vsg: vsg::ShaderCompiler Class Reference

vsg 1.1.9 VulkanSceneGraph library |

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Public Member Functions | Public Attributes | Protected Attributes | List of all members
vsg::ShaderCompiler Class Reference

`#include <ShaderCompiler.h>`

Inheritance diagram for vsg::ShaderCompiler:
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Collaboration diagram for vsg::ShaderCompiler:
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## Public Member Functions
bool | supported () const
bool | compile (ShaderStages &shaders, const std::vector< std::string > &defines={}, ref_ptr< const Options > options={})
bool | compile (ref_ptr< ShaderStage > shaderStage, const std::vector< std::string > &defines={}, ref_ptr< const Options > options={})
std::string | combineSourceAndDefines (const std::string &source, const std::vector< std::string > &defines)
void | apply (Node &node) override
void | apply (BindGraphicsPipeline &bgp) override
void | apply (BindComputePipeline &bgp) override
void | apply (BindRayTracingPipeline &bgp) override
Public Member Functions inherited from vsg::Inherit< Visitor, ShaderCompiler >
| Inherit (Args &&... args)
std::size_t | sizeofObject () const noexcept override
const char * | className () const noexcept override
const std::type_info & | type_info () const noexcept override
bool | is_compatible (const std::type_info &type) const noexcept override
int | compare (const Object &rhs) const override
void | accept (Visitor &visitor) override
void | accept (ConstVisitor &visitor) const override
void | accept (RecordTraversal &visitor) const override
Public Member Functions inherited from vsg::Visitor
| Visitor (const Visitor &rhs, const CopyOp &copyop={})
virtual Instrumentation * | getInstrumentation ()
virtual void | apply (Object &)
virtual void | apply (Objects &)
virtual void | apply (External &)
virtual void | apply (Data &)
virtual void | apply (stringValue &)
virtual void | apply (wstringValue &)
virtual void | apply (boolValue &)
virtual void | apply (intValue &)
virtual void | apply (uintValue &)
virtual void | apply (floatValue &)
virtual void | apply (doubleValue &)
virtual void | apply (vec2Value &)
virtual void | apply (vec3Value &)
virtual void | apply (vec4Value &)
virtual void | apply (dvec2Value &)
virtual void | apply (dvec3Value &)
virtual void | apply (dvec4Value &)
virtual void | apply (bvec2Value &)
virtual void | apply (bvec3Value &)
virtual void | apply (bvec4Value &)
virtual void | apply (ubvec2Value &)
virtual void | apply (ubvec3Value &)
virtual void | apply (ubvec4Value &)
virtual void | apply (svec2Value &)
virtual void | apply (svec3Value &)
virtual void | apply (svec4Value &)
virtual void | apply (usvec2Value &)
virtual void | apply (usvec3Value &)
virtual void | apply (usvec4Value &)
virtual void | apply (ivec2Value &)
virtual void | apply (ivec3Value &)
virtual void | apply (ivec4Value &)
virtual void | apply (uivec2Value &)
virtual void | apply (uivec3Value &)
virtual void | apply (uivec4Value &)
virtual void | apply (mat4Value &)
virtual void | apply (dmat4Value &)
virtual void | apply (byteArray &)
virtual void | apply (ubyteArray &)
virtual void | apply (shortArray &)
virtual void | apply (ushortArray &)
virtual void | apply (intArray &)
virtual void | apply (uintArray &)
virtual void | apply (floatArray &)
virtual void | apply (doubleArray &)
virtual void | apply (vec2Array &)
virtual void | apply (vec3Array &)
virtual void | apply (vec4Array &)
virtual void | apply (dvec2Array &)
virtual void | apply (dvec3Array &)
virtual void | apply (dvec4Array &)
virtual void | apply (bvec2Array &)
virtual void | apply (bvec3Array &)
virtual void | apply (bvec4Array &)
virtual void | apply (svec2Array &)
virtual void | apply (svec3Array &)
virtual void | apply (svec4Array &)
virtual void | apply (ivec2Array &)
virtual void | apply (ivec3Array &)
virtual void | apply (ivec4Array &)
virtual void | apply (ubvec2Array &)
virtual void | apply (ubvec3Array &)
virtual void | apply (ubvec4Array &)
virtual void | apply (usvec2Array &)
virtual void | apply (usvec3Array &)
virtual void | apply (usvec4Array &)
virtual void | apply (uivec2Array &)
virtual void | apply (uivec3Array &)
virtual void | apply (uivec4Array &)
virtual void | apply (mat4Array &)
virtual void | apply (dmat4Array &)
virtual void | apply (block64Array &)
virtual void | apply (block128Array &)
virtual void | apply (byteArray2D &)
virtual void | apply (ubyteArray2D &)
virtual void | apply (shortArray2D &)
virtual void | apply (ushortArray2D &)
virtual void | apply (intArray2D &)
virtual void | apply (uintArray2D &)
virtual void | apply (floatArray2D &)
virtual void | apply (doubleArray2D &)
virtual void | apply (vec2Array2D &)
virtual void | apply (vec3Array2D &)
virtual void | apply (vec4Array2D &)
virtual void | apply (dvec2Array2D &)
virtual void | apply (dvec3Array2D &)
virtual void | apply (dvec4Array2D &)
virtual void | apply (bvec2Array2D &)
virtual void | apply (bvec3Array2D &)
virtual void | apply (bvec4Array2D &)
virtual void | apply (svec2Array2D &)
virtual void | apply (svec3Array2D &)
virtual void | apply (svec4Array2D &)
virtual void | apply (ivec2Array2D &)
virtual void | apply (ivec3Array2D &)
virtual void | apply (ivec4Array2D &)
virtual void | apply (ubvec2Array2D &)
virtual void | apply (ubvec3Array2D &)
virtual void | apply (ubvec4Array2D &)
virtual void | apply (usvec2Array2D &)
virtual void | apply (usvec3Array2D &)
virtual void | apply (usvec4Array2D &)
virtual void | apply (uivec2Array2D &)
virtual void | apply (uivec3Array2D &)
virtual void | apply (uivec4Array2D &)
virtual void | apply (block64Array2D &)
virtual void | apply (block128Array2D &)
virtual void | apply (byteArray3D &)
virtual void | apply (ubyteArray3D &)
virtual void | apply (shortArray3D &)
virtual void | apply (ushortArray3D &)
virtual void | apply (intArray3D &)
virtual void | apply (uintArray3D &)
virtual void | apply (floatArray3D &)
virtual void | apply (doubleArray3D &)
virtual void | apply (vec2Array3D &)
virtual void | apply (vec3Array3D &)
virtual void | apply (vec4Array3D &)
virtual void | apply (dvec2Array3D &)
virtual void | apply (dvec3Array3D &)
virtual void | apply (dvec4Array3D &)
virtual void | apply (ubvec2Array3D &)
virtual void | apply (ubvec3Array3D &)
virtual void | apply (ubvec4Array3D &)
virtual void | apply (block64Array3D &)
virtual void | apply (block128Array3D &)
virtual void | apply (Compilable &)
virtual void | apply (Commands &)
virtual void | apply (Group &)
virtual void | apply (QuadGroup &)
virtual void | apply (LOD &)
virtual void | apply (PagedLOD &)
virtual void | apply (StateGroup &)
virtual void | apply (CullGroup &)
virtual void | apply (CullNode &)
virtual void | apply (Transform &)
virtual void | apply (MatrixTransform &)
virtual void | apply (CoordinateFrame &)
virtual void | apply (Geometry &)
virtual void | apply (VertexDraw &)
virtual void | apply (VertexIndexDraw &)
virtual void | apply (DepthSorted &)
virtual void | apply (Layer &)
virtual void | apply (Bin &)
virtual void | apply (Switch &)
virtual void | apply (Light &)
virtual void | apply (AmbientLight &)
virtual void | apply (DirectionalLight &)
virtual void | apply (PointLight &)
virtual void | apply (SpotLight &)
virtual void | apply (InstrumentationNode &)
virtual void | apply (RegionOfInterest &)
virtual void | apply (Text &)
virtual void | apply (TextGroup &)
virtual void | apply (TextTechnique &)
virtual void | apply (TextLayout &)
virtual void | apply (Animation &)
virtual void | apply (AnimationGroup &)
virtual void | apply (AnimationSampler &)
virtual void | apply (JointSampler &)
virtual void | apply (MorphSampler &)
virtual void | apply (TransformSampler &)
virtual void | apply (CameraSampler &)
virtual void | apply (Joint &)
virtual void | apply (BufferInfo &)
virtual void | apply (ImageInfo &)
virtual void | apply (ImageView &)
virtual void | apply (Image &)
virtual void | apply (Command &)
virtual void | apply (StateCommand &)
virtual void | apply (StateSwitch &)
virtual void | apply (CommandBuffer &)
virtual void | apply (RenderPass &)
virtual void | apply (BindDescriptorSet &)
virtual void | apply (BindDescriptorSets &)
virtual void | apply (BindViewDescriptorSets &)
virtual void | apply (Descriptor &)
virtual void | apply (DescriptorBuffer &)
virtual void | apply (DescriptorImage &)
virtual void | apply (DescriptorSet &)
virtual void | apply (BindVertexBuffers &)
virtual void | apply (BindIndexBuffer &)
virtual void | apply (GraphicsPipeline &)
virtual void | apply (ComputePipeline &)
virtual void | apply (RayTracingPipeline &)
virtual void | apply (GraphicsPipelineState &)
virtual void | apply (ShaderStage &)
virtual void | apply (VertexInputState &)
virtual void | apply (InputAssemblyState &)
virtual void | apply (TessellationState &)
virtual void | apply (ViewportState &)
virtual void | apply (RasterizationState &)
virtual void | apply (MultisampleState &)
virtual void | apply (DepthStencilState &)
virtual void | apply (ColorBlendState &)
virtual void | apply (DynamicState &)
virtual void | apply (ResourceHints &)
virtual void | apply (Draw &)
virtual void | apply (DrawIndexed &)
virtual void | apply (ClearAttachments &)
virtual void | apply (ClearColorImage &)
virtual void | apply (ClearDepthStencilImage &)
virtual void | apply (QueryPool &)
virtual void | apply (ResetQueryPool &)
virtual void | apply (BeginQuery &)
virtual void | apply (EndQuery &)
virtual void | apply (WriteTimestamp &)
virtual void | apply (CopyQueryPoolResults &)
virtual void | apply (DrawMeshTasks &)
virtual void | apply (DrawMeshTasksIndirect &)
virtual void | apply (DrawMeshTasksIndirectCount &)
virtual void | apply (UIEvent &)
virtual void | apply (WindowEvent &)
virtual void | apply (ExposeWindowEvent &)
virtual void | apply (ConfigureWindowEvent &)
virtual void | apply (CloseWindowEvent &)
virtual void | apply (FocusInEvent &)
virtual void | apply (FocusOutEvent &)
virtual void | apply (KeyEvent &)
virtual void | apply (KeyPressEvent &)
virtual void | apply (KeyReleaseEvent &)
virtual void | apply (PointerEvent &)
virtual void | apply (ButtonPressEvent &)
virtual void | apply (ButtonReleaseEvent &)
virtual void | apply (MoveEvent &)
virtual void | apply (TouchEvent &)
virtual void | apply (TouchDownEvent &)
virtual void | apply (TouchUpEvent &)
virtual void | apply (TouchMoveEvent &)
virtual void | apply (ScrollWheelEvent &)
virtual void | apply (TerminateEvent &)
virtual void | apply (FrameEvent &)
virtual void | apply (ShaderCompileSettings &)
virtual void | apply (Camera &)
virtual void | apply (CommandGraph &)
virtual void | apply (SecondaryCommandGraph &)
virtual void | apply (RenderGraph &)
virtual void | apply (View &)
virtual void | apply (Viewer &)
virtual void | apply (ViewMatrix &)
virtual void | apply (LookAt &)
virtual void | apply (LookDirection &)
virtual void | apply (RelativeViewMatrix &)
virtual void | apply (TrackingViewMatrix &)
virtual void | apply (ProjectionMatrix &)
virtual void | apply (Perspective &)
virtual void | apply (Orthographic &)
virtual void | apply (RelativeProjection &)
virtual void | apply (EllipsoidPerspective &)
virtual void | apply (FrameStamp &)
bool | is_compatible (const std::type_info &type) const noexcept override
Public Member Functions inherited from vsg::Object
| Object (const Object &object, const CopyOp &copyop={})
Object & | operator= (const Object &)
template<class T>
T * | cast ()
template<class T>
const T * | cast () const
virtual ref_ptr< Object > | clone (const CopyOp &copyop={}) const
virtual void | traverse (Visitor &)
virtual void | traverse (ConstVisitor &) const
virtual void | traverse (RecordTraversal &) const
virtual void | read (Input &input)
virtual void | write (Output &output) const
void | ref () const noexcept
void | unref () const noexcept
void | unref_nodelete () const noexcept
unsigned int | referenceCount () const noexcept
template<typename T>
void | setValue (const std::string &key, const T &value)
void | setValue (const std::string &key, const char *value)
| specialization of setValue to handle passing C strings
template<typename T>
bool | getValue (const std::string &key, T &value) const
| get specified value type, return false if value associated with key is not assigned or is not the correct type
void | setObject (const std::string &key, ref_ptr< Object > object)
| assign an Object associated with key
Object * | getObject (const std::string &key)
| get Object pointer associated with key, return nullptr if no object associated with key has been assigned
const Object * | getObject (const std::string &key) const
| get const Object pointer associated with key, return nullptr if no object associated with key has been assigned
template<class T>
T * | getObject (const std::string &key)
| get object pointer of specified type associated with key, return nullptr if no object associated with key has been assigned
template<class T>
const T * | getObject (const std::string &key) const
| get const object pointer of specified type associated with key, return nullptr if no object associated with key has been assigned
ref_ptr< Object > | getRefObject (const std::string &key)
| get ref_ptr<Object> associated with key, return nullptr if no object associated with key has been assigned
ref_ptr< const Object > | getRefObject (const std::string &key) const
| get ref_ptr<const Object> pointer associated with key, return nullptr if no object associated with key has been assigned
template<class T>
ref_ptr< T > | getRefObject (const std::string &key)
| get ref_ptr<T> of specified type associated with key, return nullptr if no object associated with key has been assigned
template<class T>
const ref_ptr< const T > | getRefObject (const std::string &key) const
| get ref_ptr<const T> of specified type associated with key, return nullptr if no object associated with key has been assigned
void | removeObject (const std::string &key)
| remove meta object or value associated with key
Auxiliary * | getOrCreateAuxiliary ()
Auxiliary * | getAuxiliary ()
const Auxiliary * | getAuxiliary () const

## Public Attributes
ref_ptr< ShaderCompileSettings > | defaults
Public Attributes inherited from vsg::Visitor
Mask | traversalMask = MASK_ALL
Mask | overrideMask = MASK_OFF

## Protected Attributes
bool | _initialized = false

## Additional Inherited Members
Static Public Member Functions inherited from vsg::Inherit< Visitor, ShaderCompiler >
static ref_ptr< ShaderCompiler > | create (Args &&... args)
static ref_ptr< ShaderCompiler > | create_if (bool flag, Args &&... args)
Static Public Member Functions inherited from vsg::Object
static ref_ptr< Object > | create ()
static ref_ptr< Object > | create_if (bool flag)
static void * | operator new (std::size_t count)
| provide new and delete to enable custom memory management via the vsg::Allocator singleton, using the MEMORY_AFFINTY_OBJECTS
static void | operator delete (void *ptr)
Protected Member Functions inherited from vsg::Object
virtual void | _attemptDelete () const
void | setAuxiliary (Auxiliary *auxiliary)

## Detailed Description

ShaderCompiler integrates with GLSLang to provide shader compilation from GLSL shaders to SPIRV shaders usable by Vulkan. To be able to compile GLSL the VulkanSceneGraph has to be compiled against GLSLang, you can check whether shader compilation is supported via the VSG_SUPPORTS_ShaderCompiler #define provided in include/core/Version.h, if the value is 1 then shader compilation is supported. You can also check the ShaderCompiler::supported() method.

## Member Function Documentation

## ◆ apply() [1/4]

void vsg::ShaderCompiler::apply | ( | BindComputePipeline & | bgp | ) |
| overridevirtual

Reimplemented from vsg::Visitor.

## ◆ apply() [2/4]

void vsg::ShaderCompiler::apply | ( | BindGraphicsPipeline & | bgp | ) |
| overridevirtual

Reimplemented from vsg::Visitor.

## ◆ apply() [3/4]

void vsg::ShaderCompiler::apply | ( | BindRayTracingPipeline & | bgp | ) |
| overridevirtual

Reimplemented from vsg::Visitor.

## ◆ apply() [4/4]

void vsg::ShaderCompiler::apply | ( | Node & | node | ) |
| overridevirtual

Reimplemented from vsg::Visitor.

## ◆ supported()

bool vsg::ShaderCompiler::supported | ( |  | ) | const

return true if shader compilation is supported by this build of VulkanSceneGraph you can also use the VSG_SUPPORTS_ShaderCompiler define provided by include/vsg/core/Version.h

The documentation for this class was generated from the following file:

- include/vsg/utils/ShaderCompiler.h