Jim Blandy f0d41c3fd6 [spv-out] Track block termination statically.
Rather than giving `Block` an optional `terminator` field in addition to its
`body`, track block termination statically, with two types:

- `Block` is a block without a termination instruction. This is what most code
  generation functions operate on.

- `TerminatedBlock` is a block with a termination instruction. This is what
  `Function::blocks` holds.

The `Function::consume` method takes a `Block` by value, together with a
termination instruction, and turns it into a `TerminatedBlock`.

This lets us remove some unwraps and awkward conditions.

As part of this change, `Writer::write_block` no longer hits an `unimplemented!`
for Naga statements following `Break`, `Return`, and so on. Instead, it simply
doesn't emit code for them, which is a correct translation. If we want to forbid
these, we should handle that in validation instead.
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Naga

Matrix Crates.io Docs.rs Build Status MSRV codecov.io

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.
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WGSL 16.2%
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