# SPIRV-Cross SPIRV-Cross is a tool designed for parsing and converting SPIR-V to other shader languages. [![Build Status](https://travis-ci.org/KhronosGroup/SPIRV-Cross.svg?branch=master)](https://travis-ci.org/KhronosGroup/SPIRV-Cross) ## Features - Convert SPIR-V to readable, usable and efficient GLSL - Convert SPIR-V to readable, usable and efficient Metal Shading Language (MSL) [EXPERIMENTAL] - Convert SPIR-V to readable, usable and efficient HLSL [EXPERIMENTAL] - Convert SPIR-V to debuggable C++ [EXPERIMENTAL] - Reflection API to simplify the creation of Vulkan pipeline layouts - Reflection API to modify and tweak OpDecorations - Supports "all" of vertex, fragment, tessellation, geometry and compute shaders. SPIRV-Cross tries hard to emit readable and clean output from the SPIR-V. The goal is to emit GLSL or MSL that looks like it was written by a human and not awkward IR/assembly-like code. NOTE: Individual features are expected to be mostly complete, but it is possible that certain obscure GLSL features are not yet supported. However, most missing features are expected to be "trivial" improvements at this stage. ## Building SPIRV-Cross has been tested on Linux, OSX and Windows. 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. ### Linux and macOS Just run `make` on the command line. A recent GCC (4.8+) or Clang (3.x+) compiler is required as SPIRV-Cross uses C++11 extensively. ### Windows MinGW-w64 based compilation works with `make`, and an MSVC 2013 solution is also included. ## Usage ### Using the C++ API To perform reflection and convert to other shader languages you can use the SPIRV-Cross API. For example: ``` #include "spirv_glsl.hpp" #include #include extern std::vector load_spirv_file(); int main() { // Read SPIR-V from disk or similar. std::vector spirv_binary = load_spirv_file(); spirv_cross::CompilerGLSL glsl(std::move(spirv_binary)); // The SPIR-V is now parsed, and we can perform reflection on it. spirv_cross::ShaderResources resources = glsl.get_shader_resources(); // Get all sampled images in the shader. for (auto &resource : resources.sampled_images) { unsigned set = glsl.get_decoration(resource.id, spv::DecorationDescriptorSet); unsigned binding = glsl.get_decoration(resource.id, spv::DecorationBinding); printf("Image %s at set = %u, binding = %u\n", resource.name.c_str(), set, binding); // Modify the decoration to prepare it for GLSL. glsl.unset_decoration(resource.id, spv::DecorationDescriptorSet); // Some arbitrary remapping if we want. glsl.set_decoration(resource.id, spv::DecorationBinding, set * 16 + binding); } // Set some options. spirv_cross::CompilerGLSL::Options options; options.version = 310; options.es = true; glsl.set_options(options); // Compile to GLSL, ready to give to GL driver. std::string source = glsl.compile(); } ``` #### Integrating SPIRV-Cross in a custom build system To add SPIRV-Cross to your own codebase, just copy the source and header files from root directory and build the relevant .cpp files you need. Make sure to build with C++11 support, e.g. `-std=c++11` in GCC and Clang. Alternatively, the Makefile generates a libspirv-cross.a static library during build that can be linked in. ### Creating a SPIR-V file from GLSL with glslang ``` glslangValidator -H -V -o test.spv test.frag ``` ### Converting a SPIR-V file to GLSL ES ``` glslangValidator -H -V -o test.spv shaders/comp/basic.comp ./spirv-cross --version 310 --es test.spv ``` #### Converting to desktop GLSL ``` glslangValidator -H -V -o test.spv shaders/comp/basic.comp ./spirv-cross --version 330 test.spv --output test.comp ``` #### Disable prettifying optimizations ``` glslangValidator -H -V -o test.spv shaders/comp/basic.comp ./spirv-cross --version 310 --es test.spv --output test.comp --force-temporary ``` ### Using shaders generated from C++ backend Please see `samples/cpp` where some GLSL shaders are compiled to SPIR-V, decompiled to C++ and run with test data. Reading through the samples should explain how to use the C++ interface. A simple Makefile is included to build all shaders in the directory. ### Using SPIRV-Cross to output GLSL shaders from glslang HLSL #### Entry point When using SPIR-V shaders compiled from HLSL, there are some extra things you need to take care of. First make sure that the entry point is used correctly. If you forget to set the entry point correctly in glslangValidator (-e MyFancyEntryPoint), you will likely encounter this error message: ``` Cannot end a function before ending the current block. Likely cause: If this SPIR-V was created from glslang HLSL, make sure the entry point is valid. ``` #### Separate image samplers 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()) { compiler->set_name(remap.combined_id, join("SPIRV_Cross_Combined", compiler->get_name(remap.image_id), compiler->get_name(remap.sampler_id))); } ``` If your target is Vulkan GLSL, `--vulkan-semantics` will emit separate image samplers as you'd expect. The command line client does this automatically, but if you're calling the library, you'll need to do this yourself. ## Contributing Contributions to SPIRV-Cross are welcome. See Testing and Licensing sections for details. ### Testing SPIRV-Cross maintains a test suite of shaders with reference output of how the output looks after going through a roundtrip through glslangValidator then back through SPIRV-Cross again. The reference files are stored inside the repository in order to be able to track regressions. All pull requests should ensure that test output does not change unexpectedly. This can be tested with `./test_shaders.py shaders`. However, when improving SPIRV-Cross there are of course legitimate cases where reference output should change. In these cases, run `./test_shaders.py shaders --update` to update the reference files and include these changes as part of the pull request. Always make sure you are running up to date glslangValidator as well as SPIRV-Tools when updating reference files. In short, the master branch should always be able to run `./test_shaders.py shaders` 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. See `./test_shaders.py --help` for more. ### Metal backend To test the roundtrip path GLSL -> SPIR-V -> MSL, `--metal` can be added, e.g. `./test_shaders.py --metal shaders-msl`. ### HLSL backend To test the roundtrip path GLSL -> SPIR-V -> HLSL, `--hlsl` can be added, e.g. `./test_shaders.py --hlsl shaders-hlsl`. ### Updating regression tests When legitimate changes are found, use `--update` flag to update regression files. Otherwise, `./test_shaders.py` will fail with error code. ### Mali Offline Compiler cycle counts To obtain a CSV of static shader cycle counts before and after going through spirv-cross, add `--malisc` flag to `./test_shaders`. This requires the Mali Offline Compiler to be installed in PATH.