EDIT: Docs and minor bug fixed
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docs/SHADERS.md
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docs/SHADERS.md
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**Shaders & Hot Reload**
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- Locations
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- Sources live under `shaders/` and are compiled to `.spv` next to the sources.
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- Build integration
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- CMake invokes `glslangValidator -V` for `*.vert`, `*.frag`, `*.comp` targeting Vulkan 1.2.
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- Windows PowerShell helper `compile_shaders.ps1` uses `glslc` targeting Vulkan 1.3 and supports additional stages:
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- `.mesh` (`-fshader-stage=mesh`), `.task`, and ray tracing stages (`.rgen`, `.rmiss`, `.rchit`, `.rahit`, `.rint`, `.rcall`).
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- Keep `glslangValidator`/`glslc` on `PATH` and ensure your Vulkan SDK is installed.
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- Hot reload
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- `PipelineManager::hotReloadChanged()` watches `.spv` modification times.
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- Pipelines rebind the next frame when a shader file timestamp changes.
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- ImGui → Pipelines window provides a manual “Reload Changed” button and lists currently registered pipelines.
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- Conventions
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- Name SPIR‑V files with full extension, e.g. `fullscreen.vert.spv`, `deferred_lighting.frag.spv`.
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- Use `EngineContext::getAssets()->shaderPath("<name>.spv")` when registering pipelines.
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- Use sRGB formats for albedo textures and UNORM for PBR control textures (see `docs/asset_manager.md`).
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- Adding a pipeline (graphics)
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- Fill `GraphicsPipelineCreateInfo` with shader paths, descriptor set layouts, optional push constants, and a `configure(PipelineBuilder&)` callback to set topology, raster, depth/blend, and attachment formats.
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- Register with `PipelineManager::createGraphicsPipeline(name, info)`. Retrieve via `getGraphics` or `getMaterialPipeline`.
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