* [glsl-in] Add initial support for glslpp-rs * [glsl-in] Add remaining Punct mappings Fix some tests. * [glsl-in] Add basic error handling for glslpp-rs * [glsl-in] Fix clippy issues * [glsl.in] Add pp-rs floats * [glsl-in] Remove old lex and preprocessor * [glsl-in] Improve lexer token code * [glsl-in] Rename lex_pp > lex Also LexerPP > Lexer * [glsl-in] glslpp-rs review feedback * [glsl-in] Use rev for pp-rs dep * [glsl-in] Parse on lexer err
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