naga does not require offset decorations on struct fields in WGSL source, and automatically adds them to spv output. The `tint` compiler does not automatically add them, and requires that they be present in the WGSL source. A potential confusion is that an spv binary missing required `OpMemberDecorate` instructions that set the field's offset will fail validation when run through `spirv-val`. But since naga automatically produces these offsets, the same spv binary passed through naga will be successfully validated. This change is to ignore these decorations in naga's WGSL front end so that the same WGSL source can be used with naga and tint to produce valid spv.
Naga
This is an experimental shader translation library for the needs of gfx-rs project and WebGPU.
Supported end-points
Everything is still a work-in-progress, but some end-points are usable:
| Front-end | Status | Notes |
|---|---|---|
| SPIR-V (binary) | ✅ | |
| WGSL | ✅ | |
| GLSL (Vulkan) | 🆗 | |
| Rust |
| Back-end | Status | Notes |
|---|---|---|
| SPIR-V (binary) | ✅ | |
| WGSL | ||
| Metal | ✅ | |
| HLSL | ||
| GLSL | 🆗 | |
| AIR | ||
| DXIL/DXIR | ||
| DXBC |
✅ = Primary support — 🆗 = Secondary support — 🚧 = Unsupported, but support in progress
Development workflow
The main instrument aiding the development is the good old cargo test --all-features,
which will run the snapshot tests as well as the unit tests.
Any changes in the snapshots would then have to be reviewed with cargo insta review
before being accepted into the code.
If working on a particular front-end or back-end, it may be convenient to
enable the relevant features in Cargo.toml, e.g.
default = ["spv-out"] #TEMP!
This allows IDE basic checks to report errors there, unless your IDE is sufficiently configurable already.
Finally, when changes to the snapshots are made, we should verify that the produced shaders
are indeed valid for the target platforms they are compiled for. We automate this with Makefile:
make validate-spv # for Vulkan shaders, requires SPIRV-Tools installed
make validate-msl # for Metal shaders, requires XCode command-line tools installed
make validate-glsl # for OpenGL shaders, requires GLSLang installed