VK_NV_glsl_shader

Other Extension Metadata

Last Modified Date

2016-02-14

IP Status

No known IP claims.

Contributors
  • Piers Daniell, NVIDIA

Description

This extension allows GLSL shaders written to the GL_KHR_vulkan_glsl extension specification to be used instead of SPIR-V. The implementation will automatically detect whether the shader is SPIR-V or GLSL, and compile it appropriately.

Deprecation

Functionality in this extension is outside of the scope of Vulkan and is better served by a compiler library such as glslang. No new implementations will support this extension, so applications should not use it.

New Enum Constants

  • VK_NV_GLSL_SHADER_EXTENSION_NAME
  • VK_NV_GLSL_SHADER_SPEC_VERSION
  • Extending VkResult:
    • VK_ERROR_INVALID_SHADER_NV

Examples

Example 1

Passing in GLSL code

    char const vss[] =
        "#version 450 core\n"
        "layout(location = 0) in vec2 aVertex;\n"
        "layout(location = 1) in vec4 aColor;\n"
        "out vec4 vColor;\n"
        "void main()\n"
        "{\n"
        "    vColor = aColor;\n"
        "    gl_Position = vec4(aVertex, 0, 1);\n"
        "}\n"
    ;
    VkShaderModuleCreateInfo vertexShaderInfo = { VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO };
    vertexShaderInfo.codeSize = sizeof vss;
    vertexShaderInfo.pCode = vss;
    VkShaderModule vertexShader;
    vkCreateShaderModule(device, &vertexShaderInfo, 0, &vertexShader);

Version History

  • Revision 1, 2016-02-14 (Piers Daniell)
    • Initial draft