Alex Es fd70116668 Proof of concept for "span" feature, with WGSL & GLSL parsing augmented. (#1092)
* 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.
2021-08-11 16:04:32 -04:00
2020-07-16 09:54:52 -04:00
2021-08-10 21:48:02 -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

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.
Description
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Readme 137 MiB
Languages
Rust 79.9%
WGSL 16.2%
HLSL 2%
GLSL 1.7%
JavaScript 0.2%