shaderc IncluderInterface,包含失败?

问题描述 投票:0回答:3

我正在尝试在 Vulkan 项目中支持

#include
的 glsl 指令。

据我了解,所需要做的就是正确实现 IncluderInterface 并设置它,我是这样做的:

class NEShaderIncluder : public CompileOptions::IncluderInterface
{
    shaderc_include_result* GetInclude(
        const char* requested_source,
        shaderc_include_type type,
        const char* requesting_source,
        size_t include_depth)
    {
        cout << requested_source << endl;
        cout << to_string(type) << endl;
        cout << requesting_source << endl;
        cout << include_depth << endl;

        const string name = string(requested_source);
        const string contents = ReadFile(name);

        auto container = new std::array<std::string, 2>;
        (*container)[0] = name;
        (*container)[1] = contents;

        auto data = new shaderc_include_result;

        data->user_data = container;

        data->source_name = (*container)[0].data();
        data->source_name_length = (*container)[0].size();

        data->content = (*container)[1].data();
        data->content_length = (*container)[1].size();

        cout << "!!!!!!!!!!!!!!!!!!!" << endl;

        cout << data->content << endl;

        return data;
    };

    void ReleaseInclude(shaderc_include_result* data) override
    {
        delete static_cast<std::array<std::string, 2>*>(data->user_data);
        delete data;
    };
};

CompileOptions SetShaderCompilationOptions()
{
    CompileOptions options;
    options.SetIncluder(std::make_unique<NEShaderIncluder>());
    options.SetGenerateDebugInfo();
    return options;
}

然后我像这样编译我的着色器:

    Compiler compiler;
    CompileOptions options = SetShaderCompilationOptions();
    shaderc::SpvCompilationResult result =
        compiler.CompileGlslToSpv(source, shader_type, shader_name.c_str(), options);

我添加到该函数中的所有打印语句都可以工作并打印我期望的内容,例如这是最后一个打印:

vec4 BlinnPhong(vec3 pos, vec3 normal, vec3 camera_position)
{
    vec4 color = vec4(0);
    vec3 l = vec3(1);

    vec3 c = vec3(0, 0, 0.7);
    vec3 n = normalize(normal);
    vec3 e = camera_position - pos;
    e = normalize(e);
    vec3 h = normalize(e + l);

    color = vec4(
        c * (vec3(0.1) + 0.9 * max(0, dot(n, l))) +
            vec3(0.9) * max(0, pow(dot(h, n), 100)),
        1);

    return color;
}

但是,shaderrc 似乎并没有取代包含,我从结果对象中收到此错误消息:

#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_GOOGLE_include_directive : require

#include "shaders/Example2/phong_lighting.glsl"

layout(location = 0) out vec4 color_out;

layout(location = 0) in vec3 position;
layout(location = 1) in vec2 tex_coord;
layout(location = 2) in vec3 normal;

layout(binding = 1) uniform CameraInfo {
    vec3 camera_position;
};

void main()
{
    color_out = BlinnPhong(position, normal);
}:
fragment_shader:19: error: 'BlinnPhong' : no matching overloaded function found
fragment_shader:19: error: 'assign' :  cannot convert from ' const float' to 'layout( location=0) out highp 4-component vector of float'

我不完全确定我使用的API有什么问题,而且我也无法在网上找到示例来交叉引用。

我怀疑必须事先调用

PreprocessGlsl
,但我不确定你应该如何链接预处理和编译。

c++ glsl shader vulkan
3个回答
2
投票

问题是,除了设置包含之外,您还应该调用预处理阶段,正确的调用站点如下所示:

    shaderc::PreprocessedSourceCompilationResult pre_result =
        compiler.PreprocessGlsl(source, shader_type, shader_name.c_str(), options);
    Assert(
        pre_result.GetCompilationStatus() == shaderc_compilation_status_success,
        "Preprocess failed for file " + source + ":\n" + pre_result.GetErrorMessage());

    string pre_passed_source(pre_result.begin());

    shaderc::SpvCompilationResult result = compiler.CompileGlslToSpv(
        pre_passed_source, shader_type, shader_name.c_str(), options);
    Assert(
        result.GetCompilationStatus() == shaderc_compilation_status_success,
        pre_passed_source + ":\n" + result.GetErrorMessage());

1
投票

我认为这不是包含的问题,而是您的代码的问题。 include 中的

BlinnPhong
接受 3 个参数,但调用它时只传递 2 个参数。这与第一条错误消息相符。


0
投票

您忘记将包含器添加到编译器选项中,因此它根本没有被使用。

options.SetIncluder(std::make_unique<NEShaderIncluder>());

这样做就足够了,预处理不是必需的,而是第二种可能性。

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