float3x3)joints[input.joints.z], input.normal) * input.weights.z
+ mul((float3x3)joints[input.joints.w], input.normal) * input.weights.w;
skinnedNormal = mul((float3x3)joints[input.joints.x], normal) * input.weights.x
+ mul((float3x3)joints[input.joints.y], normal) * input.weights.y
+ mul((float3x3)joints[input.joints.z], normal) * input.weights.z
+ mul((float3x3)joints[input.joints.w], normal) * input.weights.w;
output.position = mul(modelViewProjection, skinned);
output.worldPosition = mul(model, skinned).xyz;
output.worldNormal = normalize(mul((float3x3)normalMatrix, skinnedNormal));

File diff suppressed because it is too large Load diff

View file

@ -440,6 +440,7 @@ static FontT *_argFont(lua_State *L, const char *method, int32_t index);
static int32_t _argInteger(lua_State *L, const char *method, int32_t index);
static int32_t _argBody(lua_State *L, const char *method, int32_t index);
static int32_t _argMaterial(lua_State *L, const char *method, int32_t index);
static int32_t _argMorph(lua_State *L, const char *method, int32_t node, int32_t index);
static int32_t _argMesh(lua_State *L, const char *method, int32_t index);
static int32_t _argNode(lua_State *L, const char *method, int32_t index);
static int64_t _argInteger64(lua_State *L, const char *method, int32_t index);
@ -627,6 +628,8 @@ static int32_t apiMouseSetMode(lua_State *L);
static int32_t apiNodeDelete(lua_State *L);
static int32_t apiNodeFind(lua_State *L);
static int32_t apiNodeGetChildren(lua_State *L);
static int32_t apiNodeGetMorph(lua_State *L);
static int32_t apiNodeGetMorphs(lua_State *L);
static int32_t apiNodeGetName(lua_State *L);
static int32_t apiNodeGetParent(lua_State *L);
static int32_t apiNodeGetPosition(lua_State *L);
@ -639,6 +642,7 @@ static int32_t apiNodeMove(lua_State *L);
static int32_t apiNodeNew(lua_State *L);
static int32_t apiNodeRotate(lua_State *L);
static int32_t apiNodeSetMesh(lua_State *L);
static int32_t apiNodeSetMorph(lua_State *L);
static int32_t apiNodeSetName(lua_State *L);
static int32_t apiNodeSetParent(lua_State *L);
static int32_t apiNodeSetPosition(lua_State *L);
@ -658,6 +662,7 @@ static int32_t apiOverlayPlot(lua_State *L);
static int32_t apiOverlayPrint(lua_State *L);
static int32_t apiOverlaySetResolution(lua_State *L);
static int32_t apiPhysicsRaycast(lua_State *L);
static int32_t apiPhysicsSet2D(lua_State *L);
static int32_t apiPhysicsSetEnabled(lua_State *L);
static int32_t apiPhysicsSetGravity(lua_State *L);
static int32_t apiSceneEnable(lua_State *L);
@ -826,6 +831,25 @@ static int32_t _argInteger(lua_State *L, const char *method, int32_t index) {
}
// A morph target of a node's mesh, by name or by number from 1, checked.
static int32_t _argMorph(lua_State *L, const char *method, int32_t node, int32_t index) {
int32_t target;
if (lua_type(L, index) == LUA_TSTRING) {
target = meshFindMorph(nodeGetMesh(node), lua_tostring(L, index));
if (target < 0) {
_luaDie(L, method, "Node %d has no morph target named %s.", node, lua_tostring(L, index));
}
return target;
}
target = _argInteger(L, method, index) - 1;
if ((target < 0) || (target >= nodeGetMorphCount(node))) {
_luaDie(L, method, "Node %d has no morph target %d.", node, target + 1);
}
return target;
}
// A node that carries a physics body, checked.
static int32_t _argBody(lua_State *L, const char *method, int32_t index) {
int32_t node = _argNode(L, method, index);
@ -3679,7 +3703,7 @@ static int32_t apiLightNew(lua_State *L) {
}
node = lightNew((LightTypeE)type, parent);
if (node < 0) {
_luaDie(L, "lightNew", "3D is not available on this machine.");
_luaDie(L, "lightNew", "Unable to create the node.");
}
_luaTrace(L, "lightNew", "%d type %d under %d", node, type, parent);
lua_pushinteger(L, node);
@ -4242,6 +4266,37 @@ static int32_t apiNodeGetChildren(lua_State *L) {
}
// weight = nodeGetMorph(node, nameOrIndex)
static int32_t apiNodeGetMorph(lua_State *L) {
int32_t node;
int32_t target;
_argCheck(L, "nodeGetMorph", 2, 2);
node = _argNode(L, "nodeGetMorph", 1);
target = _argMorph(L, "nodeGetMorph", node, 2);
lua_pushnumber(L, nodeGetMorphWeight(node, target));
return 1;
}
// names = nodeGetMorphs(node): the mesh's morph target names, in order (empty strings when unnamed)
static int32_t apiNodeGetMorphs(lua_State *L) {
int32_t node;
int32_t count;
int32_t x;
_argCheck(L, "nodeGetMorphs", 1, 1);
node = _argNode(L, "nodeGetMorphs", 1);
count = nodeGetMorphCount(node);
lua_createtable(L, count, 0);
for (x = 0; x < count; x++) {
lua_pushstring(L, meshGetMorphName(nodeGetMesh(node), x));
lua_rawseti(L, -2, x + 1);
}
return 1;
}
// name = nodeGetName(node)
static int32_t apiNodeGetName(lua_State *L) {
_argCheck(L, "nodeGetName", 1, 1);
@ -4342,7 +4397,7 @@ static int32_t apiNodeNew(lua_State *L) {
}
node = nodeNew(parent);
if (node < 0) {
_luaDie(L, "nodeNew", "3D is not available on this machine.");
_luaDie(L, "nodeNew", "Unable to create the node.");
}
_luaTrace(L, "nodeNew", "%d under %d", node, parent);
lua_pushinteger(L, node);
@ -4375,6 +4430,19 @@ static int32_t apiNodeSetMesh(lua_State *L) {
}
// nodeSetMorph(node, nameOrIndex, weight): how much of a morph target shows, usually 0 to 1
static int32_t apiNodeSetMorph(lua_State *L) {
int32_t node;
int32_t target;
_argCheck(L, "nodeSetMorph", 3, 3);
node = _argNode(L, "nodeSetMorph", 1);
target = _argMorph(L, "nodeSetMorph", node, 2);
nodeSetMorphWeight(node, target, (float)_argNumber(L, "nodeSetMorph", 3));
return 0;
}
// nodeSetName(node, name)
static int32_t apiNodeSetName(lua_State *L) {
_argCheck(L, "nodeSetName", 2, 2);
@ -4788,6 +4856,14 @@ static int32_t apiPhysicsRaycast(lua_State *L) {
}
// physicsSet2D(bool): bodies made from now on stay in the XY plane (2D games)
static int32_t apiPhysicsSet2D(lua_State *L) {
_argCheck(L, "physicsSet2D", 1, 1);
physicsSet2D(_argBoolean(L, "physicsSet2D", 1));
return 0;
}
// physicsSetEnabled(bool): pauses the simulation without losing it
static int32_t apiPhysicsSetEnabled(lua_State *L) {
_argCheck(L, "physicsSetEnabled", 1, 1);
@ -6427,6 +6503,8 @@ void singe(SDL_Window *window, SDL_Renderer *renderer, SDL_GPUDevice *device, Co
lua_register(_global.luaContext, "nodeDelete", apiNodeDelete); // 3.00
lua_register(_global.luaContext, "nodeFind", apiNodeFind); // 3.00
lua_register(_global.luaContext, "nodeGetChildren", apiNodeGetChildren); // 3.00
lua_register(_global.luaContext, "nodeGetMorph", apiNodeGetMorph); // 3.00
lua_register(_global.luaContext, "nodeGetMorphs", apiNodeGetMorphs); // 3.00
lua_register(_global.luaContext, "nodeGetName", apiNodeGetName); // 3.00
lua_register(_global.luaContext, "nodeGetParent", apiNodeGetParent); // 3.00
lua_register(_global.luaContext, "nodeGetPosition", apiNodeGetPosition); // 3.00
@ -6439,6 +6517,7 @@ void singe(SDL_Window *window, SDL_Renderer *renderer, SDL_GPUDevice *device, Co
lua_register(_global.luaContext, "nodeNew", apiNodeNew); // 3.00
lua_register(_global.luaContext, "nodeRotate", apiNodeRotate); // 3.00
lua_register(_global.luaContext, "nodeSetMesh", apiNodeSetMesh); // 3.00
lua_register(_global.luaContext, "nodeSetMorph", apiNodeSetMorph); // 3.00
lua_register(_global.luaContext, "nodeSetName", apiNodeSetName); // 3.00
lua_register(_global.luaContext, "nodeSetParent", apiNodeSetParent); // 3.00
lua_register(_global.luaContext, "nodeSetPosition", apiNodeSetPosition); // 3.00
@ -6458,6 +6537,7 @@ void singe(SDL_Window *window, SDL_Renderer *renderer, SDL_GPUDevice *device, Co
lua_register(_global.luaContext, "overlaySetResolution", apiOverlaySetResolution); // 2.00
lua_register(_global.luaContext, "physicsRaycast", apiPhysicsRaycast); // 3.00
lua_register(_global.luaContext, "physicsSet2D", apiPhysicsSet2D); // 3.00
lua_register(_global.luaContext, "physicsSetEnabled", apiPhysicsSetEnabled); // 3.00
lua_register(_global.luaContext, "physicsSetGravity", apiPhysicsSetGravity); // 3.00
lua_register(_global.luaContext, "sceneEnable", apiSceneEnable); // 3.00

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testScripts/Models/AnimatedMorphCube.glb (Stored with Git LFS) Normal file

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testScripts/Models/DragonModel.glb (Stored with Git LFS) Normal file

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testScripts/Models/SingeText.glb (Stored with Git LFS) Normal file

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@ -2,13 +2,15 @@
The Lua scripts used to verify the 3D scene and physics work, one per stage
of PLAN.md sections 18 and 19, with everything they load: the Khronos
Duck, Fox and BoxAnimated sample models under Models/, and Box.png. The
Duck, Fox, BoxAnimated and AnimatedMorphCube sample models under Models/, Box.png and crate.png. The
disc and the font are the engine's own, addressed as
Singe/menuBackground.mkv and Singe/FreeSansBold.ttf like any engine
asset. This directory is a complete Singe game directory. Run one from the singe directory with
.builddir/Singe-v3.00-Linux-x86_64 -w -d data -v Singe/menuBackground.mkv testScripts/scene6.singe
(scene12 has no disc: give it -C 720x480 instead of -v)
or pack it (singe --pack testScripts testScripts.game) and run an entry
with --entry N (the numbers follow games.dat). Every script takes a
screenshot or two and quits by itself; the results are in screenshots/.
@ -26,3 +28,8 @@ screenshot or two and quits by itself; the results are in screenshots/.
| scene9.singe | 9 | 19.2 | Physics: a crate stack, a ball, a kinematic paddle |
| scene10.singe | 10 | 19.3 | Physics: a trigger volume, collision callbacks, a raycast pick |
| scene11.singe | 11 | 19.4 | Physics: a hull down a ramp, a mesh torus, hinge, ball and slider joints |
| scene12.singe | 12 | 19.6 | 2D physics drawn with sprites; runs with no GPU (SDL_GPU_DRIVER=nothing) |
| scene13.singe | 13 | 18.8 | Morph targets: the AnimatedMorphCube, animated and driven from script |
| scene14.singe | 14 | - | The solid tangram dragon (Models/DragonModel.glb, a copy of assets/DragonModel.glb) turning under a sun with shadows |
| scene15.singe | 15 | - | The Singe logotype as solid letters (Models/SingeText.glb, a copy of assets/SingeText.glb) turning under a sun with shadows |
| scene16.singe | 16 | - | The dragon perched on the logotype, both models under one parent node, turning together |

BIN
testScripts/crate.png (Stored with Git LFS) Normal file

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@ -120,4 +120,58 @@ GAMES = {
DEVELOPER = "Test",
PUBLISHER = "Test",
},
{
TITLE = "Physics2D",
SCRIPT = "testScripts/scene12.singe",
DESCRIPTION = "2D physics drawn with sprites, no 3D or GPU needed.",
YEAR = 2026,
GENRE = "Test",
PLATFORM = "Singe",
DEVELOPER = "Test",
PUBLISHER = "Test",
},
{
TITLE = "Morphs",
SCRIPT = "testScripts/scene13.singe",
VIDEO = "Singe/menuBackground.mkv",
DESCRIPTION = "Morph targets: the AnimatedMorphCube, animated and scripted.",
YEAR = 2026,
GENRE = "Test",
PLATFORM = "Singe",
DEVELOPER = "Test",
PUBLISHER = "Test",
},
{
TITLE = "Dragon",
SCRIPT = "testScripts/scene14.singe",
VIDEO = "Singe/menuBackground.mkv",
DESCRIPTION = "The solid tangram dragon model (assets/DragonModel.glb) turning under a sun with shadows.",
YEAR = 2026,
GENRE = "Test",
PLATFORM = "Singe",
DEVELOPER = "Test",
PUBLISHER = "Test",
},
{
TITLE = "Logo",
SCRIPT = "testScripts/scene15.singe",
VIDEO = "Singe/menuBackground.mkv",
DESCRIPTION = "The Singe logotype as solid letters (assets/SingeText.glb) turning under a sun with shadows.",
YEAR = 2026,
GENRE = "Test",
PLATFORM = "Singe",
DEVELOPER = "Test",
PUBLISHER = "Test",
},
{
TITLE = "DragonOnLogo",
SCRIPT = "testScripts/scene16.singe",
VIDEO = "Singe/menuBackground.mkv",
DESCRIPTION = "The dragon perched on the Singe logotype, turning together under a sun with shadows.",
YEAR = 2026,
GENRE = "Test",
PLATFORM = "Singe",
DEVELOPER = "Test",
PUBLISHER = "Test",
},
}

70
testScripts/scene12.singe Normal file
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@ -0,0 +1,70 @@
-- 2D physics with no 3D at all: crates drawn as sprites fall and pile up in overlay coordinates.
-- Runs on any machine, GPU or not (try it with SDL_GPU_DRIVER=nothing).
local font = fontLoad("Singe/FreeSansBold.ttf", 24)
local box = spriteLoad("testScripts/crate.png")
local frames = 0
local width, height = overlayGetWidth(), overlayGetHeight()
fontSelect(font)
physicsSet2D(true)
physicsSetGravity(0, 900, 0) -- Pixels per second squared; overlay Y runs down.
-- The floor and walls, static, sized in pixels.
local floor = nodeNew()
nodeSetPosition(floor, width / 2, height - 10, 0)
bodyNew(floor, BODY_STATIC, SHAPE_BOX, width, 20, 50)
local leftWall = nodeNew()
nodeSetPosition(leftWall, -10, height / 2, 0)
bodyNew(leftWall, BODY_STATIC, SHAPE_BOX, 20, height, 50)
local rightWall = nodeNew()
nodeSetPosition(rightWall, width + 10, height / 2, 0)
bodyNew(rightWall, BODY_STATIC, SHAPE_BOX, 20, height, 50)
-- A slope the crates tumble off.
local slope = nodeNew()
nodeSetPosition(slope, width * 0.3, height * 0.55, 0)
nodeSetRotation(slope, 0, 0, 20)
bodyNew(slope, BODY_STATIC, SHAPE_BOX, width * 0.45, 12, 50)
local size = spriteGetWidth(box)
local crates = {}
local function drop(i)
local crate = nodeNew()
nodeSetPosition(crate, width * 0.15 + (i % 5) * size * 0.6, -size * (1 + i * 0.5), 0)
nodeSetRotation(crate, 0, 0, i * 13)
bodyNew(crate, BODY_DYNAMIC, SHAPE_BOX, size, size, 50)
bodySetMass(crate, 1)
bodySetFriction(crate, 0.6)
bodySetBounce(crate, 0.2)
crates[#crates + 1] = crate
end
for i = 1, 14 do
drop(i)
end
local resting = 0
function onCollision(a, b, x, y, z, speed)
end
function onOverlayUpdate()
frames = frames + 1
overlayClear()
resting = 0
for _, crate in ipairs(crates) do
local x, y = nodeGetPosition(crate)
local _, _, angle = nodeGetRotation(crate)
spriteRotate(box, angle)
spriteDraw(box, x, y, true)
if bodyIsResting(crate) then
resting = resting + 1
end
end
fontPrint(10, 8, string.format("2D physics, frame %d, %d of %d resting", frames, resting, #crates))
if frames == 40 or frames == 100 or frames == 220 then
singeScreenshot()
end
if frames == 240 then
singeQuit()
end
return OVERLAY_UPDATED
end

52
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@ -0,0 +1,52 @@
-- Morph targets: the Khronos AnimatedMorphCube. Left, its own animation blending the two
-- targets; right, the same model with weights set from the script.
local font = fontLoad("Singe/FreeSansBold.ttf", 28)
local frames = 0
fontSelect(font)
discPlay()
sceneEnable(true)
sceneSetBackground(18, 18, 30, 255)
sceneSetAmbient(70, 70, 85)
local cubeModel = modelLoad("testScripts/Models/AnimatedMorphCube.glb")
local animated = modelInstance(cubeModel)
nodeSetPosition(animated, -1.6, 0, 0)
nodeSetScale(animated, 0.9)
animationPlay(animated, 1, true)
local scripted = modelInstance(cubeModel)
nodeSetPosition(scripted, 1.6, 0, 0)
nodeSetScale(scripted, 0.9)
local meshNode = nodeGetChildren(scripted)[1]
local names = nodeGetMorphs(meshNode)
debugPrint("morph targets: " .. #names)
local sun = lightNew(LIGHT_DIRECTIONAL)
nodeSetPosition(sun, -3, 5, 4)
nodeLookAt(sun, 0, 0, 0)
lightSetIntensity(sun, 1.3)
local camera = nodeNew()
nodeSetPosition(camera, 0, 2.2, 6)
nodeLookAt(camera, 0, 0, 0)
cameraSet(camera)
function onOverlayUpdate()
frames = frames + 1
-- The scripted cube sweeps target 1 up while target 2 comes down.
local t = (frames % 120) / 120
nodeSetMorph(meshNode, 1, t)
nodeSetMorph(meshNode, 2, 1 - t)
nodeRotate(animated, 0, 0.8, 0)
nodeRotate(scripted, 0, -0.8, 0)
overlayClear()
fontPrint(20, 20, string.format("Morph targets, frame %d scripted: %.2f / %.2f", frames, nodeGetMorph(meshNode, 1), nodeGetMorph(meshNode, 2)))
if frames == 20 or frames == 80 or frames == 140 then
singeScreenshot()
end
if frames == 150 then
singeQuit()
end
end

48
testScripts/scene14.singe Normal file
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@ -0,0 +1,48 @@
-- Dragon model test: the solid tangram dragon built by util/dragonModel.py and converted to glTF
-- by util/objToGlb.py, turning slowly under a sun with shadows, over the disc.
local font = fontLoad("Singe/FreeSansBold.ttf", 28)
local frames = 0
fontSelect(font)
discPlay()
sceneEnable(true)
sceneSetBackground(0, 0, 0, 0)
sceneSetAmbient(70, 70, 80)
local dragonModel = modelLoad("testScripts/Models/DragonModel.glb")
local dragon = modelInstance(dragonModel)
nodeSetPosition(dragon, 0, -3.5, 0)
nodeSetRotation(dragon, 0, 35, 0)
local stone = materialNew()
materialSetColor(stone, 120, 120, 130)
materialSetRoughness(stone, 0.9)
local floor = nodeNew()
nodeSetMesh(floor, meshBox(14, 0.2, 10), stone)
nodeSetPosition(floor, 0, -3.6, 0)
local sun = lightNew(LIGHT_DIRECTIONAL)
nodeSetPosition(sun, -4, 8, 6)
nodeLookAt(sun, 0, 0, 0)
lightSetIntensity(sun, 1.6)
lightSetShadow(sun, true)
local camera = nodeNew()
nodeSetPosition(camera, 0, 1.5, 12)
nodeLookAt(camera, 0, 0, 0)
cameraSet(camera)
debugPrint("dragon parts " .. #nodeGetChildren(dragon))
function onOverlayUpdate()
frames = frames + 1
nodeRotate(dragon, 0, 0.75, 0)
overlayClear()
fontPrint(20, 20, "Dragon model, frame " .. frames)
if frames == 30 or frames == 100 or frames == 170 then
singeScreenshot()
end
if frames == 180 then
singeQuit()
end
end

48
testScripts/scene15.singe Normal file
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-- Logo model test: the Singe logotype built by util/textModel.py and converted to glTF by
-- util/objToGlb.py, turning under a sun with shadows, over the disc.
local font = fontLoad("Singe/FreeSansBold.ttf", 28)
local frames = 0
fontSelect(font)
discPlay()
sceneEnable(true)
sceneSetBackground(0, 0, 0, 0)
sceneSetAmbient(70, 70, 80)
local logoModel = modelLoad("testScripts/Models/SingeText.glb")
local logo = modelInstance(logoModel)
nodeSetPosition(logo, 0, -2.5, 0)
nodeSetRotation(logo, 0, -30, 0)
local stone = materialNew()
materialSetColor(stone, 120, 120, 130)
materialSetRoughness(stone, 0.9)
local floor = nodeNew()
nodeSetMesh(floor, meshBox(16, 0.2, 10), stone)
nodeSetPosition(floor, 0, -2.6, 0)
local sun = lightNew(LIGHT_DIRECTIONAL)
nodeSetPosition(sun, -4, 8, 6)
nodeLookAt(sun, 0, 0, 0)
lightSetIntensity(sun, 1.6)
lightSetShadow(sun, true)
local camera = nodeNew()
nodeSetPosition(camera, 0, 2, 13)
nodeLookAt(camera, 0, 0, 0)
cameraSet(camera)
debugPrint("logo letters " .. #nodeGetChildren(nodeGetChildren(logo)[1]))
function onOverlayUpdate()
frames = frames + 1
nodeRotate(logo, 0, 0.5, 0)
overlayClear()
fontPrint(20, 20, "Logo model, frame " .. frames)
if frames == 30 or frames == 100 or frames == 170 then
singeScreenshot()
end
if frames == 180 then
singeQuit()
end
end

54
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-- Dragon and logo together: the solid tangram dragon perched on top of the Singe logotype, the pair
-- turning as one under a sun with shadows, over the disc.
local font = fontLoad("Singe/FreeSansBold.ttf", 28)
local frames = 0
fontSelect(font)
discPlay()
sceneEnable(true)
sceneSetBackground(0, 0, 0, 0)
sceneSetAmbient(70, 70, 80)
-- Both models rest on Y = 0 and are centred on X; the logo is 5 units tall at the top of the S.
local group = nodeNew()
nodeSetPosition(group, 0, -6, 0)
nodeSetRotation(group, 0, -25, 0)
local logo = modelInstance(modelLoad("testScripts/Models/SingeText.glb"))
nodeSetParent(logo, group)
local dragon = modelInstance(modelLoad("testScripts/Models/DragonModel.glb"))
nodeSetParent(dragon, group)
nodeSetPosition(dragon, 0, 4.85, 0)
nodeSetScale(dragon, 0.9)
local stone = materialNew()
materialSetColor(stone, 120, 120, 130)
materialSetRoughness(stone, 0.9)
local floor = nodeNew()
nodeSetMesh(floor, meshBox(18, 0.2, 12), stone)
nodeSetPosition(floor, 0, -6.1, 0)
local sun = lightNew(LIGHT_DIRECTIONAL)
nodeSetPosition(sun, -5, 10, 7)
nodeLookAt(sun, 0, 0, 0)
lightSetIntensity(sun, 1.6)
lightSetShadow(sun, true)
local camera = nodeNew()
nodeSetPosition(camera, 0, 3, 15.5)
nodeLookAt(camera, 0, 0, 0)
cameraSet(camera)
function onOverlayUpdate()
frames = frames + 1
nodeRotate(group, 0, 0.4, 0)
overlayClear()
fontPrint(20, 20, "Dragon on logo, frame " .. frames)
if frames == 30 or frames == 100 or frames == 170 then
singeScreenshot()
end
if frames == 180 then
singeQuit()
end
end

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# CMake Project for SDL3_shadercross - Simple DirectMedia Layer Shader Cross Compiler
# Written by @thatcosmonaut
cmake_minimum_required(VERSION 3.22...4.0)
# Version
set(MAJOR_VERSION 3)
set(MINOR_VERSION 0)
set(MICRO_VERSION 0)
set(SDL_REQUIRED_VERSION "3.1.3")
# option() honors normal variables.
set(CMAKE_POLICY_DEFAULT_CMP0077 NEW)
project(SDL3_shadercross LANGUAGES C VERSION "${MAJOR_VERSION}.${MINOR_VERSION}.${MICRO_VERSION}")
set(SHADERCROSS_MAINPROJECT ${SDL3_shadercross_IS_TOP_LEVEL})
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
include(CMakeDependentOption)
include("${CMAKE_CURRENT_LIST_DIR}/cmake/GetGitRevisionDescription.cmake")
include("${CMAKE_CURRENT_LIST_DIR}/cmake/PrivateSdlFunctions.cmake")
include("${CMAKE_CURRENT_LIST_DIR}/cmake/sdlcpu.cmake")
include("${CMAKE_CURRENT_LIST_DIR}/cmake/sdlplatform.cmake")
include("${CMAKE_CURRENT_LIST_DIR}/cmake/sdlmanpages.cmake")
if(NOT (TARGET SDL3::Headers AND TARGET SDL3::SDL3 AND (TARGET SDL3::SDL3-static OR TARGET SDL3::SDL3-shared)))
find_package(SDL3 ${SDL_REQUIRED_VERSION})
endif()
if(TARGET SDL3::SDL3-shared)
set(SDLSHADERCROSS_SHARED_DEFAULT ON)
set(SDLSHADERCROSS_STATIC_DEFAULT OFF)
else()
set(SDLSHADERCROSS_SHARED_DEFAULT OFF)
set(SDLSHADERCROSS_STATIC_DEFAULT ON)
endif()
# Options
option(SDLSHADERCROSS_DXC "Enable HLSL compilation via DXC" ON)
option(SDLSHADERCROSS_SHARED "Build shared SDL_shadercross library" ${SDLSHADERCROSS_SHARED_DEFAULT})
option(SDLSHADERCROSS_STATIC "Build static SDL_shadercross library" ${SDLSHADERCROSS_STATIC_DEFAULT})
option(SDLSHADERCROSS_SPIRVCROSS_SHARED "Link to shared library variants of dependencies" ON)
option(SDLSHADERCROSS_VENDORED "Use vendored dependencies" OFF)
option(SDLSHADERCROSS_CLI "Build command line executable" ON)
cmake_dependent_option(SDLSHADERCROSS_CLI_STATIC "Link CLI with static libraries" OFF "SDLSHADERCROSS_CLI;SDLSHADERCROSS_STATIC;TARGET SDL3::SDL3-static" OFF)
cmake_dependent_option(SDLSHADERCROSS_CLI_LEAKCHECK "Check shadercross for memory leaks" OFF "SDLSHADERCROSS_CLI;TARGET SDL3::SDL3_test" OFF)
option(SDLSHADERCROSS_WERROR "Enable Werror" OFF)
option(SDLSHADERCROSS_INSTALL "Enable installation" ${SHADERCROSS_MAINPROJECT})
cmake_dependent_option(SDLSHADERCROSS_INSTALL_CPACK "Enable CPack installation" ${SHADERCROSS_MAINPROJECT} "SDLSHADERCROSS_INSTALL" OFF)
cmake_dependent_option(SDLSHADERCROSS_INSTALL_MAN "Install man pages for SDL3_shadercross" OFF "SDLSHADERCROSS_INSTALL" OFF)
cmake_dependent_option(SDLSHADERCROSS_INSTALL_RUNTIME "Download, build and install runtime dependencies" OFF "SDLSHADERCROSS_INSTALL" OFF)
option(SDLSHADERCROSS_TESTS "Build unit tests?" OFF)
cmake_dependent_option(SDLSHADERCROSS_TESTS_TRACKMEM "Enable memory tracking in tests" OFF SDLSHADERCROSS_TESTS OFF)
sdl_calculate_derived_version_variables(${MAJOR_VERSION} ${MINOR_VERSION} ${MICRO_VERSION})
SDL_DetectTargetCPUArchitectures(SDL_CPU_NAMES)
SDL_DetectCMakePlatform()
if(SDLSHADERCROSS_INSTALL)
include(GNUInstallDirs)
endif()
if(NOT SDLSHADERCROSS_SHARED AND NOT SDLSHADERCROSS_STATIC)
message(FATAL_ERROR "SDLSHADERCROSS_SHARED and SDLSHADERCROSS_STATIC cannot be both disabled")
endif()
# Platform Flags
if(APPLE)
set(CMAKE_MACOSX_RPATH ON)
set(CMAKE_OSX_DEPLOYMENT_TARGET 11.0)
endif()
if(NOT MSVC)
add_compile_options(-pedantic) # -Wno-strict-aliasing
endif()
set(spirv_static_targets spirv-cross-c spirv-cross-glsl spirv-cross-hlsl spirv-cross-msl spirv-cross-cpp spirv-cross-reflect spirv-cross-core)
set(pc_requires )
set(vendored_targets )
if(SDLSHADERCROSS_VENDORED)
set(SPIRV_CROSS_SKIP_INSTALL ON)
set(SPIRV_CROSS_CLI OFF)
set(SPIRV_CROSS_ENABLE_TESTS OFF)
if(SDLSHADERCROSS_SPIRVCROSS_SHARED)
set(SPIRV_CROSS_SHARED ON)
set(SPIRV_CROSS_STATIC OFF)
else()
set(SPIRV_CROSS_SHARED OFF)
set(SPIRV_CROSS_STATIC ON)
endif()
sdl_check_project_in_subfolder(external/SPIRV-Cross SPIRV-Cross SDLSHADERCROSS_VENDORED)
set(SPIRV_CROSS_ENABLE_TESTS ON)
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
add_subdirectory(external/SPIRV-Cross EXCLUDE_FROM_ALL)
if(SDLSHADERCROSS_SPIRVCROSS_SHARED)
list(APPEND vendored_targets spirv-cross-c-shared)
list(APPEND pc_requires "spirv-cross-c-shared")
else()
enable_language(CXX)
if(SDLSHADERCROSS_STATIC)
foreach(extra IN LISTS spirv_static_targets)
if(TARGET ${extra})
list(APPEND vendored_targets ${extra})
list(APPEND pc_requires "${extra}")
endif()
endforeach()
endif()
endif()
sdl_check_project_in_subfolder(external/SPIRV-Headers SPIRV-Headers SDLSHADERCROSS_VENDORED)
add_subdirectory(external/SPIRV-Headers EXCLUDE_FROM_ALL)
sdl_check_project_in_subfolder(external/SPIRV-Tools SPIRV-Tools SDLSHADERCROSS_VENDORED)
add_subdirectory(external/SPIRV-Tools EXCLUDE_FROM_ALL)
sdl_check_project_in_subfolder(external/DirectXShaderCompiler DirectXShaderCompiler SDLSHADERCROSS_VENDORED)
if(MINGW)
set(CMAKE_C_COMPILER_ARCHITECTURE_ID "${SDL_CPU_NAMES}")
endif()
if(SDLSHADERCROSS_DXC)
# LLVM dependencies of dxc does not support building as a shared library
set(BUILD_SHARED_LIBS OFF)
# Enabling HLSL_ENABLE_DEBUG_ITERATORS blocks DirectXShaderCompiler from adding /D_ITERATOR_DEBUG_LEVEL=0
set(HLSL_ENABLE_DEBUG_ITERATORS ON)
set(DXC_COVERAGE OFF)
set(HLSL_INCLUDE_TESTS OFF)
set(LLVM_INCLUDE_TESTS OFF)
set(HLSL_DISABLE_SOURCE_GENERATION TRUE)
set(SPIRV_BUILD_TESTS FALSE)
include(external/DirectXShaderCompiler/cmake/caches/PredefinedParams.cmake)
add_subdirectory(external/DirectXShaderCompiler EXCLUDE_FROM_ALL)
add_library(DirectXShaderCompiler::dxcompiler ALIAS dxcompiler)
add_library(DirectXShaderCompiler::dxil ALIAS dxildll)
list(APPEND vendored_targets dxcompiler dxildll)
add_dependencies(dxcompiler dxildll)
endif()
export(TARGETS ${vendored_targets} NAMESPACE "SDL3_shadercross::" FILE "SDL3_shadercross-vendored-targets.cmake")
else()
if(SDLSHADERCROSS_SPIRVCROSS_SHARED)
if(NOT TARGET spirv_cross_c_shared)
find_package(spirv_cross_c_shared REQUIRED)
endif()
else()
enable_language(CXX)
if(NOT TARGET spirv_cross_c)
find_package(spirv_cross_core QUIET)
find_package(spirv_cross_glsl QUIET)
find_package(spirv_cross_hlsl QUIET)
find_package(spirv_cross_msl QUIET)
find_package(spirv_cross_cpp QUIET)
find_package(spirv_cross_reflect QUIET)
find_package(spirv_cross_c REQUIRED)
endif()
endif()
if(SDLSHADERCROSS_DXC)
set(DirectXShaderCompiler_ROOT "${CMAKE_CURRENT_SOURCE_DIR}/external/DirectXShaderCompiler-binaries")
find_package(DirectXShaderCompiler REQUIRED)
endif()
endif()
# Source lists
set(SOURCE_FILES
# Public Headers
include/SDL3_shadercross/SDL_shadercross.h
# Source Files
src/SDL_shadercross.c
)
set(SDL3_shadercross_targets)
if(SDLSHADERCROSS_SHARED)
list(APPEND SDL3_shadercross_targets SDL3_shadercross-shared)
if(NOT TARGET SDL3::SDL3-shared)
find_package(SDL3 ${SDL_REQUIRED_VERSION} REQUIRED COMPONENTS SDL3-shared)
endif()
add_library(SDL3_shadercross-shared SHARED ${SOURCE_FILES})
add_library(SDL3_shadercross::SDL3_shadercross ALIAS SDL3_shadercross-shared)
set_property(TARGET SDL3_shadercross-shared PROPERTY DEFINE_SYMBOL DLL_EXPORT)
sdl_target_link_option_version_file(SDL3_shadercross-shared "${CMAKE_CURRENT_SOURCE_DIR}/src/SDL_shadercross.sym")
sdl_target_link_options_no_undefined(SDL3_shadercross-shared)
# Build flags
if(WIN32)
target_sources(SDL3_shadercross-shared PRIVATE "src/version.rc")
set_property(TARGET SDL3_shadercross-shared PROPERTY PREFIX "")
endif()
# SDL3_shadercross folders as includes, for other targets to consume
target_include_directories(SDL3_shadercross-shared PUBLIC "$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/include>")
target_include_directories(SDL3_shadercross-shared PUBLIC "$<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}>")
# Soname
set_target_properties(SDL3_shadercross-shared PROPERTIES
OUTPUT_NAME "SDL3_shadercross"
SOVERSION "${SO_VERSION_MAJOR}"
VERSION "${SO_VERSION}"
)
target_link_libraries(SDL3_shadercross-shared PRIVATE
SDL3::SDL3-shared
)
export(TARGETS SDL3_shadercross-shared NAMESPACE "SDL3_shadercross::" FILE "SDL3_shadercross-shared-targets.cmake")
endif()
if(SDLSHADERCROSS_STATIC)
list(APPEND SDL3_shadercross_targets SDL3_shadercross-static)
if(NOT TARGET SDL3::Headers)
find_package(SDL3 ${SDL_REQUIRED_VERSION} REQUIRED COMPONENTS Headers)
endif()
add_library(SDL3_shadercross-static STATIC ${SOURCE_FILES})
add_library(SDL3_shadercross::SDL3_shadercross-static ALIAS SDL3_shadercross-static)
if(NOT MSVC)
set_property(TARGET SDL3_shadercross-static PROPERTY OUTPUT_NAME "SDL3_shadercross")
endif()
# SDL3_shadercross folders as includes, for other targets to consume
target_include_directories(SDL3_shadercross-static PUBLIC "$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/include>")
target_include_directories(SDL3_shadercross-static PUBLIC "$<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}>")
target_link_libraries(SDL3_shadercross-static PUBLIC
SDL3::Headers
)
export(TARGETS SDL3_shadercross-static NAMESPACE "SDL3_shadercross::" FILE "SDL3_shadercross-static-targets.cmake")
endif()
# Copy dependencies of SDL3_shadercross-config.cmake to build directory.
# This allows usage of the package without installation.
file(COPY
"${CMAKE_CURRENT_SOURCE_DIR}/cmake/sdlcpu.cmake"
"${CMAKE_CURRENT_SOURCE_DIR}/cmake/FindDirectXShaderCompiler.cmake"
DESTINATION "${CMAKE_CURRENT_BINARY_DIR}")
foreach(target IN LISTS SDL3_shadercross_targets)
sdl_add_warning_options(${target} WARNING_AS_ERROR ${SDLSHADERCROSS_WERROR})
target_compile_features(${target} PRIVATE c_std_99)
if(SDLSHADERCROSS_DXC)
add_compile_definitions(SDL_SHADERCROSS_DXC)
endif()
if(SDLSHADERCROSS_SPIRVCROSS_SHARED)
target_link_libraries(${target} PRIVATE spirv-cross-c-shared)
else()
target_link_libraries(${target} PRIVATE spirv-cross-c)
endif()
if(SDLSHADERCROSS_DXC)
target_link_libraries(${target} PRIVATE DirectXShaderCompiler::dxcompiler)
endif()
if(NOT SDLSHADERCROSS_SPIRVCROSS_SHARED)
# spirv-cross uses C++
set_property(TARGET ${target} PROPERTY LINKER_LANGUAGE CXX)
endif()
endforeach()
if(NOT TARGET SDL3_shadercross::SDL3_shadercross)
if(TARGET SDL3_shadercross-shared)
add_library(SDL3_shadercross::SDL3_shadercross ALIAS SDL3_shadercross-shared)
else()
add_library(SDL3_shadercross::SDL3_shadercross ALIAS SDL3_shadercross-static)
endif()
endif()
if(SDLSHADERCROSS_CLI)
add_executable(shadercross src/cli.c)
sdl_add_warning_options(shadercross WARNING_AS_ERROR ${SDLSHADERCROSS_WERROR})
sdl_target_link_options_no_undefined(shadercross)
if(SDLSHADERCROSS_CLI_LEAKCHECK)
target_link_libraries(shadercross PRIVATE SDL3::SDL3_test)
target_compile_definitions(shadercross PRIVATE LEAKCHECK)
endif()
if(SDLSHADERCROSS_CLI_STATIC)
target_link_libraries(shadercross PRIVATE SDL3_shadercross::SDL3_shadercross-static)
target_link_libraries(shadercross PRIVATE SDL3::SDL3-static)
else()
if(NOT TARGET SDL3::SDL3)
find_package(SDL3 ${SDL_REQUIRED_VERSION} REQUIRED CONFIG COMPONENTS SDL3)
endif()
target_link_libraries(shadercross PRIVATE SDL3_shadercross::SDL3_shadercross)
target_link_libraries(shadercross PRIVATE SDL3::SDL3)
endif()
endif()
if(SDLSHADERCROSS_INSTALL)
if(WIN32 AND NOT MINGW)
set(INSTALL_CMAKEDIR_ROOT_DEFAULT "cmake")
else()
set(INSTALL_CMAKEDIR_ROOT_DEFAULT "${CMAKE_INSTALL_LIBDIR}/cmake")
endif()
set(SDLSHADERCROSS_INSTALL_CMAKEDIR_ROOT "${INSTALL_CMAKEDIR_ROOT_DEFAULT}" CACHE STRING "Root folder where to install SDL3_shadercross cmake related files (SDL3_shadercross subfolder for MSVC projects)")
set(SDLSHADERCROSS_PKGCONFIG_INSTALLDIR "${CMAKE_INSTALL_LIBDIR}/pkgconfig")
if(WIN32 AND NOT MINGW)
set(SDLSHADERCROSS_INSTALL_CMAKEDIR "${SDLSHADERCROSS_INSTALL_CMAKEDIR_ROOT}")
else()
set(SDLSHADERCROSS_INSTALL_CMAKEDIR "${SDLSHADERCROSS_INSTALL_CMAKEDIR_ROOT}/SDL3_shadercross")
endif()
if(TARGET SDL3_shadercross-shared)
install(TARGETS SDL3_shadercross-shared EXPORT SDL3_shadercross-shared-export
ARCHIVE DESTINATION "${CMAKE_INSTALL_LIBDIR}" COMPONENT devel
LIBRARY DESTINATION "${CMAKE_INSTALL_LIBDIR}" COMPONENT library
RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}" COMPONENT library
)
install(EXPORT SDL3_shadercross-shared-export
FILE SDL3_shadercross-shared-targets.cmake
NAMESPACE SDL3_shadercross::
DESTINATION "${SDLSHADERCROSS_INSTALL_CMAKEDIR}"
COMPONENT devel
)
endif()
if(TARGET SDL3_shadercross-static)
install(TARGETS SDL3_shadercross-static EXPORT SDL3_shadercross-static-export
ARCHIVE DESTINATION "${CMAKE_INSTALL_LIBDIR}" COMPONENT devel
LIBRARY DESTINATION "${CMAKE_INSTALL_LIBDIR}" COMPONENT library
)
install(EXPORT SDL3_shadercross-static-export
FILE SDL3_shadercross-static-targets.cmake
NAMESPACE SDL3_shadercross::
DESTINATION "${SDLSHADERCROSS_INSTALL_CMAKEDIR}"
COMPONENT devel
)
endif()
if(vendored_targets)
install(TARGETS ${vendored_targets} EXPORT SDL3_shadercross-vendored
ARCHIVE DESTINATION "${CMAKE_INSTALL_LIBDIR}" COMPONENT devel
RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}" COMPONENT library
LIBRARY DESTINATION "${CMAKE_INSTALL_LIBDIR}" COMPONENT library
)
install(EXPORT SDL3_shadercross-vendored
FILE SDL3_shadercross-vendored-targets.cmake
NAMESPACE SDL3_shadercross::vendored::
DESTINATION "${SDLSHADERCROSS_INSTALL_CMAKEDIR}"
COMPONENT devel
)
endif()
install(
FILES "${CMAKE_CURRENT_SOURCE_DIR}/include/SDL3_shadercross/SDL_shadercross.h"
DESTINATION "${CMAKE_INSTALL_INCLUDEDIR}/SDL3_shadercross" COMPONENT DEVEL
)
if(SDLSHADERCROSS_CLI)
install(TARGETS shadercross RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}")
endif()
include(CMakePackageConfigHelpers)
configure_package_config_file(cmake/SDL3_shadercrossConfig.cmake.in SDL3_shadercrossConfig.cmake
NO_SET_AND_CHECK_MACRO
INSTALL_DESTINATION "${SDLSHADERCROSS_INSTALL_CMAKEDIR}"
)
write_basic_package_version_file("${PROJECT_BINARY_DIR}/SDL3_shadercrossConfigVersion.cmake"
COMPATIBILITY AnyNewerVersion
)
install(
FILES
"${CMAKE_CURRENT_BINARY_DIR}/SDL3_shadercrossConfig.cmake"
"${CMAKE_CURRENT_BINARY_DIR}/SDL3_shadercrossConfigVersion.cmake"
DESTINATION "${SDLSHADERCROSS_INSTALL_CMAKEDIR}"
COMPONENT devel
)
if(NOT SDLSHADERCROSS_VENDORED)
install(
FILES
"cmake/sdlcpu.cmake"
"cmake/FindDirectXShaderCompiler.cmake"
DESTINATION "${SDLSHADERCROSS_INSTALL_CMAKEDIR}"
COMPONENT devel
)
endif()
if(IS_ABSOLUTE "${CMAKE_INSTALL_INCLUDEDIR}")
set(INCLUDEDIR_FOR_PKG_CONFIG "${CMAKE_INSTALL_INCLUDEDIR}")
else()
set(INCLUDEDIR_FOR_PKG_CONFIG "\${prefix}/${CMAKE_INSTALL_INCLUDEDIR}")
endif()
if(IS_ABSOLUTE "${CMAKE_INSTALL_LIBDIR}")
set(LIBDIR_FOR_PKG_CONFIG "${CMAKE_INSTALL_LIBDIR}")
else()
set(LIBDIR_FOR_PKG_CONFIG "\${prefix}/${CMAKE_INSTALL_LIBDIR}")
endif()
file(RELATIVE_PATH SDL_PATH_PREFIX_RELATIVE_TO_PKGCONFIG "${CMAKE_INSTALL_PREFIX}/${SDLSHADERCROSS_PKGCONFIG_INSTALLDIR}" "${CMAKE_INSTALL_PREFIX}")
string(REGEX REPLACE "[/]+$" "" SDL_PATH_PREFIX_RELATIVE_TO_PKGCONFIG "${SDL_PATH_PREFIX_RELATIVE_TO_PKGCONFIG}")
set(SDL_PKGCONFIG_PREFIX "\${pcfiledir}/${SDL_PATH_PREFIX_RELATIVE_TO_PKGCONFIG}")
if(NOT SDLSHADERCROSS_VENDORED)
if(SDLSHADERCROSS_SPIRVCROSS_SHARED)
set(PC_REQUIRES "spirv-cross-c-shared")
else()
set(PC_REQUIRES "spirv-cross-c")
endif()
endif()
set(PC_LIBS "-ldxcompiler")
configure_file(cmake/sdl3-shadercross.pc.in sdl3-shadercross.pc @ONLY)
# Always install sdl3-shadercross.pc file: libraries might be different between config modes
install(FILES "${CMAKE_CURRENT_BINARY_DIR}/sdl3-shadercross.pc"
DESTINATION "${SDLSHADERCROSS_PKGCONFIG_INSTALLDIR}" COMPONENT devel)
install(FILES "LICENSE.txt"
DESTINATION "${CMAKE_INSTALL_DATAROOTDIR}/licenses/${PROJECT_NAME}"
COMPONENT library
)
if(SDLSHADERCROSS_INSTALL_CPACK)
if(MSVC)
set(CPACK_GENERATOR "ZIP")
else()
set(CPACK_GENERATOR "TGZ")
endif()
configure_file(cmake/CPackProjectConfig.cmake.in CPackProjectConfig.cmake @ONLY)
set(CPACK_PROJECT_CONFIG_FILE "${PROJECT_BINARY_DIR}/CPackProjectConfig.cmake")
# CPACK_SOURCE_PACKAGE_FILE_NAME must end with "-src" (so we can block creating a source archive)
set(CPACK_SOURCE_PACKAGE_FILE_NAME "SDL3_shadercross-${PROJECT_VERSION}-src")
set(CPACK_PACKAGE_DIRECTORY "${CMAKE_BINARY_DIR}/dist")
include(CPack)
endif()
endif()
if(SDLSHADERCROSS_INSTALL_MAN)
sdl_get_git_revision_hash(SDLSHADERCROSS_REVISION)
SDL_generate_manpages(
HEADERS_DIR "${PROJECT_SOURCE_DIR}/include/SDL3_shadercross"
SYMBOL "SDL_ShaderCross_Init"
WIKIHEADERS_PL_PATH "${CMAKE_CURRENT_SOURCE_DIR}/build-scripts/wikiheaders.pl"
REVISION "${SDLSHADERCROSS_REVISION}"
)
endif()
if(SDLSHADERCROSS_TESTS)
enable_testing()
add_subdirectory(test)
endif()
if(SDLSHADERCROSS_INSTALL_RUNTIME)
set(chmod_0755 OWNER_READ OWNER_WRITE OWNER_EXECUTE GROUP_READ GROUP_EXECUTE WORLD_READ WORLD_EXECUTE)
if(APPLE)
set(rpath_origin "@executable_path")
else()
set(rpath_origin "\$ORIGIN")
endif()
if(NOT SDLSHADERCROSS_VENDORED)
if(SDLSHADERCROSS_DXC)
install(IMPORTED_RUNTIME_ARTIFACTS DirectXShaderCompiler::dxcompiler DirectXShaderCompiler::dxil RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}" LIBRARY DESTINATION "${CMAKE_INSTALL_LIBDIR}")
endif()
if(SDLSHADERCROSS_SPIRVCROSS_SHARED)
install(IMPORTED_RUNTIME_ARTIFACTS spirv-cross-c-shared RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}" LIBRARY DESTINATION "${CMAKE_INSTALL_LIBDIR}")
if(WIN32)
install(CODE "
set(CMAKE_GET_RUNTIME_DEPENDENCIES_PLATFORM \"windows+pe\")
set(CMAKE_GET_RUNTIME_DEPENDENCIES_TOOL \"$<IF:$<BOOL:${MSVC}>,dumpbin,objdump>\")
set(CMAKE_GET_RUNTIME_DEPENDENCIES_COMMAND \"${CMAKE_OBJDUMP}\")
file(GET_RUNTIME_DEPENDENCIES
RESOLVED_DEPENDENCIES_VAR resolved
UNRESOLVED_DEPENDENCIES_VAR unresolved
DIRECTORIES \"$<TARGET_FILE_DIR:spirv-cross-c-shared>\" \"${CMAKE_INSTALL_PREFIX}${CMAKE_INSTALL_BINDIR}\"
LIBRARIES \"$<TARGET_FILE:spirv-cross-c-shared>\"
POST_EXCLUDE_REGEXES \".*[sS][yY][sS][tT][eE][mM]32.*\" \".*[aA][pP][iI]-[mM][sS].*\" \".*[aA][pP][iI]-[eE][xX][tT].*\"
)
file(INSTALL DESTINATION \"\${CMAKE_INSTALL_PREFIX}/bin\" TYPE SHARED_LIBRARY FILES \${resolved})
")
endif()
endif()
endif()
if(TARGET shadercross)
file(RELATIVE_PATH bin_to_lib "${CMAKE_INSTALL_FULL_BINDIR}" "${CMAKE_INSTALL_FULL_LIBDIR}")
set_property(TARGET shadercross PROPERTY INSTALL_RPATH "${rpath_origin}/${bin_to_lib}")
endif()
# Install SDL3
if(SDLSHADERCROSS_CLI AND NOT SDLSHADERCROSS_CLI_STATIC)
install(IMPORTED_RUNTIME_ARTIFACTS SDL3::SDL3-shared RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}" LIBRARY DESTINATION "${CMAKE_INSTALL_LIBDIR}")
endif()
include(ExternalProject)
if(NOT WIN32)
set(configure_CFLAGS "${CMAKE_C_FLAGS}")
if(APPLE)
foreach(osx_arch IN LISTS CMAKE_OSX_ARCHITECTURES)
string(APPEND configure_CFLAGS " -arch ${osx_arch}")
endforeach()
endif()
string(REPLACE ";" "$<SEMICOLON>" genex_CMAKE_OSX_ARCHITECTURES "${CMAKE_OSX_ARCHITECTURES}")
ExternalProject_Add(spirv_headers
GIT_REPOSITORY "https://github.com/KhronosGroup/SPIRV-Headers.git"
GIT_TAG "main"
CMAKE_ARGS "-DCMAKE_BUILD_TYPE=Release" "-DCMAKE_INSTALL_LIBDIR=lib" "-DCMAKE_INSTALL_BINDIR=bin" "-DCMAKE_INSTALL_PREFIX=<INSTALL_DIR>" "-DCMAKE_C_COMPILER=${CMAKE_C_COMPILER}" "-DCMAKE_TOOLCHAIN_FILE=${CMAKE_TOOLCHAIN_FILE}" "-DCMAKE_OSX_ARCHITECTURES=${genex_CMAKE_OSX_ARCHITECTURES}" "-DCMAKE_OSX_DEPLOYMENT_TARGET=${CMAKE_OSX_DEPLOYMENT_TARGET}"
BUILD_COMMAND "${CMAKE_COMMAND}" "--build" "<BINARY_DIR>" --config "Release"
INSTALL_COMMAND "${CMAKE_COMMAND}" "--install" "<BINARY_DIR>" --config "Release"
)
ExternalProject_Get_property(spirv_headers INSTALL_DIR)
set(spirv_headers_install_dir "${INSTALL_DIR}")
ExternalProject_Add(vulkan_headers
GIT_REPOSITORY "https://github.com/KhronosGroup/Vulkan-Headers"
GIT_TAG "main"
CMAKE_ARGS "-DCMAKE_BUILD_TYPE=Release" "-DCMAKE_INSTALL_LIBDIR=lib" "-DCMAKE_INSTALL_BINDIR=bin" "-DCMAKE_INSTALL_PREFIX=<INSTALL_DIR>" "-DCMAKE_C_COMPILER=${CMAKE_C_COMPILER}" "-DCMAKE_TOOLCHAIN_FILE=${CMAKE_TOOLCHAIN_FILE}" "-DCMAKE_OSX_ARCHITECTURES=${genex_CMAKE_OSX_ARCHITECTURES}" "-DCMAKE_OSX_DEPLOYMENT_TARGET=${CMAKE_OSX_DEPLOYMENT_TARGET}"
BUILD_COMMAND "${CMAKE_COMMAND}" "--build" "<BINARY_DIR>" --config "Release"
INSTALL_COMMAND "${CMAKE_COMMAND}" "--install" "<BINARY_DIR>" --config "Release"
)
ExternalProject_Get_property(vulkan_headers INSTALL_DIR)
set(vulkan_headers_install_dir "${INSTALL_DIR}")
ExternalProject_Add(vulkan_loader
DEPENDS spirv_headers vulkan_headers
GIT_REPOSITORY "https://github.com/KhronosGroup/Vulkan-Loader.git"
GIT_TAG "main"
CMAKE_ARGS "-DCMAKE_BUILD_TYPE=Release" "-DCMAKE_INSTALL_LIBDIR=lib" "-DCMAKE_INSTALL_BINDIR=bin" "-DCMAKE_INSTALL_PREFIX=<INSTALL_DIR>" "-DCMAKE_C_COMPILER=${CMAKE_C_COMPILER}" "-DCMAKE_TOOLCHAIN_FILE=${CMAKE_TOOLCHAIN_FILE}" "-DCMAKE_OSX_ARCHITECTURES=${genex_CMAKE_OSX_ARCHITECTURES}" "-DCMAKE_OSX_DEPLOYMENT_TARGET=${CMAKE_OSX_DEPLOYMENT_TARGET}" "-DCMAKE_PREFIX_PATH=${vulkan_headers_install_dir}"
BUILD_COMMAND "${CMAKE_COMMAND}" "--build" "<BINARY_DIR>" --config "Release"
INSTALL_COMMAND "${CMAKE_COMMAND}" "--install" "<BINARY_DIR>" --config "Release"
)
ExternalProject_Get_property(vulkan_loader INSTALL_DIR)
set(vulkan_loader_install_dir "${INSTALL_DIR}")
find_package(BISON REQUIRED)
ExternalProject_Add(vkd3d
DEPENDS spirv_headers vulkan_headers vulkan_loader
URL "https://dl.winehq.org/vkd3d/source/vkd3d-2.0.tar.xz"
URL_HASH "SHA256=9ad29bb236808186a47ec66e853b21e6fca59b9dc62a9474b05d5e3eda2710ef"
DOWNLOAD_EXTRACT_TIMESTAMP "1"
CONFIGURE_COMMAND "sh" "<SOURCE_DIR>/configure" "--prefix=<INSTALL_DIR>" "--enable-tests=no" "--enable-demos=no" "--disable-doxygen-doc" "CFLAGS=-I${spirv_headers_install_dir}/include -I${vulkan_headers_install_dir}/include -I${vulkan_loader_install_dir}/include ${configure_CFLAGS}" "LDFLAGS=-L${vulkan_loader_install_dir}/lib" "BISON=${BISON_EXECUTABLE}"
BUILD_COMMAND "make"
INSTALL_COMMAND "make" "install"
)
ExternalProject_Get_property(vkd3d SOURCE_DIR)
ExternalProject_Get_property(vkd3d INSTALL_DIR)
install(DIRECTORY "${INSTALL_DIR}/lib/" DESTINATION "${CMAKE_INSTALL_LIBDIR}" FILES_MATCHING PATTERN "*.so*" PERMISSIONS ${chmod_0755})
install(DIRECTORY "${INSTALL_DIR}/lib/" DESTINATION "${CMAKE_INSTALL_LIBDIR}" FILES_MATCHING PATTERN "*.dylib*" PERMISSIONS ${chmod_0755})
install(FILES "${SOURCE_DIR}/COPYING" DESTINATION "${CMAKE_INSTALL_DATAROOTDIR}/licenses/vkd3d")
endif()
if(LINUX)
find_program(PATCHELF_BIN NAMES "patchelf" REQUIRED)
install(CODE "file(GLOB so_paths \"\$ENV{DESTDIR}\${CMAKE_INSTALL_PREFIX}/${CMAKE_INSTALL_LIBDIR}/*so*\")\n foreach(so_path \${so_paths})\n if(NOT IS_SYMLINK \${so_path})\n message(STATUS \"Adding \\\"\$ORIGIN\\\" to RPATH of \${so_path}\")\n execute_process(COMMAND ${PATCHELF_BIN} \"\${so_path}\" --add-rpath \"\$ORIGIN\")\n endif()\n endforeach()")
elseif(APPLE)
find_program(INT_BIN NAMES "install_name_tool" REQUIRED)
install(CODE "file(GLOB so_paths \"\$ENV{DESTDIR}\${CMAKE_INSTALL_PREFIX}/${CMAKE_INSTALL_LIBDIR}/*dylib*\")\n foreach(so_path \${so_paths})\n if(NOT IS_SYMLINK \${so_path})\n message(STATUS \"Adding \\\"\@loader_path\\\" to RPATH of \${so_path}\")\n execute_process(COMMAND ${INT_BIN} \"\${so_path}\" -add_rpath \"\@loader_path\")\n endif()\n endforeach()")
endif()
endif()

18
thirdparty/SDL_shadercross/LICENSE.txt vendored Normal file
View file

@ -0,0 +1,18 @@
Copyright (C) 2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.

View file

@ -0,0 +1,37 @@
if(CPACK_PACKAGE_FILE_NAME MATCHES ".*-src$")
message(FATAL_ERROR "Creating source archives is not supported.")
endif()
set(PROJECT_NAME "@PROJECT_NAME@")
set(PROJECT_VERSION "@PROJECT_VERSION@")
set(PROJECT_SOURCE_DIR "@PROJECT_SOURCE_DIR@")
set(SDL_CMAKE_PLATFORM "@SDL_CMAKE_PLATFORM@")
set(SDL_CPU_NAMES "@SDL_CPU_NAMES@")
list(SORT SDL_CPU_NAMES)
string(TOLOWER "${SDL_CMAKE_PLATFORM}" SDL_CMAKE_PLATFORM)
string(TOLOWER "${SDL_CPU_NAMES}" SDL_CPU_NAMES)
if(lower_sdl_cmake_platform STREQUAL lower_sdl_cpu_names)
set(SDL_CPU_NAMES_WITH_DASHES)
endif()
string(REPLACE ";" "-" SDL_CPU_NAMES_WITH_DASHES "${SDL_CPU_NAMES}")
if(SDL_CPU_NAMES_WITH_DASHES)
set(SDL_CPU_NAMES_WITH_DASHES "-${SDL_CPU_NAMES_WITH_DASHES}")
endif()
set(MSVC @MSVC@)
set(MINGW @MINGW@)
if(MSVC)
set(SDL_CMAKE_PLATFORM "${SDL_CMAKE_PLATFORM}-VC")
elseif(MINGW)
set(SDL_CMAKE_PLATFORM "${SDL_CMAKE_PLATFORM}-mingw")
endif()
set(CPACK_PACKAGE_FILE_NAME "${PROJECT_NAME}-${PROJECT_VERSION}-${SDL_CMAKE_PLATFORM}${SDL_CPU_NAMES_WITH_DASHES}")
if(CPACK_GENERATOR STREQUAL "DragNDrop")
set(CPACK_DMG_VOLUME_NAME "@PROJECT_NAME@ @PROJECT_VERSION@")
# FIXME: use pre-built/create .DS_Store through AppleScript (CPACK_DMG_DS_STORE/CPACK_DMG_DS_STORE_SETUP_SCRIPT)
set(CPACK_DMG_DS_STORE "${PROJECT_SOURCE_DIR}/Xcode/SDL/pkg-support/resources/SDL_DS_Store")
endif()

View file

@ -0,0 +1,60 @@
set(required_vars)
if(WIN32)
find_path(DirectXShaderCompiler_INCLUDE_PATH NAMES "dxcapi.h" PATH_SUFFIXES "inc" "windows/inc" HINTS ${DirectXShaderCompiler_ROOT})
if(SDL_CPU_ARM64)
set(extra_bin_suffix "bin/arm64" "windows/bin/arm64")
set(extra_lib_suffix "lib/arm64" "windows/lib/arm64")
elseif(SDL_CPU_X86)
set(extra_bin_suffix "bin/x86" "windows/bin/x86")
set(extra_lib_suffix "lib/x86" "windows/lib/x86")
elseif(SDL_CPU_X64)
set(extra_bin_suffix "bin/x64" "windows/bin/x64")
set(extra_lib_suffix "lib/x64" "windows/lib/x64")
endif()
find_file(DirectXShaderCompiler_dxcompiler_BINARY NAMES "dxcompiler.dll" PATH_SUFFIXES "bin" ${extra_bin_suffix} HINTS ${DirectXShaderCompiler_ROOT})
find_library(DirectXShaderCompiler_dxcompiler_LIBRARY NAMES "dxcompiler" "dxcompiler.lib" PATH_SUFFIXES "lib" ${extra_lib_suffix} HINTS ${DirectXShaderCompiler_ROOT})
find_file(DirectXShaderCompiler_dxil_BINARY NAMES "dxil.dll" PATH_SUFFIXES "bin" ${extra_bin_suffix} HINTS ${DirectXShaderCompiler_ROOT})
set(required_vars
DirectXShaderCompiler_INCLUDE_PATH
DirectXShaderCompiler_dxcompiler_BINARY
DirectXShaderCompiler_dxcompiler_LIBRARY
DirectXShaderCompiler_dxil_BINARY
)
else()
find_path(DirectXShaderCompiler_INCLUDE_PATH NAMES "dxcapi.h" PATH_SUFFIXES "include" "include/dxc" "linux/include" "linux/include/dxc" HINTS ${DirectXShaderCompiler_ROOT})
find_library(DirectXShaderCompiler_dxcompiler_LIBRARY NAMES "dxcompiler" PATH_SUFFIXES "lib" "linux/lib" HINTS ${DirectXShaderCompiler_ROOT})
find_library(DirectXShaderCompiler_dxil_LIBRARY NAMES "dxil" PATH_SUFFIXES "lib" "linux/lib" HINTS ${DirectXShaderCompiler_ROOT})
set(required_vars
DirectXShaderCompiler_INCLUDE_PATH
DirectXShaderCompiler_dxcompiler_LIBRARY
DirectXShaderCompiler_dxil_LIBRARY
)
endif()
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(DirectXShaderCompiler
REQUIRED_VARS ${required_vars}
)
if(DirectXShaderCompiler_FOUND)
if(NOT TARGET DirectXShaderCompiler::dxcompiler)
add_library(DirectXShaderCompiler::dxcompiler IMPORTED SHARED)
set_property(TARGET DirectXShaderCompiler::dxcompiler PROPERTY INTERFACE_INCLUDE_DIRECTORIES "${DirectXShaderCompiler_INCLUDE_PATH}")
if(WIN32)
set_property(TARGET DirectXShaderCompiler::dxcompiler PROPERTY IMPORTED_LOCATION "${DirectXShaderCompiler_dxcompiler_BINARY}")
set_property(TARGET DirectXShaderCompiler::dxcompiler PROPERTY IMPORTED_IMPLIB "${DirectXShaderCompiler_dxcompiler_LIBRARY}")
else()
set_property(TARGET DirectXShaderCompiler::dxcompiler PROPERTY IMPORTED_LOCATION "${DirectXShaderCompiler_dxcompiler_LIBRARY}")
endif()
endif()
if(NOT TARGET DirectXShaderCompiler::dxil)
add_library(DirectXShaderCompiler::dxil IMPORTED SHARED)
if(WIN32)
set_property(TARGET DirectXShaderCompiler::dxil PROPERTY IMPORTED_LOCATION "${DirectXShaderCompiler_dxil_BINARY}")
else()
set_property(TARGET DirectXShaderCompiler::dxil PROPERTY IMPORTED_LOCATION "${DirectXShaderCompiler_dxil_LIBRARY}")
endif()
endif()
endif()

View file

@ -0,0 +1,284 @@
# - Returns a version string from Git
#
# These functions force a re-configure on each git commit so that you can
# trust the values of the variables in your build system.
#
# get_git_head_revision(<refspecvar> <hashvar> [ALLOW_LOOKING_ABOVE_CMAKE_SOURCE_DIR])
#
# Returns the refspec and sha hash of the current head revision
#
# git_describe(<var> [<additional arguments to git describe> ...])
#
# Returns the results of git describe on the source tree, and adjusting
# the output so that it tests false if an error occurs.
#
# git_describe_working_tree(<var> [<additional arguments to git describe> ...])
#
# Returns the results of git describe on the working tree (--dirty option),
# and adjusting the output so that it tests false if an error occurs.
#
# git_get_exact_tag(<var> [<additional arguments to git describe> ...])
#
# Returns the results of git describe --exact-match on the source tree,
# and adjusting the output so that it tests false if there was no exact
# matching tag.
#
# git_local_changes(<var>)
#
# Returns either "CLEAN" or "DIRTY" with respect to uncommitted changes.
# Uses the return code of "git diff-index --quiet HEAD --".
# Does not regard untracked files.
#
# Requires CMake 2.6 or newer (uses the 'function' command)
#
# Original Author:
# 2009-2020 Ryan Pavlik <ryan.pavlik@gmail.com> <abiryan@ryand.net>
# http://academic.cleardefinition.com
#
# Copyright 2009-2013, Iowa State University.
# Copyright 2013-2020, Ryan Pavlik
# Copyright 2013-2020, Contributors
# SPDX-License-Identifier: BSL-1.0
# Distributed under the Boost Software License, Version 1.0.
# (See accompanying file LICENSE_1_0.txt or copy at
# http://www.boost.org/LICENSE_1_0.txt)
if(__get_git_revision_description)
return()
endif()
set(__get_git_revision_description YES)
# We must run the following at "include" time, not at function call time,
# to find the path to this module rather than the path to a calling list file
get_filename_component(_gitdescmoddir ${CMAKE_CURRENT_LIST_FILE} PATH)
# Function _git_find_closest_git_dir finds the next closest .git directory
# that is part of any directory in the path defined by _start_dir.
# The result is returned in the parent scope variable whose name is passed
# as variable _git_dir_var. If no .git directory can be found, the
# function returns an empty string via _git_dir_var.
#
# Example: Given a path C:/bla/foo/bar and assuming C:/bla/.git exists and
# neither foo nor bar contain a file/directory .git. This will return
# C:/bla/.git
#
function(_git_find_closest_git_dir _start_dir _git_dir_var)
set(cur_dir "${_start_dir}")
set(git_dir "${_start_dir}/.git")
while(NOT EXISTS "${git_dir}")
# .git dir not found, search parent directories
set(git_previous_parent "${cur_dir}")
get_filename_component(cur_dir "${cur_dir}" DIRECTORY)
if(cur_dir STREQUAL git_previous_parent)
# We have reached the root directory, we are not in git
set(${_git_dir_var}
""
PARENT_SCOPE)
return()
endif()
set(git_dir "${cur_dir}/.git")
endwhile()
set(${_git_dir_var}
"${git_dir}"
PARENT_SCOPE)
endfunction()
function(get_git_head_revision _refspecvar _hashvar)
_git_find_closest_git_dir("${CMAKE_CURRENT_SOURCE_DIR}" GIT_DIR)
if("${ARGN}" STREQUAL "ALLOW_LOOKING_ABOVE_CMAKE_SOURCE_DIR")
set(ALLOW_LOOKING_ABOVE_CMAKE_SOURCE_DIR TRUE)
else()
set(ALLOW_LOOKING_ABOVE_CMAKE_SOURCE_DIR FALSE)
endif()
if(NOT "${GIT_DIR}" STREQUAL "")
file(RELATIVE_PATH _relative_to_source_dir "${CMAKE_SOURCE_DIR}"
"${GIT_DIR}")
if("${_relative_to_source_dir}" MATCHES "[.][.]" AND NOT ALLOW_LOOKING_ABOVE_CMAKE_SOURCE_DIR)
# We've gone above the CMake root dir.
set(GIT_DIR "")
endif()
endif()
if("${GIT_DIR}" STREQUAL "")
set(${_refspecvar}
"GITDIR-NOTFOUND"
PARENT_SCOPE)
set(${_hashvar}
"GITDIR-NOTFOUND"
PARENT_SCOPE)
return()
endif()
# Check if the current source dir is a git submodule or a worktree.
# In both cases .git is a file instead of a directory.
#
if(NOT IS_DIRECTORY ${GIT_DIR})
# The following git command will return a non empty string that
# points to the super project working tree if the current
# source dir is inside a git submodule.
# Otherwise the command will return an empty string.
#
execute_process(
COMMAND "${GIT_EXECUTABLE}" rev-parse
--show-superproject-working-tree
WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}"
OUTPUT_VARIABLE out
ERROR_QUIET OUTPUT_STRIP_TRAILING_WHITESPACE)
if(NOT "${out}" STREQUAL "")
# If out is empty, GIT_DIR/CMAKE_CURRENT_SOURCE_DIR is in a submodule
file(READ ${GIT_DIR} submodule)
string(REGEX REPLACE "gitdir: (.*)$" "\\1" GIT_DIR_RELATIVE
${submodule})
string(STRIP ${GIT_DIR_RELATIVE} GIT_DIR_RELATIVE)
get_filename_component(SUBMODULE_DIR ${GIT_DIR} PATH)
get_filename_component(GIT_DIR ${SUBMODULE_DIR}/${GIT_DIR_RELATIVE}
ABSOLUTE)
set(HEAD_SOURCE_FILE "${GIT_DIR}/HEAD")
else()
# GIT_DIR/CMAKE_CURRENT_SOURCE_DIR is in a worktree
file(READ ${GIT_DIR} worktree_ref)
# The .git directory contains a path to the worktree information directory
# inside the parent git repo of the worktree.
#
string(REGEX REPLACE "gitdir: (.*)$" "\\1" git_worktree_dir
${worktree_ref})
string(STRIP ${git_worktree_dir} git_worktree_dir)
_git_find_closest_git_dir("${git_worktree_dir}" GIT_DIR)
set(HEAD_SOURCE_FILE "${git_worktree_dir}/HEAD")
endif()
else()
set(HEAD_SOURCE_FILE "${GIT_DIR}/HEAD")
endif()
set(GIT_DATA "${CMAKE_CURRENT_BINARY_DIR}/CMakeFiles/git-data")
if(NOT EXISTS "${GIT_DATA}")
file(MAKE_DIRECTORY "${GIT_DATA}")
endif()
if(NOT EXISTS "${HEAD_SOURCE_FILE}")
return()
endif()
set(HEAD_FILE "${GIT_DATA}/HEAD")
configure_file("${HEAD_SOURCE_FILE}" "${HEAD_FILE}" COPYONLY)
configure_file("${_gitdescmoddir}/GetGitRevisionDescription.cmake.in"
"${GIT_DATA}/grabRef.cmake" @ONLY)
include("${GIT_DATA}/grabRef.cmake")
set(${_refspecvar}
"${HEAD_REF}"
PARENT_SCOPE)
set(${_hashvar}
"${HEAD_HASH}"
PARENT_SCOPE)
endfunction()
function(git_describe _var)
if(NOT GIT_FOUND)
find_package(Git QUIET)
endif()
get_git_head_revision(refspec hash)
if(NOT GIT_FOUND)
set(${_var}
"GIT-NOTFOUND"
PARENT_SCOPE)
return()
endif()
if(NOT hash)
set(${_var}
"HEAD-HASH-NOTFOUND"
PARENT_SCOPE)
return()
endif()
# TODO sanitize
#if((${ARGN}" MATCHES "&&") OR
# (ARGN MATCHES "||") OR
# (ARGN MATCHES "\\;"))
# message("Please report the following error to the project!")
# message(FATAL_ERROR "Looks like someone's doing something nefarious with git_describe! Passed arguments ${ARGN}")
#endif()
#message(STATUS "Arguments to execute_process: ${ARGN}")
execute_process(
COMMAND "${GIT_EXECUTABLE}" describe --tags --always ${hash} ${ARGN}
WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}"
RESULT_VARIABLE res
OUTPUT_VARIABLE out
ERROR_QUIET OUTPUT_STRIP_TRAILING_WHITESPACE)
if(NOT res EQUAL 0)
set(out "${out}-${res}-NOTFOUND")
endif()
set(${_var}
"${out}"
PARENT_SCOPE)
endfunction()
function(git_describe_working_tree _var)
if(NOT GIT_FOUND)
find_package(Git QUIET)
endif()
if(NOT GIT_FOUND)
set(${_var}
"GIT-NOTFOUND"
PARENT_SCOPE)
return()
endif()
execute_process(
COMMAND "${GIT_EXECUTABLE}" describe --dirty ${ARGN}
WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}"
RESULT_VARIABLE res
OUTPUT_VARIABLE out
ERROR_QUIET OUTPUT_STRIP_TRAILING_WHITESPACE)
if(NOT res EQUAL 0)
set(out "${out}-${res}-NOTFOUND")
endif()
set(${_var}
"${out}"
PARENT_SCOPE)
endfunction()
function(git_get_exact_tag _var)
git_describe(out --exact-match ${ARGN})
set(${_var}
"${out}"
PARENT_SCOPE)
endfunction()
function(git_local_changes _var)
if(NOT GIT_FOUND)
find_package(Git QUIET)
endif()
get_git_head_revision(refspec hash)
if(NOT GIT_FOUND)
set(${_var}
"GIT-NOTFOUND"
PARENT_SCOPE)
return()
endif()
if(NOT hash)
set(${_var}
"HEAD-HASH-NOTFOUND"
PARENT_SCOPE)
return()
endif()
execute_process(
COMMAND "${GIT_EXECUTABLE}" diff-index --quiet HEAD --
WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}"
RESULT_VARIABLE res
OUTPUT_VARIABLE out
ERROR_QUIET OUTPUT_STRIP_TRAILING_WHITESPACE)
if(res EQUAL 0)
set(${_var}
"CLEAN"
PARENT_SCOPE)
else()
set(${_var}
"DIRTY"
PARENT_SCOPE)
endif()
endfunction()

View file

@ -0,0 +1,43 @@
#
# Internal file for GetGitRevisionDescription.cmake
#
# Requires CMake 2.6 or newer (uses the 'function' command)
#
# Original Author:
# 2009-2010 Ryan Pavlik <rpavlik@iastate.edu> <abiryan@ryand.net>
# http://academic.cleardefinition.com
# Iowa State University HCI Graduate Program/VRAC
#
# Copyright 2009-2012, Iowa State University
# Copyright 2011-2015, Contributors
# Distributed under the Boost Software License, Version 1.0.
# (See accompanying file LICENSE_1_0.txt or copy at
# http://www.boost.org/LICENSE_1_0.txt)
# SPDX-License-Identifier: BSL-1.0
set(HEAD_HASH)
file(READ "@HEAD_FILE@" HEAD_CONTENTS LIMIT 1024)
string(STRIP "${HEAD_CONTENTS}" HEAD_CONTENTS)
if(HEAD_CONTENTS MATCHES "ref")
# named branch
string(REPLACE "ref: " "" HEAD_REF "${HEAD_CONTENTS}")
if(EXISTS "@GIT_DIR@/${HEAD_REF}")
configure_file("@GIT_DIR@/${HEAD_REF}" "@GIT_DATA@/head-ref" COPYONLY)
else()
configure_file("@GIT_DIR@/packed-refs" "@GIT_DATA@/packed-refs" COPYONLY)
file(READ "@GIT_DATA@/packed-refs" PACKED_REFS)
if(${PACKED_REFS} MATCHES "([0-9a-z]*) ${HEAD_REF}")
set(HEAD_HASH "${CMAKE_MATCH_1}")
endif()
endif()
else()
# detached HEAD
configure_file("@GIT_DIR@/HEAD" "@GIT_DATA@/head-ref" COPYONLY)
endif()
if(NOT HEAD_HASH)
file(READ "@GIT_DATA@/head-ref" HEAD_HASH LIMIT 1024)
string(STRIP "${HEAD_HASH}" HEAD_HASH)
endif()

View file

@ -0,0 +1,363 @@
# This file is shared amongst SDL_image/SDL_mixer/SDL_ttf
include(CheckCCompilerFlag)
include(CheckCSourceCompiles)
include(CMakePushCheckState)
macro(sdl_calculate_derived_version_variables MAJOR MINOR MICRO)
set(SO_VERSION_MAJOR "0")
set(SO_VERSION_MINOR "${MINOR_VERSION}")
set(SO_VERSION_MICRO "${MICRO_VERSION}")
set(SO_VERSION "${SO_VERSION_MAJOR}.${SO_VERSION_MINOR}.${SO_VERSION_MICRO}")
if(MINOR MATCHES "[02468]$")
math(EXPR DYLIB_COMPAT_VERSION_MAJOR "100 * ${MINOR} + 1")
set(DYLIB_COMPAT_VERSION_MINOR "0")
math(EXPR DYLIB_CURRENT_VERSION_MAJOR "${DYLIB_COMPAT_VERSION_MAJOR}")
set(DYLIB_CURRENT_VERSION_MINOR "${MICRO}")
else()
math(EXPR DYLIB_COMPAT_VERSION_MAJOR "100 * ${MINOR} + ${MICRO} + 1")
set(DYLIB_COMPAT_VERSION_MINOR "0")
math(EXPR DYLIB_CURRENT_VERSION_MAJOR "${DYLIB_COMPAT_VERSION_MAJOR}")
set(DYLIB_CURRENT_VERSION_MINOR "0")
endif()
set(DYLIB_COMPAT_VERSION_MICRO "0")
set(DYLIB_CURRENT_VERSION_MICRO "0")
set(DYLIB_CURRENT_VERSION "${DYLIB_CURRENT_VERSION_MAJOR}.${DYLIB_CURRENT_VERSION_MINOR}.${DYLIB_CURRENT_VERSION_MICRO}")
set(DYLIB_COMPAT_VERSION "${DYLIB_COMPAT_VERSION_MAJOR}.${DYLIB_COMPAT_VERSION_MINOR}.${DYLIB_COMPAT_VERSION_MICRO}")
endmacro()
function(read_absolute_symlink DEST PATH)
file(READ_SYMLINK "${PATH}" p)
if(NOT IS_ABSOLUTE "${p}")
get_filename_component(pdir "${PATH}" DIRECTORY)
set(p "${pdir}/${p}")
endif()
get_filename_component(p "${p}" ABSOLUTE)
set("${DEST}" "${p}" PARENT_SCOPE)
endfunction()
function(win32_implib_identify_dll DEST IMPLIB)
cmake_parse_arguments(ARGS "NOTFATAL" "" "" ${ARGN})
if(CMAKE_DLLTOOL)
execute_process(
COMMAND "${CMAKE_DLLTOOL}" --identify "${IMPLIB}"
RESULT_VARIABLE retcode
OUTPUT_VARIABLE stdout
ERROR_VARIABLE stderr)
if(NOT retcode EQUAL 0)
if(NOT ARGS_NOTFATAL)
message(FATAL_ERROR "${CMAKE_DLLTOOL} failed.")
else()
set("${DEST}" "${DEST}-NOTFOUND" PARENT_SCOPE)
return()
endif()
endif()
string(STRIP "${stdout}" result)
set(${DEST} "${result}" PARENT_SCOPE)
elseif(MSVC)
get_filename_component(CMAKE_C_COMPILER_DIRECTORY "${CMAKE_C_COMPILER}" DIRECTORY CACHE)
find_program(CMAKE_DUMPBIN NAMES dumpbin PATHS "${CMAKE_C_COMPILER_DIRECTORY}")
if(CMAKE_DUMPBIN)
execute_process(
COMMAND "${CMAKE_DUMPBIN}" "-headers" "${IMPLIB}"
RESULT_VARIABLE retcode
OUTPUT_VARIABLE stdout
ERROR_VARIABLE stderr)
if(NOT retcode EQUAL 0)
if(NOT ARGS_NOTFATAL)
message(FATAL_ERROR "dumpbin failed.")
else()
set(${DEST} "${DEST}-NOTFOUND" PARENT_SCOPE)
return()
endif()
endif()
string(REGEX MATCH "DLL name[ ]+:[ ]+([^\n]+)\n" match "${stdout}")
if(NOT match)
if(NOT ARGS_NOTFATAL)
message(FATAL_ERROR "dumpbin did not find any associated dll for ${IMPLIB}.")
else()
set(${DEST} "${DEST}-NOTFOUND" PARENT_SCOPE)
return()
endif()
endif()
set(result "${CMAKE_MATCH_1}")
set(${DEST} "${result}" PARENT_SCOPE)
else()
message(FATAL_ERROR "Cannot find dumpbin, please set CMAKE_DUMPBIN cmake variable")
endif()
else()
if(NOT ARGS_NOTFATAL)
message(FATAL_ERROR "Don't know how to identify dll from import library. Set CMAKE_DLLTOOL (for mingw) or CMAKE_DUMPBIN (for MSVC)")
else()
set(${DEST} "${DEST}-NOTFOUND")
endif()
endif()
endfunction()
function(get_actual_target)
set(dst "${ARGV0}")
set(target "${${dst}}")
set(input "${target}")
get_target_property(alias "${target}" ALIASED_TARGET)
while(alias)
set(target "${alias}")
get_target_property(alias "${target}" ALIASED_TARGET)
endwhile()
message(DEBUG "get_actual_target(\"${input}\") -> \"${target}\"")
set("${dst}" "${target}" PARENT_SCOPE)
endfunction()
function(target_get_dynamic_library DEST TARGET)
set(result)
if(DEFINED ${DEST})
if(NOT EXISTS "${${DEST}}")
message(FATAL_ERROR "${DEST}=${${DEST}} does not exist")
endif()
get_filename_component(filename ${${DEST}} NAME)
set(${DEST} ${filename} PARENT_SCOPE)
else()
get_actual_target(TARGET)
if(WIN32)
# Use the target dll of the import library
set(props_to_check IMPORTED_IMPLIB)
if(CMAKE_BUILD_TYPE)
list(APPEND props_to_check IMPORTED_IMPLIB_${CMAKE_BUILD_TYPE})
endif()
list(APPEND props_to_check IMPORTED_LOCATION)
if(CMAKE_BUILD_TYPE)
list(APPEND props_to_check IMPORTED_LOCATION_${CMAKE_BUILD_TYPE})
endif()
foreach (config_type ${CMAKE_CONFIGURATION_TYPES} RELEASE DEBUG RELWITHDEBINFO MINSIZEREL)
list(APPEND props_to_check IMPORTED_IMPLIB_${config_type})
list(APPEND props_to_check IMPORTED_LOCATION_${config_type})
endforeach()
foreach(prop_to_check ${props_to_check})
if(NOT result)
get_target_property(propvalue "${TARGET}" ${prop_to_check})
if(propvalue AND EXISTS "${propvalue}")
win32_implib_identify_dll(result "${propvalue}" NOTFATAL)
endif()
endif()
endforeach()
else()
# 1. find the target library a file might be symbolic linking to
# 2. find all other files in the same folder that symolic link to it
# 3. sort all these files, and select the 1st item on Linux, and last on Macos
set(location_properties IMPORTED_LOCATION)
if(CMAKE_BUILD_TYPE)
list(APPEND location_properties IMPORTED_LOCATION_${CMAKE_BUILD_TYPE})
endif()
foreach (config_type ${CMAKE_CONFIGURATION_TYPES} RELEASE DEBUG RELWITHDEBINFO MINSIZEREL)
list(APPEND location_properties IMPORTED_LOCATION_${config_type})
endforeach()
if(APPLE)
set(valid_shared_library_regex "\\.[0-9]+\\.dylib$")
else()
set(valid_shared_library_regex "\\.so\\.([0-9.]+)?[0-9]")
endif()
foreach(location_property ${location_properties})
if(NOT result)
get_target_property(library_path "${TARGET}" ${location_property})
message(DEBUG "get_target_property(${TARGET} ${location_propert}) -> ${library_path}")
if(EXISTS "${library_path}")
get_filename_component(library_path "${library_path}" ABSOLUTE)
while (IS_SYMLINK "${library_path}")
read_absolute_symlink(library_path "${library_path}")
endwhile()
message(DEBUG "${TARGET} -> ${library_path}")
get_filename_component(libdir "${library_path}" DIRECTORY)
file(GLOB subfiles "${libdir}/*")
set(similar_files "${library_path}")
foreach(subfile ${subfiles})
if(IS_SYMLINK "${subfile}")
read_absolute_symlink(subfile_target "${subfile}")
while(IS_SYMLINK "${subfile_target}")
read_absolute_symlink(subfile_target "${subfile_target}")
endwhile()
get_filename_component(subfile_target "${subfile_target}" ABSOLUTE)
if(subfile_target STREQUAL library_path AND subfile MATCHES "${valid_shared_library_regex}")
list(APPEND similar_files "${subfile}")
endif()
endif()
endforeach()
list(SORT similar_files)
message(DEBUG "files that are similar to \"${library_path}\"=${similar_files}")
if(APPLE)
list(REVERSE similar_files)
endif()
list(GET similar_files 0 item)
get_filename_component(result "${item}" NAME)
endif()
endif()
endforeach()
endif()
if(result)
string(TOLOWER "${result}" result_lower)
if(WIN32 OR OS2)
if(NOT result_lower MATCHES ".*dll")
message(FATAL_ERROR "\"${result}\" is not a .dll library")
endif()
elseif(APPLE)
if(NOT result_lower MATCHES ".*dylib.*")
message(FATAL_ERROR "\"${result}\" is not a .dylib shared library")
endif()
else()
if(NOT result_lower MATCHES ".*so.*")
message(FATAL_ERROR "\"${result}\" is not a .so shared library")
endif()
endif()
else()
get_target_property(target_type ${TARGET} TYPE)
if(target_type MATCHES "SHARED_LIBRARY|MODULE_LIBRARY")
# OK
elseif(target_type MATCHES "STATIC_LIBRARY|OBJECT_LIBRARY|INTERFACE_LIBRARY|EXECUTABLE")
message(SEND_ERROR "${TARGET} is not a shared library, but has type=${target_type}")
else()
message(WARNING "Unable to extract dynamic library from target=${TARGET}, type=${target_type}.")
endif()
# TARGET_SONAME_FILE is not allowed for DLL target platforms.
if(WIN32)
set(result "$<TARGET_FILE_NAME:${TARGET}>")
else()
set(result "$<TARGET_SONAME_FILE_NAME:${TARGET}>")
endif()
endif()
set(${DEST} ${result} PARENT_SCOPE)
endif()
endfunction()
function(sdl_check_project_in_subfolder relative_subfolder name vendored_option)
cmake_parse_arguments(ARG "" "FILE" "" ${ARGN})
if(NOT ARG_FILE)
set(ARG_FILE "CMakeLists.txt")
endif()
if(NOT EXISTS "${PROJECT_SOURCE_DIR}/${relative_subfolder}/${ARG_FILE}")
message(FATAL_ERROR "Could not find ${ARG_FILE} for ${name} in ${relative_subfolder}.\n"
"Run the download script in the external folder, or re-configure with -D${vendored_option}=OFF to use system packages.")
endif()
endfunction()
macro(sdl_check_linker_flag flag var)
# FIXME: Use CheckLinkerFlag module once cmake minimum version >= 3.18
cmake_push_check_state(RESET)
set(CMAKE_REQUIRED_LINK_OPTIONS "${flag}")
check_c_source_compiles("int main() { return 0; }" ${var} FAIL_REGEX "(unsupported|syntax error|unrecognized option)")
cmake_pop_check_state()
endmacro()
function(SDL_detect_linker)
if(CMAKE_VERSION VERSION_LESS 3.29)
if(NOT DEFINED SDL_CMAKE_C_COMPILER_LINKER_ID)
execute_process(COMMAND ${CMAKE_LINKER} -v OUTPUT_VARIABLE LINKER_OUTPUT ERROR_VARIABLE LINKER_OUTPUT)
string(REGEX REPLACE "[\r\n]" " " LINKER_OUTPUT "${LINKER_OUTPUT}")
if(LINKER_OUTPUT MATCHES ".*Microsoft.*")
set(linker MSVC)
else()
set(linker GNUlike)
endif()
message(STATUS "Linker identification: ${linker}")
set(SDL_CMAKE_C_COMPILER_LINKER_ID "${linker}" CACHE STRING "Linker identification")
mark_as_advanced(SDL_CMAKE_C_COMPILER_LINKER_ID)
endif()
set(CMAKE_C_COMPILER_LINKER_ID "${SDL_CMAKE_C_COMPILER_LINKER_ID}" PARENT_SCOPE)
endif()
endfunction()
function(check_linker_support_version_script VAR)
SDL_detect_linker()
if(CMAKE_C_COMPILER_LINKER_ID MATCHES "^(MSVC)$")
set(LINKER_SUPPORTS_VERSION_SCRIPT FALSE)
else()
cmake_push_check_state(RESET)
file(WRITE "${CMAKE_CURRENT_BINARY_DIR}/dummy.sym" "n_0 {\n global:\n func;\n local: *;\n};\n")
list(APPEND CMAKE_REQUIRED_LINK_OPTIONS "-Wl,--version-script=${CMAKE_CURRENT_BINARY_DIR}/dummy.sym")
check_c_source_compiles("int func(void) {return 0;} int main(int argc,char*argv[]){(void)argc;(void)argv;return func();}" LINKER_SUPPORTS_VERSION_SCRIPT FAIL_REGEX "(unsupported|syntax error|unrecognized option)")
cmake_pop_check_state()
endif()
set(${VAR} "${LINKER_SUPPORTS_VERSION_SCRIPT}" PARENT_SCOPE)
endfunction()
function(sdl_target_link_options_no_undefined TARGET)
if(NOT MSVC AND NOT CMAKE_SYSTEM_NAME MATCHES ".*OpenBSD.*")
if(CMAKE_C_COMPILER_ID MATCHES "AppleClang")
target_link_options(${TARGET} PRIVATE "-Wl,-undefined,error")
else()
sdl_check_linker_flag("-Wl,--no-undefined" HAVE_WL_NO_UNDEFINED)
if(HAVE_WL_NO_UNDEFINED AND NOT ((CMAKE_C_COMPILER_ID MATCHES "Clang") AND WIN32))
target_link_options(${TARGET} PRIVATE "-Wl,--no-undefined")
endif()
endif()
endif()
endfunction()
function(sdl_target_link_option_version_file TARGET VERSION_SCRIPT)
check_linker_support_version_script(HAVE_WL_VERSION_SCRIPT)
if(HAVE_WL_VERSION_SCRIPT)
target_link_options(${TARGET} PRIVATE "-Wl,--version-script=${VERSION_SCRIPT}")
set_property(TARGET ${TARGET} APPEND PROPERTY LINK_DEPENDS "${VERSION_SCRIPT}")
else()
if(LINUX OR ANDROID)
message(FATAL_ERROR "Linker does not support '-Wl,--version-script=xxx.sym'. This is required on the current host platform.")
endif()
endif()
endfunction()
function(sdl_add_warning_options TARGET)
cmake_parse_arguments(ARGS "" "WARNING_AS_ERROR" "" ${ARGN})
if(MSVC)
target_compile_options(${TARGET} PRIVATE /W2)
else()
target_compile_options(${TARGET} PRIVATE -Wall -Wextra -Wno-unused-parameter)
endif()
if(ARGS_WARNING_AS_ERROR)
if(MSVC)
target_compile_options(${TARGET} PRIVATE /WX)
else()
target_compile_options(${TARGET} PRIVATE -Werror)
endif()
endif()
endfunction()
function(sdl_no_deprecated_errors TARGET)
check_c_compiler_flag(-Wno-error=deprecated-declarations HAVE_WNO_ERROR_DEPRECATED_DECLARATIONS)
if(HAVE_WNO_ERROR_DEPRECATED_DECLARATIONS)
target_compile_options(${TARGET} PRIVATE "-Wno-error=deprecated-declarations")
endif()
endfunction()
function(sdl_get_git_revision_hash VARNAME)
set("${VARNAME}" "" CACHE STRING "${PROJECT_NAME} revision")
set(revision "${${VARNAME}}")
if(NOT revision)
if(EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/VERSION.txt")
# If VERSION.txt exists, it contains the SDL version
file(READ "${CMAKE_CURRENT_SOURCE_DIR}/VERSION.txt" revision_version)
string(STRIP "${revision_version}" revision_version)
else()
# If VERSION.txt does not exist, use git to calculate a version
git_describe(revision_version)
if(NOT revision_version)
set(revision_version "${PROJECT_VERSION}-no-vcs")
endif()
endif()
set(revision "${revision_version}")
endif()
set("${VARNAME}" "${revision}" PARENT_SCOPE)
endfunction()
function(SDL_install_pdb TARGET DIRECTORY)
get_property(type TARGET ${TARGET} PROPERTY TYPE)
if(type MATCHES "^(SHARED_LIBRARY|EXECUTABLE)$")
install(FILES $<TARGET_PDB_FILE:${TARGET}> DESTINATION "${DIRECTORY}" OPTIONAL)
elseif(type STREQUAL "STATIC_LIBRARY")
# FIXME: Use $<TARGET_COMPILE_PDB_FILE:${TARGET} once it becomes available (https://gitlab.kitware.com/cmake/cmake/-/issues/25244)
if(CMAKE_GENERATOR MATCHES "^Visual Studio.*")
install(CODE "file(INSTALL DESTINATION \"\${CMAKE_INSTALL_PREFIX}/${DIRECTORY}\" TYPE FILE OPTIONAL FILES \"${CMAKE_CURRENT_BINARY_DIR}/\${CMAKE_INSTALL_CONFIG_NAME}/${TARGET}.pdb\")")
else()
install(CODE "file(INSTALL DESTINATION \"\${CMAKE_INSTALL_PREFIX}/${DIRECTORY}\" TYPE FILE OPTIONAL FILES \"${CMAKE_CURRENT_BINARY_DIR}/CMakeFiles/${TARGET}.dir/${TARGET}.pdb\")")
endif()
endif()
endfunction()

View file

@ -0,0 +1,76 @@
# sdl3_shadercross cmake project-config input for CMakeLists.txt script
include(FeatureSummary)
set_package_properties(SDL3_shadercross PROPERTIES
URL "https://github.com/libsdl-org/SDL_shadercross/"
DESCRIPTION "Support SPIR-V and HLSL on various backends"
)
@PACKAGE_INIT@
set(SDLSHADERCROSS_VENDORED @SDLSHADERCROSS_VENDORED@)
set(SDLSHADERCROSS_SPIRVCROSS_SHARED @SDLSHADERCROSS_SPIRVCROSS_SHARED@)
set(SDL3_shadercross_FOUND ON)
set(SDL3_gpu_SHADERCROSS_REQUIRED_VERSION @SDL_REQUIRED_VERSION@)
if(SDLSHADERCROSS_VENDORED)
include("${CMAKE_CURRENT_LIST_DIR}/SDL3_shadercross-vendored-targets.cmake")
endif()
set(SDL3_shadercross_SDL3_shadercross-shared_FOUND FALSE)
if(EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL3_shadercross-shared-targets.cmake")
include("${CMAKE_CURRENT_LIST_DIR}/SDL3_shadercross-shared-targets.cmake")
set(SDL3_shadercross_SDL3_shadercross-shared_FOUND TRUE)
endif()
set(SDL3_shadercross_SDL3_shadercross-static FALSE)
if(EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL3_shadercross-static-targets.cmake")
if(NOT SDLSHADERCROSS_VENDORED)
set(original_cmake_module_path "${CMAKE_MODULE_PATH}")
include(CMakeFindDependencyMacro)
if(SDLSHADERCROSS_SPIRVCROSS_SHARED)
find_dependency(spirv_cross_c_shared REQUIRED)
else()
find_package(spirv_cross_core QUIET)
find_package(spirv_cross_glsl QUIET)
find_package(spirv_cross_hlsl QUIET)
find_package(spirv_cross_msl QUIET)
find_package(spirv_cross_cpp QUIET)
find_package(spirv_cross_reflect QUIET)
find_package(spirv_cross_c)
endif()
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}")
include("${CMAKE_CURRENT_LIST_DIR}/sdlcpu.cmake")
SDL_DetectTargetCPUArchitectures(SDL_CPU_NAMES)
find_dependency(DirectXShaderCompiler)
set(CMAKE_MODULE_PATH "${original_cmake_module_path}")
endif()
include("${CMAKE_CURRENT_LIST_DIR}/SDL3_shadercross-static-targets.cmake")
set(SDL3_shadercross_SDL3_shadercross-static_FOUND TRUE)
endif()
function(_sdl_create_target_alias_compat NEW_TARGET TARGET)
if(CMAKE_VERSION VERSION_LESS "3.18")
# Aliasing local targets is not supported on CMake < 3.18, so make it global.
add_library(${NEW_TARGET} INTERFACE IMPORTED)
set_target_properties(${NEW_TARGET} PROPERTIES INTERFACE_LINK_LIBRARIES "${TARGET}")
else()
add_library(${NEW_TARGET} ALIAS ${TARGET})
endif()
endfunction()
# Make sure SDL3_shadercross::SDL3_shadercross always exists
if(NOT TARGET SDL3_shadercross::SDL3_shadercross)
if(TARGET SDL3_shadercross::SDL3_shadercross-shared)
_sdl_create_target_alias_compat(SDL3_shadercross::SDL3_shadercross SDL3_shadercross::SDL3_shadercross-shared)
elseif(TARGET SDL3_shadercross::SDL3_shadercross-static)
_sdl_create_target_alias_compat(SDL3_shadercross::SDL3_shadercross SDL3_shadercross::SDL3_shadercross-static)
endif()
endif()
check_required_components(SDL3_shadercross)

View file

@ -0,0 +1,13 @@
prefix=@SDL_PKGCONFIG_PREFIX@
exec_prefix=${prefix}
libdir=@LIBDIR_FOR_PKG_CONFIG@
includedir=@INCLUDEDIR_FOR_PKG_CONFIG@
Name: @PROJECT_NAME@
Description: Support SPIR-V and HLSL on various backends
Version: @PROJECT_VERSION@
Requires: sdl3 >= @SDL_REQUIRED_VERSION@
Libs: -L${libdir} -lSDL3_shadercross
Requires.private: @PC_REQUIRES@
Libs.private: @PC_LIBS@
Cflags: -I${includedir}

View file

@ -0,0 +1,158 @@
function(SDL_DetectTargetCPUArchitectures DETECTED_ARCHS)
set(known_archs EMSCRIPTEN ARM32 ARM64 ARM64EC LOONGARCH64 POWERPC32 POWERPC64 RISCV32 RISCV64 X86 X64)
if(APPLE AND CMAKE_OSX_ARCHITECTURES)
foreach(known_arch IN LISTS known_archs)
set(SDL_CPU_${known_arch} "0" PARENT_SCOPE)
endforeach()
set(detected_archs)
foreach(osx_arch IN LISTS CMAKE_OSX_ARCHITECTURES)
if(osx_arch STREQUAL "x86_64")
set(SDL_CPU_X64 "1" PARENT_SCOPE)
list(APPEND detected_archs "X64")
elseif(osx_arch STREQUAL "arm64")
set(SDL_CPU_ARM64 "1" PARENT_SCOPE)
list(APPEND detected_archs "ARM64")
endif()
endforeach()
set("${DETECTED_ARCHS}" "${detected_archs}" PARENT_SCOPE)
return()
endif()
set(detected_archs)
foreach(known_arch IN LISTS known_archs)
if(SDL_CPU_${known_arch})
list(APPEND detected_archs "${known_arch}")
endif()
endforeach()
if(detected_archs)
set("${DETECTED_ARCHS}" "${detected_archs}" PARENT_SCOPE)
return()
endif()
set(arch_check_ARM32 "defined(__arm__) || defined(_M_ARM)")
set(arch_check_ARM64 "defined(__aarch64__) || defined(_M_ARM64)")
set(arch_check_ARM64EC "defined(_M_ARM64EC)")
set(arch_check_EMSCRIPTEN "defined(__EMSCRIPTEN__)")
set(arch_check_LOONGARCH64 "defined(__loongarch64)")
set(arch_check_POWERPC32 "(defined(__PPC__) || defined(__powerpc__)) && !defined(__powerpc64__)")
set(arch_check_POWERPC64 "defined(__PPC64__) || defined(__powerpc64__)")
set(arch_check_RISCV32 "defined(__riscv) && defined(__riscv_xlen) && __riscv_xlen == 32")
set(arch_check_RISCV64 "defined(__riscv) && defined(__riscv_xlen) && __riscv_xlen == 64")
set(arch_check_X86 "defined(__i386__) || defined(__i486__) || defined(__i586__) || defined(__i686__) ||defined( __i386) || defined(_M_IX86)")
set(arch_check_X64 "(defined(__amd64__) || defined(__amd64) || defined(__x86_64__) || defined(__x86_64) || defined(_M_X64) || defined(_M_AMD64)) && !defined(_M_ARM64EC)")
set(src_vars "")
set(src_main "")
foreach(known_arch IN LISTS known_archs)
set(detected_${known_arch} "0")
string(APPEND src_vars "
#if ${arch_check_${known_arch}}
#define ARCH_${known_arch} \"1\"
#else
#define ARCH_${known_arch} \"0\"
#endif
const char *arch_${known_arch} = \"INFO<${known_arch}=\" ARCH_${known_arch} \">\";
")
string(APPEND src_main "
result += arch_${known_arch}[argc];")
endforeach()
set(src_arch_detect "${src_vars}
int main(int argc, char *argv[]) {
int result = 0;
(void)argv;
${src_main}
return result;
}")
if(CMAKE_C_COMPILER)
set(ext ".c")
elseif(CMAKE_CXX_COMPILER)
set(ext ".cpp")
else()
enable_language(C)
set(ext ".c")
endif()
set(path_src_arch_detect "${CMAKE_CURRENT_BINARY_DIR}/CMakeFiles/CMakeTmp/SDL_detect_arch${ext}")
file(WRITE "${path_src_arch_detect}" "${src_arch_detect}")
set(path_dir_arch_detect "${CMAKE_CURRENT_BINARY_DIR}/CMakeFiles/CMakeTmp/SDL_detect_arch")
set(path_bin_arch_detect "${path_dir_arch_detect}/bin")
set(detected_archs)
set(msg "Detecting Target CPU Architecture")
message(STATUS "${msg}")
include(CMakePushCheckState)
set(CMAKE_TRY_COMPILE_TARGET_TYPE "STATIC_LIBRARY")
cmake_push_check_state(RESET)
try_compile(SDL_CPU_CHECK_ALL
"${CMAKE_CURRENT_BINARY_DIR}/CMakeFiles/CMakeTmp/SDL_detect_arch"
SOURCES "${path_src_arch_detect}"
COPY_FILE "${path_bin_arch_detect}"
)
cmake_pop_check_state()
if(NOT SDL_CPU_CHECK_ALL)
message(STATUS "${msg} - <ERROR>")
message(WARNING "Failed to compile source detecting the target CPU architecture")
else()
set(re "INFO<([A-Z0-9]+)=([01])>")
file(STRINGS "${path_bin_arch_detect}" infos REGEX "${re}")
foreach(info_arch_01 IN LISTS infos)
string(REGEX MATCH "${re}" A "${info_arch_01}")
if(NOT "${CMAKE_MATCH_1}" IN_LIST known_archs)
message(WARNING "Unknown architecture: \"${CMAKE_MATCH_1}\"")
continue()
endif()
set(arch "${CMAKE_MATCH_1}")
set(arch_01 "${CMAKE_MATCH_2}")
set(detected_${arch} "${arch_01}")
endforeach()
foreach(known_arch IN LISTS known_archs)
if(detected_${known_arch})
list(APPEND detected_archs ${known_arch})
endif()
endforeach()
endif()
if(detected_archs)
foreach(known_arch IN LISTS known_archs)
set("SDL_CPU_${known_arch}" "${detected_${known_arch}}" CACHE BOOL "Detected architecture ${known_arch}")
endforeach()
message(STATUS "${msg} - ${detected_archs}")
else()
include(CheckCSourceCompiles)
cmake_push_check_state(RESET)
foreach(known_arch IN LISTS known_archs)
if(NOT detected_archs)
set(cache_variable "SDL_CPU_${known_arch}")
set(test_src "
int main(int argc, char *argv[]) {
#if ${arch_check_${known_arch}}
return 0;
#else
choke
#endif
}
")
check_c_source_compiles("${test_src}" "${cache_variable}")
if(${cache_variable})
set(SDL_CPU_${known_arch} "1" CACHE BOOL "Detected architecture ${known_arch}")
set(detected_archs ${known_arch})
else()
set(SDL_CPU_${known_arch} "0" CACHE BOOL "Detected architecture ${known_arch}")
endif()
endif()
endforeach()
cmake_pop_check_state()
endif()
set("${DETECTED_ARCHS}" "${detected_archs}" PARENT_SCOPE)
endfunction()

View file

@ -0,0 +1,68 @@
include(CMakeParseArguments)
include(GNUInstallDirs)
function(SDL_generate_manpages)
cmake_parse_arguments(ARG "" "RESULT_VARIABLE;NAME;BUILD_DOCDIR;HEADERS_DIR;SOURCE_DIR;SYMBOL;OPTION_FILE;WIKIHEADERS_PL_PATH;REVISION" "" ${ARGN})
set(wikiheaders_extra_args)
if(NOT ARG_NAME)
set(ARG_NAME "${PROJECT_NAME}")
endif()
if(NOT ARG_SOURCE_DIR)
set(ARG_SOURCE_DIR "${CMAKE_CURRENT_SOURCE_DIR}")
endif()
if(NOT ARG_OPTION_FILE)
set(ARG_OPTION_FILE "${PROJECT_SOURCE_DIR}/.wikiheaders-options")
endif()
if(NOT ARG_HEADERS_DIR)
message(FATAL_ERROR "Missing required HEADERS_DIR argument")
endif()
# FIXME: get rid of SYMBOL and let the perl script figure out the dependencies
if(NOT ARG_SYMBOL)
message(FATAL_ERROR "Missing required SYMBOL argument")
endif()
if(ARG_REVISION)
list(APPEND wikiheaders_extra_args "--rev=${ARG_REVISION}")
endif()
if(NOT ARG_BUILD_DOCDIR)
set(ARG_BUILD_DOCDIR "${CMAKE_CURRENT_BINARY_DIR}/docs")
endif()
set(BUILD_WIKIDIR "${ARG_BUILD_DOCDIR}/wiki")
set(BUILD_MANDIR "${ARG_BUILD_DOCDIR}/man")
find_package(Perl)
file(GLOB HEADER_FILES "${ARG_HEADERS_DIR}/*.h")
set(result FALSE)
if(PERL_FOUND AND EXISTS "${ARG_WIKIHEADERS_PL_PATH}")
add_custom_command(
OUTPUT "${BUILD_WIKIDIR}/${ARG_SYMBOL}.md"
COMMAND "${CMAKE_COMMAND}" -E make_directory "${BUILD_WIKIDIR}"
COMMAND "${PERL_EXECUTABLE}" "${ARG_WIKIHEADERS_PL_PATH}" "${ARG_SOURCE_DIR}" "${BUILD_WIKIDIR}" "--options=${ARG_OPTION_FILE}" --copy-to-wiki ${wikiheaders_extra_args}
DEPENDS ${HEADER_FILES} "${ARG_WIKIHEADERS_PL_PATH}" "${ARG_OPTION_FILE}"
COMMENT "Generating ${ARG_NAME} wiki markdown files"
)
add_custom_command(
OUTPUT "${BUILD_MANDIR}/man3/${ARG_SYMBOL}.3"
COMMAND "${PERL_EXECUTABLE}" "${ARG_WIKIHEADERS_PL_PATH}" "${ARG_SOURCE_DIR}" "${BUILD_WIKIDIR}" "--options=${ARG_OPTION_FILE}" "--manpath=${BUILD_MANDIR}" --copy-to-manpages ${wikiheaders_extra_args}
DEPENDS "${BUILD_WIKIDIR}/${ARG_SYMBOL}.md" "${ARG_WIKIHEADERS_PL_PATH}" "${ARG_OPTION_FILE}"
COMMENT "Generating ${ARG_NAME} man pages"
)
add_custom_target(${ARG_NAME}-docs ALL DEPENDS "${BUILD_MANDIR}/man3/${ARG_SYMBOL}.3")
install(DIRECTORY "${BUILD_MANDIR}/" DESTINATION "${CMAKE_INSTALL_MANDIR}")
set(result TRUE)
endif()
if(ARG_RESULT_VARIABLE)
set(${ARG_RESULT_VARIABLE} ${result} PARENT_SCOPE)
endif()
endfunction()

View file

@ -0,0 +1,106 @@
macro(SDL_DetectCMakePlatform)
set(SDL_CMAKE_PLATFORM )
# Get the platform
if(WIN32)
set(SDL_CMAKE_PLATFORM Windows)
elseif(PSP)
set(SDL_CMAKE_PLATFORM psp)
elseif(APPLE)
if(CMAKE_SYSTEM_NAME MATCHES ".*Darwin.*")
set(SDL_CMAKE_PLATFORM Darwin)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*MacOS.*")
set(SDL_CMAKE_PLATFORM MacosX)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*tvOS.*")
set(SDL_CMAKE_PLATFORM tvOS)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*iOS.*")
set(SDL_CMAKE_PLATFORM iOS)
endif()
elseif(CMAKE_SYSTEM_NAME MATCHES "Haiku.*")
set(SDL_CMAKE_PLATFORM Haiku)
elseif(NINTENDO_3DS)
set(SDL_CMAKE_PLATFORM n3ds)
elseif(PS2)
set(SDL_CMAKE_PLATFORM ps2)
elseif(VITA)
set(SDL_CMAKE_PLATFORM Vita)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*Linux")
set(SDL_CMAKE_PLATFORM Linux)
elseif(CMAKE_SYSTEM_NAME MATCHES "kFreeBSD.*")
set(SDL_CMAKE_PLATFORM FreeBSD)
elseif(CMAKE_SYSTEM_NAME MATCHES "kNetBSD.*|NetBSD.*")
set(SDL_CMAKE_PLATFORM NetBSD)
elseif(CMAKE_SYSTEM_NAME MATCHES "kOpenBSD.*|OpenBSD.*")
set(SDL_CMAKE_PLATFORM OpenBSD)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*GNU.*")
set(SDL_CMAKE_PLATFORM GNU)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*BSDI.*")
set(SDL_CMAKE_PLATFORM BSDi)
elseif(CMAKE_SYSTEM_NAME MATCHES "DragonFly.*|FreeBSD")
set(SDL_CMAKE_PLATFORM FreeBSD)
elseif(CMAKE_SYSTEM_NAME MATCHES "SYSV5.*")
set(SDL_CMAKE_PLATFORM SYSV5)
elseif(CMAKE_SYSTEM_NAME MATCHES "Solaris.*|SunOS.*")
set(SDL_CMAKE_PLATFORM Solaris)
elseif(CMAKE_SYSTEM_NAME MATCHES "HP-UX.*")
set(SDL_CMAKE_PLATFORM HPUX)
elseif(CMAKE_SYSTEM_NAME MATCHES "AIX.*")
set(SDL_CMAKE_PLATFORM AIX)
elseif(CMAKE_SYSTEM_NAME MATCHES "Minix.*")
set(SDL_CMAKE_PLATFORM Minix)
elseif(CMAKE_SYSTEM_NAME MATCHES "Android.*")
set(SDL_CMAKE_PLATFORM Android)
elseif(CMAKE_SYSTEM_NAME MATCHES "Emscripten.*")
set(SDL_CMAKE_PLATFORM Emscripten)
elseif(CMAKE_SYSTEM_NAME MATCHES "QNX.*")
set(SDL_CMAKE_PLATFORM QNX)
elseif(CMAKE_SYSTEM_NAME MATCHES "BeOS.*")
message(FATAL_ERROR "BeOS support has been removed as of SDL 2.0.2.")
endif()
if(SDL_CMAKE_PLATFORM)
string(TOUPPER "${SDL_CMAKE_PLATFORM}" _upper_platform)
set(${_upper_platform} TRUE)
else()
set(SDL_CMAKE_PLATFORM} "unknown")
endif()
endmacro()
function(SDL_DetectCPUArchitecture)
set(sdl_cpu_names)
if(APPLE AND CMAKE_OSX_ARCHITECTURES)
foreach(osx_arch ${CMAKE_OSX_ARCHITECTURES})
if(osx_arch STREQUAL "x86_64")
list(APPEND sdl_cpu_names "x64")
elseif(osx_arch STREQUAL "arm64")
list(APPEND sdl_cpu_names "arm64")
endif()
endforeach()
endif()
set(sdl_known_archs x64 x86 arm64 arm32 emscripten powerpc64 powerpc32 loongarch64)
if(NOT sdl_cpu_names)
set(found FALSE)
foreach(sdl_known_arch ${sdl_known_archs})
if(NOT found)
string(TOUPPER "${sdl_known_arch}" sdl_known_arch_upper)
set(var_name "SDL_CPU_${sdl_known_arch_upper}")
check_cpu_architecture(${sdl_known_arch} ${var_name})
if(${var_name})
list(APPEND sdl_cpu_names ${sdl_known_arch})
set(found TRUE)
endif()
endif()
endforeach()
endif()
foreach(sdl_known_arch ${sdl_known_archs})
string(TOUPPER "${sdl_known_arch}" sdl_known_arch_upper)
set(var_name "SDL_CPU_${sdl_known_arch_upper}")
if(sdl_cpu_names MATCHES "(^|;)${sdl_known_arch}($|;)") # FIXME: use if(IN_LIST)
set(${var_name} 1 PARENT_SCOPE)
else()
set(${var_name} 0 PARENT_SCOPE)
endif()
endforeach()
set(SDL_CPU_NAMES ${sdl_cpu_names} PARENT_SCOPE)
endfunction()

View file

@ -0,0 +1,356 @@
/*
Simple DirectMedia Layer Shader Cross Compiler
Copyright (C) 2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_SHADERCROSS_H
#define SDL_SHADERCROSS_H
#include <SDL3/SDL.h>
#include <SDL3/SDL_begin_code.h>
#include <SDL3/SDL_gpu.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* Printable format: "%d.%d.%d", MAJOR, MINOR, MICRO
*/
#define SDL_SHADERCROSS_MAJOR_VERSION 3
#define SDL_SHADERCROSS_MINOR_VERSION 0
#define SDL_SHADERCROSS_MICRO_VERSION 0
typedef enum SDL_ShaderCross_IOVarType {
SDL_SHADERCROSS_IOVAR_TYPE_UNKNOWN,
SDL_SHADERCROSS_IOVAR_TYPE_INT8,
SDL_SHADERCROSS_IOVAR_TYPE_UINT8,
SDL_SHADERCROSS_IOVAR_TYPE_INT16,
SDL_SHADERCROSS_IOVAR_TYPE_UINT16,
SDL_SHADERCROSS_IOVAR_TYPE_INT32,
SDL_SHADERCROSS_IOVAR_TYPE_UINT32,
SDL_SHADERCROSS_IOVAR_TYPE_INT64,
SDL_SHADERCROSS_IOVAR_TYPE_UINT64,
SDL_SHADERCROSS_IOVAR_TYPE_FLOAT16,
SDL_SHADERCROSS_IOVAR_TYPE_FLOAT32,
SDL_SHADERCROSS_IOVAR_TYPE_FLOAT64
} SDL_ShaderCross_IOVarType;
typedef enum SDL_ShaderCross_ShaderStage
{
SDL_SHADERCROSS_SHADERSTAGE_VERTEX,
SDL_SHADERCROSS_SHADERSTAGE_FRAGMENT,
SDL_SHADERCROSS_SHADERSTAGE_COMPUTE
} SDL_ShaderCross_ShaderStage;
typedef struct SDL_ShaderCross_IOVarMetadata {
char *name; /**< The UTF-8 name of the variable. */
Uint32 location; /**< The location of the variable. */
SDL_ShaderCross_IOVarType vector_type; /**< The vector type of the variable. */
Uint32 vector_size; /**< The number of components in the vector type of the variable. */
} SDL_ShaderCross_IOVarMetadata;
typedef struct SDL_ShaderCross_GraphicsShaderResourceInfo
{
Uint32 num_samplers; /**< The number of samplers defined in the shader. */
Uint32 num_storage_textures; /**< The number of storage textures defined in the shader. */
Uint32 num_storage_buffers; /**< The number of storage buffers defined in the shader. */
Uint32 num_uniform_buffers; /**< The number of uniform buffers defined in the shader. */
} SDL_ShaderCross_GraphicsShaderResourceInfo;
typedef struct SDL_ShaderCross_GraphicsShaderMetadata
{
SDL_ShaderCross_GraphicsShaderResourceInfo resource_info; /**< Sub-struct containing the resource info of the shader. */
Uint32 num_inputs; /**< The number of inputs defined in the shader. */
SDL_ShaderCross_IOVarMetadata *inputs; /**< The inputs defined in the shader. */
Uint32 num_outputs; /**< The number of outputs defined in the shader. */
SDL_ShaderCross_IOVarMetadata *outputs; /**< The outputs defined in the shader. */
} SDL_ShaderCross_GraphicsShaderMetadata;
typedef struct SDL_ShaderCross_ComputePipelineMetadata
{
Uint32 num_samplers; /**< The number of samplers defined in the shader. */
Uint32 num_readonly_storage_textures; /**< The number of readonly storage textures defined in the shader. */
Uint32 num_readonly_storage_buffers; /**< The number of readonly storage buffers defined in the shader. */
Uint32 num_readwrite_storage_textures; /**< The number of read-write storage textures defined in the shader. */
Uint32 num_readwrite_storage_buffers; /**< The number of read-write storage buffers defined in the shader. */
Uint32 num_uniform_buffers; /**< The number of uniform buffers defined in the shader. */
Uint32 threadcount_x; /**< The number of threads in the X dimension. */
Uint32 threadcount_y; /**< The number of threads in the Y dimension. */
Uint32 threadcount_z; /**< The number of threads in the Z dimension. */
} SDL_ShaderCross_ComputePipelineMetadata;
typedef struct SDL_ShaderCross_SPIRV_Info
{
const Uint8 *bytecode; /**< The SPIRV bytecode. */
size_t bytecode_size; /**< The length of the SPIRV bytecode. */
const char *entrypoint; /**< The entry point function name for the shader in UTF-8. */
SDL_ShaderCross_ShaderStage shader_stage; /**< The shader stage to transpile the shader with. */
SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
} SDL_ShaderCross_SPIRV_Info;
#define SDL_SHADERCROSS_PROP_SHADER_DEBUG_ENABLE_BOOLEAN "SDL_shadercross.spirv.debug.enable"
#define SDL_SHADERCROSS_PROP_SHADER_DEBUG_NAME_STRING "SDL_shadercross.spirv.debug.name"
#define SDL_SHADERCROSS_PROP_SHADER_CULL_UNUSED_BINDINGS_BOOLEAN "SDL_shadercross.spirv.cull_unused_bindings"
#define SDL_SHADERCROSS_PROP_SPIRV_PSSL_COMPATIBILITY_BOOLEAN "SDL_shadercross.spirv.pssl.compatibility"
#define SDL_SHADERCROSS_PROP_SPIRV_MSL_VERSION_STRING "SDL_shadercross.spirv.msl.version"
#define SDL_SHADERCROSS_PROP_HLSL_SKIP_SPIRV_ROUNDTRIP_BOOLEAN "SDL_shadercross.hlsl.skip_spirv_roundtrip"
typedef struct SDL_ShaderCross_HLSL_Define
{
char *name; /**< The define name. */
char *value; /**< An optional value for the define. Can be NULL. */
} SDL_ShaderCross_HLSL_Define;
typedef struct SDL_ShaderCross_HLSL_Info
{
const char *source; /**< The HLSL source code for the shader. */
const char *entrypoint; /**< The entry point function name for the shader in UTF-8. */
const char *include_dir; /**< The include directory for shader code. Optional, can be NULL. */
SDL_ShaderCross_HLSL_Define *defines; /**< An array of defines. Optional, can be NULL. If not NULL, must be terminated with a fully NULL define struct. */
SDL_ShaderCross_ShaderStage shader_stage; /**< The shader stage to compile the shader with. */
SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
} SDL_ShaderCross_HLSL_Info;
/**
* Initializes SDL_shadercross
*
* \threadsafety This should only be called once, from a single thread.
* \returns true on success, false otherwise.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_ShaderCross_Init(void);
/**
* De-initializes SDL_shadercross
*
* \threadsafety This should only be called once, from a single thread.
*/
extern SDL_DECLSPEC void SDLCALL SDL_ShaderCross_Quit(void);
/**
* Get the supported shader formats that SPIRV cross-compilation can output
*
* \threadsafety It is safe to call this function from any thread.
* \returns GPU shader formats supported by SPIRV cross-compilation.
*/
extern SDL_DECLSPEC SDL_GPUShaderFormat SDLCALL SDL_ShaderCross_GetSPIRVShaderFormats(void);
/**
* Transpile to MSL code from SPIRV code.
*
* You must SDL_free the returned string once you are done with it.
*
* These are the optional properties that can be used:
*
* - `SDL_SHADERCROSS_PROP_SPIRV_MSL_VERSION_STRING`: specifies the MSL version that should be emitted. Defaults to 1.2.0.
*
* \param info a struct describing the shader to transpile.
* \returns an SDL_malloc'd string containing MSL code.
*/
extern SDL_DECLSPEC void * SDLCALL SDL_ShaderCross_TranspileMSLFromSPIRV(
const SDL_ShaderCross_SPIRV_Info *info);
/**
* Transpile to HLSL code from SPIRV code.
*
* You must SDL_free the returned string once you are done with it.
*
* These are the optional properties that can be used:
*
* - `SDL_SHADERCROSS_PROP_SPIRV_PSSL_COMPATIBILITY_BOOLEAN`: generates PSSL-compatible shader.
*
* \param info a struct describing the shader to transpile.
* \returns an SDL_malloc'd string containing HLSL code.
*/
extern SDL_DECLSPEC void * SDLCALL SDL_ShaderCross_TranspileHLSLFromSPIRV(
const SDL_ShaderCross_SPIRV_Info *info);
/**
* Compile DXBC bytecode from SPIRV code.
*
* You must SDL_free the returned buffer once you are done with it.
*
* \param info a struct describing the shader to transpile.
* \param size filled in with the bytecode buffer size.
* \returns an SDL_malloc'd buffer containing DXBC bytecode.
*/
extern SDL_DECLSPEC void * SDLCALL SDL_ShaderCross_CompileDXBCFromSPIRV(
const SDL_ShaderCross_SPIRV_Info *info,
size_t *size);
/**
* Compile DXIL bytecode from SPIRV code.
*
* You must SDL_free the returned buffer once you are done with it.
*
* \param info a struct describing the shader to transpile.
* \param size filled in with the bytecode buffer size.
* \returns an SDL_malloc'd buffer containing DXIL bytecode.
*/
extern SDL_DECLSPEC void * SDLCALL SDL_ShaderCross_CompileDXILFromSPIRV(
const SDL_ShaderCross_SPIRV_Info *info,
size_t *size);
/**
* Compile an SDL GPU shader from SPIRV code. If your shader source is HLSL, you should obtain SPIR-V bytecode from SDL_ShaderCross_CompileSPIRVFromHLSL().
*
* \param device the SDL GPU device.
* \param info a struct describing the shader to transpile.
* \param resource_info a struct describing resource info of the shader. Can be obtained from SDL_ShaderCross_ReflectGraphicsSPIRV().
* \param props a properties object filled in with extra shader metadata.
* \returns a compiled SDL_GPUShader.
*
* \threadsafety It is safe to call this function from any thread.
*/
extern SDL_DECLSPEC SDL_GPUShader * SDLCALL SDL_ShaderCross_CompileGraphicsShaderFromSPIRV(
SDL_GPUDevice *device,
const SDL_ShaderCross_SPIRV_Info *info,
const SDL_ShaderCross_GraphicsShaderResourceInfo *resource_info,
SDL_PropertiesID props);
/**
* Compile an SDL GPU compute pipeline from SPIRV code. If your shader source is HLSL, you should obtain SPIR-V bytecode from SDL_ShaderCross_CompileSPIRVFromHLSL().
*
* \param device the SDL GPU device.
* \param info a struct describing the shader to transpile.
* \param metadata a struct describing shader metadata. Can be obtained from SDL_ShaderCross_ReflectComputeSPIRV().
* \param props a properties object filled in with extra shader metadata.
* \returns a compiled SDL_GPUComputePipeline.
*
* \threadsafety It is safe to call this function from any thread.
*/
extern SDL_DECLSPEC SDL_GPUComputePipeline * SDLCALL SDL_ShaderCross_CompileComputePipelineFromSPIRV(
SDL_GPUDevice *device,
const SDL_ShaderCross_SPIRV_Info *info,
const SDL_ShaderCross_ComputePipelineMetadata *metadata,
SDL_PropertiesID props);
/**
* Reflect graphics shader info from SPIRV code. If your shader source is HLSL, you should obtain SPIR-V bytecode from SDL_ShaderCross_CompileSPIRVFromHLSL(). This must be freed with SDL_free() when you are done with the metadata.
*
* \param bytecode the SPIRV bytecode.
* \param bytecode_size the length of the SPIRV bytecode.
* \param props a properties object filled in with extra shader metadata, provided by the user.
* \returns A metadata struct on success, NULL otherwise. The struct must be free'd when it is no longer needed.
*
* \threadsafety It is safe to call this function from any thread.
*/
extern SDL_DECLSPEC SDL_ShaderCross_GraphicsShaderMetadata * SDLCALL SDL_ShaderCross_ReflectGraphicsSPIRV(
const Uint8 *bytecode,
size_t bytecode_size,
SDL_PropertiesID props);
/**
* Reflect compute pipeline info from SPIRV code. If your shader source is HLSL, you should obtain SPIR-V bytecode from SDL_ShaderCross_CompileSPIRVFromHLSL(). This must be freed with SDL_free() when you are done with the metadata.
*
* \param bytecode the SPIRV bytecode.
* \param bytecode_size the length of the SPIRV bytecode.
* \param props a properties object filled in with extra shader metadata, provided by the user.
* \returns A metadata struct on success, NULL otherwise.
*
* \threadsafety It is safe to call this function from any thread.
*/
extern SDL_DECLSPEC SDL_ShaderCross_ComputePipelineMetadata * SDLCALL SDL_ShaderCross_ReflectComputeSPIRV(
const Uint8 *bytecode,
size_t bytecode_size,
SDL_PropertiesID props);
/**
* Get the supported shader formats that HLSL cross-compilation can output
*
* \returns GPU shader formats supported by HLSL cross-compilation.
*
* \threadsafety It is safe to call this function from any thread.
*/
extern SDL_DECLSPEC SDL_GPUShaderFormat SDLCALL SDL_ShaderCross_GetHLSLShaderFormats(void);
/**
* Compile to DXBC bytecode from HLSL code via a SPIRV-Cross round trip.
*
* You must SDL_free the returned buffer once you are done with it.
*
* These are the optional properties that can be used:
*
* - `SDL_SHADERCROSS_PROP_SHADER_DEBUG_ENABLE_BOOLEAN`: allows debug info to be emitted when relevant. Should only be used with debugging tools like Renderdoc.
* - `SDL_SHADERCROSS_PROP_SHADER_DEBUG_NAME_STRING`: a UTF-8 name to be used with the shader. Relevant for use with debugging tools like Renderdoc.
* - `SDL_SHADERCROSS_PROP_SHADER_CULL_UNUSED_BINDINGS_BOOLEAN`: When true, indicates that the compiler should cull unused shader resources. This behavior is disabled by default.
* - `SDL_SHADERCROSS_PROP_HLSL_SKIP_SPIRV_ROUNDTRIP_BOOLEAN`: When true, the SPIRV roundtrip is skipped. This behavior is disabled by default. Do not use this property if your shader uses Structured Buffers.
*
* \param info a struct describing the shader to transpile.
* \param size filled in with the bytecode buffer size.
* \returns an SDL_malloc'd buffer containing DXBC bytecode.
*
* \threadsafety It is safe to call this function from any thread.
*/
extern SDL_DECLSPEC void * SDLCALL SDL_ShaderCross_CompileDXBCFromHLSL(
const SDL_ShaderCross_HLSL_Info *info,
size_t *size);
/**
* Compile to DXIL bytecode from HLSL code via a SPIRV-Cross round trip.
*
* You must SDL_free the returned buffer once you are done with it.
*
* These are the optional properties that can be used:
*
* - `SDL_SHADERCROSS_PROP_SHADER_DEBUG_ENABLE_BOOLEAN`: allows debug info to be emitted when relevant. Should only be used with debugging tools like Renderdoc.
* - `SDL_SHADERCROSS_PROP_SHADER_DEBUG_NAME_STRING`: a UTF-8 name to be used with the shader. Relevant for use with debugging tools like Renderdoc.
* - `SDL_SHADERCROSS_PROP_SHADER_CULL_UNUSED_BINDINGS_BOOLEAN`: when true, indicates that the compiler should cull unused shader resources. This behavior is disabled by default.
* - `SDL_SHADERCROSS_PROP_HLSL_SKIP_SPIRV_ROUNDTRIP_BOOLEAN`: when true, the SPIRV roundtrip is skipped. This behavior is disabled by default. Do not use this property if your shader uses Structured Buffers.
*
* \param info a struct describing the shader to transpile.
* \param size filled in with the bytecode buffer size.
* \returns an SDL_malloc'd buffer containing DXIL bytecode.
*
* \threadsafety It is safe to call this function from any thread.
*/
extern SDL_DECLSPEC void * SDLCALL SDL_ShaderCross_CompileDXILFromHLSL(
const SDL_ShaderCross_HLSL_Info *info,
size_t *size);
/**
* Compile to SPIRV bytecode from HLSL code.
*
* You must SDL_free the returned buffer once you are done with it.
*
* These are the optional properties that can be used:
*
* - `SDL_SHADERCROSS_PROP_SHADER_DEBUG_ENABLE_BOOLEAN`: allows debug info to be emitted when relevant. Should only be used with debugging tools like Renderdoc.
* - `SDL_SHADERCROSS_PROP_SHADER_DEBUG_NAME_STRING`: a UTF-8 name to be used with the shader. Relevant for use with debugging tools like Renderdoc.
* - `SDL_SHADERCROSS_PROP_SHADER_CULL_UNUSED_BINDINGS_BOOLEAN`: when true, indicates that the compiler should cull unused shader resources. This behavior is disabled by default.
*
* \param info a struct describing the shader to transpile.
* \param size filled in with the bytecode buffer size.
* \returns an SDL_malloc'd buffer containing SPIRV bytecode.
*
* \threadsafety It is safe to call this function from any thread.
*/
extern SDL_DECLSPEC void * SDLCALL SDL_ShaderCross_CompileSPIRVFromHLSL(
const SDL_ShaderCross_HLSL_Info *info,
size_t *size);
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_SHADERCROSS_H */

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SDL3_shadercross_0.0.0 {
global:
SDL_ShaderCross_Init;
SDL_ShaderCross_Quit;
SDL_ShaderCross_GetSPIRVShaderFormats;
SDL_ShaderCross_TranspileMSLFromSPIRV;
SDL_ShaderCross_TranspileHLSLFromSPIRV;
SDL_ShaderCross_CompileDXBCFromSPIRV;
SDL_ShaderCross_CompileDXILFromSPIRV;
SDL_ShaderCross_CompileGraphicsShaderFromSPIRV;
SDL_ShaderCross_CompileComputePipelineFromSPIRV;
SDL_ShaderCross_GetHLSLShaderFormats;
SDL_ShaderCross_CompileDXBCFromHLSL;
SDL_ShaderCross_CompileDXILFromHLSL;
SDL_ShaderCross_CompileSPIRVFromHLSL;
SDL_ShaderCross_ReflectGraphicsSPIRV;
SDL_ShaderCross_ReflectComputeSPIRV;
local: *;
};

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/*
Simple DirectMedia Layer Shader Cross Compiler
Copyright (C) 2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include <SDL3_shadercross/SDL_shadercross.h>
#include <SDL3/SDL_log.h>
#include <SDL3/SDL_iostream.h>
#ifdef LEAKCHECK
#include <SDL3/SDL_test_memory.h>
#endif
// We can emit HLSL and JSON as a destination, so let's redefine the shader format enum.
typedef enum ShaderCross_DestinationFormat {
SHADERFORMAT_INVALID,
SHADERFORMAT_SPIRV,
SHADERFORMAT_DXBC,
SHADERFORMAT_DXIL,
SHADERFORMAT_MSL,
SHADERFORMAT_HLSL,
SHADERFORMAT_JSON
} ShaderCross_ShaderFormat;
void print_help(void)
{
int column_width = 32;
SDL_Log("Usage: shadercross <input> [options]");
SDL_Log("Required options:\n");
SDL_Log(" %-*s %s", column_width, "-s | --source <value>", "Source language format. May be inferred from the filename. Values: [SPIRV, HLSL]");
SDL_Log(" %-*s %s", column_width, "-d | --dest <value>", "Destination format. May be inferred from the filename. Values: [DXBC, DXIL, MSL, SPIRV, HLSL, JSON]");
SDL_Log(" %-*s %s", column_width, "-t | --stage <value>", "Shader stage. May be inferred from the filename. Values: [vertex, fragment, compute]");
SDL_Log(" %-*s %s", column_width, "-e | --entrypoint <value>", "Entrypoint function name. Default: \"main\".");
SDL_Log(" %-*s %s", column_width, "-o | --output <value>", "Output file.");
SDL_Log("\n");
SDL_Log("Optional options:\n");
SDL_Log(" %-*s %s", column_width, "-I | --include <value>", "HLSL include directory. Only used with HLSL source.");
SDL_Log(" %-*s %s", column_width, "-D<name>[=<value>]", "HLSL define. Only used with HLSL source. Can be repeated.");
SDL_Log(" %-*s %s", column_width, "", "If =<value> is omitted the define will be treated as equal to 1.");
SDL_Log(" %-*s %s", column_width, "--msl-version <value>", "Target MSL version. Only used when transpiling to MSL. The default is 1.2.0.");
SDL_Log(" %-*s %s", column_width, "-c | --cull", "Allow the compiler to cull unused resource bindings. This may lead to surprising binding behavior so be careful when enabling this!");
SDL_Log(" %-*s %s", column_width, "-g | --debug", "Generate debug information when possible. Shaders are valid only when graphics debuggers are attached.");
SDL_Log(" %-*s %s", column_width, "-p | --pssl", "Generate PSSL-compatible shader. Destination format should be HLSL.");
}
static const char* io_var_type_to_string(SDL_ShaderCross_IOVarType io_var_type, Uint32 vector_size)
{
switch (io_var_type) {
case SDL_SHADERCROSS_IOVAR_TYPE_INT8:
switch (vector_size) {
case 1: return "byte";
case 2: return "byte2";
case 3: return "byte3";
case 4: return "byte4";
default: break;
}
break;
case SDL_SHADERCROSS_IOVAR_TYPE_UINT8:
switch (vector_size) {
case 1: return "ubyte";
case 2: return "ubyte2";
case 3: return "ubyte3";
case 4: return "ubyte4";
default: break;
}
break;
case SDL_SHADERCROSS_IOVAR_TYPE_INT16:
switch (vector_size) {
case 1: return "short";
case 2: return "short2";
case 3: return "short3";
case 4: return "short4";
default: break;
}
break;
case SDL_SHADERCROSS_IOVAR_TYPE_UINT16:
switch (vector_size) {
case 1: return "ushort";
case 2: return "ushort2";
case 3: return "ushort3";
case 4: return "ushort4";
default: break;
}
break;
case SDL_SHADERCROSS_IOVAR_TYPE_INT32:
switch (vector_size) {
case 1: return "int";
case 2: return "int2";
case 3: return "int3";
case 4: return "int4";
default: break;
}
break;
case SDL_SHADERCROSS_IOVAR_TYPE_UINT32:
switch (vector_size) {
case 1: return "uint";
case 2: return "uint2";
case 3: return "uint3";
case 4: return "uint4";
default: break;
}
break;
case SDL_SHADERCROSS_IOVAR_TYPE_INT64:
switch (vector_size) {
case 1: return "long";
case 2: return "long2";
case 3: return "long3";
case 4: return "long4";
default: break;
}
break;
case SDL_SHADERCROSS_IOVAR_TYPE_UINT64:
switch (vector_size) {
case 1: return "ulong";
case 2: return "ulong2";
case 3: return "ulong3";
case 4: return "ulong4";
default: break;
}
break;
case SDL_SHADERCROSS_IOVAR_TYPE_FLOAT16:
switch (vector_size) {
case 1: return "half";
case 2: return "half2";
case 3: return "half3";
case 4: return "half4";
default: break;
}
break;
case SDL_SHADERCROSS_IOVAR_TYPE_FLOAT32:
switch (vector_size) {
case 1: return "float";
case 2: return "float2";
case 3: return "float3";
case 4: return "float4";
default: break;
}
break;
case SDL_SHADERCROSS_IOVAR_TYPE_FLOAT64:
switch (vector_size) {
case 1: return "double";
case 2: return "double2";
case 3: return "double3";
case 4: return "double4";
default: break;
}
break;
case SDL_SHADERCROSS_IOVAR_TYPE_UNKNOWN:
default: break;
}
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Unknown IO variable type: vector_type=%u vector_size=%u", io_var_type, vector_size);
return "unknown";
}
void write_graphics_reflect_json(SDL_IOStream *outputIO, SDL_ShaderCross_GraphicsShaderMetadata *info)
{
SDL_IOprintf(
outputIO,
"{ \"samplers\": %u, \"storage_textures\": %u, \"storage_buffers\": %u, \"uniform_buffers\": %u, ",
info->resource_info.num_samplers,
info->resource_info.num_storage_textures,
info->resource_info.num_storage_buffers,
info->resource_info.num_uniform_buffers
);
SDL_IOprintf(outputIO, "\"inputs\": [");
for (Uint32 i = 0; i < info->num_inputs; i++) {
const SDL_ShaderCross_IOVarMetadata* input = &info->inputs[i];
SDL_IOprintf(outputIO, "{ \"name\": \"%s\", \"type\": \"%s\", \"location\": %u }%s",
input->name,
io_var_type_to_string(input->vector_type, input->vector_size),
input->location,
i + 1 < info->num_inputs ? ", " : ""
);
}
SDL_IOprintf(outputIO, "], ");
SDL_IOprintf(outputIO, "\"outputs\": [");
for (Uint32 i = 0; i < info->num_outputs; i++) {
const SDL_ShaderCross_IOVarMetadata* output = &info->outputs[i];
SDL_IOprintf(outputIO, "{ \"name\": \"%s\", \"type\": \"%s\", \"location\": %u }%s",
output->name,
io_var_type_to_string(output->vector_type, output->vector_size),
output->location,
i + 1 < info->num_outputs ? ", " : ""
);
}
SDL_IOprintf(outputIO, "] }\n");
}
void write_compute_reflect_json(SDL_IOStream *outputIO, SDL_ShaderCross_ComputePipelineMetadata *info)
{
SDL_IOprintf(
outputIO,
"{ \"samplers\": %u, \"readonly_storage_textures\": %u, \"readonly_storage_buffers\": %u, \"readwrite_storage_textures\": %u, \"readwrite_storage_buffers\": %u, \"uniform_buffers\": %u, \"threadcount_x\": %u, \"threadcount_y\": %u, \"threadcount_z\": %u }\n",
info->num_samplers,
info->num_readonly_storage_textures,
info->num_readonly_storage_buffers,
info->num_readwrite_storage_textures,
info->num_readwrite_storage_buffers,
info->num_uniform_buffers,
info->threadcount_x,
info->threadcount_y,
info->threadcount_z
);
}
int main(int argc, char *argv[])
{
bool sourceValid = false;
bool destinationValid = false;
bool stageValid = false;
bool spirvSource = false;
ShaderCross_ShaderFormat destinationFormat = SHADERFORMAT_INVALID;
SDL_ShaderCross_ShaderStage shaderStage = SDL_SHADERCROSS_SHADERSTAGE_VERTEX;
char *outputFilename = NULL;
char *entrypointName = "main";
char *includeDir = NULL;
char *filename = NULL;
size_t fileSize = 0;
void *fileData = NULL;
bool accept_optionals = true;
SDL_ShaderCross_HLSL_Define *defines = NULL;
size_t numDefines = 0;
bool cullUnusedBindings = false;
bool enableDebug = false;
char *mslVersion = NULL;
bool psslCompat = false;
#ifdef LEAKCHECK
SDLTest_TrackAllocations();
#endif
for (int i = 1; i < argc; i += 1) {
char *arg = argv[i];
if (accept_optionals && arg[0] == '-') {
if (SDL_strcmp(arg, "-h") == 0 || SDL_strcmp(arg, "--help") == 0) {
print_help();
return 0;
} else if (SDL_strcmp(arg, "-s") == 0 || SDL_strcmp(arg, "--source") == 0) {
if (i + 1 >= argc) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s requires an argument", arg);
print_help();
return 1;
}
i += 1;
if (SDL_strcasecmp(argv[i], "spirv") == 0) {
spirvSource = true;
sourceValid = true;
} else if (SDL_strcasecmp(argv[i], "hlsl") == 0) {
spirvSource = false;
sourceValid = true;
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unrecognized source input %s, source must be SPIRV or HLSL!", argv[i]);
print_help();
return 1;
}
} else if (SDL_strcmp(arg, "-d") == 0 || SDL_strcmp(arg, "--dest") == 0) {
if (i + 1 >= argc) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s requires an argument", arg);
print_help();
return 1;
}
i += 1;
if (SDL_strcasecmp(argv[i], "DXBC") == 0) {
destinationFormat = SHADERFORMAT_DXBC;
destinationValid = true;
} else if (SDL_strcasecmp(argv[i], "DXIL") == 0) {
destinationFormat = SHADERFORMAT_DXIL;
destinationValid = true;
} else if (SDL_strcasecmp(argv[i], "MSL") == 0) {
destinationFormat = SHADERFORMAT_MSL;
destinationValid = true;
} else if (SDL_strcasecmp(argv[i], "SPIRV") == 0) {
destinationFormat = SHADERFORMAT_SPIRV;
destinationValid = true;
} else if (SDL_strcasecmp(argv[i], "HLSL") == 0) {
destinationFormat = SHADERFORMAT_HLSL;
destinationValid = true;
} else if (SDL_strcasecmp(argv[i], "JSON") == 0) {
destinationFormat = SHADERFORMAT_JSON;
destinationValid = true;
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unrecognized destination input %s, destination must be DXBC, DXIL, MSL or SPIRV!", argv[i]);
print_help();
return 1;
}
} else if (SDL_strcmp(arg, "-t") == 0 || SDL_strcmp(arg, "--stage") == 0) {
if (i + 1 >= argc) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s requires an argument", arg);
print_help();
return 1;
}
i += 1;
if (SDL_strcasecmp(argv[i], "vertex") == 0) {
shaderStage = SDL_SHADERCROSS_SHADERSTAGE_VERTEX;
stageValid = true;
} else if (SDL_strcasecmp(argv[i], "fragment") == 0) {
shaderStage = SDL_SHADERCROSS_SHADERSTAGE_FRAGMENT;
stageValid = true;
} else if (SDL_strcasecmp(argv[i], "compute") == 0) {
shaderStage = SDL_SHADERCROSS_SHADERSTAGE_COMPUTE;
stageValid = true;
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unrecognized shader stage input %s, must be vertex, fragment, or compute.", argv[i]);
print_help();
return 1;
}
} else if (SDL_strcmp(arg, "-e") == 0 || SDL_strcmp(arg, "--entrypoint") == 0) {
if (i + 1 >= argc) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s requires an argument", arg);
print_help();
return 1;
}
i += 1;
entrypointName = argv[i];
} else if (SDL_strcmp(arg, "-I") == 0 || SDL_strcmp(arg, "--include") == 0) {
if (includeDir) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "'%s' can only be used once", arg);
print_help();
return 1;
}
if (i + 1 >= argc) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s requires an argument", arg);
print_help();
return 1;
}
i += 1;
includeDir = argv[i];
} else if (SDL_strcmp(arg, "-o") == 0 || SDL_strcmp(arg, "--output") == 0) {
if (i + 1 >= argc) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s requires an argument", arg);
print_help();
return 1;
}
i += 1;
outputFilename = argv[i];
} else if (SDL_strncmp(argv[i], "-D", SDL_strlen("-D")) == 0) {
numDefines += 1;
defines = SDL_realloc(defines, sizeof(SDL_ShaderCross_HLSL_Define) * numDefines);
char *equalSign = SDL_strchr(argv[i], '=');
if (equalSign != NULL) {
defines[numDefines - 1].value = equalSign + 1;
size_t len = defines[numDefines - 1].value - argv[i] - 2;
defines[numDefines - 1].name = SDL_malloc(len);
SDL_utf8strlcpy(defines[numDefines - 1].name, (const char *)argv[i] + 2, len);
} else { // no '=' was found
defines[numDefines - 1].value = NULL;
size_t len = SDL_utf8strlen(argv[i]) + 1 - 2;
defines[numDefines - 1].name = SDL_malloc(len);
SDL_utf8strlcpy(defines[numDefines - 1].name, (const char *)argv[i] + 2, len);
}
} else if (SDL_strcmp(arg, "--msl-version") == 0) {
if (i + 1 >= argc) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s requires an argument", arg);
print_help();
return 1;
}
i += 1;
mslVersion = argv[i];
} else if (SDL_strcmp(arg, "-c") == 0 || SDL_strcmp(arg, "--cull") == 0) {
cullUnusedBindings = true;
} else if (SDL_strcmp(arg, "-g") == 0 || SDL_strcmp(arg, "--debug") == 0) {
enableDebug = true;
} else if (SDL_strcmp(arg, "-p") == 0 || SDL_strcmp(arg, "--pssl") == 0) {
psslCompat = true;
} else if (SDL_strcmp(arg, "--") == 0) {
accept_optionals = false;
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s: Unknown argument: %s", argv[0], arg);
print_help();
return 1;
}
} else if (!filename) {
filename = arg;
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s: Unknown argument: %s", argv[0], arg);
print_help();
return 1;
}
}
if (!filename) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s: missing input path", argv[0]);
print_help();
return 1;
}
if (!outputFilename) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s: missing output path", argv[0]);
print_help();
return 1;
}
fileData = SDL_LoadFile(filename, &fileSize);
if (fileData == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Invalid file (%s)", SDL_GetError());
return 1;
}
if (!SDL_ShaderCross_Init())
{
SDL_LogError(SDL_LOG_CATEGORY_GPU, "%s", "Failed to initialize shadercross!");
return 1;
}
if (!sourceValid) {
if (SDL_strstr(filename, ".spv")) {
spirvSource = true;
} else if (SDL_strstr(filename, ".hlsl")) {
spirvSource = false;
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s", "Could not infer source format!");
print_help();
return 1;
}
}
if (!destinationValid) {
if (SDL_strstr(outputFilename, ".dxbc")) {
destinationFormat = SHADERFORMAT_DXBC;
} else if (SDL_strstr(outputFilename, ".dxil")) {
destinationFormat = SHADERFORMAT_DXIL;
} else if (SDL_strstr(outputFilename, ".msl")) {
destinationFormat = SHADERFORMAT_MSL;
} else if (SDL_strstr(outputFilename, ".spv")) {
destinationFormat = SHADERFORMAT_SPIRV;
} else if (SDL_strstr(outputFilename, ".hlsl")) {
destinationFormat = SHADERFORMAT_HLSL;
} else if (SDL_strstr(outputFilename, ".json")) {
destinationFormat = SHADERFORMAT_JSON;
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s", "Could not infer destination format!");
print_help();
return 1;
}
}
if (!stageValid) {
if (SDL_strcasestr(filename, ".vert")) {
shaderStage = SDL_SHADERCROSS_SHADERSTAGE_VERTEX;
} else if (SDL_strcasestr(filename, ".frag")) {
shaderStage = SDL_SHADERCROSS_SHADERSTAGE_FRAGMENT;
} else if (SDL_strcasestr(filename, ".comp")) {
shaderStage = SDL_SHADERCROSS_SHADERSTAGE_COMPUTE;
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Could not infer shader stage from filename!");
print_help();
return 1;
}
}
SDL_IOStream *outputIO = SDL_IOFromFile(outputFilename, "w");
if (outputIO == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s", SDL_GetError());
return 1;
}
size_t bytecodeSize;
int result = 0;
// null-terminate the defines array
if (defines != NULL) {
defines = SDL_realloc(defines, sizeof(SDL_ShaderCross_HLSL_Define) * (numDefines + 1));
defines[numDefines].name = NULL;
defines[numDefines].value = NULL;
}
if (spirvSource) {
SDL_ShaderCross_SPIRV_Info spirvInfo;
spirvInfo.bytecode = fileData;
spirvInfo.bytecode_size = fileSize;
spirvInfo.entrypoint = entrypointName;
spirvInfo.shader_stage = shaderStage;
spirvInfo.props = SDL_CreateProperties();
if (enableDebug) {
SDL_SetBooleanProperty(spirvInfo.props, SDL_SHADERCROSS_PROP_SHADER_DEBUG_ENABLE_BOOLEAN, true);
SDL_SetBooleanProperty(spirvInfo.props, SDL_SHADERCROSS_PROP_SHADER_DEBUG_NAME_STRING, filename);
}
if (cullUnusedBindings) {
SDL_SetBooleanProperty(spirvInfo.props, SDL_SHADERCROSS_PROP_SHADER_CULL_UNUSED_BINDINGS_BOOLEAN, true);
}
if (mslVersion) {
SDL_SetStringProperty(spirvInfo.props, SDL_SHADERCROSS_PROP_SPIRV_MSL_VERSION_STRING, mslVersion);
}
if (psslCompat) {
SDL_SetBooleanProperty(spirvInfo.props, SDL_SHADERCROSS_PROP_SPIRV_PSSL_COMPATIBILITY_BOOLEAN, true);
}
switch (destinationFormat) {
case SHADERFORMAT_DXBC: {
Uint8 *buffer = SDL_ShaderCross_CompileDXBCFromSPIRV(
&spirvInfo,
&bytecodeSize);
if (buffer == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile DXBC from SPIR-V: %s", SDL_GetError());
result = 1;
} else {
SDL_WriteIO(outputIO, buffer, bytecodeSize);
SDL_free(buffer);
}
break;
}
case SHADERFORMAT_DXIL: {
Uint8 *buffer = SDL_ShaderCross_CompileDXILFromSPIRV(
&spirvInfo,
&bytecodeSize);
if (buffer == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile DXIL from SPIR-V: %s", SDL_GetError());
result = 1;
} else {
SDL_WriteIO(outputIO, buffer, bytecodeSize);
SDL_free(buffer);
}
break;
}
case SHADERFORMAT_MSL: {
char *buffer = SDL_ShaderCross_TranspileMSLFromSPIRV(
&spirvInfo);
if (buffer == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to transpile MSL from SPIR-V: %s", SDL_GetError());
result = 1;
} else {
SDL_IOprintf(outputIO, "%s", buffer);
SDL_free(buffer);
}
break;
}
case SHADERFORMAT_HLSL: {
char *buffer = SDL_ShaderCross_TranspileHLSLFromSPIRV(
&spirvInfo);
if (buffer == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to transpile HLSL from SPIRV: %s", SDL_GetError());
result = 1;
} else {
SDL_IOprintf(outputIO, "%s", buffer);
SDL_free(buffer);
}
break;
}
case SHADERFORMAT_SPIRV: {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Input and output are both SPIRV. Did you mean to do that?");
result = 1;
break;
}
case SHADERFORMAT_JSON: {
if (shaderStage == SDL_SHADERCROSS_SHADERSTAGE_COMPUTE) {
SDL_ShaderCross_ComputePipelineMetadata *info = SDL_ShaderCross_ReflectComputeSPIRV(
fileData,
fileSize,
0);
if (info) {
write_compute_reflect_json(outputIO, info);
SDL_free(info);
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to reflect SPIRV: %s", SDL_GetError());
result = 1;
}
} else {
SDL_ShaderCross_GraphicsShaderMetadata *info = SDL_ShaderCross_ReflectGraphicsSPIRV(
fileData,
fileSize,
0);
if (info) {
write_graphics_reflect_json(outputIO, info);
SDL_free(info);
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to reflect SPIRV: %s", SDL_GetError());
result = 1;
}
}
break;
}
case SHADERFORMAT_INVALID: {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Destination format not provided!");
result = 1;
break;
}
}
SDL_DestroyProperties(spirvInfo.props);
} else {
SDL_ShaderCross_HLSL_Info hlslInfo;
hlslInfo.source = fileData;
hlslInfo.entrypoint = entrypointName;
hlslInfo.include_dir = includeDir;
hlslInfo.defines = defines;
hlslInfo.shader_stage = shaderStage;
hlslInfo.props = SDL_CreateProperties();
if (enableDebug) {
SDL_SetBooleanProperty(hlslInfo.props, SDL_SHADERCROSS_PROP_SHADER_DEBUG_ENABLE_BOOLEAN, true);
SDL_SetStringProperty(hlslInfo.props, SDL_SHADERCROSS_PROP_SHADER_DEBUG_NAME_STRING, filename);
}
if (cullUnusedBindings) {
SDL_SetBooleanProperty(hlslInfo.props, SDL_SHADERCROSS_PROP_SHADER_CULL_UNUSED_BINDINGS_BOOLEAN, true);
}
switch (destinationFormat) {
case SHADERFORMAT_DXBC: {
Uint8 *buffer = SDL_ShaderCross_CompileDXBCFromHLSL(
&hlslInfo,
&bytecodeSize);
if (buffer == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile DXBC from HLSL: %s", SDL_GetError());
result = 1;
} else {
SDL_WriteIO(outputIO, buffer, bytecodeSize);
SDL_free(buffer);
}
break;
}
case SHADERFORMAT_DXIL: {
Uint8 *buffer = SDL_ShaderCross_CompileDXILFromHLSL(
&hlslInfo,
&bytecodeSize);
if (buffer == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile DXIL from HLSL: %s", SDL_GetError());
result = 1;
} else {
SDL_WriteIO(outputIO, buffer, bytecodeSize);
SDL_free(buffer);
}
break;
}
// TODO: Should we have TranspileMSLFromHLSL?
case SHADERFORMAT_MSL: {
void *spirv = SDL_ShaderCross_CompileSPIRVFromHLSL(
&hlslInfo,
&bytecodeSize);
if (spirv == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to transpile MSL from HLSL: %s", SDL_GetError());
result = 1;
} else {
SDL_ShaderCross_SPIRV_Info spirvInfo;
spirvInfo.bytecode = spirv;
spirvInfo.bytecode_size = bytecodeSize;
spirvInfo.entrypoint = entrypointName;
spirvInfo.shader_stage = shaderStage;
spirvInfo.props = SDL_CreateProperties();
if (enableDebug) {
SDL_SetBooleanProperty(spirvInfo.props, SDL_SHADERCROSS_PROP_SHADER_DEBUG_ENABLE_BOOLEAN, true);
SDL_SetStringProperty(spirvInfo.props, SDL_SHADERCROSS_PROP_SHADER_DEBUG_NAME_STRING, filename);
}
if (cullUnusedBindings) {
SDL_SetBooleanProperty(spirvInfo.props, SDL_SHADERCROSS_PROP_SHADER_DEBUG_ENABLE_BOOLEAN, true);
}
if (mslVersion) {
SDL_SetStringProperty(spirvInfo.props, SDL_SHADERCROSS_PROP_SPIRV_MSL_VERSION_STRING, mslVersion);
}
char *buffer = SDL_ShaderCross_TranspileMSLFromSPIRV(
&spirvInfo);
if (buffer == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to transpile MSL from HLSL: %s", SDL_GetError());
result = 1;
} else {
SDL_IOprintf(outputIO, "%s", buffer);
SDL_free(spirv);
SDL_free(buffer);
}
SDL_DestroyProperties(spirvInfo.props);
}
break;
}
case SHADERFORMAT_SPIRV: {
Uint8 *buffer = SDL_ShaderCross_CompileSPIRVFromHLSL(
&hlslInfo,
&bytecodeSize);
if (buffer == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile SPIR-V From HLSL: %s", SDL_GetError());
result = 1;
} else {
SDL_WriteIO(outputIO, buffer, bytecodeSize);
SDL_free(buffer);
}
break;
}
case SHADERFORMAT_HLSL: {
void *spirv = SDL_ShaderCross_CompileSPIRVFromHLSL(
&hlslInfo,
&bytecodeSize);
if (spirv == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile HLSL to SPIRV: %s", SDL_GetError());
result = 1;
break;
}
SDL_ShaderCross_SPIRV_Info spirvInfo;
spirvInfo.bytecode = spirv;
spirvInfo.bytecode_size = bytecodeSize;
spirvInfo.entrypoint = entrypointName;
spirvInfo.shader_stage = shaderStage;
spirvInfo.props = SDL_CreateProperties();
if (enableDebug) {
SDL_SetBooleanProperty(spirvInfo.props, SDL_SHADERCROSS_PROP_SHADER_DEBUG_ENABLE_BOOLEAN, true);
SDL_SetStringProperty(spirvInfo.props, SDL_SHADERCROSS_PROP_SHADER_DEBUG_NAME_STRING, filename);
}
if (cullUnusedBindings) {
SDL_SetBooleanProperty(spirvInfo.props, SDL_SHADERCROSS_PROP_SHADER_CULL_UNUSED_BINDINGS_BOOLEAN, true);
}
if (psslCompat) {
SDL_SetBooleanProperty(spirvInfo.props, SDL_SHADERCROSS_PROP_SPIRV_PSSL_COMPATIBILITY_BOOLEAN, true);
}
char *buffer = SDL_ShaderCross_TranspileHLSLFromSPIRV(
&spirvInfo);
if (buffer == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to transpile HLSL from SPIRV: %s", SDL_GetError());
result = 1;
break;
}
SDL_IOprintf(outputIO, "%s", buffer);
SDL_free(spirv);
SDL_free(buffer);
SDL_DestroyProperties(spirvInfo.props);
break;
}
case SHADERFORMAT_JSON: {
void *spirv = SDL_ShaderCross_CompileSPIRVFromHLSL(
&hlslInfo,
&bytecodeSize);
if (spirv == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile HLSL to SPIRV: %s", SDL_GetError());
result = 1;
break;
}
if (shaderStage == SDL_SHADERCROSS_SHADERSTAGE_COMPUTE) {
SDL_ShaderCross_ComputePipelineMetadata *info = SDL_ShaderCross_ReflectComputeSPIRV(
spirv,
bytecodeSize,
0);
SDL_free(spirv);
if (info) {
write_compute_reflect_json(outputIO, info);
SDL_free(info);
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to reflect SPIRV: %s", SDL_GetError());
result = 1;
}
} else {
SDL_ShaderCross_GraphicsShaderMetadata *info = SDL_ShaderCross_ReflectGraphicsSPIRV(
spirv,
bytecodeSize,
0);
SDL_free(spirv);
if (info) {
write_graphics_reflect_json(outputIO, info);
SDL_free(info);
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to reflect SPIRV: %s", SDL_GetError());
result = 1;
}
}
break;
}
case SHADERFORMAT_INVALID: {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Destination format not provided!");
result = 1;
break;
}
}
SDL_DestroyProperties(hlslInfo.props);
}
SDL_CloseIO(outputIO);
SDL_free(fileData);
for (Uint32 i = 0; i < numDefines; i += 1) {
SDL_free(defines[i].name);
}
SDL_free(defines);
SDL_ShaderCross_Quit();
SDL_Quit();
#ifdef LEAKCHECK
SDLTest_LogAllocations();
#endif
return result;
}

View file

@ -0,0 +1,38 @@
#include "winresrc.h"
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
/////////////////////////////////////////////////////////////////////////////
//
// Version
//
VS_VERSION_INFO VERSIONINFO
FILEVERSION 3,0,0,0
PRODUCTVERSION 3,0,0,0
FILEFLAGSMASK 0x3fL
FILEFLAGS 0x0L
FILEOS 0x40004L
FILETYPE 0x2L
FILESUBTYPE 0x0L
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040904b0"
BEGIN
VALUE "CompanyName", "\0"
VALUE "FileDescription", "SDL_shadercross\0"
VALUE "FileVersion", "3, 0, 0, 0\0"
VALUE "InternalName", "SDL_shadercross\0"
VALUE "LegalCopyright", "Copyright (C) 2024 Sam Lantinga\0"
VALUE "OriginalFilename", "SDL3_shadercross.dll\0"
VALUE "ProductName", "Simple DirectMedia Layer\0"
VALUE "ProductVersion", "3, 0, 0, 0\0"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x409, 1200
END
END

659
thirdparty/SPIRV-Cross/CMakeLists.txt vendored Normal file
View file

@ -0,0 +1,659 @@
# Copyright 2016-2021 Google Inc.
# SPDX-License-Identifier: Apache-2.0 OR MIT
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# 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.
#
# At your option, you may choose to accept this material under either:
# 1. The Apache License, Version 2.0, found at <http://www.apache.org/licenses/LICENSE-2.0>, or
# 2. The MIT License, found at <http://opensource.org/licenses/MIT>.
#
cmake_minimum_required(VERSION 3.10)
set(CMAKE_CXX_STANDARD 11)
set(CMAKE_CXX_EXTENSIONS OFF)
# Avoid a warning if parent project sets VERSION in project().
if (${CMAKE_VERSION} VERSION_GREATER "3.0.1")
cmake_policy(SET CMP0048 NEW)
endif()
# Avoid error on Android NDK 27+'s CMake files
cmake_policy(SET CMP0057 NEW)
project(SPIRV-Cross LANGUAGES CXX C)
enable_testing()
include(GNUInstallDirs)
option(SPIRV_CROSS_EXCEPTIONS_TO_ASSERTIONS "Instead of throwing exceptions assert" OFF)
option(SPIRV_CROSS_SHARED "Build the C API as a single shared library." OFF)
option(SPIRV_CROSS_STATIC "Build the C and C++ API as static libraries." ON)
option(SPIRV_CROSS_CLI "Build the CLI binary. Requires SPIRV_CROSS_STATIC." ON)
option(SPIRV_CROSS_ENABLE_TESTS "Enable SPIRV-Cross tests." ON)
option(SPIRV_CROSS_ENABLE_GLSL "Enable GLSL support." ON)
option(SPIRV_CROSS_ENABLE_HLSL "Enable HLSL target support." ON)
option(SPIRV_CROSS_ENABLE_MSL "Enable MSL target support." ON)
option(SPIRV_CROSS_ENABLE_CPP "Enable C++ target support." ON)
option(SPIRV_CROSS_ENABLE_REFLECT "Enable JSON reflection target support." ON)
option(SPIRV_CROSS_ENABLE_C_API "Enable C API wrapper support in static library." ON)
option(SPIRV_CROSS_ENABLE_UTIL "Enable util module support." ON)
option(SPIRV_CROSS_SANITIZE_ADDRESS "Sanitize address" OFF)
option(SPIRV_CROSS_SANITIZE_MEMORY "Sanitize memory" OFF)
option(SPIRV_CROSS_SANITIZE_THREADS "Sanitize threads" OFF)
option(SPIRV_CROSS_SANITIZE_UNDEFINED "Sanitize undefined" OFF)
option(SPIRV_CROSS_NAMESPACE_OVERRIDE "" "Override the namespace used in the C++ API.")
option(SPIRV_CROSS_SPV_HEADER_NAMESPACE_OVERRIDE "" "Override the namespace used by spirv.hpp (to workaround conflicts).")
option(SPIRV_CROSS_FORCE_STL_TYPES "Force use of STL types instead of STL replacements in certain places. Might reduce performance." OFF)
option(SPIRV_CROSS_SKIP_INSTALL "Skips installation targets." OFF)
option(SPIRV_CROSS_WERROR "Fail build on warnings." OFF)
option(SPIRV_CROSS_MISC_WARNINGS "Misc warnings useful for Travis runs." OFF)
option(SPIRV_CROSS_FORCE_PIC "Force position-independent code for all targets." OFF)
if(${CMAKE_GENERATOR} MATCHES "Makefile")
if(${CMAKE_CURRENT_SOURCE_DIR} STREQUAL ${CMAKE_CURRENT_BINARY_DIR})
message(FATAL_ERROR "Build out of tree to avoid overwriting Makefile")
endif()
endif()
set(spirv-compiler-options "")
set(spirv-compiler-defines "")
set(spirv-cross-link-flags "")
message(STATUS "SPIRV-Cross: Finding Git version for SPIRV-Cross.")
set(spirv-cross-build-version "unknown")
find_package(Git)
if (GIT_FOUND)
execute_process(
COMMAND ${GIT_EXECUTABLE} describe --always --tags --dirty=+
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
OUTPUT_VARIABLE spirv-cross-build-version
ERROR_QUIET
OUTPUT_STRIP_TRAILING_WHITESPACE
)
message(STATUS "SPIRV-Cross: Git hash: ${spirv-cross-build-version}")
else()
message(STATUS "SPIRV-Cross: Git not found, using unknown build version.")
endif()
string(TIMESTAMP spirv-cross-timestamp)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/cmake/gitversion.in.h ${CMAKE_CURRENT_BINARY_DIR}/gitversion.h @ONLY)
if (SPIRV_CROSS_EXCEPTIONS_TO_ASSERTIONS)
set(spirv-compiler-defines ${spirv-compiler-defines} SPIRV_CROSS_EXCEPTIONS_TO_ASSERTIONS)
if (NOT MSVC)
set(spirv-compiler-options ${spirv-compiler-options} -fno-exceptions)
endif()
endif()
if (SPIRV_CROSS_FORCE_STL_TYPES)
set(spirv-compiler-defines ${spirv-compiler-defines} SPIRV_CROSS_FORCE_STL_TYPES)
endif()
if (WIN32)
set(CMAKE_DEBUG_POSTFIX "d")
endif()
if (CMAKE_COMPILER_IS_GNUCXX OR ((${CMAKE_CXX_COMPILER_ID} MATCHES "Clang") AND NOT MSVC))
set(spirv-compiler-options ${spirv-compiler-options} -Wall -Wextra -Wshadow -Wno-deprecated-declarations)
if (SPIRV_CROSS_MISC_WARNINGS)
if (${CMAKE_CXX_COMPILER_ID} MATCHES "Clang")
set(spirv-compiler-options ${spirv-compiler-options} -Wshorten-64-to-32)
endif()
endif()
if (SPIRV_CROSS_WERROR)
set(spirv-compiler-options ${spirv-compiler-options} -Werror)
endif()
if (SPIRV_CROSS_EXCEPTIONS_TO_ASSERTIONS)
set(spirv-compiler-options ${spirv-compiler-options} -fno-exceptions)
endif()
if (SPIRV_CROSS_SANITIZE_ADDRESS)
set(spirv-compiler-options ${spirv-compiler-options} -fsanitize=address)
set(spirv-cross-link-flags "${spirv-cross-link-flags} -fsanitize=address")
endif()
if (SPIRV_CROSS_SANITIZE_UNDEFINED)
set(spirv-compiler-options ${spirv-compiler-options} -fsanitize=undefined)
set(spirv-cross-link-flags "${spirv-cross-link-flags} -fsanitize=undefined")
endif()
if (SPIRV_CROSS_SANITIZE_MEMORY)
set(spirv-compiler-options ${spirv-compiler-options} -fsanitize=memory)
set(spirv-cross-link-flags "${spirv-cross-link-flags} -fsanitize=memory")
endif()
if (SPIRV_CROSS_SANITIZE_THREADS)
set(spirv-compiler-options ${spirv-compiler-options} -fsanitize=thread)
set(spirv-cross-link-flags "${spirv-cross-link-flags} -fsanitize=thread")
endif()
elseif (MSVC)
# AppVeyor spuriously fails in debug build on older MSVC without /bigobj.
set(spirv-compiler-options ${spirv-compiler-options} /wd4267 /wd4996 $<$<CONFIG:DEBUG>:/bigobj>)
endif()
macro(extract_headers out_abs file_list)
set(${out_abs}) # absolute paths
foreach(_a ${file_list})
# get_filename_component only returns the longest extension, so use a regex
string(REGEX REPLACE ".*\\.(h|hpp)" "\\1" ext ${_a})
# For shared library, we are only interested in the C header.
if (SPIRV_CROSS_STATIC)
if(("${ext}" STREQUAL "h") OR ("${ext}" STREQUAL "hpp"))
list(APPEND ${out_abs} "${_a}")
endif()
else()
if("${ext}" STREQUAL "h")
list(APPEND ${out_abs} "${_a}")
endif()
endif()
endforeach()
endmacro()
macro(spirv_cross_add_library name config_name library_type)
add_library(${name} ${library_type} ${ARGN})
extract_headers(hdrs "${ARGN}")
target_include_directories(${name} PUBLIC
$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}>
$<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}/spirv_cross>)
set_target_properties(${name} PROPERTIES
PUBLIC_HEADERS "${hdrs}")
if (SPIRV_CROSS_FORCE_PIC)
set_target_properties(${name} PROPERTIES POSITION_INDEPENDENT_CODE ON)
endif()
target_compile_options(${name} PRIVATE ${spirv-compiler-options})
target_compile_definitions(${name} PRIVATE ${spirv-compiler-defines})
if (SPIRV_CROSS_NAMESPACE_OVERRIDE)
if (${library_type} MATCHES "STATIC")
target_compile_definitions(${name} PUBLIC SPIRV_CROSS_NAMESPACE_OVERRIDE=${SPIRV_CROSS_NAMESPACE_OVERRIDE})
else()
target_compile_definitions(${name} PRIVATE SPIRV_CROSS_NAMESPACE_OVERRIDE=${SPIRV_CROSS_NAMESPACE_OVERRIDE})
endif()
endif()
if (SPIRV_CROSS_SPV_HEADER_NAMESPACE_OVERRIDE)
if (${library_type} MATCHES "STATIC")
target_compile_definitions(${name} PUBLIC SPIRV_CROSS_SPV_HEADER_NAMESPACE_OVERRIDE=${SPIRV_CROSS_SPV_HEADER_NAMESPACE_OVERRIDE})
else()
target_compile_definitions(${name} PRIVATE SPIRV_CROSS_SPV_HEADER_NAMESPACE_OVERRIDE=${SPIRV_CROSS_SPV_HEADER_NAMESPACE_OVERRIDE})
endif()
endif()
if (NOT SPIRV_CROSS_SKIP_INSTALL)
install(TARGETS ${name}
EXPORT ${config_name}Config
RUNTIME DESTINATION ${CMAKE_INSTALL_BINDIR}
LIBRARY DESTINATION ${CMAKE_INSTALL_LIBDIR}
ARCHIVE DESTINATION ${CMAKE_INSTALL_LIBDIR}
PUBLIC_HEADER DESTINATION ${CMAKE_INSTALL_INCLUDEDIR}/spirv_cross)
install(FILES ${hdrs} DESTINATION ${CMAKE_INSTALL_INCLUDEDIR}/spirv_cross)
install(EXPORT ${config_name}Config DESTINATION ${CMAKE_INSTALL_DATAROOTDIR}/${config_name}/cmake)
export(TARGETS ${name} FILE ${config_name}Config.cmake)
endif()
endmacro()
set(spirv-cross-core-sources
${CMAKE_CURRENT_SOURCE_DIR}/GLSL.std.450.h
${CMAKE_CURRENT_SOURCE_DIR}/spirv_common.hpp
${CMAKE_CURRENT_SOURCE_DIR}/spirv_cross_containers.hpp
${CMAKE_CURRENT_SOURCE_DIR}/spirv_cross_error_handling.hpp
${CMAKE_CURRENT_SOURCE_DIR}/spirv.hpp
${CMAKE_CURRENT_SOURCE_DIR}/spirv_cross.hpp
${CMAKE_CURRENT_SOURCE_DIR}/spirv_cross.cpp
${CMAKE_CURRENT_SOURCE_DIR}/spirv_parser.hpp
${CMAKE_CURRENT_SOURCE_DIR}/spirv_parser.cpp
${CMAKE_CURRENT_SOURCE_DIR}/spirv_cross_parsed_ir.hpp
${CMAKE_CURRENT_SOURCE_DIR}/spirv_cross_parsed_ir.cpp
${CMAKE_CURRENT_SOURCE_DIR}/spirv_cfg.hpp
${CMAKE_CURRENT_SOURCE_DIR}/spirv_cfg.cpp)
set(spirv-cross-c-sources
spirv.h
${CMAKE_CURRENT_SOURCE_DIR}/spirv_cross_c.cpp
${CMAKE_CURRENT_SOURCE_DIR}/spirv_cross_c.h)
set(spirv-cross-glsl-sources
${CMAKE_CURRENT_SOURCE_DIR}/spirv_glsl.cpp
${CMAKE_CURRENT_SOURCE_DIR}/spirv_glsl.hpp)
set(spirv-cross-cpp-sources
${CMAKE_CURRENT_SOURCE_DIR}/spirv_cpp.cpp
${CMAKE_CURRENT_SOURCE_DIR}/spirv_cpp.hpp)
set(spirv-cross-msl-sources
${CMAKE_CURRENT_SOURCE_DIR}/spirv_msl.cpp
${CMAKE_CURRENT_SOURCE_DIR}/spirv_msl.hpp)
set(spirv-cross-hlsl-sources
${CMAKE_CURRENT_SOURCE_DIR}/spirv_hlsl.cpp
${CMAKE_CURRENT_SOURCE_DIR}/spirv_hlsl.hpp)
set(spirv-cross-reflect-sources
${CMAKE_CURRENT_SOURCE_DIR}/spirv_reflect.cpp
${CMAKE_CURRENT_SOURCE_DIR}/spirv_reflect.hpp)
set(spirv-cross-util-sources
${CMAKE_CURRENT_SOURCE_DIR}/spirv_cross_util.cpp
${CMAKE_CURRENT_SOURCE_DIR}/spirv_cross_util.hpp)
set(spirv-cross-abi-major 0)
set(spirv-cross-abi-minor 68)
set(spirv-cross-abi-patch 0)
set(SPIRV_CROSS_VERSION ${spirv-cross-abi-major}.${spirv-cross-abi-minor}.${spirv-cross-abi-patch})
if (SPIRV_CROSS_STATIC)
if (NOT SPIRV_CROSS_SKIP_INSTALL)
configure_file(
${CMAKE_CURRENT_SOURCE_DIR}/pkg-config/spirv-cross-c.pc.in
${CMAKE_CURRENT_BINARY_DIR}/spirv-cross-c.pc @ONLY)
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/spirv-cross-c.pc DESTINATION ${CMAKE_INSTALL_LIBDIR}/pkgconfig)
endif()
spirv_cross_add_library(spirv-cross-core spirv_cross_core STATIC
${spirv-cross-core-sources})
if (SPIRV_CROSS_ENABLE_GLSL)
spirv_cross_add_library(spirv-cross-glsl spirv_cross_glsl STATIC
${spirv-cross-glsl-sources})
target_link_libraries(spirv-cross-glsl PRIVATE spirv-cross-core)
endif()
if (SPIRV_CROSS_ENABLE_CPP)
spirv_cross_add_library(spirv-cross-cpp spirv_cross_cpp STATIC
${spirv-cross-cpp-sources})
if (SPIRV_CROSS_ENABLE_GLSL)
target_link_libraries(spirv-cross-cpp PRIVATE spirv-cross-glsl)
else()
message(FATAL_ERROR "Must enable GLSL support to enable C++ support.")
endif()
endif()
if (SPIRV_CROSS_ENABLE_REFLECT)
if (SPIRV_CROSS_ENABLE_GLSL)
spirv_cross_add_library(spirv-cross-reflect spirv_cross_reflect STATIC
${spirv-cross-reflect-sources})
else()
message(FATAL_ERROR "Must enable GLSL support to enable JSON reflection support.")
endif()
endif()
if (SPIRV_CROSS_ENABLE_MSL)
spirv_cross_add_library(spirv-cross-msl spirv_cross_msl STATIC
${spirv-cross-msl-sources})
if (SPIRV_CROSS_ENABLE_GLSL)
target_link_libraries(spirv-cross-msl PRIVATE spirv-cross-glsl)
else()
message(FATAL_ERROR "Must enable GLSL support to enable MSL support.")
endif()
endif()
if (SPIRV_CROSS_ENABLE_HLSL)
spirv_cross_add_library(spirv-cross-hlsl spirv_cross_hlsl STATIC
${spirv-cross-hlsl-sources})
if (SPIRV_CROSS_ENABLE_GLSL)
target_link_libraries(spirv-cross-hlsl PRIVATE spirv-cross-glsl)
else()
message(FATAL_ERROR "Must enable GLSL support to enable HLSL support.")
endif()
endif()
if (SPIRV_CROSS_ENABLE_UTIL)
spirv_cross_add_library(spirv-cross-util spirv_cross_util STATIC
${spirv-cross-util-sources})
target_link_libraries(spirv-cross-util PRIVATE spirv-cross-core)
endif()
if (SPIRV_CROSS_ENABLE_C_API)
spirv_cross_add_library(spirv-cross-c spirv_cross_c STATIC
${spirv-cross-c-sources})
target_include_directories(spirv-cross-c PRIVATE ${CMAKE_CURRENT_BINARY_DIR})
target_compile_definitions(spirv-cross-c PRIVATE HAVE_SPIRV_CROSS_GIT_VERSION)
if (SPIRV_CROSS_ENABLE_GLSL)
target_link_libraries(spirv-cross-c PRIVATE spirv-cross-glsl)
target_compile_definitions(spirv-cross-c PRIVATE SPIRV_CROSS_C_API_GLSL=1)
endif()
if (SPIRV_CROSS_ENABLE_HLSL)
target_link_libraries(spirv-cross-c PRIVATE spirv-cross-hlsl)
target_compile_definitions(spirv-cross-c PRIVATE SPIRV_CROSS_C_API_HLSL=1)
endif()
if (SPIRV_CROSS_ENABLE_MSL)
target_link_libraries(spirv-cross-c PRIVATE spirv-cross-msl)
target_compile_definitions(spirv-cross-c PRIVATE SPIRV_CROSS_C_API_MSL=1)
endif()
if (SPIRV_CROSS_ENABLE_CPP)
target_link_libraries(spirv-cross-c PRIVATE spirv-cross-cpp)
target_compile_definitions(spirv-cross-c PRIVATE SPIRV_CROSS_C_API_CPP=1)
endif()
if (SPIRV_CROSS_ENABLE_REFLECT)
target_link_libraries(spirv-cross-c PRIVATE spirv-cross-reflect)
target_compile_definitions(spirv-cross-c PRIVATE SPIRV_CROSS_C_API_REFLECT=1)
endif()
endif()
endif()
if (SPIRV_CROSS_SHARED)
if (NOT SPIRV_CROSS_SKIP_INSTALL)
configure_file(
${CMAKE_CURRENT_SOURCE_DIR}/pkg-config/spirv-cross-c-shared.pc.in
${CMAKE_CURRENT_BINARY_DIR}/spirv-cross-c-shared.pc @ONLY)
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/spirv-cross-c-shared.pc DESTINATION ${CMAKE_INSTALL_LIBDIR}/pkgconfig)
endif()
spirv_cross_add_library(spirv-cross-c-shared spirv_cross_c_shared SHARED
${spirv-cross-core-sources}
${spirv-cross-c-sources})
target_include_directories(spirv-cross-c-shared PRIVATE ${CMAKE_CURRENT_BINARY_DIR})
target_compile_definitions(spirv-cross-c-shared PRIVATE HAVE_SPIRV_CROSS_GIT_VERSION)
if (SPIRV_CROSS_ENABLE_GLSL)
target_sources(spirv-cross-c-shared PRIVATE ${spirv-cross-glsl-sources})
target_compile_definitions(spirv-cross-c-shared PRIVATE SPIRV_CROSS_C_API_GLSL=1)
endif()
if (SPIRV_CROSS_ENABLE_HLSL)
if (SPIRV_CROSS_ENABLE_GLSL)
target_sources(spirv-cross-c-shared PRIVATE ${spirv-cross-hlsl-sources})
else()
message(FATAL_ERROR "Must enable GLSL support to enable HLSL support.")
endif()
target_compile_definitions(spirv-cross-c-shared PRIVATE SPIRV_CROSS_C_API_HLSL=1)
endif()
if (SPIRV_CROSS_ENABLE_MSL)
if (SPIRV_CROSS_ENABLE_GLSL)
target_sources(spirv-cross-c-shared PRIVATE ${spirv-cross-msl-sources})
else()
message(FATAL_ERROR "Must enable GLSL support to enable MSL support.")
endif()
target_compile_definitions(spirv-cross-c-shared PRIVATE SPIRV_CROSS_C_API_MSL=1)
endif()
if (SPIRV_CROSS_ENABLE_CPP)
if (SPIRV_CROSS_ENABLE_GLSL)
target_sources(spirv-cross-c-shared PRIVATE ${spirv-cross-cpp-sources})
else()
message(FATAL_ERROR "Must enable GLSL support to enable C++ support.")
endif()
target_compile_definitions(spirv-cross-c-shared PRIVATE SPIRV_CROSS_C_API_CPP=1)
endif()
if (SPIRV_CROSS_ENABLE_REFLECT)
if (SPIRV_CROSS_ENABLE_GLSL)
target_sources(spirv-cross-c-shared PRIVATE ${spirv-cross-reflect-sources})
else()
message(FATAL_ERROR "Must enable GLSL support to enable JSON reflection support.")
endif()
target_compile_definitions(spirv-cross-c-shared PRIVATE SPIRV_CROSS_C_API_REFLECT=1)
endif()
if (CMAKE_COMPILER_IS_GNUCXX OR (${CMAKE_CXX_COMPILER_ID} MATCHES "Clang"))
# Only export the C API.
target_compile_options(spirv-cross-c-shared PRIVATE -fvisibility=hidden)
if (NOT APPLE)
set_target_properties(spirv-cross-c-shared PROPERTIES LINK_FLAGS "${spirv-cross-link-flags}")
endif()
endif()
target_compile_definitions(spirv-cross-c-shared PRIVATE SPVC_EXPORT_SYMBOLS)
set_target_properties(spirv-cross-c-shared PROPERTIES
VERSION ${SPIRV_CROSS_VERSION}
SOVERSION ${spirv-cross-abi-major})
endif()
if (SPIRV_CROSS_CLI)
if (NOT SPIRV_CROSS_ENABLE_GLSL)
message(FATAL_ERROR "Must enable GLSL if building CLI.")
endif()
if (NOT SPIRV_CROSS_ENABLE_HLSL)
message(FATAL_ERROR "Must enable HLSL if building CLI.")
endif()
if (NOT SPIRV_CROSS_ENABLE_MSL)
message(FATAL_ERROR "Must enable MSL if building CLI.")
endif()
if (NOT SPIRV_CROSS_ENABLE_CPP)
message(FATAL_ERROR "Must enable C++ if building CLI.")
endif()
if (NOT SPIRV_CROSS_ENABLE_REFLECT)
message(FATAL_ERROR "Must enable reflection if building CLI.")
endif()
if (NOT SPIRV_CROSS_ENABLE_UTIL)
message(FATAL_ERROR "Must enable utils if building CLI.")
endif()
if (NOT SPIRV_CROSS_STATIC)
message(FATAL_ERROR "Must build static libraries if building CLI.")
endif()
add_executable(spirv-cross main.cpp)
target_compile_options(spirv-cross PRIVATE ${spirv-compiler-options})
target_include_directories(spirv-cross PRIVATE ${CMAKE_CURRENT_BINARY_DIR})
target_compile_definitions(spirv-cross PRIVATE ${spirv-compiler-defines} HAVE_SPIRV_CROSS_GIT_VERSION)
set_target_properties(spirv-cross PROPERTIES LINK_FLAGS "${spirv-cross-link-flags}")
if (NOT SPIRV_CROSS_SKIP_INSTALL)
install(TARGETS spirv-cross DESTINATION ${CMAKE_INSTALL_BINDIR})
endif()
target_link_libraries(spirv-cross PRIVATE
spirv-cross-glsl
spirv-cross-hlsl
spirv-cross-cpp
spirv-cross-reflect
spirv-cross-msl
spirv-cross-util
spirv-cross-core)
if (SPIRV_CROSS_ENABLE_TESTS)
# Set up tests, using only the simplest modes of the test_shaders
# script. You have to invoke the script manually to:
# - Update the reference files
# - Get cycle counts from malisc
# - Keep failing outputs
if (${CMAKE_VERSION} VERSION_GREATER "3.12")
find_package(Python3)
if (${PYTHON3_FOUND})
set(PYTHONINTERP_FOUND ON)
set(PYTHON_VERSION_MAJOR 3)
set(PYTHON_EXECUTABLE ${Python3_EXECUTABLE})
else()
set(PYTHONINTERP_FOUND OFF)
endif()
else()
find_package(PythonInterp)
endif()
find_program(spirv-cross-glslang NAMES glslangValidator
PATHS ${CMAKE_CURRENT_SOURCE_DIR}/external/glslang-build/output/bin
NO_DEFAULT_PATH)
find_program(spirv-cross-spirv-as NAMES spirv-as
PATHS ${CMAKE_CURRENT_SOURCE_DIR}/external/spirv-tools-build/output/bin
NO_DEFAULT_PATH)
find_program(spirv-cross-spirv-val NAMES spirv-val
PATHS ${CMAKE_CURRENT_SOURCE_DIR}/external/spirv-tools-build/output/bin
NO_DEFAULT_PATH)
find_program(spirv-cross-spirv-opt NAMES spirv-opt
PATHS ${CMAKE_CURRENT_SOURCE_DIR}/external/spirv-tools-build/output/bin
NO_DEFAULT_PATH)
if ((${spirv-cross-glslang} MATCHES "NOTFOUND") OR (${spirv-cross-spirv-as} MATCHES "NOTFOUND") OR (${spirv-cross-spirv-val} MATCHES "NOTFOUND") OR (${spirv-cross-spirv-opt} MATCHES "NOTFOUND"))
set(SPIRV_CROSS_ENABLE_TESTS OFF)
message("SPIRV-Cross: Testing will be disabled for SPIRV-Cross. Could not find glslang or SPIRV-Tools build under external/. To enable testing, run ./checkout_glslang_spirv_tools.sh and ./build_glslang_spirv_tools.sh first.")
else()
set(SPIRV_CROSS_ENABLE_TESTS ON)
message("SPIRV-Cross: Found glslang and SPIRV-Tools. Enabling test suite.")
message("SPIRV-Cross: Found glslangValidator in: ${spirv-cross-glslang}.")
message("SPIRV-Cross: Found spirv-as in: ${spirv-cross-spirv-as}.")
message("SPIRV-Cross: Found spirv-val in: ${spirv-cross-spirv-val}.")
message("SPIRV-Cross: Found spirv-opt in: ${spirv-cross-spirv-opt}.")
endif()
set(spirv-cross-externals
--glslang "${spirv-cross-glslang}"
--spirv-as "${spirv-cross-spirv-as}"
--spirv-opt "${spirv-cross-spirv-opt}"
--spirv-val "${spirv-cross-spirv-val}")
if (${PYTHONINTERP_FOUND} AND SPIRV_CROSS_ENABLE_TESTS)
if (${PYTHON_VERSION_MAJOR} GREATER 2)
add_executable(spirv-cross-c-api-test tests-other/c_api_test.c)
target_link_libraries(spirv-cross-c-api-test spirv-cross-c)
set_target_properties(spirv-cross-c-api-test PROPERTIES LINK_FLAGS "${spirv-cross-link-flags}")
add_executable(spirv-cross-small-vector-test tests-other/small_vector.cpp)
target_link_libraries(spirv-cross-small-vector-test spirv-cross-core)
set_target_properties(spirv-cross-small-vector-test PROPERTIES LINK_FLAGS "${spirv-cross-link-flags}")
add_executable(spirv-cross-msl-constexpr-test tests-other/msl_constexpr_test.cpp)
target_link_libraries(spirv-cross-msl-constexpr-test spirv-cross-c)
set_target_properties(spirv-cross-msl-constexpr-test PROPERTIES LINK_FLAGS "${spirv-cross-link-flags}")
add_executable(spirv-cross-msl-resource-binding-test tests-other/msl_resource_bindings.cpp)
target_link_libraries(spirv-cross-msl-resource-binding-test spirv-cross-c)
set_target_properties(spirv-cross-msl-resource-binding-test PROPERTIES LINK_FLAGS "${spirv-cross-link-flags}")
add_executable(spirv-cross-hlsl-resource-binding-test tests-other/hlsl_resource_bindings.cpp)
target_link_libraries(spirv-cross-hlsl-resource-binding-test spirv-cross-c)
set_target_properties(spirv-cross-hlsl-resource-binding-test PROPERTIES LINK_FLAGS "${spirv-cross-link-flags}")
add_executable(spirv-cross-msl-ycbcr-conversion-test tests-other/msl_ycbcr_conversion_test.cpp)
target_link_libraries(spirv-cross-msl-ycbcr-conversion-test spirv-cross-c)
set_target_properties(spirv-cross-msl-ycbcr-conversion-test PROPERTIES LINK_FLAGS "${spirv-cross-link-flags}")
add_executable(spirv-cross-typed-id-test tests-other/typed_id_test.cpp)
target_link_libraries(spirv-cross-typed-id-test spirv-cross-core)
set_target_properties(spirv-cross-typed-id-test PROPERTIES LINK_FLAGS "${spirv-cross-link-flags}")
add_executable(spirv-cross-debug-lines-test tests-other/debug-lines.cpp)
target_link_libraries(spirv-cross-debug-lines-test spirv-cross-core)
set_target_properties(spirv-cross-debug-lines-test PROPERTIES LINK_FLAGS "${spirv-cross-link-flags}")
add_executable(spirv-cross-debug-info-test tests-other/debug-info.cpp)
target_link_libraries(spirv-cross-debug-info-test spirv-cross-core)
set_target_properties(spirv-cross-debug-info-test PROPERTIES LINK_FLAGS "${spirv-cross-link-flags}")
if (CMAKE_COMPILER_IS_GNUCXX OR (${CMAKE_CXX_COMPILER_ID} MATCHES "Clang"))
target_compile_options(spirv-cross-c-api-test PRIVATE -std=c89 -Wall -Wextra)
endif()
add_test(NAME spirv-cross-c-api-test
COMMAND $<TARGET_FILE:spirv-cross-c-api-test> ${CMAKE_CURRENT_SOURCE_DIR}/tests-other/c_api_test.spv
${spirv-cross-abi-major}
${spirv-cross-abi-minor}
${spirv-cross-abi-patch})
add_test(NAME spirv-cross-small-vector-test
COMMAND $<TARGET_FILE:spirv-cross-small-vector-test>)
add_test(NAME spirv-cross-msl-constexpr-test
COMMAND $<TARGET_FILE:spirv-cross-msl-constexpr-test> ${CMAKE_CURRENT_SOURCE_DIR}/tests-other/msl_constexpr_test.spv)
add_test(NAME spirv-cross-msl-resource-binding-test
COMMAND $<TARGET_FILE:spirv-cross-msl-resource-binding-test> ${CMAKE_CURRENT_SOURCE_DIR}/tests-other/msl_resource_binding.spv)
add_test(NAME spirv-cross-hlsl-resource-binding-test
COMMAND $<TARGET_FILE:spirv-cross-hlsl-resource-binding-test> ${CMAKE_CURRENT_SOURCE_DIR}/tests-other/hlsl_resource_binding.spv)
add_test(NAME spirv-cross-msl-ycbcr-conversion-test
COMMAND $<TARGET_FILE:spirv-cross-msl-ycbcr-conversion-test> ${CMAKE_CURRENT_SOURCE_DIR}/tests-other/msl_ycbcr_conversion_test.spv)
add_test(NAME spirv-cross-msl-ycbcr-conversion-test-2
COMMAND $<TARGET_FILE:spirv-cross-msl-ycbcr-conversion-test> ${CMAKE_CURRENT_SOURCE_DIR}/tests-other/msl_ycbcr_conversion_test_2.spv)
add_test(NAME spirv-cross-typed-id-test
COMMAND $<TARGET_FILE:spirv-cross-typed-id-test>)
add_test(NAME spirv-cross-debug-lines-test
COMMAND $<TARGET_FILE:spirv-cross-debug-lines-test> ${CMAKE_CURRENT_SOURCE_DIR}/tests-other/debug-lines.spv)
add_test(NAME spirv-cross-debug-info-test
COMMAND $<TARGET_FILE:spirv-cross-debug-info-test> ${CMAKE_CURRENT_SOURCE_DIR}/tests-other/debug-info.spv)
add_test(NAME spirv-cross-test
COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/test_shaders.py --parallel
${spirv-cross-externals}
${CMAKE_CURRENT_SOURCE_DIR}/shaders
WORKING_DIRECTORY $<TARGET_FILE_DIR:spirv-cross>)
add_test(NAME spirv-cross-test-no-opt
COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/test_shaders.py --parallel
${spirv-cross-externals}
${CMAKE_CURRENT_SOURCE_DIR}/shaders-no-opt
WORKING_DIRECTORY $<TARGET_FILE_DIR:spirv-cross>)
add_test(NAME spirv-cross-test-metal
COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/test_shaders.py --metal --parallel
${spirv-cross-externals}
${CMAKE_CURRENT_SOURCE_DIR}/shaders-msl
WORKING_DIRECTORY $<TARGET_FILE_DIR:spirv-cross>)
add_test(NAME spirv-cross-test-metal-no-opt
COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/test_shaders.py --metal --parallel
${spirv-cross-externals}
${CMAKE_CURRENT_SOURCE_DIR}/shaders-msl-no-opt
WORKING_DIRECTORY $<TARGET_FILE_DIR:spirv-cross>)
add_test(NAME spirv-cross-test-hlsl
COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/test_shaders.py --hlsl --parallel
${spirv-cross-externals}
${CMAKE_CURRENT_SOURCE_DIR}/shaders-hlsl
WORKING_DIRECTORY $<TARGET_FILE_DIR:spirv-cross>)
add_test(NAME spirv-cross-test-hlsl-no-opt
COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/test_shaders.py --hlsl --parallel
${spirv-cross-externals}
${CMAKE_CURRENT_SOURCE_DIR}/shaders-hlsl-no-opt
WORKING_DIRECTORY $<TARGET_FILE_DIR:spirv-cross>)
add_test(NAME spirv-cross-test-opt
COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/test_shaders.py --opt --parallel
${spirv-cross-externals}
${CMAKE_CURRENT_SOURCE_DIR}/shaders
WORKING_DIRECTORY $<TARGET_FILE_DIR:spirv-cross>)
add_test(NAME spirv-cross-test-metal-opt
COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/test_shaders.py --metal --opt --parallel
${spirv-cross-externals}
${CMAKE_CURRENT_SOURCE_DIR}/shaders-msl
WORKING_DIRECTORY $<TARGET_FILE_DIR:spirv-cross>)
add_test(NAME spirv-cross-test-hlsl-opt
COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/test_shaders.py --hlsl --opt --parallel
${spirv-cross-externals}
${CMAKE_CURRENT_SOURCE_DIR}/shaders-hlsl
WORKING_DIRECTORY $<TARGET_FILE_DIR:spirv-cross>)
add_test(NAME spirv-cross-test-reflection
COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/test_shaders.py --reflect --parallel
${spirv-cross-externals}
${CMAKE_CURRENT_SOURCE_DIR}/shaders-reflection
WORKING_DIRECTORY $<TARGET_FILE_DIR:spirv-cross>)
add_test(NAME spirv-cross-test-ue4
COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/test_shaders.py --msl --parallel
${spirv-cross-externals}
${CMAKE_CURRENT_SOURCE_DIR}/shaders-ue4
WORKING_DIRECTORY $<TARGET_FILE_DIR:spirv-cross>)
add_test(NAME spirv-cross-test-ue4-opt
COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/test_shaders.py --msl --opt --parallel
${spirv-cross-externals}
${CMAKE_CURRENT_SOURCE_DIR}/shaders-ue4
WORKING_DIRECTORY $<TARGET_FILE_DIR:spirv-cross>)
add_test(NAME spirv-cross-test-ue4-no-opt
COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/test_shaders.py --msl --parallel
${spirv-cross-externals}
${CMAKE_CURRENT_SOURCE_DIR}/shaders-ue4-no-opt
WORKING_DIRECTORY $<TARGET_FILE_DIR:spirv-cross>)
endif()
elseif(NOT ${PYTHONINTERP_FOUND})
message(WARNING "SPIRV-Cross: Testing disabled. Could not find python3. If you have python3 installed try running "
"cmake with -DPYTHON_EXECUTABLE:FILEPATH=/path/to/python3 to help it find the executable")
endif()
endif()
endif()

114
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/*
* Copyright 2014-2016,2021 The Khronos Group, Inc.
* SPDX-License-Identifier: MIT
*
* MODIFICATIONS TO THIS FILE MAY MEAN IT NO LONGER ACCURATELY REFLECTS KHRONOS
* STANDARDS. THE UNMODIFIED, NORMATIVE VERSIONS OF KHRONOS SPECIFICATIONS AND
* HEADER INFORMATION ARE LOCATED AT https://www.khronos.org/registry/
*/
#ifndef GLSLstd450_H
#define GLSLstd450_H
static const int GLSLstd450Version = 100;
static const int GLSLstd450Revision = 3;
enum GLSLstd450 {
GLSLstd450Bad = 0, // Don't use
GLSLstd450Round = 1,
GLSLstd450RoundEven = 2,
GLSLstd450Trunc = 3,
GLSLstd450FAbs = 4,
GLSLstd450SAbs = 5,
GLSLstd450FSign = 6,
GLSLstd450SSign = 7,
GLSLstd450Floor = 8,
GLSLstd450Ceil = 9,
GLSLstd450Fract = 10,
GLSLstd450Radians = 11,
GLSLstd450Degrees = 12,
GLSLstd450Sin = 13,
GLSLstd450Cos = 14,
GLSLstd450Tan = 15,
GLSLstd450Asin = 16,
GLSLstd450Acos = 17,
GLSLstd450Atan = 18,
GLSLstd450Sinh = 19,
GLSLstd450Cosh = 20,
GLSLstd450Tanh = 21,
GLSLstd450Asinh = 22,
GLSLstd450Acosh = 23,
GLSLstd450Atanh = 24,
GLSLstd450Atan2 = 25,
GLSLstd450Pow = 26,
GLSLstd450Exp = 27,
GLSLstd450Log = 28,
GLSLstd450Exp2 = 29,
GLSLstd450Log2 = 30,
GLSLstd450Sqrt = 31,
GLSLstd450InverseSqrt = 32,
GLSLstd450Determinant = 33,
GLSLstd450MatrixInverse = 34,
GLSLstd450Modf = 35, // second operand needs an OpVariable to write to
GLSLstd450ModfStruct = 36, // no OpVariable operand
GLSLstd450FMin = 37,
GLSLstd450UMin = 38,
GLSLstd450SMin = 39,
GLSLstd450FMax = 40,
GLSLstd450UMax = 41,
GLSLstd450SMax = 42,
GLSLstd450FClamp = 43,
GLSLstd450UClamp = 44,
GLSLstd450SClamp = 45,
GLSLstd450FMix = 46,
GLSLstd450IMix = 47, // Reserved
GLSLstd450Step = 48,
GLSLstd450SmoothStep = 49,
GLSLstd450Fma = 50,
GLSLstd450Frexp = 51, // second operand needs an OpVariable to write to
GLSLstd450FrexpStruct = 52, // no OpVariable operand
GLSLstd450Ldexp = 53,
GLSLstd450PackSnorm4x8 = 54,
GLSLstd450PackUnorm4x8 = 55,
GLSLstd450PackSnorm2x16 = 56,
GLSLstd450PackUnorm2x16 = 57,
GLSLstd450PackHalf2x16 = 58,
GLSLstd450PackDouble2x32 = 59,
GLSLstd450UnpackSnorm2x16 = 60,
GLSLstd450UnpackUnorm2x16 = 61,
GLSLstd450UnpackHalf2x16 = 62,
GLSLstd450UnpackSnorm4x8 = 63,
GLSLstd450UnpackUnorm4x8 = 64,
GLSLstd450UnpackDouble2x32 = 65,
GLSLstd450Length = 66,
GLSLstd450Distance = 67,
GLSLstd450Cross = 68,
GLSLstd450Normalize = 69,
GLSLstd450FaceForward = 70,
GLSLstd450Reflect = 71,
GLSLstd450Refract = 72,
GLSLstd450FindILsb = 73,
GLSLstd450FindSMsb = 74,
GLSLstd450FindUMsb = 75,
GLSLstd450InterpolateAtCentroid = 76,
GLSLstd450InterpolateAtSample = 77,
GLSLstd450InterpolateAtOffset = 78,
GLSLstd450NMin = 79,
GLSLstd450NMax = 80,
GLSLstd450NClamp = 81,
GLSLstd450Count
};
#endif // #ifndef GLSLstd450_H

202
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Apache License
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APPENDIX: How to apply the Apache License to your work.
To apply the Apache License to your work, attach the following
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Apache License
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APPENDIX: How to apply the Apache License to your work.
To apply the Apache License to your work, attach the following boilerplate
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Copyright (c) 2014-2020 The Khronos Group Inc.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and/or associated documentation files (the "Materials"),
to deal in the Materials without restriction, including without limitation
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all copies or substantial portions of the Materials.
MODIFICATIONS TO THIS FILE MAY MEAN IT NO LONGER ACCURATELY REFLECTS KHRONOS
STANDARDS. THE UNMODIFIED, NORMATIVE VERSIONS OF KHRONOS SPECIFICATIONS AND
HEADER INFORMATION ARE LOCATED AT https://www.khronos.org/registry/
THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM,OUT OF OR IN CONNECTION WITH THE MATERIALS OR THE USE OR OTHER DEALINGS
IN THE MATERIALS.

19
thirdparty/SPIRV-Cross/LICENSES/MIT.txt vendored Normal file
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MIT License Copyright (c) <year> <copyright holders>
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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to do so, subject to the following conditions:
The above copyright notice and this permission notice (including the next
paragraph) shall be included in all copies or substantial portions of the
Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS
OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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// Copyright (c) 2018-2024 The Khronos Group Inc.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and/or associated documentation files (the "Materials"),
// to deal in the Materials without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Materials, and to permit persons to whom the
// Materials are furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Materials.
//
// MODIFICATIONS TO THIS FILE MAY MEAN IT NO LONGER ACCURATELY REFLECTS KHRONOS
// STANDARDS. THE UNMODIFIED, NORMATIVE VERSIONS OF KHRONOS SPECIFICATIONS AND
// HEADER INFORMATION ARE LOCATED AT https://www.khronos.org/registry/
//
// THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM,OUT OF OR IN CONNECTION WITH THE MATERIALS OR THE USE OR OTHER DEALINGS
// IN THE MATERIALS.
#ifndef SPIRV_UNIFIED1_NonSemanticShaderDebugInfo100_H_
#define SPIRV_UNIFIED1_NonSemanticShaderDebugInfo100_H_
#ifdef __cplusplus
extern "C" {
#endif
enum {
NonSemanticShaderDebugInfo100Version = 100,
NonSemanticShaderDebugInfo100Version_BitWidthPadding = 0x7fffffff
};
enum {
NonSemanticShaderDebugInfo100Revision = 6,
NonSemanticShaderDebugInfo100Revision_BitWidthPadding = 0x7fffffff
};
enum NonSemanticShaderDebugInfo100Instructions {
NonSemanticShaderDebugInfo100DebugInfoNone = 0,
NonSemanticShaderDebugInfo100DebugCompilationUnit = 1,
NonSemanticShaderDebugInfo100DebugTypeBasic = 2,
NonSemanticShaderDebugInfo100DebugTypePointer = 3,
NonSemanticShaderDebugInfo100DebugTypeQualifier = 4,
NonSemanticShaderDebugInfo100DebugTypeArray = 5,
NonSemanticShaderDebugInfo100DebugTypeVector = 6,
NonSemanticShaderDebugInfo100DebugTypedef = 7,
NonSemanticShaderDebugInfo100DebugTypeFunction = 8,
NonSemanticShaderDebugInfo100DebugTypeEnum = 9,
NonSemanticShaderDebugInfo100DebugTypeComposite = 10,
NonSemanticShaderDebugInfo100DebugTypeMember = 11,
NonSemanticShaderDebugInfo100DebugTypeInheritance = 12,
NonSemanticShaderDebugInfo100DebugTypePtrToMember = 13,
NonSemanticShaderDebugInfo100DebugTypeTemplate = 14,
NonSemanticShaderDebugInfo100DebugTypeTemplateParameter = 15,
NonSemanticShaderDebugInfo100DebugTypeTemplateTemplateParameter = 16,
NonSemanticShaderDebugInfo100DebugTypeTemplateParameterPack = 17,
NonSemanticShaderDebugInfo100DebugGlobalVariable = 18,
NonSemanticShaderDebugInfo100DebugFunctionDeclaration = 19,
NonSemanticShaderDebugInfo100DebugFunction = 20,
NonSemanticShaderDebugInfo100DebugLexicalBlock = 21,
NonSemanticShaderDebugInfo100DebugLexicalBlockDiscriminator = 22,
NonSemanticShaderDebugInfo100DebugScope = 23,
NonSemanticShaderDebugInfo100DebugNoScope = 24,
NonSemanticShaderDebugInfo100DebugInlinedAt = 25,
NonSemanticShaderDebugInfo100DebugLocalVariable = 26,
NonSemanticShaderDebugInfo100DebugInlinedVariable = 27,
NonSemanticShaderDebugInfo100DebugDeclare = 28,
NonSemanticShaderDebugInfo100DebugValue = 29,
NonSemanticShaderDebugInfo100DebugOperation = 30,
NonSemanticShaderDebugInfo100DebugExpression = 31,
NonSemanticShaderDebugInfo100DebugMacroDef = 32,
NonSemanticShaderDebugInfo100DebugMacroUndef = 33,
NonSemanticShaderDebugInfo100DebugImportedEntity = 34,
NonSemanticShaderDebugInfo100DebugSource = 35,
NonSemanticShaderDebugInfo100DebugFunctionDefinition = 101,
NonSemanticShaderDebugInfo100DebugSourceContinued = 102,
NonSemanticShaderDebugInfo100DebugLine = 103,
NonSemanticShaderDebugInfo100DebugNoLine = 104,
NonSemanticShaderDebugInfo100DebugBuildIdentifier = 105,
NonSemanticShaderDebugInfo100DebugStoragePath = 106,
NonSemanticShaderDebugInfo100DebugEntryPoint = 107,
NonSemanticShaderDebugInfo100DebugTypeMatrix = 108,
NonSemanticShaderDebugInfo100InstructionsMax = 0x7fffffff
};
enum NonSemanticShaderDebugInfo100DebugInfoFlags {
NonSemanticShaderDebugInfo100None = 0x0000,
NonSemanticShaderDebugInfo100FlagIsProtected = 0x01,
NonSemanticShaderDebugInfo100FlagIsPrivate = 0x02,
NonSemanticShaderDebugInfo100FlagIsPublic = 0x03,
NonSemanticShaderDebugInfo100FlagIsLocal = 0x04,
NonSemanticShaderDebugInfo100FlagIsDefinition = 0x08,
NonSemanticShaderDebugInfo100FlagFwdDecl = 0x10,
NonSemanticShaderDebugInfo100FlagArtificial = 0x20,
NonSemanticShaderDebugInfo100FlagExplicit = 0x40,
NonSemanticShaderDebugInfo100FlagPrototyped = 0x80,
NonSemanticShaderDebugInfo100FlagObjectPointer = 0x100,
NonSemanticShaderDebugInfo100FlagStaticMember = 0x200,
NonSemanticShaderDebugInfo100FlagIndirectVariable = 0x400,
NonSemanticShaderDebugInfo100FlagLValueReference = 0x800,
NonSemanticShaderDebugInfo100FlagRValueReference = 0x1000,
NonSemanticShaderDebugInfo100FlagIsOptimized = 0x2000,
NonSemanticShaderDebugInfo100FlagIsEnumClass = 0x4000,
NonSemanticShaderDebugInfo100FlagTypePassByValue = 0x8000,
NonSemanticShaderDebugInfo100FlagTypePassByReference = 0x10000,
NonSemanticShaderDebugInfo100FlagUnknownPhysicalLayout = 0x20000,
NonSemanticShaderDebugInfo100DebugInfoFlagsMax = 0x7fffffff
};
enum NonSemanticShaderDebugInfo100BuildIdentifierFlags {
NonSemanticShaderDebugInfo100IdentifierPossibleDuplicates = 0x01,
NonSemanticShaderDebugInfo100BuildIdentifierFlagsMax = 0x7fffffff
};
enum NonSemanticShaderDebugInfo100DebugBaseTypeAttributeEncoding {
NonSemanticShaderDebugInfo100Unspecified = 0,
NonSemanticShaderDebugInfo100Address = 1,
NonSemanticShaderDebugInfo100Boolean = 2,
NonSemanticShaderDebugInfo100Float = 3,
NonSemanticShaderDebugInfo100Signed = 4,
NonSemanticShaderDebugInfo100SignedChar = 5,
NonSemanticShaderDebugInfo100Unsigned = 6,
NonSemanticShaderDebugInfo100UnsignedChar = 7,
NonSemanticShaderDebugInfo100DebugBaseTypeAttributeEncodingMax = 0x7fffffff
};
enum NonSemanticShaderDebugInfo100DebugCompositeType {
NonSemanticShaderDebugInfo100Class = 0,
NonSemanticShaderDebugInfo100Structure = 1,
NonSemanticShaderDebugInfo100Union = 2,
NonSemanticShaderDebugInfo100DebugCompositeTypeMax = 0x7fffffff
};
enum NonSemanticShaderDebugInfo100DebugTypeQualifier {
NonSemanticShaderDebugInfo100ConstType = 0,
NonSemanticShaderDebugInfo100VolatileType = 1,
NonSemanticShaderDebugInfo100RestrictType = 2,
NonSemanticShaderDebugInfo100AtomicType = 3,
NonSemanticShaderDebugInfo100DebugTypeQualifierMax = 0x7fffffff
};
enum NonSemanticShaderDebugInfo100DebugOperation {
NonSemanticShaderDebugInfo100Deref = 0,
NonSemanticShaderDebugInfo100Plus = 1,
NonSemanticShaderDebugInfo100Minus = 2,
NonSemanticShaderDebugInfo100PlusUconst = 3,
NonSemanticShaderDebugInfo100BitPiece = 4,
NonSemanticShaderDebugInfo100Swap = 5,
NonSemanticShaderDebugInfo100Xderef = 6,
NonSemanticShaderDebugInfo100StackValue = 7,
NonSemanticShaderDebugInfo100Constu = 8,
NonSemanticShaderDebugInfo100Fragment = 9,
NonSemanticShaderDebugInfo100DebugOperationMax = 0x7fffffff
};
enum NonSemanticShaderDebugInfo100DebugImportedEntity {
NonSemanticShaderDebugInfo100ImportedModule = 0,
NonSemanticShaderDebugInfo100ImportedDeclaration = 1,
NonSemanticShaderDebugInfo100DebugImportedEntityMax = 0x7fffffff
};
#ifdef __cplusplus
}
#endif
#endif // SPIRV_UNIFIED1_NonSemanticShaderDebugInfo100_H_

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<!--
Copyright 2020-2021 The Khronos Group, Inc.
SPDX-License-Identifier: CC-BY-4.0
-->
# SPIRV-Cross
SPIRV-Cross is a tool designed for parsing and converting SPIR-V to other shader languages.
[![CI](https://github.com/KhronosGroup/SPIRV-Cross/actions/workflows/main.yml/badge.svg)](https://github.com/KhronosGroup/SPIRV-Cross/actions/workflows/main.yml)
[![Build Status](https://ci.appveyor.com/api/projects/status/github/KhronosGroup/SPIRV-Cross?svg=true&branch=main)](https://ci.appveyor.com/project/HansKristian-Work/SPIRV-Cross)
## Features
- Convert SPIR-V to readable, usable and efficient GLSL
- Convert SPIR-V to readable, usable and efficient Metal Shading Language (MSL)
- Convert SPIR-V to readable, usable and efficient HLSL
- Convert SPIR-V to a JSON reflection format
- Convert SPIR-V to debuggable C++ [DEPRECATED]
- Reflection API to simplify the creation of Vulkan pipeline layouts
- Reflection API to modify and tweak OpDecorations
- Supports "all" of vertex, fragment, tessellation, geometry and compute shaders.
SPIRV-Cross tries hard to emit readable and clean output from the SPIR-V.
The goal is to emit GLSL or MSL that looks like it was written by a human and not awkward IR/assembly-like code.
NOTE: Individual features are expected to be mostly complete, but it is possible that certain obscure GLSL features are not yet supported.
However, most missing features are expected to be "trivial" improvements at this stage.
## Building
SPIRV-Cross has been tested on Linux, iOS/OSX, Windows and Android. CMake is the main build system.
### NOTE: main branch rename
On 2023-01-12, `master` was renamed to `main` as per Khronos policy.
### Linux and macOS
Building with CMake is recommended, as it is the only build system which is tested in continuous integration.
It is also the only build system which has install commands and other useful build system features.
However, you can just run `make` on the command line as a fallback if you only care about the CLI tool.
A non-ancient GCC (4.8+) or Clang (3.x+) compiler is required as SPIRV-Cross uses C++11 extensively.
### Windows
Building with CMake is recommended, which is the only way to target MSVC.
MinGW-w64 based compilation works with `make` as a fallback.
### Android
SPIRV-Cross is only useful as a library here. Use the CMake build to link SPIRV-Cross to your project.
### C++ exceptions
The make and CMake build flavors offer the option to treat exceptions as assertions. To disable exceptions for make just append `SPIRV_CROSS_EXCEPTIONS_TO_ASSERTIONS=1` to the command line. For CMake append `-DSPIRV_CROSS_EXCEPTIONS_TO_ASSERTIONS=ON`. By default exceptions are enabled.
### Static, shared and CLI
You can use `-DSPIRV_CROSS_STATIC=ON/OFF` `-DSPIRV_CROSS_SHARED=ON/OFF` `-DSPIRV_CROSS_CLI=ON/OFF` to control which modules are built (and installed).
### Installing SPIRV-Cross (vcpkg)
Alternatively, you can build and install SPIRV-Cross using [vcpkg](https://github.com/Microsoft/vcpkg/) dependency manager:
```
git clone https://github.com/Microsoft/vcpkg.git
cd vcpkg
./bootstrap-vcpkg.sh
./vcpkg integrate install
./vcpkg install spirv-cross
```
The SPIRV-Cross port in vcpkg is kept up to date by Microsoft team members and community contributors. If the version is out of date, please [create an issue or pull request](https://github.com/Microsoft/vcpkg) on the vcpkg repository.
## Usage
### Using the C++ API
The C++ API is the main API for SPIRV-Cross. For more in-depth documentation than what's provided in this README,
please have a look at the [Wiki](https://github.com/KhronosGroup/SPIRV-Cross/wiki).
**NOTE**: This API is not guaranteed to be ABI-stable, and it is highly recommended to link against this API statically.
The API is generally quite stable, but it can change over time, see the C API for more stability.
To perform reflection and convert to other shader languages you can use the SPIRV-Cross API.
For example:
```c++
#include "spirv_glsl.hpp"
#include <vector>
#include <utility>
extern std::vector<uint32_t> load_spirv_file();
int main()
{
// Read SPIR-V from disk or similar.
std::vector<uint32_t> spirv_binary = load_spirv_file();
spirv_cross::CompilerGLSL glsl(std::move(spirv_binary));
// The SPIR-V is now parsed, and we can perform reflection on it.
spirv_cross::ShaderResources resources = glsl.get_shader_resources();
// Get all sampled images in the shader.
for (auto &resource : resources.sampled_images)
{
unsigned set = glsl.get_decoration(resource.id, spv::DecorationDescriptorSet);
unsigned binding = glsl.get_decoration(resource.id, spv::DecorationBinding);
printf("Image %s at set = %u, binding = %u\n", resource.name.c_str(), set, binding);
// Modify the decoration to prepare it for GLSL.
glsl.unset_decoration(resource.id, spv::DecorationDescriptorSet);
// Some arbitrary remapping if we want.
glsl.set_decoration(resource.id, spv::DecorationBinding, set * 16 + binding);
}
// Set some options.
spirv_cross::CompilerGLSL::Options options;
options.version = 310;
options.es = true;
glsl.set_common_options(options);
// Compile to GLSL, ready to give to GL driver.
std::string source = glsl.compile();
}
```
### Using the C API wrapper
To facilitate C compatibility and compatibility with foreign programming languages, a C89-compatible API wrapper is provided. Unlike the C++ API,
the goal of this wrapper is to be fully stable, both API and ABI-wise.
This is the only interface which is supported when building SPIRV-Cross as a shared library.
An important point of the wrapper is that all memory allocations are contained in the `spvc_context`.
This simplifies the use of the API greatly. However, you should destroy the context as soon as reasonable,
or use `spvc_context_release_allocations()` if you intend to reuse the `spvc_context` object again soon.
Most functions return a `spvc_result`, where `SPVC_SUCCESS` is the only success code.
For brevity, the code below does not do any error checking.
```c
#include <spirv_cross_c.h>
const SpvId *spirv = get_spirv_data();
size_t word_count = get_spirv_word_count();
spvc_context context = NULL;
spvc_parsed_ir ir = NULL;
spvc_compiler compiler_glsl = NULL;
spvc_compiler_options options = NULL;
spvc_resources resources = NULL;
const spvc_reflected_resource *list = NULL;
const char *result = NULL;
size_t count;
size_t i;
// Create context.
spvc_context_create(&context);
// Set debug callback.
spvc_context_set_error_callback(context, error_callback, userdata);
// Parse the SPIR-V.
spvc_context_parse_spirv(context, spirv, word_count, &ir);
// Hand it off to a compiler instance and give it ownership of the IR.
spvc_context_create_compiler(context, SPVC_BACKEND_GLSL, ir, SPVC_CAPTURE_MODE_TAKE_OWNERSHIP, &compiler_glsl);
// Do some basic reflection.
spvc_compiler_create_shader_resources(compiler_glsl, &resources);
spvc_resources_get_resource_list_for_type(resources, SPVC_RESOURCE_TYPE_UNIFORM_BUFFER, &list, &count);
for (i = 0; i < count; i++)
{
printf("ID: %u, BaseTypeID: %u, TypeID: %u, Name: %s\n", list[i].id, list[i].base_type_id, list[i].type_id,
list[i].name);
printf(" Set: %u, Binding: %u\n",
spvc_compiler_get_decoration(compiler_glsl, list[i].id, SpvDecorationDescriptorSet),
spvc_compiler_get_decoration(compiler_glsl, list[i].id, SpvDecorationBinding));
}
// Modify options.
spvc_compiler_create_compiler_options(compiler_glsl, &options);
spvc_compiler_options_set_uint(options, SPVC_COMPILER_OPTION_GLSL_VERSION, 330);
spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_ES, SPVC_FALSE);
spvc_compiler_install_compiler_options(compiler_glsl, options);
spvc_compiler_compile(compiler_glsl, &result);
printf("Cross-compiled source: %s\n", result);
// Frees all memory we allocated so far.
spvc_context_destroy(context);
```
### Linking
#### CMake add_subdirectory()
This is the recommended way if you are using CMake and want to link against SPIRV-Cross statically.
#### Integrating SPIRV-Cross in a custom build system
To add SPIRV-Cross to your own codebase, just copy the source and header files from root directory
and build the relevant .cpp files you need. Make sure to build with C++11 support, e.g. `-std=c++11` in GCC and Clang.
Alternatively, the Makefile generates a libspirv-cross.a static library during build that can be linked in.
#### Linking against SPIRV-Cross as a system library
It is possible to link against SPIRV-Cross when it is installed as a system library,
which would be mostly relevant for Unix-like platforms.
##### pkg-config
For Unix-based systems, a pkg-config is installed for the C API, e.g.:
```
$ pkg-config spirv-cross-c-shared --libs --cflags
-I/usr/local/include/spirv_cross -L/usr/local/lib -lspirv-cross-c-shared
```
##### CMake
If the project is installed, it can be found with `find_package()`, e.g.:
```
cmake_minimum_required(VERSION 3.5)
set(CMAKE_C_STANDARD 99)
project(Test LANGUAGES C)
find_package(spirv_cross_c_shared)
if (spirv_cross_c_shared_FOUND)
message(STATUS "Found SPIRV-Cross C API! :)")
else()
message(STATUS "Could not find SPIRV-Cross C API! :(")
endif()
add_executable(test test.c)
target_link_libraries(test spirv-cross-c-shared)
```
test.c:
```c
#include <spirv_cross_c.h>
int main(void)
{
spvc_context context;
spvc_context_create(&context);
spvc_context_destroy(context);
}
```
### CLI
The CLI is suitable for basic cross-compilation tasks, but it cannot support the full flexibility that the API can.
Some examples below.
#### Creating a SPIR-V file from GLSL with glslang
```
glslangValidator -H -V -o test.spv test.frag
```
NOTE: This assumes Vulkan GLSL input. In general, only modern GLSL (#version 330+ for desktop) can be compiled to SPIR-V.
Typically when cross compiling GLSL, you start with modern GLSL and cross compile to older targets for compatibility,
not the other way around.
#### Converting a SPIR-V file to GLSL ES
```
glslangValidator -H -V -o test.spv shaders/comp/basic.comp
./spirv-cross --version 310 --es test.spv
```
#### Converting to desktop GLSL
```
glslangValidator -H -V -o test.spv shaders/comp/basic.comp
./spirv-cross --version 330 --no-es test.spv --output test.comp
```
#### Disable prettifying optimizations
```
glslangValidator -H -V -o test.spv shaders/comp/basic.comp
./spirv-cross --version 310 --es test.spv --output test.comp --force-temporary
```
### Using shaders generated from C++ backend
Please see `samples/cpp` where some GLSL shaders are compiled to SPIR-V, decompiled to C++ and run with test data.
Reading through the samples should explain how to use the C++ interface.
A simple Makefile is included to build all shaders in the directory.
### Implementation notes
When using SPIR-V and SPIRV-Cross as an intermediate step for cross-compiling between high level languages there are some considerations to take into account,
as not all features used by one high-level language are necessarily supported natively by the target shader language.
SPIRV-Cross aims to provide the tools needed to handle these scenarios in a clean and robust way, but some manual action is required to maintain compatibility.
#### HLSL source to GLSL
##### HLSL entry points
When using SPIR-V shaders compiled from HLSL, there are some extra things you need to take care of.
First make sure that the entry point is used correctly.
If you forget to set the entry point correctly in glslangValidator (-e MyFancyEntryPoint),
you will likely encounter this error message:
```
Cannot end a function before ending the current block.
Likely cause: If this SPIR-V was created from glslang HLSL, make sure the entry point is valid.
```
##### Vertex/Fragment interface linking
HLSL relies on semantics in order to effectively link together shader stages. In the SPIR-V generated by glslang, the transformation from HLSL to GLSL ends up looking like
```c++
struct VSOutput {
// SV_Position is rerouted to gl_Position
float4 position : SV_Position;
float4 coord : TEXCOORD0;
};
VSOutput main(...) {}
```
```c++
struct VSOutput {
float4 coord;
}
layout(location = 0) out VSOutput _magicNameGeneratedByGlslang;
```
While this works, be aware of the type of the struct which is used in the vertex stage and the fragment stage.
There may be issues if the structure type name differs in vertex stage and fragment stage.
You can make use of the reflection interface to force the name of the struct type.
```
// Something like this for both vertex outputs and fragment inputs.
compiler.set_name(varying_resource.base_type_id, "VertexFragmentLinkage");
```
Some platform may require identical variable name for both vertex outputs and fragment inputs. (for example MacOSX)
to rename variable base on location, please add
```
--rename-interface-variable <in|out> <location> <new_variable_name>
```
#### HLSL source to legacy GLSL/ESSL
HLSL tends to emit varying struct types to pass data between vertex and fragment.
This is not supported in legacy GL/GLES targets, so to support this, varying structs are flattened.
This is done automatically, but the API user might need to be aware that this is happening in order to support all cases.
Modern GLES code like this:
```c++
struct Output {
vec4 a;
vec2 b;
};
out Output vout;
```
Is transformed into:
```c++
struct Output {
vec4 a;
vec2 b;
};
varying vec4 Output_a;
varying vec2 Output_b;
```
Note that now, both the struct name and the member names will participate in the linking interface between vertex and fragment, so
API users might want to ensure that both the struct names and member names match so that vertex outputs and fragment inputs can link properly.
#### Separate image samplers (HLSL/Vulkan) for backends which do not support it (GLSL)
Another thing you need to remember is when using samplers and textures in HLSL these are separable, and not directly compatible with GLSL. If you need to use this with desktop GL/GLES, you need to call `Compiler::build_combined_image_samplers` first before calling `Compiler::compile`, or you will get an exception.
```c++
// From main.cpp
// Builds a mapping for all combinations of images and samplers.
compiler->build_combined_image_samplers();
// Give the remapped combined samplers new names.
// Here you can also set up decorations if you want (binding = #N).
for (auto &remap : compiler->get_combined_image_samplers())
{
compiler->set_name(remap.combined_id, join("SPIRV_Cross_Combined", compiler->get_name(remap.image_id),
compiler->get_name(remap.sampler_id)));
}
```
If your target is Vulkan GLSL, `--vulkan-semantics` will emit separate image samplers as you'd expect.
The command line client calls `Compiler::build_combined_image_samplers` automatically, but if you're calling the library, you'll need to do this yourself.
#### Descriptor sets (Vulkan GLSL) for backends which do not support them (pre HLSL 5.1 / GLSL)
Descriptor sets are unique to Vulkan, so make sure that descriptor set + binding is remapped to a flat binding scheme (set always 0), so that other APIs can make sense of the bindings.
This can be done with `Compiler::set_decoration(id, spv::DecorationDescriptorSet)`. For other backends like MSL and HLSL, descriptor sets
can be used, with some minor caveats, see below.
##### MSL 2.0+
Metal supports indirect argument buffers (--msl-argument-buffers). In this case, descriptor sets become argument buffers,
and bindings are mapped to [[id(N)]] within the argument buffer. One quirk is that arrays of resources consume multiple ids,
where Vulkan does not. This can be worked around either from shader authoring stage
or remapping bindings as needed to avoid the overlap.
There is also a rich API to declare remapping schemes which is intended to work like
the pipeline layout in Vulkan. See `CompilerMSL::add_msl_resource_binding`. Remapping combined image samplers for example
must be split into two bindings in MSL, so it's possible to declare an id for the texture and sampler binding separately.
##### HLSL - SM 5.1+
In SM 5.1+, descriptor set bindings are interpreted as register spaces directly. In HLSL however, arrays of resources consume
multiple binding slots where Vulkan does not, so there might be overlap if the SPIR-V was not authored with this in mind.
This can be worked around either from shader authoring stage (don't assign overlapping bindings)
or remap bindings in SPIRV-Cross as needed to avoid the overlap.
#### Linking by name for targets which do not support explicit locations (legacy GLSL/ESSL)
Modern GLSL and HLSL sources (and SPIR-V) relies on explicit layout(location) qualifiers to guide the linking process between shader stages,
but older GLSL relies on symbol names to perform the linking. When emitting shaders with older versions, these layout statements will be removed,
so it is important that the API user ensures that the names of I/O variables are sanitized so that linking will work properly.
The reflection API can rename variables, struct types and struct members to deal with these scenarios using `Compiler::set_name` and friends.
#### Clip-space conventions
SPIRV-Cross can perform some common clip space conversions on gl_Position/SV_Position by enabling `CompilerGLSL::Options.vertex.fixup_clipspace`.
While this can be convenient, it is recommended to modify the projection matrices instead as that can achieve the same result.
For GLSL targets, enabling this will convert a shader which assumes `[0, w]` depth range (Vulkan / D3D / Metal) into `[-w, w]` range.
For MSL and HLSL targets, enabling this will convert a shader in `[-w, w]` depth range (OpenGL) to `[0, w]` depth range.
By default, the CLI will not enable `fixup_clipspace`, but in the API you might want to set an explicit value using `CompilerGLSL::set_options()`.
Y-flipping of gl_Position and similar is also supported.
The use of this is discouraged, because relying on vertex shader Y-flipping tends to get quite messy.
To enable this, set `CompilerGLSL::Options.vertex.flip_vert_y` or `--flip-vert-y` in CLI.
#### Reserved identifiers
When cross-compiling, certain identifiers are considered to be reserved by the implementation.
Code generated by SPIRV-Cross cannot emit these identifiers as they are reserved and used for various internal purposes,
and such variables will typically show up as `_RESERVED_IDENTIFIER_FIXUP_`
or some similar name to make it more obvious that an identifier has been renamed.
Reflection output will follow the exact name specified in the SPIR-V module. It might not be a valid identifier in the C sense,
as it may contain non-alphanumeric/non-underscore characters.
Reserved identifiers currently assumed by the implementation are (in pseudo-regex):
- _$digit+, e.g. `_100`, `_2`
- _$digit+_.+, e.g. `_100_tmp`, `_2_foobar`. `_2Bar` is **not** reserved.
- gl_- prefix
- spv- prefix
- SPIRV_Cross prefix. This prefix is generally used for interface variables where app needs to provide data for workaround purposes.
This identifier will not be rewritten, but be aware of potential collisions.
- Double underscores (reserved by all target languages).
Members of structs also have a reserved identifier:
- _m$digit+$END, e.g. `_m20` and `_m40` are reserved, but not `_m40Foobar`.
## Contributing
Contributions to SPIRV-Cross are welcome. See Testing and Licensing sections for details.
### Testing
SPIRV-Cross maintains a test suite of shaders with reference output of how the output looks after going through a roundtrip through
glslangValidator/spirv-as then back through SPIRV-Cross again.
The reference files are stored inside the repository in order to be able to track regressions.
All pull requests should ensure that test output does not change unexpectedly. This can be tested with:
```
./checkout_glslang_spirv_tools.sh # Checks out glslang and SPIRV-Tools at a fixed revision which matches the reference output.
./build_glslang_spirv_tools.sh # Builds glslang and SPIRV-Tools.
./test_shaders.sh # Runs over all changes and makes sure that there are no deltas compared to reference files.
```
`./test_shaders.sh` currently requires a Makefile setup with GCC/Clang to be set up.
However, on Windows, this can be rather inconvenient if a MinGW environment is not set up.
To use a spirv-cross binary you built with CMake (or otherwise), you can pass in an environment variable as such:
```
SPIRV_CROSS_PATH=path/to/custom/spirv-cross ./test_shaders.sh
```
However, when improving SPIRV-Cross there are of course legitimate cases where reference output should change.
In these cases, run:
```
./update_test_shaders.sh # SPIRV_CROSS_PATH also works here.
```
to update the reference files and include these changes as part of the pull request.
Always make sure you are running the correct version of glslangValidator as well as SPIRV-Tools when updating reference files.
See `checkout_glslang_spirv_tools.sh` which revisions are currently expected. The revisions change regularly.
In short, the main branch should always be able to run `./test_shaders.py shaders` and friends without failure.
SPIRV-Cross uses Travis CI to test all pull requests, so it is not strictly needed to perform testing yourself if you have problems running it locally.
A pull request which does not pass testing on Travis will not be accepted however.
When adding support for new features to SPIRV-Cross, a new shader and reference file should be added which covers usage of the new shader features in question.
Travis CI runs the test suite with the CMake, by running `ctest`. This is a more straight-forward alternative to `./test_shaders.sh`.
### Licensing
Contributors of new files should add a copyright header at the top of every new source code file with their copyright
along with the Apache 2.0 licensing stub.
### Formatting
SPIRV-Cross uses `clang-format` to automatically format code.
Please use `clang-format` with the style sheet found in `.clang-format` to automatically format code before submitting a pull request.
To make things easy, the `format_all.sh` script can be used to format all
source files in the library. In this directory, run the following from the
command line:
./format_all.sh
## Regression testing
In shaders/ a collection of shaders are maintained for purposes of regression testing.
The current reference output is contained in reference/.
`./test_shaders.py shaders` can be run to perform regression testing.
See `./test_shaders.py --help` for more.
### Metal backend
To test the roundtrip path GLSL -> SPIR-V -> MSL, `--msl` can be added, e.g. `./test_shaders.py --msl shaders-msl`.
### HLSL backend
To test the roundtrip path GLSL -> SPIR-V -> HLSL, `--hlsl` can be added, e.g. `./test_shaders.py --hlsl shaders-hlsl`.
### Updating regression tests
When legitimate changes are found, use `--update` flag to update regression files.
Otherwise, `./test_shaders.py` will fail with error code.
### Mali Offline Compiler cycle counts
To obtain a CSV of static shader cycle counts before and after going through spirv-cross, add
`--malisc` flag to `./test_shaders`. This requires the Mali Offline Compiler to be installed in PATH.

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// Copyright 2016-2021 The Khronos Group Inc.
// SPDX-License-Identifier: Apache-2.0
#ifndef SPIRV_CROSS_GIT_VERSION_H_
#define SPIRV_CROSS_GIT_VERSION_H_
#define SPIRV_CROSS_GIT_REVISION "Git commit: @spirv-cross-build-version@ Timestamp: @spirv-cross-timestamp@"
#endif

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/*
* Copyright 2015-2017 ARM Limited
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* 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.
*/
#ifndef SPIRV_CROSS_BARRIER_HPP
#define SPIRV_CROSS_BARRIER_HPP
#include <atomic>
#include <thread>
namespace spirv_cross
{
class Barrier
{
public:
Barrier()
{
count.store(0);
iteration.store(0);
}
void set_release_divisor(unsigned divisor)
{
this->divisor = divisor;
}
static inline void memoryBarrier()
{
std::atomic_thread_fence(std::memory_order_seq_cst);
}
void reset_counter()
{
count.store(0);
iteration.store(0);
}
void wait()
{
unsigned target_iteration = iteration.load(std::memory_order_relaxed) + 1;
// Overflows cleanly.
unsigned target_count = divisor * target_iteration;
// Barriers don't enforce memory ordering.
// Be as relaxed about the barrier as we possibly can!
unsigned c = count.fetch_add(1u, std::memory_order_relaxed);
if (c + 1 == target_count)
{
iteration.store(target_iteration, std::memory_order_relaxed);
}
else
{
// If we have more threads than the CPU, don't hog the CPU for very long periods of time.
while (iteration.load(std::memory_order_relaxed) != target_iteration)
std::this_thread::yield();
}
}
private:
unsigned divisor = 1;
std::atomic<unsigned> count;
std::atomic<unsigned> iteration;
};
}
#endif

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/*
* Copyright 2015-2017 ARM Limited
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* 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.
*/
#ifndef SPIRV_CROSS_EXTERNAL_INTERFACE_H
#define SPIRV_CROSS_EXTERNAL_INTERFACE_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stddef.h>
typedef struct spirv_cross_shader spirv_cross_shader_t;
struct spirv_cross_interface
{
spirv_cross_shader_t *(*construct)(void);
void (*destruct)(spirv_cross_shader_t *thiz);
void (*invoke)(spirv_cross_shader_t *thiz);
};
void spirv_cross_set_stage_input(spirv_cross_shader_t *thiz, unsigned location, void *data, size_t size);
void spirv_cross_set_stage_output(spirv_cross_shader_t *thiz, unsigned location, void *data, size_t size);
void spirv_cross_set_push_constant(spirv_cross_shader_t *thiz, void *data, size_t size);
void spirv_cross_set_uniform_constant(spirv_cross_shader_t *thiz, unsigned location, void *data, size_t size);
void spirv_cross_set_resource(spirv_cross_shader_t *thiz, unsigned set, unsigned binding, void **data, size_t size);
const struct spirv_cross_interface *spirv_cross_get_interface(void);
typedef enum spirv_cross_builtin {
SPIRV_CROSS_BUILTIN_POSITION = 0,
SPIRV_CROSS_BUILTIN_FRAG_COORD = 1,
SPIRV_CROSS_BUILTIN_WORK_GROUP_ID = 2,
SPIRV_CROSS_BUILTIN_NUM_WORK_GROUPS = 3,
SPIRV_CROSS_NUM_BUILTINS
} spirv_cross_builtin;
void spirv_cross_set_builtin(spirv_cross_shader_t *thiz, spirv_cross_builtin builtin, void *data, size_t size);
#define SPIRV_CROSS_NUM_DESCRIPTOR_SETS 4
#define SPIRV_CROSS_NUM_DESCRIPTOR_BINDINGS 16
#define SPIRV_CROSS_NUM_STAGE_INPUTS 16
#define SPIRV_CROSS_NUM_STAGE_OUTPUTS 16
#define SPIRV_CROSS_NUM_UNIFORM_CONSTANTS 32
enum spirv_cross_format
{
SPIRV_CROSS_FORMAT_R8_UNORM = 0,
SPIRV_CROSS_FORMAT_R8G8_UNORM = 1,
SPIRV_CROSS_FORMAT_R8G8B8_UNORM = 2,
SPIRV_CROSS_FORMAT_R8G8B8A8_UNORM = 3,
SPIRV_CROSS_NUM_FORMATS
};
enum spirv_cross_wrap
{
SPIRV_CROSS_WRAP_CLAMP_TO_EDGE = 0,
SPIRV_CROSS_WRAP_REPEAT = 1,
SPIRV_CROSS_NUM_WRAP
};
enum spirv_cross_filter
{
SPIRV_CROSS_FILTER_NEAREST = 0,
SPIRV_CROSS_FILTER_LINEAR = 1,
SPIRV_CROSS_NUM_FILTER
};
enum spirv_cross_mipfilter
{
SPIRV_CROSS_MIPFILTER_BASE = 0,
SPIRV_CROSS_MIPFILTER_NEAREST = 1,
SPIRV_CROSS_MIPFILTER_LINEAR = 2,
SPIRV_CROSS_NUM_MIPFILTER
};
struct spirv_cross_miplevel
{
const void *data;
unsigned width, height;
size_t stride;
};
struct spirv_cross_sampler_info
{
const struct spirv_cross_miplevel *mipmaps;
unsigned num_mipmaps;
enum spirv_cross_format format;
enum spirv_cross_wrap wrap_s;
enum spirv_cross_wrap wrap_t;
enum spirv_cross_filter min_filter;
enum spirv_cross_filter mag_filter;
enum spirv_cross_mipfilter mip_filter;
};
typedef struct spirv_cross_sampler_2d spirv_cross_sampler_2d_t;
spirv_cross_sampler_2d_t *spirv_cross_create_sampler_2d(const struct spirv_cross_sampler_info *info);
void spirv_cross_destroy_sampler_2d(spirv_cross_sampler_2d_t *samp);
#ifdef __cplusplus
}
#endif
#endif

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/*
* Copyright 2015-2017 ARM Limited
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* 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.
*/
#ifndef SPIRV_CROSS_IMAGE_HPP
#define SPIRV_CROSS_IMAGE_HPP
#ifndef GLM_SWIZZLE
#define GLM_SWIZZLE
#endif
#ifndef GLM_FORCE_RADIANS
#define GLM_FORCE_RADIANS
#endif
#include <glm/glm.hpp>
namespace spirv_cross
{
template <typename T>
struct image2DBase
{
virtual ~image2DBase() = default;
inline virtual T load(glm::ivec2 coord) const
{
return T(0, 0, 0, 1);
}
inline virtual void store(glm::ivec2 coord, const T &v)
{
}
};
typedef image2DBase<glm::vec4> image2D;
typedef image2DBase<glm::ivec4> iimage2D;
typedef image2DBase<glm::uvec4> uimage2D;
template <typename T>
inline T imageLoad(const image2DBase<T> &image, glm::ivec2 coord)
{
return image.load(coord);
}
template <typename T>
void imageStore(image2DBase<T> &image, glm::ivec2 coord, const T &value)
{
image.store(coord, value);
}
}
#endif

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/*
* Copyright 2015-2017 ARM Limited
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* 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.
*/
#ifndef SPIRV_CROSS_INTERNAL_INTERFACE_HPP
#define SPIRV_CROSS_INTERNAL_INTERFACE_HPP
// This file must only be included by the shader generated by spirv-cross!
#ifndef GLM_FORCE_SWIZZLE
#define GLM_FORCE_SWIZZLE
#endif
#ifndef GLM_FORCE_RADIANS
#define GLM_FORCE_RADIANS
#endif
#include <glm/glm.hpp>
#include "barrier.hpp"
#include "external_interface.h"
#include "image.hpp"
#include "sampler.hpp"
#include "thread_group.hpp"
#include <assert.h>
#include <stdint.h>
namespace internal
{
// Adaptor helpers to adapt GLSL access chain syntax to C++.
// Don't bother with arrays of arrays on uniforms ...
// Would likely need horribly complex variadic template munging.
template <typename T>
struct Interface
{
enum
{
ArraySize = 1,
Size = sizeof(T)
};
Interface()
: ptr(0)
{
}
T &get()
{
assert(ptr);
return *ptr;
}
T *ptr;
};
// For array types, return a pointer instead.
template <typename T, unsigned U>
struct Interface<T[U]>
{
enum
{
ArraySize = U,
Size = U * sizeof(T)
};
Interface()
: ptr(0)
{
}
T *get()
{
assert(ptr);
return ptr;
}
T *ptr;
};
// For case when array size is 1, avoid double dereference.
template <typename T>
struct PointerInterface
{
enum
{
ArraySize = 1,
Size = sizeof(T *)
};
enum
{
PreDereference = true
};
PointerInterface()
: ptr(0)
{
}
T &get()
{
assert(ptr);
return *ptr;
}
T *ptr;
};
// Automatically converts a pointer down to reference to match GLSL syntax.
template <typename T>
struct DereferenceAdaptor
{
DereferenceAdaptor(T **ptr)
: ptr(ptr)
{
}
T &operator[](unsigned index) const
{
return *(ptr[index]);
}
T **ptr;
};
// We can't have a linear array of T* since T* can be an abstract type in case of samplers.
// We also need a list of pointers since we can have run-time length SSBOs.
template <typename T, unsigned U>
struct PointerInterface<T[U]>
{
enum
{
ArraySize = U,
Size = sizeof(T *) * U
};
enum
{
PreDereference = false
};
PointerInterface()
: ptr(0)
{
}
DereferenceAdaptor<T> get()
{
assert(ptr);
return DereferenceAdaptor<T>(ptr);
}
T **ptr;
};
// Resources can be more abstract and be unsized,
// so we need to have an array of pointers for those cases.
template <typename T>
struct Resource : PointerInterface<T>
{
};
// POD with no unknown sizes, so we can express these as flat arrays.
template <typename T>
struct UniformConstant : Interface<T>
{
};
template <typename T>
struct StageInput : Interface<T>
{
};
template <typename T>
struct StageOutput : Interface<T>
{
};
template <typename T>
struct PushConstant : Interface<T>
{
};
}
struct spirv_cross_shader
{
struct PPSize
{
PPSize()
: ptr(0)
, size(0)
{
}
void **ptr;
size_t size;
};
struct PPSizeResource
{
PPSizeResource()
: ptr(0)
, size(0)
, pre_dereference(false)
{
}
void **ptr;
size_t size;
bool pre_dereference;
};
PPSizeResource resources[SPIRV_CROSS_NUM_DESCRIPTOR_SETS][SPIRV_CROSS_NUM_DESCRIPTOR_BINDINGS];
PPSize stage_inputs[SPIRV_CROSS_NUM_STAGE_INPUTS];
PPSize stage_outputs[SPIRV_CROSS_NUM_STAGE_OUTPUTS];
PPSize uniform_constants[SPIRV_CROSS_NUM_UNIFORM_CONSTANTS];
PPSize push_constant;
PPSize builtins[SPIRV_CROSS_NUM_BUILTINS];
template <typename U>
void register_builtin(spirv_cross_builtin builtin, const U &value)
{
assert(!builtins[builtin].ptr);
builtins[builtin].ptr = (void **)&value.ptr;
builtins[builtin].size = sizeof(*value.ptr) * U::ArraySize;
}
void set_builtin(spirv_cross_builtin builtin, void *data, size_t size)
{
assert(builtins[builtin].ptr);
assert(size >= builtins[builtin].size);
*builtins[builtin].ptr = data;
}
template <typename U>
void register_resource(const internal::Resource<U> &value, unsigned set, unsigned binding)
{
assert(set < SPIRV_CROSS_NUM_DESCRIPTOR_SETS);
assert(binding < SPIRV_CROSS_NUM_DESCRIPTOR_BINDINGS);
assert(!resources[set][binding].ptr);
resources[set][binding].ptr = (void **)&value.ptr;
resources[set][binding].size = internal::Resource<U>::Size;
resources[set][binding].pre_dereference = internal::Resource<U>::PreDereference;
}
template <typename U>
void register_stage_input(const internal::StageInput<U> &value, unsigned location)
{
assert(location < SPIRV_CROSS_NUM_STAGE_INPUTS);
assert(!stage_inputs[location].ptr);
stage_inputs[location].ptr = (void **)&value.ptr;
stage_inputs[location].size = internal::StageInput<U>::Size;
}
template <typename U>
void register_stage_output(const internal::StageOutput<U> &value, unsigned location)
{
assert(location < SPIRV_CROSS_NUM_STAGE_OUTPUTS);
assert(!stage_outputs[location].ptr);
stage_outputs[location].ptr = (void **)&value.ptr;
stage_outputs[location].size = internal::StageOutput<U>::Size;
}
template <typename U>
void register_uniform_constant(const internal::UniformConstant<U> &value, unsigned location)
{
assert(location < SPIRV_CROSS_NUM_UNIFORM_CONSTANTS);
assert(!uniform_constants[location].ptr);
uniform_constants[location].ptr = (void **)&value.ptr;
uniform_constants[location].size = internal::UniformConstant<U>::Size;
}
template <typename U>
void register_push_constant(const internal::PushConstant<U> &value)
{
assert(!push_constant.ptr);
push_constant.ptr = (void **)&value.ptr;
push_constant.size = internal::PushConstant<U>::Size;
}
void set_stage_input(unsigned location, void *data, size_t size)
{
assert(location < SPIRV_CROSS_NUM_STAGE_INPUTS);
assert(stage_inputs[location].ptr);
assert(size >= stage_inputs[location].size);
*stage_inputs[location].ptr = data;
}
void set_stage_output(unsigned location, void *data, size_t size)
{
assert(location < SPIRV_CROSS_NUM_STAGE_OUTPUTS);
assert(stage_outputs[location].ptr);
assert(size >= stage_outputs[location].size);
*stage_outputs[location].ptr = data;
}
void set_uniform_constant(unsigned location, void *data, size_t size)
{
assert(location < SPIRV_CROSS_NUM_UNIFORM_CONSTANTS);
assert(uniform_constants[location].ptr);
assert(size >= uniform_constants[location].size);
*uniform_constants[location].ptr = data;
}
void set_push_constant(void *data, size_t size)
{
assert(push_constant.ptr);
assert(size >= push_constant.size);
*push_constant.ptr = data;
}
void set_resource(unsigned set, unsigned binding, void **data, size_t size)
{
assert(set < SPIRV_CROSS_NUM_DESCRIPTOR_SETS);
assert(binding < SPIRV_CROSS_NUM_DESCRIPTOR_BINDINGS);
assert(resources[set][binding].ptr);
assert(size >= resources[set][binding].size);
// We're using the regular PointerInterface, dereference ahead of time.
if (resources[set][binding].pre_dereference)
*resources[set][binding].ptr = *data;
else
*resources[set][binding].ptr = data;
}
};
namespace spirv_cross
{
template <typename T>
struct BaseShader : spirv_cross_shader
{
void invoke()
{
static_cast<T *>(this)->main();
}
};
struct FragmentResources
{
internal::StageOutput<glm::vec4> gl_FragCoord;
void init(spirv_cross_shader &s)
{
s.register_builtin(SPIRV_CROSS_BUILTIN_FRAG_COORD, gl_FragCoord);
}
#define gl_FragCoord __res->gl_FragCoord.get()
};
template <typename T, typename Res>
struct FragmentShader : BaseShader<FragmentShader<T, Res>>
{
inline void main()
{
impl.main();
}
FragmentShader()
{
resources.init(*this);
impl.__res = &resources;
}
T impl;
Res resources;
};
struct VertexResources
{
internal::StageOutput<glm::vec4> gl_Position;
void init(spirv_cross_shader &s)
{
s.register_builtin(SPIRV_CROSS_BUILTIN_POSITION, gl_Position);
}
#define gl_Position __res->gl_Position.get()
};
template <typename T, typename Res>
struct VertexShader : BaseShader<VertexShader<T, Res>>
{
inline void main()
{
impl.main();
}
VertexShader()
{
resources.init(*this);
impl.__res = &resources;
}
T impl;
Res resources;
};
struct TessEvaluationResources
{
inline void init(spirv_cross_shader &)
{
}
};
template <typename T, typename Res>
struct TessEvaluationShader : BaseShader<TessEvaluationShader<T, Res>>
{
inline void main()
{
impl.main();
}
TessEvaluationShader()
{
resources.init(*this);
impl.__res = &resources;
}
T impl;
Res resources;
};
struct TessControlResources
{
inline void init(spirv_cross_shader &)
{
}
};
template <typename T, typename Res>
struct TessControlShader : BaseShader<TessControlShader<T, Res>>
{
inline void main()
{
impl.main();
}
TessControlShader()
{
resources.init(*this);
impl.__res = &resources;
}
T impl;
Res resources;
};
struct GeometryResources
{
inline void init(spirv_cross_shader &)
{
}
};
template <typename T, typename Res>
struct GeometryShader : BaseShader<GeometryShader<T, Res>>
{
inline void main()
{
impl.main();
}
GeometryShader()
{
resources.init(*this);
impl.__res = &resources;
}
T impl;
Res resources;
};
struct ComputeResources
{
internal::StageInput<glm::uvec3> gl_WorkGroupID__;
internal::StageInput<glm::uvec3> gl_NumWorkGroups__;
void init(spirv_cross_shader &s)
{
s.register_builtin(SPIRV_CROSS_BUILTIN_WORK_GROUP_ID, gl_WorkGroupID__);
s.register_builtin(SPIRV_CROSS_BUILTIN_NUM_WORK_GROUPS, gl_NumWorkGroups__);
}
#define gl_WorkGroupID __res->gl_WorkGroupID__.get()
#define gl_NumWorkGroups __res->gl_NumWorkGroups__.get()
Barrier barrier__;
#define barrier() __res->barrier__.wait()
};
struct ComputePrivateResources
{
uint32_t gl_LocalInvocationIndex__;
#define gl_LocalInvocationIndex __priv_res.gl_LocalInvocationIndex__
glm::uvec3 gl_LocalInvocationID__;
#define gl_LocalInvocationID __priv_res.gl_LocalInvocationID__
glm::uvec3 gl_GlobalInvocationID__;
#define gl_GlobalInvocationID __priv_res.gl_GlobalInvocationID__
};
template <typename T, typename Res, unsigned WorkGroupX, unsigned WorkGroupY, unsigned WorkGroupZ>
struct ComputeShader : BaseShader<ComputeShader<T, Res, WorkGroupX, WorkGroupY, WorkGroupZ>>
{
inline void main()
{
resources.barrier__.reset_counter();
for (unsigned z = 0; z < WorkGroupZ; z++)
for (unsigned y = 0; y < WorkGroupY; y++)
for (unsigned x = 0; x < WorkGroupX; x++)
impl[z][y][x].__priv_res.gl_GlobalInvocationID__ =
glm::uvec3(WorkGroupX, WorkGroupY, WorkGroupZ) * resources.gl_WorkGroupID__.get() +
glm::uvec3(x, y, z);
group.run();
group.wait();
}
ComputeShader()
: group(&impl[0][0][0])
{
resources.init(*this);
resources.barrier__.set_release_divisor(WorkGroupX * WorkGroupY * WorkGroupZ);
unsigned i = 0;
for (unsigned z = 0; z < WorkGroupZ; z++)
{
for (unsigned y = 0; y < WorkGroupY; y++)
{
for (unsigned x = 0; x < WorkGroupX; x++)
{
impl[z][y][x].__priv_res.gl_LocalInvocationID__ = glm::uvec3(x, y, z);
impl[z][y][x].__priv_res.gl_LocalInvocationIndex__ = i++;
impl[z][y][x].__res = &resources;
}
}
}
}
T impl[WorkGroupZ][WorkGroupY][WorkGroupX];
ThreadGroup<T, WorkGroupX * WorkGroupY * WorkGroupZ> group;
Res resources;
};
inline void memoryBarrierShared()
{
Barrier::memoryBarrier();
}
inline void memoryBarrier()
{
Barrier::memoryBarrier();
}
// TODO: Rest of the barriers.
// Atomics
template <typename T>
inline T atomicAdd(T &v, T a)
{
static_assert(sizeof(std::atomic<T>) == sizeof(T), "Cannot cast properly to std::atomic<T>.");
// We need explicit memory barriers in GLSL to enfore any ordering.
// FIXME: Can we really cast this? There is no other way I think ...
return std::atomic_fetch_add_explicit(reinterpret_cast<std::atomic<T> *>(&v), a, std::memory_order_relaxed);
}
}
void spirv_cross_set_stage_input(spirv_cross_shader_t *shader, unsigned location, void *data, size_t size)
{
shader->set_stage_input(location, data, size);
}
void spirv_cross_set_stage_output(spirv_cross_shader_t *shader, unsigned location, void *data, size_t size)
{
shader->set_stage_output(location, data, size);
}
void spirv_cross_set_uniform_constant(spirv_cross_shader_t *shader, unsigned location, void *data, size_t size)
{
shader->set_uniform_constant(location, data, size);
}
void spirv_cross_set_resource(spirv_cross_shader_t *shader, unsigned set, unsigned binding, void **data, size_t size)
{
shader->set_resource(set, binding, data, size);
}
void spirv_cross_set_push_constant(spirv_cross_shader_t *shader, void *data, size_t size)
{
shader->set_push_constant(data, size);
}
void spirv_cross_set_builtin(spirv_cross_shader_t *shader, spirv_cross_builtin builtin, void *data, size_t size)
{
shader->set_builtin(builtin, data, size);
}
#endif

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/*
* Copyright 2015-2017 ARM Limited
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* 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.
*/
#ifndef SPIRV_CROSS_SAMPLER_HPP
#define SPIRV_CROSS_SAMPLER_HPP
#include <vector>
namespace spirv_cross
{
struct spirv_cross_sampler_2d
{
inline virtual ~spirv_cross_sampler_2d()
{
}
};
template <typename T>
struct sampler2DBase : spirv_cross_sampler_2d
{
sampler2DBase(const spirv_cross_sampler_info *info)
{
mips.insert(mips.end(), info->mipmaps, info->mipmaps + info->num_mipmaps);
format = info->format;
wrap_s = info->wrap_s;
wrap_t = info->wrap_t;
min_filter = info->min_filter;
mag_filter = info->mag_filter;
mip_filter = info->mip_filter;
}
inline virtual T sample(glm::vec2 uv, float bias)
{
return sampleLod(uv, bias);
}
inline virtual T sampleLod(glm::vec2 uv, float lod)
{
if (mag_filter == SPIRV_CROSS_FILTER_NEAREST)
{
uv.x = wrap(uv.x, wrap_s, mips[0].width);
uv.y = wrap(uv.y, wrap_t, mips[0].height);
glm::vec2 uv_full = uv * glm::vec2(mips[0].width, mips[0].height);
int x = int(uv_full.x);
int y = int(uv_full.y);
return sample(x, y, 0);
}
else
{
return T(0, 0, 0, 1);
}
}
inline float wrap(float v, spirv_cross_wrap wrap, unsigned size)
{
switch (wrap)
{
case SPIRV_CROSS_WRAP_REPEAT:
return v - glm::floor(v);
case SPIRV_CROSS_WRAP_CLAMP_TO_EDGE:
{
float half = 0.5f / size;
return glm::clamp(v, half, 1.0f - half);
}
default:
return 0.0f;
}
}
std::vector<spirv_cross_miplevel> mips;
spirv_cross_format format;
spirv_cross_wrap wrap_s;
spirv_cross_wrap wrap_t;
spirv_cross_filter min_filter;
spirv_cross_filter mag_filter;
spirv_cross_mipfilter mip_filter;
};
typedef sampler2DBase<glm::vec4> sampler2D;
typedef sampler2DBase<glm::ivec4> isampler2D;
typedef sampler2DBase<glm::uvec4> usampler2D;
template <typename T>
inline T texture(const sampler2DBase<T> &samp, const glm::vec2 &uv, float bias = 0.0f)
{
return samp.sample(uv, bias);
}
}
#endif

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/*
* Copyright 2015-2017 ARM Limited
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* 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.
*/
#ifndef SPIRV_CROSS_THREAD_GROUP_HPP
#define SPIRV_CROSS_THREAD_GROUP_HPP
#include <condition_variable>
#include <mutex>
#include <thread>
namespace spirv_cross
{
template <typename T, unsigned Size>
class ThreadGroup
{
public:
ThreadGroup(T *impl)
{
for (unsigned i = 0; i < Size; i++)
workers[i].start(&impl[i]);
}
void run()
{
for (auto &worker : workers)
worker.run();
}
void wait()
{
for (auto &worker : workers)
worker.wait();
}
private:
struct Thread
{
enum State
{
Idle,
Running,
Dying
};
State state = Idle;
void start(T *impl)
{
worker = std::thread([impl, this] {
for (;;)
{
{
std::unique_lock<std::mutex> l{ lock };
cond.wait(l, [this] { return state != Idle; });
if (state == Dying)
break;
}
impl->main();
std::lock_guard<std::mutex> l{ lock };
state = Idle;
cond.notify_one();
}
});
}
void wait()
{
std::unique_lock<std::mutex> l{ lock };
cond.wait(l, [this] { return state == Idle; });
}
void run()
{
std::lock_guard<std::mutex> l{ lock };
state = Running;
cond.notify_one();
}
~Thread()
{
if (worker.joinable())
{
{
std::lock_guard<std::mutex> l{ lock };
state = Dying;
cond.notify_one();
}
worker.join();
}
}
std::thread worker;
std::condition_variable cond;
std::mutex lock;
};
Thread workers[Size];
};
}
#endif

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# Copyright 2020-2021 Hans-Kristian Arntzen
# SPDX-License-Identifier: Apache-2.0
prefix=@CMAKE_INSTALL_PREFIX@
exec_prefix=${prefix}
libdir=${prefix}/@CMAKE_INSTALL_LIBDIR@
sharedlibdir=${prefix}/@CMAKE_INSTALL_LIBDIR@
includedir=${prefix}/@CMAKE_INSTALL_INCLUDEDIR@/spirv_cross
Name: spirv-cross-c-shared
Description: C API for SPIRV-Cross (shared)
Version: @SPIRV_CROSS_VERSION@
Requires:
Libs: -L${libdir} -L${sharedlibdir} -lspirv-cross-c-shared
Cflags: -I${includedir}

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# Copyright 2020-2021 Hans-Kristian Arntzen
# SPDX-License-Identifier: Apache-2.0
prefix=@CMAKE_INSTALL_PREFIX@
exec_prefix=${prefix}
libdir=${prefix}/@CMAKE_INSTALL_LIBDIR@
includedir=${prefix}/@CMAKE_INSTALL_INCLUDEDIR@/spirv_cross
Name: spirv-cross-c
Description: C API for SPIRV-Cross (static)
Version: @SPIRV_CROSS_VERSION@
Requires:
Libs: -L${libdir} -lspirv-cross-c
Cflags: -I${includedir}

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/*
* Copyright 2016-2021 Arm Limited
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* 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.
*/
/*
* At your option, you may choose to accept this material under either:
* 1. The Apache License, Version 2.0, found at <http://www.apache.org/licenses/LICENSE-2.0>, or
* 2. The MIT License, found at <http://opensource.org/licenses/MIT>.
*/
#include "spirv_cfg.hpp"
#include "spirv_cross.hpp"
#include <algorithm>
#include <assert.h>
using namespace std;
namespace SPIRV_CROSS_NAMESPACE
{
CFG::CFG(Compiler &compiler_, const SPIRFunction &func_)
: compiler(compiler_)
, func(func_)
{
build_post_order_visit_order();
build_immediate_dominators();
}
uint32_t CFG::find_common_dominator(uint32_t a, uint32_t b) const
{
while (a != b)
{
if (get_visit_order(a) < get_visit_order(b))
a = get_immediate_dominator(a);
else
b = get_immediate_dominator(b);
}
return a;
}
void CFG::build_immediate_dominators()
{
// Traverse the post-order in reverse and build up the immediate dominator tree.
immediate_dominators.clear();
immediate_dominators[func.entry_block] = func.entry_block;
for (auto i = post_order.size(); i; i--)
{
uint32_t block = post_order[i - 1];
const auto resolve_preds = [&](const SmallVector<uint32_t> &pred)
{
if (pred.empty()) // This is for the entry block, but we've already set up the dominators.
return;
for (auto &edge : pred)
{
if (immediate_dominators[block])
{
assert(immediate_dominators[edge]);
immediate_dominators[block] = find_common_dominator(immediate_dominators[block], edge);
}
else
immediate_dominators[block] = edge;
}
};
resolve_preds(preceding_edges[block]);
resolve_preds(virtual_dominance_preceding_edges[block]);
}
}
bool CFG::is_back_edge(uint32_t to) const
{
// We have a back edge if the visit order is set with the temporary magic value 0.
// Crossing edges will have already been recorded with a visit order.
auto itr = visit_order.find(to);
return itr != end(visit_order) && itr->second.visited_branches && !itr->second.visited_resolve;
}
bool CFG::has_visited_branch(uint32_t to) const
{
auto itr = visit_order.find(to);
return itr != end(visit_order) && itr->second.visited_branches;
}
void CFG::post_order_visit_entry(uint32_t block)
{
visit_stack.push_back(block);
while (!visit_stack.empty())
{
bool keep_iterating;
do
{
// Reverse the order to allow for stack-like behavior and preserves the visit order from recursive algorithm.
// Traverse depth first.
uint32_t to_visit = visit_stack.back();
last_visited_size = visit_stack.size();
post_order_visit_branches(to_visit);
keep_iterating = last_visited_size != visit_stack.size();
if (keep_iterating)
std::reverse(visit_stack.begin() + last_visited_size, visit_stack.end());
} while (keep_iterating);
// We've reached the end of some tree leaf. Resolve the stack.
// Any node which has been visited for real can be popped now.
while (!visit_stack.empty() && visit_order[visit_stack.back()].visited_branches)
{
post_order_visit_resolve(visit_stack.back());
visit_stack.pop_back();
}
}
}
void CFG::visit_branch(uint32_t block_id)
{
// Prune obvious duplicates.
if (std::find(visit_stack.begin() + last_visited_size, visit_stack.end(), block_id) == visit_stack.end() &&
!has_visited_branch(block_id))
{
visit_stack.push_back(block_id);
}
}
void CFG::post_order_visit_branches(uint32_t block_id)
{
auto &block = compiler.get<SPIRBlock>(block_id);
auto &visit = visit_order[block_id];
if (visit.visited_branches)
return;
visit.visited_branches = true;
if (block.merge == SPIRBlock::MergeLoop)
visit_branch(block.merge_block);
else if (block.merge == SPIRBlock::MergeSelection)
visit_branch(block.next_block);
// First visit our branch targets.
switch (block.terminator)
{
case SPIRBlock::Direct:
visit_branch(block.next_block);
break;
case SPIRBlock::Select:
visit_branch(block.true_block);
visit_branch(block.false_block);
break;
case SPIRBlock::MultiSelect:
{
const auto &cases = compiler.get_case_list(block);
for (const auto &target : cases)
visit_branch(target.block);
if (block.default_block)
visit_branch(block.default_block);
break;
}
default:
break;
}
}
void CFG::post_order_visit_resolve(uint32_t block_id)
{
auto &block = compiler.get<SPIRBlock>(block_id);
auto &visit_block = visit_order[block_id];
assert(visit_block.visited_branches);
auto &visited = visit_order[block_id].visited_resolve;
if (visited)
return;
// If this is a loop header, add an implied branch to the merge target.
// This is needed to avoid annoying cases with do { ... } while(false) loops often generated by inliners.
// To the CFG, this is linear control flow, but we risk picking the do/while scope as our dominating block.
// This makes sure that if we are accessing a variable outside the do/while, we choose the loop header as dominator.
// We could use has_visited_forward_edge, but this break code-gen where the merge block is unreachable in the CFG.
// Make a point out of visiting merge target first. This is to make sure that post visit order outside the loop
// is lower than inside the loop, which is going to be key for some traversal algorithms like post-dominance analysis.
// For selection constructs true/false blocks will end up visiting the merge block directly and it works out fine,
// but for loops, only the header might end up actually branching to merge block.
if (block.merge == SPIRBlock::MergeLoop && !is_back_edge(block.merge_block))
add_branch(block_id, block.merge_block);
// Similar case as do/while loops, but expressed in a different form.
// if (true) { foo = 1; } else { return/unreachable/kill/blah; } access(foo);
// Only consider this branch when computing dominance to avoid breaking other analysis like
// parameter preservation.
if (block.merge == SPIRBlock::MergeSelection && !is_back_edge(block.next_block))
add_virtual_dominance_branch(block_id, block.next_block);
// First visit our branch targets.
switch (block.terminator)
{
case SPIRBlock::Direct:
if (!is_back_edge(block.next_block))
add_branch(block_id, block.next_block);
break;
case SPIRBlock::Select:
if (!is_back_edge(block.true_block))
add_branch(block_id, block.true_block);
if (!is_back_edge(block.false_block))
add_branch(block_id, block.false_block);
break;
case SPIRBlock::MultiSelect:
{
const auto &cases = compiler.get_case_list(block);
for (const auto &target : cases)
{
if (!is_back_edge(target.block))
add_branch(block_id, target.block);
}
if (block.default_block && !is_back_edge(block.default_block))
add_branch(block_id, block.default_block);
break;
}
default:
break;
}
// If this is a selection merge, add an implied branch to the merge target.
// This is needed to avoid cases where an inner branch dominates the outer branch.
// This can happen if one of the branches exit early, e.g.:
// if (cond) { ...; break; } else { var = 100 } use_var(var);
// We can use the variable without a Phi since there is only one possible parent here.
// However, in this case, we need to hoist out the inner variable to outside the branch.
// Use same strategy as loops.
if (block.merge == SPIRBlock::MergeSelection && !is_back_edge(block.next_block))
{
// If there is only one preceding edge to the merge block and it's not ourselves, we need a fixup.
// Add a fake branch so any dominator in either the if (), or else () block, or a lone case statement
// will be hoisted out to outside the selection merge.
// If size > 1, the variable will be automatically hoisted, so we should not mess with it.
// The exception here is switch blocks, where we can have multiple edges to merge block,
// all coming from same scope, so be more conservative in this case.
// Adding fake branches unconditionally breaks parameter preservation analysis,
// which looks at how variables are accessed through the CFG.
auto pred_itr = preceding_edges.find(block.next_block);
if (pred_itr != end(preceding_edges))
{
auto &pred = pred_itr->second;
auto succ_itr = succeeding_edges.find(block_id);
size_t num_succeeding_edges = 0;
if (succ_itr != end(succeeding_edges))
num_succeeding_edges = succ_itr->second.size();
if (block.terminator == SPIRBlock::MultiSelect && num_succeeding_edges == 1)
{
// Multiple branches can come from the same scope due to "break;", so we need to assume that all branches
// come from same case scope in worst case, even if there are multiple preceding edges.
// If we have more than one succeeding edge from the block header, it should be impossible
// to have a dominator be inside the block.
// Only case this can go wrong is if we have 2 or more edges from block header and
// 2 or more edges to merge block, and still have dominator be inside a case label.
if (!pred.empty())
add_branch(block_id, block.next_block);
}
else
{
if (pred.size() == 1 && *pred.begin() != block_id)
add_branch(block_id, block.next_block);
}
}
else
{
// If the merge block does not have any preceding edges, i.e. unreachable, hallucinate it.
// We're going to do code-gen for it, and domination analysis requires that we have at least one preceding edge.
add_branch(block_id, block.next_block);
}
}
visited = true;
visit_block.order = ++visit_count;
post_order.push_back(block_id);
}
void CFG::build_post_order_visit_order()
{
uint32_t block = func.entry_block;
visit_count = 0;
visit_order.clear();
post_order.clear();
post_order_visit_entry(block);
}
static void add_unique(SmallVector <uint32_t> &l, uint32_t value)
{
auto itr = find(begin(l), end(l), value);
if (itr == end(l))
l.push_back(value);
}
void CFG::add_branch(uint32_t from, uint32_t to)
{
assert(from && to);
add_unique(preceding_edges[to], from);
add_unique(succeeding_edges[from], to);
}
void CFG::add_virtual_dominance_branch(uint32_t from, uint32_t to)
{
assert(from && to);
add_unique(virtual_dominance_preceding_edges[to], from);
}
uint32_t CFG::find_loop_dominator(uint32_t block_id) const
{
while (block_id != SPIRBlock::NoDominator)
{
auto itr = preceding_edges.find(block_id);
if (itr == end(preceding_edges))
return SPIRBlock::NoDominator;
if (itr->second.empty())
return SPIRBlock::NoDominator;
uint32_t pred_block_id = SPIRBlock::NoDominator;
bool ignore_loop_header = false;
// If we are a merge block, go directly to the header block.
// Only consider a loop dominator if we are branching from inside a block to a loop header.
// NOTE: In the CFG we forced an edge from header to merge block always to support variable scopes properly.
for (auto &pred : itr->second)
{
auto &pred_block = compiler.get<SPIRBlock>(pred);
if (pred_block.merge == SPIRBlock::MergeLoop && pred_block.merge_block == ID(block_id))
{
pred_block_id = pred;
ignore_loop_header = true;
break;
}
else if (pred_block.merge == SPIRBlock::MergeSelection && pred_block.next_block == ID(block_id))
{
pred_block_id = pred;
break;
}
}
// No merge block means we can just pick any edge. Loop headers dominate the inner loop, so any path we
// take will lead there.
if (pred_block_id == SPIRBlock::NoDominator)
pred_block_id = itr->second.front();
block_id = pred_block_id;
if (!ignore_loop_header && block_id)
{
auto &block = compiler.get<SPIRBlock>(block_id);
if (block.merge == SPIRBlock::MergeLoop)
return block_id;
}
}
return block_id;
}
bool CFG::node_terminates_control_flow_in_sub_graph(BlockID from, BlockID to) const
{
// Walk backwards, starting from "to" block.
// Only follow pred edges if they have a 1:1 relationship, or a merge relationship.
// If we cannot find a path to "from", we must assume that to is inside control flow in some way.
auto &from_block = compiler.get<SPIRBlock>(from);
BlockID ignore_block_id = 0;
if (from_block.merge == SPIRBlock::MergeLoop)
ignore_block_id = from_block.merge_block;
while (to != from)
{
auto pred_itr = preceding_edges.find(to);
if (pred_itr == end(preceding_edges))
return false;
DominatorBuilder builder(*this);
for (auto &edge : pred_itr->second)
builder.add_block(edge);
uint32_t dominator = builder.get_dominator();
if (dominator == 0)
return false;
auto &dom = compiler.get<SPIRBlock>(dominator);
bool true_path_ignore = false;
bool false_path_ignore = false;
bool merges_to_nothing = dom.merge == SPIRBlock::MergeNone ||
(dom.merge == SPIRBlock::MergeSelection && dom.next_block &&
compiler.get<SPIRBlock>(dom.next_block).terminator == SPIRBlock::Unreachable) ||
(dom.merge == SPIRBlock::MergeLoop && dom.merge_block &&
compiler.get<SPIRBlock>(dom.merge_block).terminator == SPIRBlock::Unreachable);
if (dom.self == from || merges_to_nothing)
{
// We can only ignore inner branchy paths if there is no merge,
// i.e. no code is generated afterwards. E.g. this allows us to elide continue:
// for (;;) { if (cond) { continue; } else { break; } }.
// Codegen here in SPIR-V will be something like either no merge if one path directly breaks, or
// we merge to Unreachable.
if (ignore_block_id && dom.terminator == SPIRBlock::Select)
{
auto &true_block = compiler.get<SPIRBlock>(dom.true_block);
auto &false_block = compiler.get<SPIRBlock>(dom.false_block);
auto &ignore_block = compiler.get<SPIRBlock>(ignore_block_id);
true_path_ignore = compiler.execution_is_branchless(true_block, ignore_block);
false_path_ignore = compiler.execution_is_branchless(false_block, ignore_block);
}
}
// Cases where we allow traversal. This serves as a proxy for post-dominance in a loop body.
// TODO: Might want to do full post-dominance analysis, but it's a lot of churn for something like this ...
// - We're the merge block of a selection construct. Jump to header.
// - We're the merge block of a loop. Jump to header.
// - Direct branch. Trivial.
// - Allow cases inside a branch if the header cannot merge execution before loop exit.
if ((dom.merge == SPIRBlock::MergeSelection && dom.next_block == to) ||
(dom.merge == SPIRBlock::MergeLoop && dom.merge_block == to) ||
(dom.terminator == SPIRBlock::Direct && dom.next_block == to) ||
(dom.terminator == SPIRBlock::Select && dom.true_block == to && false_path_ignore) ||
(dom.terminator == SPIRBlock::Select && dom.false_block == to && true_path_ignore))
{
// Allow walking selection constructs if the other branch reaches out of a loop construct.
// It cannot be in-scope anymore.
to = dominator;
}
else
return false;
}
return true;
}
DominatorBuilder::DominatorBuilder(const CFG &cfg_)
: cfg(cfg_)
{
}
void DominatorBuilder::add_block(uint32_t block)
{
if (!cfg.get_immediate_dominator(block))
{
// Unreachable block via the CFG, we will never emit this code anyways.
return;
}
if (!dominator)
{
dominator = block;
return;
}
if (block != dominator)
dominator = cfg.find_common_dominator(block, dominator);
}
void DominatorBuilder::lift_continue_block_dominator()
{
// It is possible for a continue block to be the dominator of a variable is only accessed inside the while block of a do-while loop.
// We cannot safely declare variables inside a continue block, so move any variable declared
// in a continue block to the entry block to simplify.
// It makes very little sense for a continue block to ever be a dominator, so fall back to the simplest
// solution.
if (!dominator)
return;
auto &block = cfg.get_compiler().get<SPIRBlock>(dominator);
auto post_order = cfg.get_visit_order(dominator);
// If we are branching to a block with a higher post-order traversal index (continue blocks), we have a problem
// since we cannot create sensible GLSL code for this, fallback to entry block.
bool back_edge_dominator = false;
switch (block.terminator)
{
case SPIRBlock::Direct:
if (cfg.get_visit_order(block.next_block) > post_order)
back_edge_dominator = true;
break;
case SPIRBlock::Select:
if (cfg.get_visit_order(block.true_block) > post_order)
back_edge_dominator = true;
if (cfg.get_visit_order(block.false_block) > post_order)
back_edge_dominator = true;
break;
case SPIRBlock::MultiSelect:
{
auto &cases = cfg.get_compiler().get_case_list(block);
for (auto &target : cases)
{
if (cfg.get_visit_order(target.block) > post_order)
back_edge_dominator = true;
}
if (block.default_block && cfg.get_visit_order(block.default_block) > post_order)
back_edge_dominator = true;
break;
}
default:
break;
}
if (back_edge_dominator)
dominator = cfg.get_function().entry_block;
}
} // namespace SPIRV_CROSS_NAMESPACE

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/*
* Copyright 2016-2021 Arm Limited
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* 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.
*/
/*
* At your option, you may choose to accept this material under either:
* 1. The Apache License, Version 2.0, found at <http://www.apache.org/licenses/LICENSE-2.0>, or
* 2. The MIT License, found at <http://opensource.org/licenses/MIT>.
*/
#ifndef SPIRV_CROSS_CFG_HPP
#define SPIRV_CROSS_CFG_HPP
#include "spirv_common.hpp"
#include <assert.h>
namespace SPIRV_CROSS_NAMESPACE
{
class Compiler;
class CFG
{
public:
CFG(Compiler &compiler, const SPIRFunction &function);
Compiler &get_compiler()
{
return compiler;
}
const Compiler &get_compiler() const
{
return compiler;
}
const SPIRFunction &get_function() const
{
return func;
}
uint32_t get_immediate_dominator(uint32_t block) const
{
auto itr = immediate_dominators.find(block);
if (itr != std::end(immediate_dominators))
return itr->second;
else
return 0;
}
bool is_reachable(uint32_t block) const
{
return visit_order.count(block) != 0;
}
uint32_t get_visit_order(uint32_t block) const
{
auto itr = visit_order.find(block);
assert(itr != std::end(visit_order));
int v = itr->second.order;
assert(v > 0);
return uint32_t(v);
}
uint32_t find_common_dominator(uint32_t a, uint32_t b) const;
const SmallVector<uint32_t> &get_preceding_edges(uint32_t block) const
{
auto itr = preceding_edges.find(block);
if (itr != std::end(preceding_edges))
return itr->second;
else
return empty_vector;
}
const SmallVector<uint32_t> &get_succeeding_edges(uint32_t block) const
{
auto itr = succeeding_edges.find(block);
if (itr != std::end(succeeding_edges))
return itr->second;
else
return empty_vector;
}
template <typename Op>
void walk_from(std::unordered_set<uint32_t> &seen_blocks, uint32_t block, const Op &op) const
{
if (seen_blocks.count(block))
return;
seen_blocks.insert(block);
if (op(block))
{
for (auto b : get_succeeding_edges(block))
walk_from(seen_blocks, b, op);
}
}
uint32_t find_loop_dominator(uint32_t block) const;
bool node_terminates_control_flow_in_sub_graph(BlockID from, BlockID to) const;
private:
struct VisitOrder
{
int order = -1;
bool visited_resolve = false;
bool visited_branches = false;
};
Compiler &compiler;
const SPIRFunction &func;
std::unordered_map<uint32_t, SmallVector<uint32_t>> preceding_edges;
std::unordered_map<uint32_t, SmallVector<uint32_t>> virtual_dominance_preceding_edges;
std::unordered_map<uint32_t, SmallVector<uint32_t>> succeeding_edges;
std::unordered_map<uint32_t, uint32_t> immediate_dominators;
std::unordered_map<uint32_t, VisitOrder> visit_order;
SmallVector<uint32_t> post_order;
SmallVector<uint32_t> empty_vector;
void add_branch(uint32_t from, uint32_t to);
void add_virtual_dominance_branch(uint32_t from, uint32_t to);
void build_post_order_visit_order();
void build_immediate_dominators();
void post_order_visit_branches(uint32_t block);
void post_order_visit_resolve(uint32_t block);
void post_order_visit_entry(uint32_t block);
uint32_t visit_count = 0;
bool is_back_edge(uint32_t to) const;
bool has_visited_branch(uint32_t to) const;
void visit_branch(uint32_t block_id);
SmallVector<uint32_t> visit_stack;
size_t last_visited_size = 0;
};
class DominatorBuilder
{
public:
DominatorBuilder(const CFG &cfg);
void add_block(uint32_t block);
uint32_t get_dominator() const
{
return dominator;
}
void lift_continue_block_dominator();
private:
const CFG &cfg;
uint32_t dominator = 0;
};
} // namespace SPIRV_CROSS_NAMESPACE
#endif

2096
thirdparty/SPIRV-Cross/spirv_common.hpp vendored Normal file

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