ADD: shader compile script
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@@ -23,7 +23,8 @@
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- Shaders
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- CMake compiles GLSL via `glslangValidator` to SPIR‑V targeting Vulkan 1.2:
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- Files under `shaders/*.vert|*.frag|*.comp` are rebuilt on `cmake --build`.
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- Windows helper: `./compile_shaders.ps1` uses `glslc` with `--target-env=vulkan1.3` and supports additional stages (mesh/task/ray tracing).
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- Helper: `./compile_shaders.py --config Debug|Release` uses `glslc` with `--target-env=vulkan1.3` and supports additional stages (mesh/task/ray tracing).
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- Windows shim: `./compile_shaders.ps1 -Config Debug|Release` (calls the Python script).
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- Ensure `glslangValidator`/`glslc` is on `PATH`. See `docs/SHADERS.md`.
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- Windows SDK note
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@@ -41,4 +42,3 @@
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- Validation Layers
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- Enabled in Debug (`kUseValidationLayers = true` in `src/core/config.h`).
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- Disable by building Release or toggling the flag during local experimentation.
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@@ -5,8 +5,9 @@
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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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- Helper `compile_shaders.py` 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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- Windows shim: `compile_shaders.ps1 -Config Debug|Release|RelWithDebInfo`.
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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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@@ -55,4 +56,3 @@ GLSL Includes
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| `input_structures.glsl` | SceneData UBO, material bindings, light structs |
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| `lighting_common.glsl` | BRDF evaluation, point light helpers |
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| `ibl_common.glsl` | IBL split-sum, SH irradiance |
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