João Capucho ca405e3acf [glsl-in] Allow dynamic indexing on constant variables
Previously we always set the lhs flag when lowering to generate a
pointer so that dynamic indexing would work, this would produce an error
on constant variables since they can't be in a lhs context.

Now we introduce an enum which distinguishes not only between lhs and
rhs but also in array base, if lowering in a lhs context the base is
also lowered in a lhs context but if lowering in rhs the base is lowered
in a special array base context which bypasses the mutability check.

Fixes #1237
2021-08-19 17:37:05 -04:00
2020-07-16 09:54:52 -04:00
2020-06-21 16:59:16 -04:00
2021-02-17 09:34:17 -05:00
2021-07-26 01:29:42 -04:00

Naga

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The shader translation library for the needs of wgpu and gfx-rs projects.

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 Fully validated
GLSL 🆗 glsl-in
Back-end Status Feature Notes
SPIR-V spv-out
WGSL 🆗 wgsl-out
Metal msl-out
HLSL 🆗 hlsl-out Shader Model 5.0+ (DirectX 11+)
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 my_shader.wgsl # validate only
cargo run my_shader.spv my_shader.txt # dump the IR module into a file
cargo run 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 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 --workspace, 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
make validate-hlsl # for HLSL shaders. Note: this Make target makes use of the "sh" shell. This is not the default shell in Windows.
Description
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Languages
Rust 79.9%
WGSL 16.2%
HLSL 2%
GLSL 1.7%
JavaScript 0.2%