The make and CMake build flavors offer the option to treat exceptions as assertions. To disable exceptions for make just append `SPIRV_CROSS_EXCEPTIONS_TO_ASSERTIONS=1` to the command line. For CMake append `-DSPIRV_CROSS_EXCEPTIONS_TO_ASSERTIONS=ON`. By default exceptions are enabled.
For more in-depth documentation than what's provided in this README, please have a look at the [Wiki](https://github.com/KhronosGroup/SPIRV-Cross/wiki).
When using SPIR-V and SPIRV-Cross as an intermediate step for cross-compiling between high level languages there are some considerations to take into account,
as not all features used by one high-level language are necessarily supported natively by the target shader language.
SPIRV-Cross aims to provide the tools needed to handle these scenarios in a clean and robust way, but some manual action is required to maintain compatibility.
HLSL relies on semantics in order to effectively link together shader stages. In the SPIR-V generated by glslang, the transformation from HLSL to GLSL ends up looking like
```
struct VSOutput {
// SV_Position is rerouted to gl_Position
float4 position : SV_Position;
float4 coord : TEXCOORD0;
};
VSOutput main(...) {}
```
```
struct VSOutput {
float4 coord;
}
layout(location = 0) out VSOutput _magicNameGeneratedByGlslang;
```
While this works, be aware of the type of the struct which is used in the vertex stage and the fragment stage.
There may be issues if the structure type name differs in vertex stage and fragment stage.
You can make use of the reflection interface to force the name of the struct type.
```
// Something like this for both vertex outputs and fragment inputs.
Another thing you need to remember is when using samplers and textures in HLSL these are separable, and not directly compatible with GLSL. If you need to use this with desktop GL/GLES, you need to call `Compiler::build_combined_image_samplers` first before calling `Compiler::compile`, or you will get an exception.
```
// From main.cpp
// Builds a mapping for all combinations of images and samplers.
compiler->build_combined_image_samplers();
// Give the remapped combined samplers new names.
// Here you can also set up decorations if you want (binding = #N).
for (auto &remap : compiler->get_combined_image_samplers())
The command line client calls `Compiler::build_combined_image_samplers` automatically, but if you're calling the library, you'll need to do this yourself.
#### Descriptor sets (Vulkan GLSL) for backends which do not support them (HLSL/GLSL/Metal)
Descriptor sets are unique to Vulkan, so make sure that descriptor set + binding is remapped to a flat binding scheme (set always 0), so that other APIs can make sense of the bindings.
This can be done with `Compiler::set_decoration(id, spv::DecorationDescriptorSet)`.
#### Linking by name for targets which do not support explicit locations (legacy GLSL/ESSL)
Modern GLSL and HLSL sources (and SPIR-V) relies on explicit layout(location) qualifiers to guide the linking process between shader stages,
but older GLSL relies on symbol names to perform the linking. When emitting shaders with older versions, these layout statements will be removed,
so it is important that the API user ensures that the names of I/O variables are sanitized so that linking will work properly.
The reflection API can rename variables, struct types and struct members to deal with these scenarios using `Compiler::set_name` and friends.
#### Clip-space conventions
SPIRV-Cross can perform some common clip space conversions on gl_Position/SV_Position by enabling `CompilerGLSL::Options.vertex.fixup_clipspace`.
While this can be convenient, it is recommended to modify the projection matrices instead as that can achieve the same result.
For GLSL targets, enabling this will convert a shader which assumes `[0, w]` depth range (Vulkan / D3D / Metal) into `[-w, w]` range.
For MSL and HLSL targets, enabling this will convert a shader in `[-w, w]` depth range (OpenGL) to `[0, w]` depth range.
By default, the CLI will not enable `fixup_clipspace`, but in the API you might want to set an explicit value using `CompilerGLSL::set_options()`.
Y-flipping of gl_Position and similar is also supported.
The use of this is discouraged, because relying on vertex shader Y-flipping tends to get quite messy.
To enable this, set `CompilerGLSL::Options.vertex.flip_vert_y` or `--flip-vert-y` in CLI.
to update the reference files and include these changes as part of the pull request.
Always make sure you are running the correct version of glslangValidator as well as SPIRV-Tools when updating reference files.
See `checkout_glslang_spirv_tools.sh`.
In short, the master branch should always be able to run `./test_shaders.py shaders` and friends without failure.
SPIRV-Cross uses Travis CI to test all pull requests, so it is not strictly needed to perform testing yourself if you have problems running it locally.
A pull request which does not pass testing on Travis will not be accepted however.
When adding support for new features to SPIRV-Cross, a new shader and reference file should be added which covers usage of the new shader features in question.
### Licensing
Contributors of new files should add a copyright header at the top of every new source code file with their copyright
along with the Apache 2.0 licensing stub.
### Formatting
SPIRV-Cross uses `clang-format` to automatically format code.
Please use `clang-format` with the style sheet found in `.clang-format` to automatically format code before submitting a pull request.
To make things easy, the `format_all.sh` script can be used to format all
source files in the library. In this directory, run the following from the
command line:
./format_all.sh
## ABI concerns
### SPIR-V headers
The current repository uses the latest SPIR-V and GLSL.std.450 headers.
SPIR-V files created from older headers could have ABI issues.
## Regression testing
In shaders/ a collection of shaders are maintained for purposes of regression testing.
The current reference output is contained in reference/.
`./test_shaders.py shaders` can be run to perform regression testing.