* Proof of concept for "span" feature, with WGSL parsing augmented. * Review: 1) add_span was actually a bad idea, make it set_span and add set_span_if_unknown too. 2) panics on getting/setting span for invalid handles. 3) only set span for constants with a name 4) don't overwrite spans for types. * Added spans to blocks & more expressions getting spans in frontends. Definitely the shotgunny type of commit, but what can you do. The design I went with made spans mandatory to specify, so I had to go and wire them through wherever I could. * Moved Block to a separate module, +clippy * More spans for types in GLSL. * Remove pointless body method. * Make Arena interface require spans. Another shotgun commit, oh boy... * Fix tests. My loathsome habit to "quickly fix things along the way" made a lot of extra work for me here, having to fix my "fixes" for WGSL parser. * Rustfmt + clippy. * Fix compile-errors with span feature enabled. * Nuked set_span* from orbit. Deleting code feels great! * Code review - move feature flags inside functions. * Fix build with "deserialize" feature enabled.
Naga
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.