WIP: OpenGL: Use ShaderC to Compile GLSL #113938
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Reference: blender/blender#113938
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Delete Branch "Jeroen-Bakker/blender:opengl/spir-v-compilation"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Modern OpenGL platforms supports loading SpirV binaries and use them as
OpenGL shader stages. For the vulkan backend we use ShaderC to compile
Vulkan GLSL to SpirV.
Using SpirV and ShaderC for OpenGL allows us to implement features like
TODO
--debug-gpu-force-workarounds
(includes disabling spir-v) the overlays in the 3d viewport do not render correctly. Might indicate an incorrect logic somewhere in this patch.@Jeroen-Bakker hello I am working on a new editor for GLSL and HLSL for blender. I propose that this task faces the subject of another Pr with a discussion in this other Pr.
Sorry I don’t understand..
@Jeroen-Bakker I work for add the glsl language at text editor
and after .I think add the HLSL language in the text editor but I think that talking about the subject in a dedicated Pr is better to define the objectives and needs.
Hello, I would like to take the Pr but I would like to know where you were? and where could I possibly find the related documentation? and if I take it would you mind merging one last time so I can start with up to date code.
thanks you.
@Gangneron that would e awesome.
Note that this was just an experiment to see if we could pull it off in a single day or find out why we couldn't.
The main reason that we couldn't make it was because we needed to add a 3rd branch to how to deal with shader resource bindings in the gl_shader_interface. Currently it supports reading it from the shader create info, or introspecting it from the gl program. The later is deprecated. As the resource bindings are different between regular gl shaders and spirv-based gl shaders we need to change the
GLShaderInterface(GLuint program, const shader::ShaderCreateInfo &info)
to support both. My first thought about it was to match the bindings generated byGLShader
, another approach could be to use spir-v introspection. Would first start with matching the generated bindings.For documentation there isn't any as this never took off from our side and wanted to spend more time on finishing other features.
If you need some feedback from us, please tag us in and join us at https://blender.chat/channel/eevee-viewport-module
I will update the branch to latest main so you have a clean slate.
Ok thanks you
So if I great understand i create
GLShader
generate links.The week i go reflect to subject and i start to code to next week.
Checkout
From your project repository, check out a new branch and test the changes.