vkd3d: Thoughts on how to include shaders in the project?

Hans-Kristian Arntzen post at arntzen-software.no
Mon Nov 4 11:20:08 CST 2019

On 11/4/19 5:27 PM, Philip Rebohle wrote:
> Am 04.11.19 um 17:23 schrieb Hans-Kristian Arntzen:
>> On 11/4/19 4:46 PM, Philip Rebohle wrote:
>>> Hello,
>>> I'm currently looking into getting Deus Ex: Mankind Divided to run 
>>> on vkd3d. Among other issues, it uses ClearUnorderedAccessView for 
>>> typed buffer views, which is currently not supported and will 
>>> require the use
>>> of a compute shader.
>>> There are also a few other areas where shader-based implementations 
>>> might become necessary in the future, e.g. for copies between depth 
>>> and color images, ResolveSubresource with typeless images, etc.
>>> What would be the preferred way to integrate shaders for this 
>>> purpose in vkd3d?
>>> One option would be to compile GLSL shaders at build-time to a C 
>>> header containing the SPIR-V code, which could then be included in 
>>> the vkd3d source files directly.
>>> This would introduce glslangValidator as a new build-time 
>>> dependency, is that acceptable? Also, how would this be implemented 
>>> in the build system? I don't have much experience with autoconf, so 
>>> some help in that regard would be highly appreciated.
>> I can suggest using shaderc, as glslc has a built-in option to emit a 
>> C array, using -mfmt=c, which can be #included into a C file. Doing 
>> the same in glslangValidator might be more work overall.
> glslangValidator also provides --variable-name to generate a C array, 
> which I'm using in DXVK without too much of a hassle. Does shaderc do 
> anything differently?

If glslang also has support for this now, then there isn't much of a 
point in using shaderc.


> - Philip
>> Cheers,
>> Hans-Kristian
>>> I'd like to avoid including pre-compiled SPIR-V binaries in the 
>>> source tree directly or installing them as separate files if 
>>> possible, since doing so would complicate the workflow significantly.
>>> Regards,
>>> - Philip

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