Commit Graph

4 Commits (413095923bffcae7918ddaa4c7777a4d6f60c6a0)

Author SHA1 Message Date
cosmonaut b72b0b5fde fix path quotes in shadercompiler
continuous-integration/drone/push Build is passing Details
2024-01-11 16:26:08 -08:00
cosmonaut 4f412b5c15 fix refreshc breaking on file paths with spaces
continuous-integration/drone/push Build is passing Details
2023-07-03 15:35:11 -07:00
cosmonaut 8be8ce1062 shader output name includes shader type
continuous-integration/drone/push Build is passing Details
2023-02-03 15:06:14 -08:00
TheSpydog 05900bee14 Shader cross-compiler (#34)
continuous-integration/drone/push Build is passing Details
This PR adds a shader cross-compiler program (written in C#) that uses glslc and spirv-cross to compile GLSL source files to a custom, Refresh-specific shader blob format that contains shader code for various backends.

The goal is that whenever you want to compile your shaders, you just run this program (either via `refreshc` or `dotnet run`), passing in the path to the GLSL source file. You can specify which backends you want to support via flags (`--vulkan`, for instance), and it will generate a .refresh blob file for Refresh to consume.

This can also be extended via C# defines and the `partial class` system. An example is the PS5 shader implementation, whose logic is squirreled away in the NDA'd repository but can be called in sequence with the rest of the shader cross-compile logic. This way, we don't have to run two separate programs to compile our shaders to all supported platforms.

Refresh handles all the parsing of the file format in Refresh_CreateShaderModule, so individual backends do not need to concern themselves with the particulars.

Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #34
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2023-01-20 23:19:12 +00:00