I am trying to implement a system so that I can use HLSL in my OpenGL application, since it can be compiled to SPIR-V, and SPIR-V can be translated to something that works with e.g DirectX.
However, I receive an error when specializing the shader:
glSpecializeShaderARB("vert" is not a valid entry point for shader)
I am using shaderc.net
, and compiling to SPIR-V via that, then following standard procedure, I've attached the SPIR-V source code to a shader object.
ShaderHandle shaderHandle = GL.CreateShader(source.GLShaderType);
GL.ShaderBinary(Utility.Wrap(shaderHandle), ShaderBinaryFormat.ShaderBinaryFormatSpirV, result.CodePointer, (int)result.CodeLength);
GL.SpecializeShader(shaderHandle, source.EntryPoint, 0, Array.Empty<uint>(), Array.Empty<uint>());
The result
variable, is just the compilation result from shaderc, and Utility.Wrap is what I use to simply convert a single variable to a ReadOnlySpan.
I'll append that I am using OpenTK for the OpenGL bindings.
I've tried a variety of shader sources. This one actually decompiles into what seems like valid GLSL in RenderDoc:
struct VERTEX_DATA
{
float3 pos;
};
float4 vert(VERTEX_DATA vertex) : SV_POSITION
{
return float4(vertex.pos, 0);
}
Here's the output from the RenderDoc decompiler
#version 450
layout(location = 0) in vec3 vertex_pos;
void main()
{
gl_Position = vec4(vertex_pos, 0.0);
}
which seems like valid GLSL, but it results in the error I've specified.
EDIT: There was a request for dissasembly. Here's RenderDoc SPIR-V disasm
; SPIR-V
; Version: 1.0
; Generator: Google Shaderc over Glslang; 11
; Bound: 47
; Schema: 0
OpCapability Shader
%2 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Vertex %vert "vert" %vertex_pos %_entryPointOutput
%1 = OpString "test.hlsl"
OpSource HLSL 500 %1 "// OpModuleProcessed entry-point vert
// OpModuleProcessed client opengl100
// OpModuleProcessed target-env opengl
// OpModuleProcessed hlsl-offsets
#line 1
struct VERTEX_DATA
{
float3 pos;
};
float4 vert(VERTEX_DATA vertex) : SV_POSITION
{
return float4(vertex.pos, 0);
}"
OpSourceExtension "GL_GOOGLE_cpp_style_line_directive"
OpSourceExtension "GL_GOOGLE_include_directive"
OpName %vert "vert"
OpName %vertex_pos "vertex.pos"
OpName %_entryPointOutput "@entryPointOutput"
OpDecorate %vertex_pos Location 0
OpDecorate %_entryPointOutput BuiltIn Position
%void = OpTypeVoid
%4 = OpTypeFunction %void
%float = OpTypeFloat 32
%v3float = OpTypeVector %float 3
%v4float = OpTypeVector %float 4
%float_0 = OpConstant %float 0
%_ptr_Input_v3float = OpTypePointer Input %v3float
%vertex_pos = OpVariable %_ptr_Input_v3float Input
%_ptr_Output_v4float = OpTypePointer Output %v4float
%_entryPointOutput = OpVariable %_ptr_Output_v4float Output
OpLine %1 7 1
%vert = OpFunction %void None %4
OpNoLine
%6 = OpLabel
OpLine %1 7 0
%31 = OpLoad %v3float %vertex_pos
OpLine %1 8 0
%43 = OpCompositeExtract %float %31 0
%44 = OpCompositeExtract %float %31 1
%45 = OpCompositeExtract %float %31 2
%46 = OpCompositeConstruct %v4float %43 %44 %45 %float_0
OpLine %1 7 0
OpStore %_entryPointOutput %46
OpReturn
OpFunctionEnd
I managed to resolve the issue by simply not using shaderc.net
. For whatever reason(which I do not know) it doesn't seem to work properly. However, as soon as I switched to Vortice.ShaderCompiler
which pretty much just was a slot-in alternative, some different naming conventions and that's it, it suddenly worked perfectly.
So, I guess the answer is:
Don't use shaderc.net, it is broken and hasn't been maintained in 3 years, use something up-to-date instead, there are some nice alternatives.