Rust bindings for the shaderc library.
This is not an official Google product (experimental or otherwise), it is just code that happens to be owned by Google.
The included shaderc-sys crate uses build.rs
to
discover or build a copy of shaderc libraries. See Setup section.
First add to your Cargo.toml
:
[dependencies]
shaderc = "0.6"
Then add to your crate root:
extern crate shaderc;
shaderc provides the Compiler
interface to compile GLSL/HLSL
source code into SPIR-V binary modules or assembly code. It can also assemble
SPIR-V assembly into binary module. Default compilation behavior can be
adjusted using CompileOptions
. Successful results are kept in
CompilationArtifact
s.
Please see for detailed documentation.
Compile a shader into SPIR-V binary module and assembly text:
use shaderc;
let source = "#version 310 es\n void EP() {}";
let mut compiler = shaderc::Compiler::new().unwrap();
let mut options = shaderc::CompileOptions::new().unwrap();
options.add_macro_definition("EP", Some("main"));
let binary_result = compiler.compile_into_spirv(
source, shaderc::ShaderKind::Vertex,
"shader.glsl", "main", Some(&options)).unwrap();
assert_eq!(Some(&0x07230203), binary_result.as_binary().first());
let text_result = compiler.compile_into_spirv_assembly(
source, shaderc::ShaderKind::Vertex,
"shader.glsl", "main", Some(&options)).unwrap();
assert!(text_result.as_text().starts_with("; SPIR-V\n"));
shaderc-rs needs shaderc library be installed.
shaderc library can be obtained from here and linked, or can be built from source:
- On Linux, If the
SHADERC_LIB_DIR
environment variable is set to/path/to/shaderc/libs/
, it will take precedence andlibshaderc_combined.a
(and the glsang and SPIRV libraries) will be searched in the/path/to/shaderc/libs/
directory. - Otherwise, on Linux,
/usr/lib/
will be automatically searched forlibshaderc_combined.a
ifSHADERC_LIB_DIR
is not set. - On Windows MSVC, If the
SHADERC_LIB_DIR
environment variable is set to/path/to/shaderc/libs/
,shaderc_combined.lib
will be searched in the/path/to/shaderc/libs/
directory.
- On Linux,
libshaderc_shared.so
will be searched in theSHADERC_LIB_DIR
environment variable or in the/usr/lib/
. - Otherwise, on Linux,
/usr/lib/
will be automatically searched forlibshaderc_shared.so
ifSHADERC_LIB_DIR
is not set. - On Windows (MSVC and gnu), If the
SHADERC_LIB_DIR
environment variable is set to/path/to/shaderc/bin/
,shaderc_shared.dll
will be searched in the/path/to/shaderc/bin/
directory.
The order of preference in which the build script will attempt to obtain shaderc can be controlled by several options, which are passed through to shaderc-sys when building shaderc-rs:
- Building from source, if option
--features build-from-source
is used. - If the SHADERC_LIB_DIR environment variable is set to
/path/to/shaderc/libs/
,/path/to/shaderc/libs/
will be searched for static or dynamic libs. - On Linux,
/usr/lib/
will be searched for static and dynamic libs if theSHADERC_LIB_DIR
is not set. - Building from source, if library detection failed.
The shaderc-sys build.rs
will automatically
check out and compile a copy of native C++ shaderc and link to the generated
artifacts, which requires git
, cmake
, and python
existing in the PATH
.
To build your own libshaderc for the shaderc-sys crate, the following tools
must be installed and available on PATH
:
- CMake
- Git
- Python (only works with both Python 3.x, on
windows the executable must be named
python.exe
) - a C++11 compiler
Additionally:
- Ninja is required on windows-msvc, but optional on all other platforms.
These requirements can be either installed with your favourite package manager or with installers from the projects' websites. Below are some example ways to get setup.
rustup default stable-x86_64-pc-windows-msvc
- Install Build Tools for Visual Studio 2017. If you have already been using this toolchain then its probably already installed.
- Install the necessary tools as listed in the above and add their paths
to the
PATH
environment variable.
windows-gnu toolchain is not supported but you can instead cross-compile to windows-gnu from windows-msvc.
Steps 1 and 2 are to workaround rust-lang/rust#49078 by using the same mingw that rust uses.
- Download and extract https://s3-us-west-1.amazonaws.com/rust-lang-ci2/rust-ci-mirror/x86_64-6.3.0-release-posix-seh-rt_v5-rev2.7z
- Add the absolute path to mingw64\bin to your PATH environment variable.
- Run the command:
rustup default stable-x86_64-pc-windows-msvc
- Run the command:
rustup target install x86_64-pc-windows-gnu
- Install Build Tools for Visual Studio 2017. If you have already been using this toolchain then its probably already installed.
- Install msys2, following ALL of the instructions.
- Then in the msys2 terminal run:
pacman --noconfirm -Syu mingw-w64-x86_64-cmake mingw-w64-x86_64-make mingw-w64-x86_64-python3 mingw-w64-x86_64-ninja
- Add the msys2 mingw64 binary path to the PATH environment variable.
- Any cargo command that builds the project needs to include
--target x86_64-pc-windows-gnu
e.g. to run:cargo run --target x86_64-pc-windows-gnu
Use your package manager to install the required dev-tools
For example on ubuntu:
sudo apt-get install build-essential git python3 cmake
On Arch linux, the shaderc package will include glslang and SPIRV libs in a detectable location.
Assuming Homebrew:
brew install cmake
This project is licensed under the Apache 2 license. Please see CONTRIBUTING before contributing.
This project is initialized and mainly developed by Lei Zhang (@antiagainst).