75 lines
1.7 KiB
Plaintext
75 lines
1.7 KiB
Plaintext
[[VK_NV_glsl_shader]]
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== VK_NV_glsl_shader
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*Name String*::
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+VK_NV_glsl_shader+
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*Extension Type*::
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Device extension
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*Registered Extension Number*::
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13
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*Status*::
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Draft.
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*Last Modified Date*::
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2016-02-14
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*Revision*::
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1
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*IP Status*::
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No known IP claims.
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*Dependencies*::
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- This extension is written against version 1.0 of the Vulkan API.
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*Contributors*::
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- Piers Daniell, NVIDIA
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*Contacts*::
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- Piers Daniell (pdaniell 'at' nvidia.com)
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This extension allows GLSL shaders written to the +GL_KHR_vulkan_glsl+
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extension specification to be used instead of SPIR-V.
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The implementation will automatically detect whether the shader is SPIR-V or
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GLSL and compile it appropriatly.
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=== New Object Types
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=== New Enum Constants
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* Extending elink:VkResult:
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** ename:VK_ERROR_INVALID_SHADER_NV
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=== New Enums
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=== New Structures
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=== New Functions
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=== Issues
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=== Examples
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**Example 1**
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Passing in GLSL code
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[source,c++]
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----------------------------------------
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char const vss[] =
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"#version 450 core\n"
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"layout(location = 0) in vec2 aVertex;\n"
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"layout(location = 1) in vec4 aColor;\n"
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"out vec4 vColor;\n"
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"void main()\n"
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"{\n"
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" vColor = aColor;\n"
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" gl_Position = vec4(aVertex, 0, 1);\n"
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"}\n"
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;
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VkShaderModuleCreateInfo vertexShaderInfo = { VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO };
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vertexShaderInfo.codeSize = sizeof vss;
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vertexShaderInfo.pCode = vss;
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VkShaderModule vertexShader;
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vkCreateShaderModule(device, &vertexShaderInfo, 0, &vertexShader);
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----------------------------------------
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=== Version History
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* Revision 1, 2016-02-14 (Piers Daniell)
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- Initial draft
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