67 lines
2.5 KiB
C++
67 lines
2.5 KiB
C++
/* Copyright (c) 2019-2025, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include <string>
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#include <unordered_map>
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#include <vector>
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#include "common/error.h"
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#pragma warning(push)
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#pragma warning(disable : 4065)
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#include <spirv_glsl.hpp>
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#pragma warning(pop)
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#include "common/vk_common.h"
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#include "core/shader_module.h"
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namespace vkb
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{
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/// Generate a list of shader resource based on SPIRV reflection code, and provided ShaderVariant
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class SPIRVReflection
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{
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public:
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/// @brief Reflects shader resources from SPIRV code
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/// @param stage The Vulkan shader stage flag
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/// @param spirv The SPIRV code of shader
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/// @param[out] resources The list of reflected shader resources
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/// @param variant ShaderVariant used for reflection to specify the size of the runtime arrays in Storage Buffers
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bool reflect_shader_resources(VkShaderStageFlagBits stage,
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const std::vector<uint32_t> &spirv,
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std::vector<ShaderResource> &resources,
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const ShaderVariant &variant);
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private:
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void parse_shader_resources(const spirv_cross::Compiler &compiler,
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VkShaderStageFlagBits stage,
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std::vector<ShaderResource> &resources,
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const ShaderVariant &variant);
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void parse_push_constants(const spirv_cross::Compiler &compiler,
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VkShaderStageFlagBits stage,
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std::vector<ShaderResource> &resources,
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const ShaderVariant &variant);
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void parse_specialization_constants(const spirv_cross::Compiler &compiler,
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VkShaderStageFlagBits stage,
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std::vector<ShaderResource> &resources,
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const ShaderVariant &variant);
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};
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} // namespace vkb
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