blob: 1e32997891947ec75f1d22b77b5327d401b53efa [file] [log] [blame]
// Copyright (c) 2016-2020 NVIDIA Corporation
//
// SPDX-License-Identifier: CC-BY-4.0
include::{generated}/meta/{refprefix}VK_NV_glsl_shader.txt[]
=== Other Extension Metadata
*Last Modified Date*::
2016-02-14
*IP Status*::
No known IP claims.
*Contributors*::
- Piers Daniell, NVIDIA
=== Description
This extension allows GLSL shaders written to the `GL_KHR_vulkan_glsl`
extension specification to be used instead of SPIR-V.
The implementation will automatically detect whether the shader is SPIR-V or
GLSL, and compile it appropriately.
=== Deprecation
Functionality in this extension is outside of the scope of Vulkan and is
better served by a compiler library such as
https://github.com/KhronosGroup/glslang[glslang].
No new implementations will support this extension, so applications should:
not use it.
include::{generated}/interfaces/VK_NV_glsl_shader.txt[]
=== Examples
*Example 1*
Passing in GLSL code
[source,c++]
----------------------------------------
char const vss[] =
"#version 450 core\n"
"layout(location = 0) in vec2 aVertex;\n"
"layout(location = 1) in vec4 aColor;\n"
"out vec4 vColor;\n"
"void main()\n"
"{\n"
" vColor = aColor;\n"
" gl_Position = vec4(aVertex, 0, 1);\n"
"}\n"
;
VkShaderModuleCreateInfo vertexShaderInfo = { VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO };
vertexShaderInfo.codeSize = sizeof vss;
vertexShaderInfo.pCode = vss;
VkShaderModule vertexShader;
vkCreateShaderModule(device, &vertexShaderInfo, 0, &vertexShader);
----------------------------------------
=== Version History
* Revision 1, 2016-02-14 (Piers Daniell)
- Initial draft