# ShaderConductor [![Build status](https://ci.appveyor.com/api/projects/status/x7ni6wjrdbw4e86q/branch/master?svg=true)](https://ci.appveyor.com/project/gongminmin/shaderconductor/branch/master) [![Build Status](https://travis-ci.org/Microsoft/ShaderConductor.svg?branch=master)](https://travis-ci.org/Microsoft/ShaderConductor) [![License](https://img.shields.io/github/license/mashape/apistatus.svg)](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](https://github.com/Microsoft/DirectXShaderCompiler) to compile HLSL to [DXIL](https://github.com/Microsoft/DirectXShaderCompiler/blob/master/docs/DXIL.rst) or [SPIR-V](https://www.khronos.org/registry/spir-v/), 1. [SPIRV-Cross](https://github.com/KhronosGroup/SPIRV-Cross) to convert SPIR-V to target shading languages. ![Architecture](Doc/Arch.svg) ## Prerequisites * [Git](http://git-scm.com/downloads). * [Visual Studio 2017](https://www.visualstudio.com/downloads). Select the following workloads: Universal Windows Platform Development and Desktop Development with C++. * [CMake](https://www.cmake.org/download/). Version 3.9 or up. It's highly recommended to choose "Add CMake to the system PATH for all users" during installation. * [Python](https://www.python.org/downloads/). Version 2.7 or up. You need not change your PATH variable during installation. * (Optional) [Windows Driver Kit](https://docs.microsoft.com/en-us/windows-hardware/drivers/download-the-wdk). DirectXShaderCompiler's tests are built using the TAEF framework. Unless you have the Windows Driver Kit installed, you should run the script at `External\DirectXShaderCompiler\utils\hct\hctgettaef.py` from your build environment before you start building to download and unzip it as an external dependency. You should only need to do this once. ## Building ShaderConductor has been tested on Windows. Linux and macOS support are coming soon. ### The script way: ``` BuildAll.py ``` where, * \ can be ninja or vs2017. Default is vs2017. * \ can be x64 or x86. Default is x64. * \ can be Debug, Release, RelWithDebInfo, or MinSizeRel. Default is Release. This script automatically grabs external dependencies to External folder, generates project file in Build/--, 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 \/Bin/\/. It depends on dxcompiler.dll in the same folder. ### Artifacts You can download the prebuilt binaries generated by CI system: * [Windows x64 Release](https://ci.appveyor.com/project/gongminmin/shaderconductor/branch/master/artifacts) ## License ShaderConductor is distributed under the terms of MIT License. See [LICENSE](LICENSE) for details. ## Code of Conduct This project has adopted the [Microsoft Open Source Code of Conduct](https://opensource.microsoft.com/codeofconduct/). For more information see the [Code of Conduct FAQ](https://opensource.microsoft.com/codeofconduct/faq/) or contact [opencode@microsoft.com](mailto:opencode@microsoft.com) with any additional questions or comments.