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Copy pathspirv_reflection.h
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66 lines (57 loc) · 2.49 KB
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/* Copyright (c) 2019-2025, Arm Limited and Contributors
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include <string>
#include <unordered_map>
#include <vector>
#include "common/error.h"
#pragma warning(push)
#pragma warning(disable : 4065)
#include <spirv_glsl.hpp>
#pragma warning(pop)
#include "common/vk_common.h"
#include "core/shader_module.h"
namespace vkb
{
/// Generate a list of shader resource based on SPIRV reflection code, and provided ShaderVariant
class SPIRVReflection
{
public:
/// @brief Reflects shader resources from SPIRV code
/// @param stage The Vulkan shader stage flag
/// @param spirv The SPIRV code of shader
/// @param[out] resources The list of reflected shader resources
/// @param variant ShaderVariant used for reflection to specify the size of the runtime arrays in Storage Buffers
bool reflect_shader_resources(VkShaderStageFlagBits stage,
const std::vector<uint32_t> &spirv,
std::vector<ShaderResource> &resources,
const ShaderVariant &variant);
private:
void parse_shader_resources(const spirv_cross::Compiler &compiler,
VkShaderStageFlagBits stage,
std::vector<ShaderResource> &resources,
const ShaderVariant &variant);
void parse_push_constants(const spirv_cross::Compiler &compiler,
VkShaderStageFlagBits stage,
std::vector<ShaderResource> &resources,
const ShaderVariant &variant);
void parse_specialization_constants(const spirv_cross::Compiler &compiler,
VkShaderStageFlagBits stage,
std::vector<ShaderResource> &resources,
const ShaderVariant &variant);
};
} // namespace vkb