JeffProgrammer / ShaderConductor

ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages

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ShaderConductor

This is a fork of Microsoft's ShaderConductor for use in the Torque3D game engine.

Windows 10 x64 and MacOS Apple Silicon is currently supported. Linux x64 is assumed to be working, but not currently tested.

Planned Support is having this compile for desktops only, as we plan on only shipping translation of shaders with the engine itself, and not for the actual games produced. As such, there is no need for other targets in support. The desktop of the engine can simply compile the shaders for the target platform when creating the game.

Note when building for XCode currently, you need to specify the toolchain option (-T) buildsystem=1 Currently it will not build with the new XCode build system. As of XCode 13.1, the old system is still working.

For Torque3D, we require only GLSL translation at the moment. Metal will also be required once we implement a metal backend.

All modifications related for Torque3D are also released under the MIT license.

README from Microsoft

License

ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages.

Features

  • Converts HLSL to readable, usable and efficient GLSL
  • Converts HLSL to readable, usable and efficient ESSL
  • Converts HLSL to readable, usable and efficient Metal Shading Language (MSL)
  • Converts HLSL to readable, usable and efficient old shader model HLSL
  • Supports all stages of shaders, vertex, pixel, hull, domain, geometry, and compute.

Note that this project is still in an early stage, and it is under active development.

Architecture

ShaderConductor is not a real compiler. Instead, it glues existing open source components to do the cross-compiling.

  1. DirectX Shader Compiler to compile HLSL to DXIL or SPIR-V,
  2. SPIRV-Cross to convert SPIR-V to target shading languages.

Architecture

Prerequisites

  • Git. Put git into the PATH is recommended.
  • Visual Studio 2017. Select the following workloads: Universal Windows Platform Development and Desktop Development with C++.
  • CMake. Version 3.9 or up. It's highly recommended to choose "Add CMake to the system PATH for all users" during installation.
  • Python. Version 2.7 or up. You need not change your PATH variable during installation.

Building

ShaderConductor has been tested on Windows, Linux, and macOS.

The script way:

  BuildAll.py <BuildSystem> <Compiler> <Architecture> <Configuration>

where,

  • <BuildSystem> can be ninja or vs2017. Default is vs2017.
  • <Compiler> can be vc141 on Windows, gcc or clang on Linux, clang on macOS.
  • <Architecture> must be x64 (for now).
  • <Configuration> can be Debug, Release, RelWithDebInfo, or MinSizeRel. Default is Release.

This script automatically grabs external dependencies to External folder, generates project file in Build/<BuildSystem>-<Compiler>-<Platform>-<Architecture>[-<Configuration>], and builds it.

The manual way:

  mkdir Build
  cd Build
  cmake -G "Visual Studio 15" -T host=x64 -A x64 ../
  cmake --build .

After building, the output file ShaderConductor.dll can be located in <YourCMakeTargetFolder>/Bin/<Configuration>/. It depends on dxcompiler.dll in the same folder.

Artifacts

You can download the prebuilt binaries generated by CI system. Currently, artifacts for Windows, Linux, macOS are published every commit.

License

ShaderConductor is distributed under the terms of MIT License. See LICENSE for details.

Code of Conduct

This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.

About

ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages

License:MIT License


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Language:C++ 57.0%Language:HLSL 16.3%Language:GLSL 12.6%Language:CMake 8.5%Language:Python 5.6%