Vulkan-Docs/appendices/VK_NV_glsl_shader.txt

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include::meta/VK_NV_glsl_shader.txt[]
*Last Modified Date*::
2016-02-14
*IP Status*::
No known IP claims.
*Contributors*::
- Piers Daniell, NVIDIA
This extension allows GLSL shaders written to the `GL_KHR_vulkan_glsl`
extension specification to be used instead of SPIR-V.
The implementation will automatically detect whether the shader is SPIR-V or
GLSL, and compile it appropriately.
=== New Object Types
=== New Enum Constants
* Extending elink:VkResult:
** ename:VK_ERROR_INVALID_SHADER_NV
=== New Enums
=== New Structures
=== New Functions
=== Issues
=== Examples
*Example 1*
Passing in GLSL code
[source,c++]
----------------------------------------
char const vss[] =
"#version 450 core\n"
"layout(location = 0) in vec2 aVertex;\n"
"layout(location = 1) in vec4 aColor;\n"
"out vec4 vColor;\n"
"void main()\n"
"{\n"
" vColor = aColor;\n"
" gl_Position = vec4(aVertex, 0, 1);\n"
"}\n"
;
VkShaderModuleCreateInfo vertexShaderInfo = { VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO };
vertexShaderInfo.codeSize = sizeof vss;
vertexShaderInfo.pCode = vss;
VkShaderModule vertexShader;
vkCreateShaderModule(device, &vertexShaderInfo, 0, &vertexShader);
----------------------------------------
=== Version History
* Revision 1, 2016-02-14 (Piers Daniell)
- Initial draft