This is not yet ready for anything, let alone production use.
It's not clear if this will continue to live in a separate project or become part of SDL itself. At the very least, it will definitely move to a different location on GitHub.
This will--eventually, I hope--become tools used to generate shader bytecode for SDL's GPU API.
This is not meant to become a world-class compiler; the primary goals are:
- Fast and cheap
- Reasonable to ship at runtime or embed in another project.
Which is to say that a non-goal is:
- Heavy optimization of shaders at compile time.
There is much work to be done here, and so much to build, so please be patient as things fall into place and decisions are made.
We have a first draft of the syntax we're aiming for, a parser that can handle it, and enough semantic analysis to tell you if the parsed program is legal (modulo some small incomplete pieces at the moment).
Build the project with CMake, and then you should have a program named "sdl-shader-compiler" ...run it like this to see it spit out the Abstract Syntax Tree (AST) of a shader (which at the moment just looks much like the shader itself with mild reformatting, because it will output source code from the AST that it generated)...
./sdl-shader-compiler -T -I some_dir -DSOME_DEFINE=SOME_VALUE some_source.shader
If you want to see it complain about semantic analysis errors (but not generate any binaries yet)...
./sdl-shader-compiler -C -I some_dir -DSOME_DEFINE=SOME_VALUE some_source.shader
If you just want to see it preprocess stuff, like a C preprocessor does:
./sdl-shader-compiler -P -I some_dir -DSOME_DEFINE=SOME_VALUE some_source.shader