Shader -> SPIR-V at CTS build time (#1849) (#1878)

* Shader -> SPIR-V at CTS build time (#1849)

Instead of relying on prebuilt checked-in SPIR-V files, compile
available shaders at CTS build time.

* Add dependency on glslc (available as part of VULKAN_SDK).
* Add optional build flag BUILD_GLSL_SHADERS, OFF by default.

* Remove pre-built SPIR-V files

* Compile Shader -> SPIR-V at CTS build time

* Use glslangValidator for shader -> spirv

* Add glslangValidator tool for shader -> spirv

* Refactor glslangValidator tool retrieval

* Address review comments

* Use add_subdirectory() instead of include()
* Use glslang instead of glslangValidator
* Update Github actions CI to install Vulkan SDK
This commit is contained in:
saurabhnv
2024-04-02 22:46:45 +05:30
committed by GitHub
parent 83203db6e2
commit 7f1caf4aa9
27 changed files with 76 additions and 3 deletions

View File

@@ -10,7 +10,7 @@ layout(binding = 0) buffer Params
{
uint32_t numImage2DDescriptors;
};
layout(binding = 1, rgba32f ) uniform image2D image2DList[ MAX_2D_IMAGE_DESCRIPTORS ];
layout(binding = 1, GLSL_FORMAT ) uniform GLSL_TYPE_PREFIXimage2D image2DList[ MAX_2D_IMAGE_DESCRIPTORS ];
layout(local_size_x = 32, local_size_y = 32) in;
void main() {
uvec3 numThreads = gl_NumWorkGroups * gl_WorkGroupSize;
@@ -21,8 +21,8 @@ void main() {
for (uint32_t col = gl_GlobalInvocationID.x; col < imageDim.x; col += numThreads.x) {
ivec2 coordsA = ivec2(col, row);
ivec2 coordsB = ivec2(col, imageDim.y - row - 1);
vec4 dataA = imageLoad(image2DList[image2DIdx], coordsA);
vec4 dataB = imageLoad(image2DList[image2DIdx], coordsB);
GLSL_TYPE_PREFIXvec4 dataA = imageLoad(image2DList[image2DIdx], coordsA);
GLSL_TYPE_PREFIXvec4 dataB = imageLoad(image2DList[image2DIdx], coordsB);
imageStore(image2DList[image2DIdx], coordsA, dataB);
imageStore(image2DList[image2DIdx], coordsB, dataA);
}