A Spir-V to GLSL compiler for use with WebGL 1 and 2.
This is a partial TypeScript port of SPIRV-Cross. Mainly built for my own use case, which is writing a single shader (in GLSL ES 3.1) and being able to convert it to WebGL 1 and 2. As such, this is very much still in an alpha stage!
Install the package as a dependency:
npm install @derschmale/spirv4web
or
yarn add @derschmale/spirv4web
import { compile, Version } from "@derschmale/spirv4web";
async function yourLoadingCode(filename)
{
// ...
// load your data into some array buffer
// ...
return arrayBuffer;
}
// the compile function expects data in an ArrayBuffer
const spirv = await yourLoadingCode("someFilename.spv");
const glslCode = compile(spirv, Version.WebGL2, {
// options (see below)
removeAttributeLayouts: true
});
The compile
function has the following signature:
function compile(data: ArrayBuffer, version: Version, options?: Options): string
data
: An ArrayBuffer containing valid Spir-V bytecode.version
: EitherVersion.WebGL1
orVersion.WebGL2
options
: An optional object containing the following optional fields:removeUnused
: Removes unused variables and resources. Defaults totrue
.specializationConstantPrefix
: Specialization constants will be converted to#define
macros. This allows setting a custom prefix for the macro names (defaults toSPIRV_CROSS_CONSTANT_ID_
).keepUnnamedUBOs
: This keeps unnamed uniform blocks. Iffalse
, UBOs will have a temporary name assigned to them. Iftrue
, in WebGL 1, this will turn the members of unnamed uniform buffers into global uniforms. Defaults totrue
.removeAttributeLayouts
: (WebGL2 only) Strips layout information from vertex attributes. This is useful when you've defined more attributes than supported (Depending ongl.MAX_VERTEX_ATTRIBS
) but not all of them are used. Defaults tofalse
.
You need glslangValidator
, available in the Vulkan SDK to convert shader code to Spir-V bytecode.
You can use whatever source language is supported, but results when compiling to WebGL may vary depending on the language and version.
I've had the best results using GLSL ES 3.1 (#version 310 es
), using the following settings:
glslangValidator some.frag.glsl -o some.frag.spv -e main -G -v --auto-map-locations -S frag
If, for some reason, you need to run a custom build, run:
npm install
npm run build
There are still a couple of features I want to prioritize, such as:
- Providing a list of available extensions and optionally emitting fallbacks (for example: texture2DLod -> texture2D) if a feature is not supported.
- Prune the library code for unsupported features for smaller build sizes.
- At some point... WebGPU support.