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https://github.com/LukasBanana/XShaderCompiler

Shader cross compiler to translate HLSL (Shader Model 4 and 5) to GLSL
https://github.com/LukasBanana/XShaderCompiler

c cpp cpp11 csharp glsl hlsl shader-cross-compiler

Last synced: 28 days ago
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Shader cross compiler to translate HLSL (Shader Model 4 and 5) to GLSL

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# XShaderCompiler ("Cross Shader Compiler") #

Features
--------

* Cross compiles HLSL shader code (Shader Model 4 and 5) into GLSL
* Simple to integrate into other projects
* Low overhead translation (i.e. avoidance of unnecessary wrapper functions)
* Dead code removal
* Code reflection
* Meaningful report output
* Commentary preserving
* Written in C++11

Language Bindings
-----------------

* C Wrapper (ISO C99)
* C# Wrapper

License
-------

3-Clause BSD License

Documentation
-------------

* [Getting Started with XShaderCompiler](https://github.com/LukasBanana/XShaderCompiler/blob/master/docu/GettingStarted/Getting%20Started%20with%20XShaderCompiler.pdf) (PDF)
* [XShaderCompiler Reference Manual](https://github.com/LukasBanana/XShaderCompiler/blob/master/docu/refman.pdf) (PDF)

Progress
--------

**Version: 0.11 Alpha** (*Do not use in production code!*)

See the [TODO.md](https://github.com/LukasBanana/XShaderCompiler/blob/master/TODO.md) file for more information.

| Feature | Progress | Remarks |
|---------|:--------:|---------|
| Vertex Shader | ~80% | Few language features are still left |
| Tessellation Control Shader | ~20% | InputPatch and patch-constant-function translation in progress |
| Tessellation Evaluation Shader | ~20% | OutputPatch translation in progress |
| Geometry Shader | ~60% | Code generation is incomplete |
| Fragment Shader | ~80% | Few language features are still left |
| Compute Shader | ~80% | Few language features are still left |

Offline Compiler
----------------

The following command line translates the "Example.hlsl" file with the vertex shader entry point "VS", and the fragment shader entry point "PS":

```
xsc -E VS -T vert Example.hlsl -E PS -T frag Example.hlsl
```

The result are two GLSL shader files: "Example.VS.vert" and "Example.PS.frag".

Library Usage (C++)
-------------------

```cpp
#include
#include
#include

int main()
{
// Input file stream (use std::stringstream for in-code shaders).
auto inputStream = std::make_shared("Example.hlsl");

// Output file stream (GLSL vertex shader)
std::ofstream outputStream("Example.VS.vert");

// Fill the shader input descriptor structure
Xsc::ShaderInput inputDesc;
inputDesc.sourceCode = inputStream;
inputDesc.shaderVersion = Xsc::InputShaderVersion::HLSL5;
inputDesc.entryPoint = "VS";
inputDesc.shaderTarget = Xsc::ShaderTarget::VertexShader;

// Fill the shader output descriptor structure
// Use outputDesc.options, outputDesc.formatting, and outputDesc.nameMangling for more settings
Xsc::ShaderOutput outputDesc;
outputDesc.sourceCode = &outputStream;

// Optional output log (can also be a custom class)
Xsc::StdLog log;

// Optional shader reflection data (for shader code feedback)
Xsc::Reflection::ReflectionData reflectData;

// Translate HLSL code into GLSL
try
{
bool result = Xsc::CompileShader(inputDesc, outputDesc, &log, &reflectData);
}
catch (const std::exception& e)
{
std::cerr << e.what() << std::endl;
}

return 0;
}
```

Library Usage (C#)
------------------

```cs
using System;
using System.IO;

namespace Example
{
class Program
{
static void Main()
{
// Create instance of the XShaderCompiler
var compiler = new XscCompiler();

// Fill the shader input descriptor structure
var inputDesc = new XscCompiler.ShaderInput();
inputDesc.SourceCode = File.ReadAllText("Example.hlsl");
inputDesc.ShaderVersion = XscCompiler.InputShaderVersion.HLSL5;
inputDesc.EntryPoint = "VS";
inputDesc.Target = XscCompiler.ShaderTarget.VertexShader;

// Fill the shader output descriptor structure
// Use outputDesc.Options, outputDesc.Formatting, and outputDesc.MameMangling for more settings
var outputDesc = new XscCompiler.ShaderOutput();

// Optional output log (can also be a custom class)
var log = compiler.StandardLog;

// Optional shader reflection data (for shader code feedback)
var reflectData = new XscCompiler.ReflectionData();

// Translate HLSL code into GLSL
try
{
bool result = compiler.CompileShader(inputDesc, outputDesc, log, reflectData);

if (result)
{
// Write output shader code
File.WriteAllText("Example.VS.vert", outputDesc.SourceCode);
}
}
catch (Exception e)
{
Console.WriteLine(e);
}
}
}
}
```

Real-time Debugger
------------------

A real-time debugger with UI is provided. Although this debugger is mainly used for developement of the compiler itself,
it can also be used for a quick translation overview, to see how language constructs are being cross compiled.

Example of the real-time debugger (requires wxWidgets 3.1.0 or later):


docu/xsc_debugger_example_02.png

Language Differences
--------------------

Here is a brief outline of High-Level differences between HLSL and GLSL, which XShaderCompiler is able to translate properly:

| Feature | HLSL | GLSL |
|---------|:----:|:----:|
| Separation of Textures and Samplers | Yes | Only for Vulkan |
| Structure Inheritance | Yes | No |
| Nested Structures | Yes | No |
| Anonymous Structures | Yes | No |
| Structure Member Functions | Yes | No |
| Default Parameters | Yes | No |
| Object-Oriented Intrinsics | Yes | No |
| Multiple Entry Points | Yes | No |
| Type Aliasing | Yes | No |
| L-Values of Input Semantics | Yes | No |
| Implicit Type Conversion | Extensive | Restricted |