diff --git a/README.md b/README.md
index db1d7b61..fbd0449e 100644
--- a/README.md
+++ b/README.md
@@ -453,7 +453,7 @@ Basic sample showing how to use descriptor buffers to replace descriptor sets.
#### [Shader objects (VK_EXT_shader_object)](./examples/shaderobjects/)
-Basic sample showing how to use shader objects that can be used to replace pipeline state objects. Instead of baking all state in a PSO, shaders are explicitly loaded and bound as separate objects and state is set using dynamic state extensions.
+Basic sample showing how to use shader objects that can be used to replace pipeline state objects. Instead of baking all state in a PSO, shaders are explicitly loaded and bound as separate objects and state is set using dynamic state extensions. The sample also stores binary shader objets and loads them on consecutive runs.
### Misc
diff --git a/data/shaders/glsl/shaderobjects/phong.frag b/data/shaders/glsl/shaderobjects/phong.frag
new file mode 100644
index 00000000..b207e798
--- /dev/null
+++ b/data/shaders/glsl/shaderobjects/phong.frag
@@ -0,0 +1,26 @@
+#version 450
+
+layout (binding = 1) uniform sampler2D samplerColorMap;
+
+layout (location = 0) in vec3 inNormal;
+layout (location = 1) in vec3 inColor;
+layout (location = 2) in vec3 inViewVec;
+layout (location = 3) in vec3 inLightVec;
+
+layout (location = 0) out vec4 outFragColor;
+
+void main()
+{
+ // Desaturate color
+ vec3 color = vec3(mix(inColor, vec3(dot(vec3(0.2126,0.7152,0.0722), inColor)), 0.65));
+
+ // High ambient colors because mesh materials are pretty dark
+ vec3 ambient = color * vec3(1.0);
+ vec3 N = normalize(inNormal);
+ vec3 L = normalize(inLightVec);
+ vec3 V = normalize(inViewVec);
+ vec3 R = reflect(-L, N);
+ vec3 diffuse = max(dot(N, L), 0.0) * color;
+ vec3 specular = pow(max(dot(R, V), 0.0), 32.0) * vec3(0.35);
+ outFragColor = vec4(ambient + diffuse * 1.75 + specular, 1.0);
+}
\ No newline at end of file
diff --git a/data/shaders/glsl/shaderobjects/phong.frag.spv b/data/shaders/glsl/shaderobjects/phong.frag.spv
new file mode 100644
index 00000000..d9fbe6c4
Binary files /dev/null and b/data/shaders/glsl/shaderobjects/phong.frag.spv differ
diff --git a/data/shaders/glsl/shaderobjects/phong.vert b/data/shaders/glsl/shaderobjects/phong.vert
new file mode 100644
index 00000000..c0069072
--- /dev/null
+++ b/data/shaders/glsl/shaderobjects/phong.vert
@@ -0,0 +1,30 @@
+#version 450
+
+layout (location = 0) in vec3 inPos;
+layout (location = 1) in vec3 inNormal;
+layout (location = 2) in vec3 inColor;
+
+layout (binding = 0) uniform UBO
+{
+ mat4 projection;
+ mat4 model;
+ vec4 lightPos;
+} ubo;
+
+layout (location = 0) out vec3 outNormal;
+layout (location = 1) out vec3 outColor;
+layout (location = 2) out vec3 outViewVec;
+layout (location = 3) out vec3 outLightVec;
+
+void main()
+{
+ outNormal = inNormal;
+ outColor = inColor;
+ gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
+
+ vec4 pos = ubo.model * vec4(inPos, 1.0);
+ outNormal = mat3(ubo.model) * inNormal;
+ vec3 lPos = mat3(ubo.model) * ubo.lightPos.xyz;
+ outLightVec = lPos - pos.xyz;
+ outViewVec = -pos.xyz;
+}
\ No newline at end of file
diff --git a/data/shaders/glsl/shaderobjects/phong.vert.spv b/data/shaders/glsl/shaderobjects/phong.vert.spv
new file mode 100644
index 00000000..b22327fb
Binary files /dev/null and b/data/shaders/glsl/shaderobjects/phong.vert.spv differ
diff --git a/examples/shaderobjects/shaderobjects.cpp b/examples/shaderobjects/shaderobjects.cpp
index 0294a57d..9ec9dbe6 100644
--- a/examples/shaderobjects/shaderobjects.cpp
+++ b/examples/shaderobjects/shaderobjects.cpp
@@ -33,7 +33,8 @@ public:
VkPhysicalDeviceShaderObjectFeaturesEXT enabledDeviceShaderObjectFeaturesEXT{};
PFN_vkCreateShadersEXT vkCreateShadersEXT;
- PFN_vkCmdBindShadersEXT vkCmdBindShadersEXT;
+ PFN_vkCmdBindShadersEXT vkCmdBindShadersEXT;
+ PFN_vkGetShaderBinaryDataEXT vkGetShaderBinaryDataEXT;
// With VK_EXT_shader_object pipeline state must be set at command buffer creation using these functions
// VK_EXT_dynamic_state
@@ -109,6 +110,7 @@ public:
vkUpdateDescriptorSets(device, static_cast(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
}
+ // Loads a binary shader file
void _loadShader(std::string filename, char* &code, size_t &size) {
// @todo: Android
std::ifstream is(filename, std::ios::binary | std::ios::in | std::ios::ate);
@@ -134,33 +136,97 @@ public:
VkShaderCreateInfoEXT shaderCreateInfos[2]{};
- // VS
- _loadShader(getShadersPath() + "pipelines/phong.vert.spv", shaderCodes[0], shaderCodeSizes[0]);
- shaderCreateInfos[0].sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO_EXT;
- shaderCreateInfos[0].flags = VK_SHADER_CREATE_LINK_STAGE_BIT_EXT;
- shaderCreateInfos[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
- shaderCreateInfos[0].nextStage = VK_SHADER_STAGE_FRAGMENT_BIT;
- shaderCreateInfos[0].codeType = VK_SHADER_CODE_TYPE_SPIRV_EXT;
- shaderCreateInfos[0].pCode = shaderCodes[0];
- shaderCreateInfos[0].codeSize = shaderCodeSizes[0];
- shaderCreateInfos[0].pName = "main";
- shaderCreateInfos[0].setLayoutCount = 1;
- shaderCreateInfos[0].pSetLayouts = &descriptorSetLayout;
+ // With VK_EXT_shader_object we can generate an implementation dependent binary file that's faster to load
+ // So we check if the binray files exist and if we can load it instead of the SPIR-V
+ bool binaryShadersLoaded = false;
- // FS
- _loadShader(getShadersPath() + "pipelines/phong.frag.spv", shaderCodes[1], shaderCodeSizes[1]);
- shaderCreateInfos[1].sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO_EXT;
- shaderCreateInfos[1].flags = VK_SHADER_CREATE_LINK_STAGE_BIT_EXT;
- shaderCreateInfos[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
- shaderCreateInfos[1].nextStage = 0;
- shaderCreateInfos[1].codeType = VK_SHADER_CODE_TYPE_SPIRV_EXT;
- shaderCreateInfos[1].pCode = shaderCodes[1];
- shaderCreateInfos[1].codeSize = shaderCodeSizes[1];
- shaderCreateInfos[1].pName = "main";
- shaderCreateInfos[1].setLayoutCount = 1;
- shaderCreateInfos[1].pSetLayouts = &descriptorSetLayout;
+ if (vks::tools::fileExists(getShadersPath() + "shaderobjects/phong.vert.bin") && vks::tools::fileExists(getShadersPath() + "shaderobjects/phong.frag.bin")) {
+ // VS
+ _loadShader(getShadersPath() + "shaderobjects/phong.vert.bin", shaderCodes[0], shaderCodeSizes[0]);
+ shaderCreateInfos[0].sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO_EXT;
+ shaderCreateInfos[0].flags = VK_SHADER_CREATE_LINK_STAGE_BIT_EXT;
+ shaderCreateInfos[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
+ shaderCreateInfos[0].nextStage = VK_SHADER_STAGE_FRAGMENT_BIT;
+ shaderCreateInfos[0].codeType = VK_SHADER_CODE_TYPE_BINARY_EXT;
+ shaderCreateInfos[0].pCode = shaderCodes[0];
+ shaderCreateInfos[0].codeSize = shaderCodeSizes[0];
+ shaderCreateInfos[0].pName = "main";
+ shaderCreateInfos[0].setLayoutCount = 1;
+ shaderCreateInfos[0].pSetLayouts = &descriptorSetLayout;
- vkCreateShadersEXT(device, 2, shaderCreateInfos, nullptr, shaders);
+ // FS
+ _loadShader(getShadersPath() + "shaderobjects/phong.frag.bin", shaderCodes[1], shaderCodeSizes[1]);
+ shaderCreateInfos[1].sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO_EXT;
+ shaderCreateInfos[1].flags = VK_SHADER_CREATE_LINK_STAGE_BIT_EXT;
+ shaderCreateInfos[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
+ shaderCreateInfos[1].nextStage = 0;
+ shaderCreateInfos[1].codeType = VK_SHADER_CODE_TYPE_BINARY_EXT;
+ shaderCreateInfos[1].pCode = shaderCodes[1];
+ shaderCreateInfos[1].codeSize = shaderCodeSizes[1];
+ shaderCreateInfos[1].pName = "main";
+ shaderCreateInfos[1].setLayoutCount = 1;
+ shaderCreateInfos[1].pSetLayouts = &descriptorSetLayout;
+
+ VkResult result = vkCreateShadersEXT(device, 2, shaderCreateInfos, nullptr, shaders);
+ // If the function returns e.g. VK_ERROR_INCOMPATIBLE_SHADER_BINARY_EXT, the binary file is no longer (or not at all) compatible with the current implementation
+ if (result == VK_SUCCESS) {
+ binaryShadersLoaded = true;
+ } else {
+ std::cout << "Could not load binary shader files (" << vks::tools::errorString(result) << ", loading SPIR - V instead\n";
+ }
+ }
+
+ // If the binary files weren't present, or we could not load them, we load from SPIR-V
+ if (!binaryShadersLoaded) {
+ // VS
+ _loadShader(getShadersPath() + "shaderobjects/phong.vert.spv", shaderCodes[0], shaderCodeSizes[0]);
+ shaderCreateInfos[0].sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO_EXT;
+ shaderCreateInfos[0].flags = VK_SHADER_CREATE_LINK_STAGE_BIT_EXT;
+ shaderCreateInfos[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
+ shaderCreateInfos[0].nextStage = VK_SHADER_STAGE_FRAGMENT_BIT;
+ shaderCreateInfos[0].codeType = VK_SHADER_CODE_TYPE_SPIRV_EXT;
+ shaderCreateInfos[0].pCode = shaderCodes[0];
+ shaderCreateInfos[0].codeSize = shaderCodeSizes[0];
+ shaderCreateInfos[0].pName = "main";
+ shaderCreateInfos[0].setLayoutCount = 1;
+ shaderCreateInfos[0].pSetLayouts = &descriptorSetLayout;
+
+ // FS
+ _loadShader(getShadersPath() + "shaderobjects/phong.frag.spv", shaderCodes[1], shaderCodeSizes[1]);
+ shaderCreateInfos[1].sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO_EXT;
+ shaderCreateInfos[1].flags = VK_SHADER_CREATE_LINK_STAGE_BIT_EXT;
+ shaderCreateInfos[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
+ shaderCreateInfos[1].nextStage = 0;
+ shaderCreateInfos[1].codeType = VK_SHADER_CODE_TYPE_SPIRV_EXT;
+ shaderCreateInfos[1].pCode = shaderCodes[1];
+ shaderCreateInfos[1].codeSize = shaderCodeSizes[1];
+ shaderCreateInfos[1].pName = "main";
+ shaderCreateInfos[1].setLayoutCount = 1;
+ shaderCreateInfos[1].pSetLayouts = &descriptorSetLayout;
+
+ VK_CHECK_RESULT(vkCreateShadersEXT(device, 2, shaderCreateInfos, nullptr, shaders));
+
+ // Store the binary shader files so we can try to load them at the next start
+ size_t dataSize{ 0 };
+ char* data{ nullptr };
+ std::fstream is;
+
+ vkGetShaderBinaryDataEXT(device, shaders[0], &dataSize, nullptr);
+ data = new char[dataSize];
+ vkGetShaderBinaryDataEXT(device, shaders[0], &dataSize, data);
+ is.open(getShadersPath() + "shaderobjects/phong.vert.bin", std::ios::binary | std::ios::out);
+ is.write(data, dataSize);
+ is.close();
+ delete[] data;
+
+ vkGetShaderBinaryDataEXT(device, shaders[1], &dataSize, nullptr);
+ data = new char[dataSize];
+ vkGetShaderBinaryDataEXT(device, shaders[1], &dataSize, data);
+ is.open(getShadersPath() + "shaderobjects/phong.frag.bin", std::ios::binary | std::ios::out);
+ is.write(data, dataSize);
+ is.close();
+ delete[] data;
+ }
}
void buildCommandBuffers()
@@ -260,6 +326,7 @@ public:
vkCreateShadersEXT = reinterpret_cast(vkGetDeviceProcAddr(device, "vkCreateShadersEXT"));
vkCmdBindShadersEXT = reinterpret_cast(vkGetDeviceProcAddr(device, "vkCmdBindShadersEXT"));
+ vkGetShaderBinaryDataEXT = reinterpret_cast(vkGetDeviceProcAddr(device, "vkGetShaderBinaryDataEXT"));
vkCmdSetViewportWithCountEXT = reinterpret_cast(vkGetDeviceProcAddr(device, "vkCmdSetViewportWithCountEXT"));;
vkCmdSetScissorWithCountEXT = reinterpret_cast(vkGetDeviceProcAddr(device, "vkCmdSetScissorWithCountEXT"));