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VideoVulkan/ShaderCompiler: Use a std::optional instead of bool+out v…

…ariable

Now that we utilize C++17, we can simply return an optional containing
the code instead of using an out variable and a boolean result,
essentially combining them into one.

This provides a much more straightforward interface.
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lioncash committed May 30, 2019
1 parent e60268b commit d6a60050ffd667ec1bd9a1759fb103ab0af9cfce
@@ -108,11 +108,11 @@ static const char SUBGROUP_HELPER_HEADER[] = R"(
#define SUBGROUP_MAX(value) value = subgroupMax(value)
)";

bool CompileShaderToSPV(SPIRVCodeVector* out_code, EShLanguage stage, const char* stage_filename,
std::string_view source, std::string_view header)
std::optional<SPIRVCodeVector> CompileShaderToSPV(EShLanguage stage, const char* stage_filename,
std::string_view source, std::string_view header)
{
if (!InitializeGlslang())
return false;
return std::nullopt;

std::unique_ptr<glslang::TShader> shader = std::make_unique<glslang::TShader>(stage);
std::unique_ptr<glslang::TProgram> program;
@@ -172,7 +172,7 @@ bool CompileShaderToSPV(SPIRVCodeVector* out_code, EShLanguage stage, const char
includer))
{
DumpBadShader("Failed to parse shader");
return false;
return std::nullopt;
}

// Even though there's only a single shader, we still need to link it to generate SPV
@@ -181,18 +181,19 @@ bool CompileShaderToSPV(SPIRVCodeVector* out_code, EShLanguage stage, const char
if (!program->link(messages))
{
DumpBadShader("Failed to link program");
return false;
return std::nullopt;
}

glslang::TIntermediate* intermediate = program->getIntermediate(stage);
if (!intermediate)
{
DumpBadShader("Failed to generate SPIR-V");
return false;
return std::nullopt;
}

SPIRVCodeVector out_code;
spv::SpvBuildLogger logger;
glslang::GlslangToSpv(*intermediate, *out_code, &logger);
glslang::GlslangToSpv(*intermediate, out_code, &logger);

// Write out messages
// Temporary: skip if it contains "Warning, version 450 is not yet complete; most version-specific
@@ -230,11 +231,11 @@ bool CompileShaderToSPV(SPIRVCodeVector* out_code, EShLanguage stage, const char
stream << "SPIR-V conversion messages: " << std::endl;
stream << spv_messages;
stream << "SPIR-V:" << std::endl;
spv::Disassemble(stream, *out_code);
spv::Disassemble(stream, out_code);
}
}

return true;
return out_code;
}

bool InitializeGlslang()
@@ -356,24 +357,24 @@ const TBuiltInResource* GetCompilerResourceLimits()
return &limits;
}

bool CompileVertexShader(SPIRVCodeVector* out_code, std::string_view source_code)
std::optional<SPIRVCodeVector> CompileVertexShader(std::string_view source_code)
{
return CompileShaderToSPV(out_code, EShLangVertex, "vs", source_code, SHADER_HEADER);
return CompileShaderToSPV(EShLangVertex, "vs", source_code, SHADER_HEADER);
}

bool CompileGeometryShader(SPIRVCodeVector* out_code, std::string_view source_code)
std::optional<SPIRVCodeVector> CompileGeometryShader(std::string_view source_code)
{
return CompileShaderToSPV(out_code, EShLangGeometry, "gs", source_code, SHADER_HEADER);
return CompileShaderToSPV(EShLangGeometry, "gs", source_code, SHADER_HEADER);
}

bool CompileFragmentShader(SPIRVCodeVector* out_code, std::string_view source_code)
std::optional<SPIRVCodeVector> CompileFragmentShader(std::string_view source_code)
{
return CompileShaderToSPV(out_code, EShLangFragment, "ps", source_code, SHADER_HEADER);
return CompileShaderToSPV(EShLangFragment, "ps", source_code, SHADER_HEADER);
}

bool CompileComputeShader(SPIRVCodeVector* out_code, std::string_view source_code)
std::optional<SPIRVCodeVector> CompileComputeShader(std::string_view source_code)
{
return CompileShaderToSPV(out_code, EShLangCompute, "cs", source_code, COMPUTE_SHADER_HEADER);
return CompileShaderToSPV(EShLangCompute, "cs", source_code, COMPUTE_SHADER_HEADER);
}

} // namespace ShaderCompiler
@@ -5,6 +5,7 @@
#pragma once

#include <cstddef>
#include <optional>
#include <string_view>
#include <vector>

@@ -19,16 +20,16 @@ using SPIRVCodeType = u32;
using SPIRVCodeVector = std::vector<SPIRVCodeType>;

// Compile a vertex shader to SPIR-V.
bool CompileVertexShader(SPIRVCodeVector* out_code, std::string_view source_code);
std::optional<SPIRVCodeVector> CompileVertexShader(std::string_view source_code);

// Compile a geometry shader to SPIR-V.
bool CompileGeometryShader(SPIRVCodeVector* out_code, std::string_view source_code);
std::optional<SPIRVCodeVector> CompileGeometryShader(std::string_view source_code);

// Compile a fragment shader to SPIR-V.
bool CompileFragmentShader(SPIRVCodeVector* out_code, std::string_view source_code);
std::optional<SPIRVCodeVector> CompileFragmentShader(std::string_view source_code);

// Compile a compute shader to SPIR-V.
bool CompileComputeShader(SPIRVCodeVector* out_code, std::string_view source_code);
std::optional<SPIRVCodeVector> CompileComputeShader(std::string_view source_code);

} // namespace ShaderCompiler
} // namespace Vulkan
@@ -88,31 +88,29 @@ static std::unique_ptr<VKShader> CreateShaderObject(ShaderStage stage,

std::unique_ptr<VKShader> VKShader::CreateFromSource(ShaderStage stage, std::string_view source)
{
ShaderCompiler::SPIRVCodeVector spv;
bool result;
std::optional<ShaderCompiler::SPIRVCodeVector> spv;
switch (stage)
{
case ShaderStage::Vertex:
result = ShaderCompiler::CompileVertexShader(&spv, source);
spv = ShaderCompiler::CompileVertexShader(source);
break;
case ShaderStage::Geometry:
result = ShaderCompiler::CompileGeometryShader(&spv, source);
spv = ShaderCompiler::CompileGeometryShader(source);
break;
case ShaderStage::Pixel:
result = ShaderCompiler::CompileFragmentShader(&spv, source);
spv = ShaderCompiler::CompileFragmentShader(source);
break;
case ShaderStage::Compute:
result = ShaderCompiler::CompileComputeShader(&spv, source);
spv = ShaderCompiler::CompileComputeShader(source);
break;
default:
result = false;
break;
}

if (!result)
if (!spv)
return nullptr;

return CreateShaderObject(stage, std::move(spv));
return CreateShaderObject(stage, std::move(*spv));
}

std::unique_ptr<VKShader> VKShader::CreateFromBinary(ShaderStage stage, const void* data,

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