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.rs
to
discover or build a copy of shaderc libraries. See Setup section.
First add to your Cargo.toml
:
toml
[dependencies]
shaderc = "0.8"
Then add to your crate root:
rust
extern crate shaderc;
shaderc provides the Compiler
interface 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
CompilationArtifact
s.
Please see
for detailed documentation.
Compile a shader into SPIR-V binary module and assembly text:
```rust 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.addmacrodefinition("EP", Some("main")); let binaryresult = compiler.compileinto_spirv( source, shaderc::ShaderKind::Vertex, "shader.glsl", "main", Some(&options)).unwrap();
asserteq!(Some(&0x07230203), binaryresult.as_binary().first());
let textresult = compiler.compileintospirvassembly( source, shaderc::ShaderKind::Vertex, "shader.glsl", "main", Some(&options)).unwrap();
assert!(textresult.astext().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-source
is specified.SHADERC_LIB_DIR
environment variable is set to
/path/to/shaderc/libs/
, that path will be searched for native dynamic or
static shaderc library.VULKAN_SDK
environment variable is set, then $VULKAN_SDK/lib
will
be searched for native dynamic or static shaderc library./usr/lib/
will additionally be searched
for native dynamic or shaderc library, if the SHADERC_LIB_DIR
is not set.For each library directory, the build script will try to fine and link to the
dynamic native shaderc library shaderc_shared
first and the static native
shaderc library shaderc_combined
next.
The shaderc-sys build.rs
will automatically
check out and compile a copy of native C++ shaderc and link to the generated
artifacts, which requires git
, cmake
, and python
existing 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
PATH
environment 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-gnu
e.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 ninja python@3.8
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).