Veldrid.SPIRV is an extension library for Veldrid that provides support for loading SPIR-V bytecode for all Veldrid backends.
The easiest way to use Veldrid.SPIRV is through the extension methods it provides for the ResourceFactory type.
byte vertexShaderSpirvBytes = File.ReadAllBytes("myshader.vert.spv"); byte fragmentShaderSpirvBytes = File.ReadAllBytes("myshader.vert.spv"); Shader shaders = factory.CreateFromSpirv( new ShaderDescription(ShaderStages.Vertex, vertexShaderSpirvBytes, "main"), new ShaderDescription(ShaderStages.Fragment, vertexShaderSpirvBytes, "main")); // Use "shaders" array to construct a Pipeline
You can also directly load GLSL source code and do the same as above. Behind the scenes, Veldrid.SPIRV will compile the GLSL to SPIR-V and then perform the cross-compile to the target language.
Although HLSL and OpenGL-style GLSL do not support SPIR-V Specialization Constants, you can use Veldrid.SPIRV to "specialize" the shader before the target source code is actually emitted. Set
CrossCompileOptions.Specializations with an array of SpecializationConstant values to accomplish this.
Veldrid.SPIRV is implemented primarily as a native library, interfacing with SPIRV-Cross and shaderc. There are build scripts in the root of the repository which can be used to automatically build the native library for your platform.
Native build requirements:
Pre-built binaries are bundled in the NuGet package for the following operating systems:
- Windows x64
- Windows x86
- macOS x64
- Linux x64
- iOS arm64
- Android arm64-v8a
- Android armeabi-v7a