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 accessingglslc
functionality.
Note: The fact that that libshaderc
is not named libshaderc_glslc
is a
quirk of history, and a known inconsistency. Changing it would require a
significant amount of renaming and breaking of downstream projects, so it is
being left as is.
glslc
wraps around core functionality in glslang
and SPIRV-Tools. glslc
and its library aims to
to provide:
- a command line compiler with GCC- and Clang-like usage, for better integration with build systems
- an API where functionality can be added without breaking existing clients
- an API supporting standard concurrency patterns across multiple operating systems
- increased functionality such as file
#include
support
Note: These binaries are just the artifacts of the builders and have not undergone any QA, thus they should be considered unsupported.
Shaderc 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.) We currently require r18b.
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 Shaderc
Shaderc depends on glslang, the Khronos reference compiler for GLSL.
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.
If you only want prebuilt executables or libraries, see the Downloads section.
The rest of this section describes how to build Shaderc from sources.
Note: Shaderc assumes Glslang supports HLSL compilation. The instructions
below assume you're building Glslang from sources, and in a subtree
of shaderc/third_party
. In that scenario, Glslang's HLSL support
is automatically enabled. Shaderc also can be built using a Glslang
from outside the shaderc/third_party
tree. In that case you must
ensure that that external Glslang is built with HLSL functionality.
See Glslang's ENABLE_HLSL
CMake setting.)
- Check out the source code:
git clone https://github.com/google/shaderc $SOURCE_DIR
cd $SOURCE_DIR
./utils/git-sync-deps
cd $SOURCE_DIR/
Note: The known-good
branch of the repository contains a
known_good.json
file describing a set of repo URLs and specific commits that have been
tested together. This information is updated periodically, and typically
matches the latest update of these sources in the development branch
of the Android NDK.
The known-good
branch also contains a
update_shaderc.py
script that will read the JSON file and checkout those specific commits for you.
-
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:
- CMake: for generating compilation targets.
- Python 3: for utility scripts and running the test suite.
On Linux, the following tools should be installed:
gcov
: for testing code coverage, provided by thegcc
package on Ubuntu.lcov
: a graphical frontend forgcov
, provided by thelcov
package on Ubuntu.genhtml
: for creating reports in html format fromlcov
output, provided by thelcov
package on Ubuntu.
On Linux, if cross compiling to Windows:
mingw
: A GCC-based cross compiler targeting Windows so that generated executables use the Microsoft C runtime libraries.
On Windows, the following tools should be installed and available on your path:
- Visual Studio 2015 or later. Previous versions of Visual Studio may work but are untested and unsupported.
- Git - including the associated tools, Bash,
diff
.
Optionally, the following tools may be installed on any OS:
asciidoctor
: for generating documentation.pygments.rb
required byasciidoctor
for syntax highlighting.
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
internally, 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.
Bindings are maintained by third parties, may contain content offered under a different license, and may reference or contain older versions of Shaderc and its dependencies.
- Python: pyshaderc
- Rust: shaderc-rs
- Go: gshaderc
- .NET: shaderc.net
- Common Lisp: shadercl