Contact
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Piers Daniell [GitHub]pdaniell-nv 
Other Extension Metadata
- Last Modified Date
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2016-02-14 
- IP Status
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No known IP claims. 
- Contributors
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Piers Daniell, NVIDIA 
 
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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
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VK_NV_GLSL_SHADER_EXTENSION_NAME
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VK_NV_GLSL_SHADER_SPEC_VERSION
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Extending VkResult: - 
VK_ERROR_INVALID_SHADER_NV
 
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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);Document Notes
For more information, see the Vulkan Specification
This page is a generated document. Fixes and changes should be made to the generator scripts, not directly.