glslang | reference front end for GLSL/ESSL , partial front end | Graphics library
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QUESTION
I want to do some glsl parsing, in particular I want to find all uniform declarations, that includes SSBOS, samplers and images.
To my understanding glslang provides access to the AST, meaning it can be a a robust time saver to avoid writing a brittle parser yourself.
However I don't see a lot of documentation for the library on the git repo. There are some unit tests which gives me some generic idea of how it works but I am still not sure how I would iterate over the AST to find the text blocks corresponding to uniforms.
I basically need to export them to a different file.
...ANSWER
Answered 2022-Mar-13 at 16:01TIntermTraverser
is the way to go.
In practice, you will define your custom traverser class by inheriting TIntermTraverser
.
For more details, read the doc comments on the top of the definition of TIntermTraverser
.
TIntermTraverser
is used globally in the glslang project, so examining how it is used in the project will be a good help to understand the usage.
glslang/MachineIndependent/intermOut.cpp
is a good starting point, I think.
I wrote the sample code for you, which is shown below.
QUESTION
So I'm developing a game engine framework for myself in C#/.NET and I have been trying to simplify building shader files (the rendering engine consumes SPIR-V files, which I want to generate from GLSL source). My current approach has been to use a custom .targets file which is imported into a CSPROJ, and that file defines a custom target like this:
...ANSWER
Answered 2022-Jan-14 at 02:16I am not sure I understand your problem correctly, but if you want your .vert.spv copied to another folder use File.Copy()
QUESTION
I'm writing a voxel engine in C++, and I'm implementing a Vulkan renderer. I've decided to write shaders in HLSL, and translate them via SPIRV-Cross. However, this brings me to a problem - glslang's HLSL compiler does not allow samplers. For example, this pixel shader:
...ANSWER
Answered 2021-Oct-14 at 23:43The official DirectX Shader Compiler (that's the one for HLSL 6 and above, not the old DxCompiler) actually supports transforming HLSL into SPIR-V. See their wiki page about it for an explanaition on how to build the compiler with that feature enabled, and how to use it.
That said, uniform sampler2D tex;
is actually not HLSL but GLSL code. In HLSL, you would write
QUESTION
I have some trouble understanding the return type of an async function. Here I would like to have a promise that returns only the type Promise< Glslang > and not Promise. Here is the code:
...ANSWER
Answered 2021-Mar-06 at 20:29First of all, you can simplify the code to always import the module. As I see you use Webpack to bundle the app, it will take care of importing and caching so you can delete ~75% of the logic - basically keep only this part:
QUESTION
Iam using glslang SDK in my code to compile shader programs online, however i get the following errors for my fragment shader:
GLSL Parsing Failed for: Text.frag ERROR: 0:6: 'location' : too large for fragment output ERROR: 1 compilation errors. No code generated.
GLSL Linking Failed for: Text.frag ERROR: 0:6: 'location' : too large for fragment output ERROR: 1 compilation errors. No code generated.
Assertion failed: node->getOp(), file C:\projects\glslang\SPIRV\GlslangToSpv.cpp, line 2412
my vertex shader:
...ANSWER
Answered 2020-Oct-28 at 06:06Iam using glslang SDK in my code to compile the shader programs online, apparently in the glslang code you have to tweak some limitation parameters manually for glslang to accept shader variables that are normally not accepted, this issue was fixed by setting maxDrawBuffers
to true
as the following
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