* Add support for arrayLength to the wgsl frontend * Fix clippy warning * Add draft support for array length to the msl backend * Finalize support for array length in msl * Convert buffer size to array length in msl backend * Fix clippy warning * Fix misleading documentation * Changes based on review of PR * Use a fake binding for sizes buffer in msl backend if necessary * Only generate the msl buffer size structure if globals are present that have unsized arrays * Make sure to generate separators * Replace uses_unsized_buffers with !self.runtime_sized_buffers.is_empty() * Clear self.runtime_sized_buffers * Run snapshot of shadow.msl * Add Expression::ArrayLength support to the spirv backend * Remove wgsl target from the access snapshot test * Update access.msl snapshot * Update stack size for msl backend * Update stack size again for msl backend
Naga
This is an experimental shader translation library for the needs of gfx-rs project and WebGPU.
Supported end-points
Everything is still work-in-progress, but some end-points are usable:
| Front-end | Status | Feature | Notes |
|---|---|---|---|
| SPIR-V (binary) | ✅ | spv-in | |
| WGSL | ✅ | wgsl-in | |
| GLSL | 🚧 | glsl-in | Vulkan flavor is expected |
| Rust |
| Back-end | Status | Feature | Notes |
|---|---|---|---|
| SPIR-V | ✅ | spv-out | |
| WGSL | 🚧 | wgsl-out | |
| Metal | ✅ | msl-out | |
| HLSL | 🚧 | hlsl-out | |
| GLSL | 🆗 | glsl-out | |
| AIR | |||
| DXIL/DXIR | |||
| DXBC | |||
| DOT (GraphViz) | 🆗 | dot-out | Not a shading language |
✅ = Primary support — 🆗 = Secondary support — 🚧 = Unsupported, but support in progress
Conversion tool
Naga includes a default binary target, which allows to test the conversion of different code paths.
cargo run --features wgsl-in -- my_shader.wgsl # validate only
cargo run --features spv-in -- my_shader.spv - # dump the IR module to debug output
cargo run --features spv-in,msl-out -- my_shader.spv my_shader.metal --flow-dir flow-dir # convert the SPV to Metal, also dump the SPIR-V flow graph to `flow-dir`
cargo run --features wgsl-in,glsl-out -- my_shader.wgsl my_shader.vert --profile es310 # convert the WGSL to GLSL vertex stage under ES 3.20 profile
Development workflow
The main instrument aiding the development is the good old cargo test --all-features,
which will run the unit tests, and also update all the snapshots. You'll see these
changes in git before committing 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
make validate-dot # for dot files, requires GraphViz installed
make validate-wgsl # for WGSL shaders