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SHader INJ(I)ector

SHINJI (originally SHader INJector) is a CMake addon that avoids you writing boilerplate code for resource management and exposes simple and easy to use functions.

It's mainly designed for OpenGL or Vulkan applications as most of its functions work with GLSL shaders. Its objective is to hide the verbosity of CMake behind a set of useful functions that handle output files creation and dependency management for validation, compilation and integration within the application.

Briefly it can:

  • Validate GLSL code (using glslangValidator)
  • Compile GLSL code to SPIR-V (using glslc)
  • Embed resources in the application binary (internally using CMRC's code)

Requirements:

  • CMake 3.19
  • C++17
  • Vulkan SDK (required only if using shader-related functions)

Usage

Using SHINJI is pretty straight-forward as you can dynamically download and depend on it in configuration time:

include(FetchContent)
message(STATUS "Fetching shinji...")
FetchContent_Declare(
    shinji
    GIT_REPOSITORY "https://github.com/loryruta/shinji"
)
FetchContent_MakeAvailable(shinji)
include("${shinji_SOURCE_DIR}/shinji.cmake")

You may now want to use the following functions:

shinji_validate_glsl(<TARGET> <SHADER> OPTIONS <GLSLANG_VALIDATOR_OPTIONS>)
# shinji_validate_glsl(shinji_test "shaders/my_shader.vert")

shinji_compile_glsl_to_spirv(<TARGET> <GLSL_SHADER> <SPIRV_SHADER> OPTIONS <GLSLC_OPTIONS>)
# shinji_compile_glsl_to_spirv(shinji_test "shaders/my_shader.vert" ".spv/my_shader.vert.spv")

shinji_embed(<TARGET> <FILE1> [<FILE2> ...])
# shinji_embed(shinji_test "shaders/my_shader.vert" "shaders/my_shader.frag")

# IMPORTANT:
# THIS LINE MUST BE PRESENT AFTER *ALL* shinji_* CALLS!
shinji_finalize(<TARGET>)
# shinji_finalize(<TARGET>)

GLSL shader validation and compilation, and resource integration will take place in build time.

In order to access the resources (embedded or not):

#include <shinji.hpp>

void something()
{
    // Bundled resource:
    auto [buf, buf_len] = shinji::load_resource_from_bundle("shaders/my_shader.vert");
    // (...)
    
    // Physical file resource:
    std::vector<char> buf;
    shinji::load_resource_from_file("shaders/my_shader.vert", buf);
    // (...)
}