[Fix] (Diligent/Shader): Try to bind varying in glsl str.

This commit is contained in:
BZLZHH
2025-06-29 11:42:38 +08:00
parent 8a0d00f94b
commit e1fd5678ec
4 changed files with 79 additions and 20 deletions
+23 -3
View File
@@ -672,7 +672,9 @@ namespace MG_Util::Program {
}
std::vector<unsigned> CompileGLSLToSPIRV(GLenum shaderType, const std::string &source,
std::string &infoLog, bool isVkGLSL) {
std::string &infoLog, bool isVkGLSL, GLenum additionalShaderType,
const std::string& additionalShaderSource
) {
using namespace glslang;
TShader* shader = nullptr;
@@ -682,12 +684,27 @@ namespace MG_Util::Program {
return {};
}
TProgram program;
program.addShader(shader);
if (additionalShaderType == GL_VERTEX_SHADER)
program.addShader(shader);
if (additionalShaderType && !additionalShaderSource.empty()) {
TShader* additionalShader = nullptr;
std::string additionalInfoLog = CompileGLSLToTShader(additionalShaderType, additionalShaderSource, additionalShader, isVkGLSL);
if (!additionalInfoLog.empty()) {
infoLog = "Error: [glslang] Cannot compile additional " + GetShaderTypeName(additionalShaderType) + ":\n" + additionalInfoLog;
return {};
}
program.addShader(additionalShader);
}
if (additionalShaderType != GL_VERTEX_SHADER)
program.addShader(shader);
if (!program.link(isVkGLSL ? EShMsgVulkanRules : EShMsgDefault)) {
infoLog = "Error: [glslang] Cannot link the program of the single shader:\n" + std::to_string(program.getInfoLog());
return {};
}
program.mapIO();
std::vector<unsigned> spirv;
SpvOptions spvOptions;
@@ -999,7 +1016,7 @@ namespace MG_Util::Program {
spvc_context_destroy(context);
}
std::string CompileSPIRVToGLSL(std::vector<unsigned int> spirv, uint glslVersion, bool isES) {
std::string CompileSPIRVToGLSL(std::vector<unsigned int> spirv, uint glslVersion, bool isES, bool isVkGLSL) {
spvc_context context = nullptr;
spvc_parsed_ir ir = nullptr;
spvc_compiler compiler_glsl = nullptr;
@@ -1018,12 +1035,15 @@ namespace MG_Util::Program {
spvc_compiler_create_shader_resources(compiler_glsl, &resources);
spvc_resources_get_resource_list_for_type(resources, SPVC_RESOURCE_TYPE_UNIFORM_BUFFER, &list, &count);
spvc_compiler_create_compiler_options(compiler_glsl, &options);
spvc_compiler_options_set_uint(options, SPVC_COMPILER_OPTION_GLSL_VERSION, glslVersion);
spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_ES, isES ? SPVC_TRUE : SPVC_FALSE);
spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_VULKAN_SEMANTICS, isVkGLSL ? SPVC_TRUE : SPVC_FALSE);
spvc_compiler_install_compiler_options(compiler_glsl, options);
spvc_compiler_compile(compiler_glsl, &result);
if (!result) {
MG_Util::Debug::LogE("Failed to compile the shader to GLSL: %s", spvc_context_get_last_error_string(context));
return{};
}