A collection of tools, libraries and tests for shader compilation. At the moment it includes:
glslc
, a command line compiler for GLSL/HLSL to SPIR-V, andlibshaderc
, a library API for doing the same.Shaderc wraps around core functionality in glslang and SPIRV-Tools. Shaderc aims to to provide:
#include
supportShaderc has maintained backward compatibility for quite some time, and we don't anticipate any breaking changes. Ongoing enhancements are described in the CHANGES file.
Shaderc has been shipping in the Android NDK since version r12b. (The NDK build uses sources from https://android.googlesource.com/platform/external/shaderc/. Those repos are downstream from GitHub.)
For licensing terms, please see the LICENSE
file. If interested in contributing to this project, please see CONTRIBUTING.md
.
This is not an official Google product (experimental or otherwise), it is just code that happens to be owned by Google. That may change if Shaderc gains contributions from others. See the CONTRIBUTING.md
file for more information. See also the AUTHORS
and CONTRIBUTORS
files.
android_test/
: a small Android application to verify compilationcmake/
: CMake utility functions and configuration for Shadercexamples/
: Example programsglslc/
: an executable to compile GLSL to SPIR-Vlibshaderc/
: a library for compiling shader strings into SPIR-Vlibshaderc_util/
: a utility library used by multiple shaderc componentsthird_party/
: third party open source packages; see belowutils/
: utility scripts for ShadercShaderc depends on glslang, the Khronos reference compiler for GLSL. Sometimes a change updates both Shaderc and glslang. In that case the glslang change will appear in google/glslang before it appears upstream in KhronosGroup/glslang We intend to upstream all changes to glslang. We maintain the separate copy only to stage those changes for review, and to provide something for Shaderc to build against in the meantime. Please see DEVELOPMENT.howto.md for more details.
Shaderc depends on SPIRV-Tools for assembling, disassembling, and transforming SPIR-V binaries.
Shaderc depends on the Google Test testing framework.
In the following sections, $SOURCE_DIR
is the directory you intend to clone Shaderc into.
git clone https://github.com/google/shaderc $SOURCE_DIR cd $SOURCE_DIR/third_party git clone https://github.com/google/googletest.git git clone https://github.com/google/glslang.git git clone https://github.com/KhronosGroup/SPIRV-Tools.git spirv-tools git clone https://github.com/KhronosGroup/SPIRV-Headers.git spirv-tools/external/spirv-headers cd $SOURCE_DIR/
Ensure you have the requisite tools -- see the tools subsection below.
Decide where to place the build output. In the following steps, we'll call it $BUILD_DIR
. Any new directory should work. We recommend building outside the source tree, but it is also common to build in a (new) subdirectory of $SOURCE_DIR
, such as $SOURCE_DIR/build
.
4a) Build (and test) with Ninja on Linux or Windows:
cd $BUILD_DIR cmake -GNinja -DCMAKE_BUILD_TYPE={Debug|Release|RelWithDebInfo} $SOURCE_DIR ninja ctest # optional
4b) Or build (and test) with MSVC on Windows:
cd $BUILD_DIR cmake $SOURCE_DIR cmake --build . --config {Release|Debug|MinSizeRel|RelWithDebInfo} ctest -C {Release|Debug|MinSizeRel|RelWithDebInfo}
4c) Or build with MinGW on Linux for Windows: (Skip building threaded unit tests due to Googletest bug 606)
cd $BUILD_DIR cmake -GNinja -DCMAKE_BUILD_TYPE={Debug|Release|RelWithDebInfo} $SOURCE_DIR \ -DCMAKE_TOOLCHAIN_FILE=$SOURCE_DIR/cmake/linux-mingw-toolchain.cmake \ -Dgtest_disable_pthreads=ON ninja
After a successful build, you should have a glslc
executable somewhere under the $BUILD_DIR/glslc/
directory, as well as a libshaderc
library somewhere under the $BUILD_DIR/libshaderc/
directory.
The default behavior on MSVC is to link with the static CRT. If you would like to change this behavior -DSHADERC_ENABLE_SHARED_CRT
may be passed on the cmake configure line.
See the libshaderc README for more on using the library API in your project.
For building, testing, and profiling Shaderc, the following tools should be installed regardless of your OS:
On Linux, the following tools should be installed:
gcov
: for testing code coverage, provided by the gcc
package on Ubuntu.lcov
: a graphical frontend for gcov
, provided by the lcov
package on Ubuntu.genhtml
: for creating reports in html format from lcov
output, provided by the lcov
package on Ubuntu.On Linux, if cross compiling to Windows:
mingw
: A GCC-based cross compiler targeting Windows so that generated executables use the Micrsoft C runtime libraries.On Windows, the following tools should be installed and available on your path:
diff
.Optionally, the following tools may be installed on any OS:
asciidoctor
: for generating documenation.pygments.rb
required by asciidoctor
for syntax highlighting.nosetests
: for testing the Python code.Please make sure you have the Docker engine installed on your machine.
To create a Docker image containing Shaderc command line tools, issue the following command in ${SOURCE_DIR}
: docker build -t <IMAGE-NAME> .
. The created image will have all the command line tools installed at /usr/local
interally, and a data volume mounted at /code
.
Assume <IMAGE-NAME>
is shaderc/shaderc
from now on.
To invoke a tool from the above created image in a Docker container:
docker run shaderc/shaderc glslc --version
Alternatively, you can mount a host directory (e.g., example
) containing the shaders you want to manipulate and run different kinds of tools via an interactive shell in the container:
$ docker run -i -t -v `pwd`/example:/code shaderc/shaderc /code $ ls test.vert /code $ glslc -c -o - test.vert | spirv-dis
We track bugs using GitHub -- click on the “Issues” button on the project's GitHub page.
On Linux, you can obtain test coverage as follows:
cd $BUILD_DIR cmake -GNinja -DCMAKE_BUILD_TYPE=Debug -DENABLE_CODE_COVERAGE=ON $SOURCE_DIR ninja ninja report-coverage
Then the coverage report can be found under the $BUILD_DIR/coverage-report
directory.