Rust bindings for the shaderc library.
Rust bindings for the shaderc library.
This is not an official Google product (experimental or otherwise), it is just code that happens to be owned by Google.
The included shaderc-sys crate uses
build.rsto discover or build a copy of shaderc libraries. See Setup section.
First add to your
Cargo.toml:
[dependencies] shaderc = "0.7"
Then add to your crate root:
extern crate shaderc;
Compilerinterface to compile GLSL/HLSL source code into SPIR-V binary modules or assembly code. It can also assemble SPIR-V assembly into binary module. Default compilation behavior can be adjusted using
CompileOptions. Successful results are kept in
CompilationArtifacts.
Please see
for detailed documentation.
Compile a shader into SPIR-V binary module and assembly text:
use shaderc;let source = "#version 310 es\n void EP() {}";
let mut compiler = shaderc::Compiler::new().unwrap(); let mut options = shaderc::CompileOptions::new().unwrap(); options.add_macro_definition("EP", Some("main")); let binary_result = compiler.compile_into_spirv( source, shaderc::ShaderKind::Vertex, "shader.glsl", "main", Some(&options)).unwrap();
assert_eq!(Some(&0x07230203), binary_result.as_binary().first());
let text_result = compiler.compile_into_spirv_assembly( source, shaderc::ShaderKind::Vertex, "shader.glsl", "main", Some(&options)).unwrap();
assert!(text_result.as_text().starts_with("; SPIR-V\n"));
shaderc-rs needs the C++ shaderc library. It's shipped inside the Vulkan SDK. You may be able to install it directly on some Linux distro's using the package manager. The C++ shaderc project provides artifacts downloads. You can also build it from source.
The order of preference in which the build script attempts to obtain native shaderc can be controlled by several options, which are passed through to shaderc-sys when building shaderc-rs:
--features build-from-sourceis specified.
SHADERC_LIB_DIRenvironment variable is set to
/path/to/shaderc/libs/, that path will be searched for native dynamic or static shaderc library.
VULKAN_SDKenvironment variable is set, then
$VULKAN_SDK/libwill be searched for native dynamicd or static shaderc library.
/usr/lib/will additionally be searched for native dynamic or shaderc library, if the
SHADERC_LIB_DIRis not set.
For each library directory, the build script will try to fine and link to the dynamic native shaderc library
shaderc_sharedfirst and the static native shaderc library
shaderc_combinednext.
build.rswill automatically check out and compile a copy of native C++ shaderc and link to the generated artifacts, which requires
git,
cmake, and
pythonexisting in the
PATH:
python.exe)
Additionally: - Ninja is required on windows-msvc, but optional on all other platforms.
These requirements can be either installed with your favourite package manager or with installers from the projects' websites. Below are some example ways to get setup.
rustup default stable-x86_64-pc-windows-msvc
PATHenvironment variable.
windows-gnu toolchain is not supported but you can instead cross-compile to windows-gnu from windows-msvc.
Steps 1 and 2 are to workaround https://github.com/rust-lang/rust/issues/49078 by using the same mingw that rust uses.
rustup default stable-x86_64-pc-windows-msvc
rustup target install x86_64-pc-windows-gnu
pacman --noconfirm -Syu mingw-w64-x86_64-cmake mingw-w64-x86_64-make mingw-w64-x86_64-python3 mingw-w64-x86_64-ninja
--target x86_64-pc-windows-gnue.g. to run:
cargo run --target x86_64-pc-windows-gnu
Use your package manager to install the required dev-tools
For example on ubuntu:
sudo apt-get install build-essential cmake git ninja python3
On Arch linux, you can directly install the shaderc package.
Assuming Homebrew:
brew install git cmake git ninja [email protected]
This project is licensed under the Apache 2 license. Please see CONTRIBUTING before contributing.
This project is initialized and mainly developed by Lei Zhang (@antiagainst).