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utils.go
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package gshaderc
import (
"fmt"
"os"
"path/filepath"
)
const (
TargetVulkan11 string = "vulkan_1_1"
TargetVulkan10 = "vulkan_1_0"
TargetOpenGL = "opengl"
TargetOpenGLCompat = "opengl_compat"
TargetWebGPU = "webgpu"
)
// CompileShader is a utility function for compiling a shader, it will
// determine the shader type based upon filename, and will default to vulkan_1_1
// if no target type is specified. It assumes a default entry point of "main"
func CompileShader(source, filename, target string) ([]byte, error) {
options := NewCompilerOptions()
defer options.Release()
compiler := NewCompiler()
defer compiler.Release()
shaderType := GetShaderTypeByFilename(filename)
if target != "" {
err := options.SetTargetByName(target)
if err != nil {
return nil, err
}
} else {
options.SetTargetByName(TargetVulkan11)
}
result := compiler.CompileIntoSPV(source, shaderType, filename, "main", options)
defer result.Release()
if result.Error() != nil {
os.Stderr.Write([]byte(result.ErrorMessage()))
return nil, result.Error()
}
return result.Bytes(), nil
}
func (c *CompilerOptions) SetTargetByName(target string) error {
switch target {
case TargetVulkan10:
c.SetTargetEnv(Vulkan, Vulkan_1_0)
case TargetVulkan11:
c.SetTargetEnv(Vulkan, Vulkan_1_1)
case TargetOpenGL:
c.SetTargetEnv(OpenGL, OpenGL_4_5)
case TargetOpenGLCompat:
c.SetTargetEnv(OpenGLCompat, OpenGL_4_5)
case TargetWebGPU:
c.SetTargetEnv(WebGPU, WebGPUAll)
default:
return fmt.Errorf("unknown target: %s", target)
}
return nil
}
func GetShaderExtensionByType(stype ShaderType) string {
switch stype {
case FragmentShader:
return "frag"
case VertexShader:
return "vert"
case ComputeShader:
return "comp"
case GeometryShader:
return "geom"
case TessControlShader:
return "tesc"
case TessEvaluationShader:
return "tese"
}
return ""
}
func GetShaderTypeByFilename(filename string) ShaderType {
ext := filepath.Ext(filename)
shaderType := InferFromSource
switch ext {
case ".frag":
shaderType = FragmentShader
case ".vert":
shaderType = VertexShader
case ".comp":
shaderType = ComputeShader
case ".geom":
shaderType = GeometryShader
case ".tesc":
shaderType = TessControlShader
case ".tese":
shaderType = TessEvaluationShader
}
return shaderType
}