mirror of
https://github.com/vulkano-rs/vulkano.git
synced 2024-11-21 22:34:43 +00:00
update shader include resolution to fix issues with windows (#1248)
This commit is contained in:
parent
ea8fed21f6
commit
901993b390
@ -5,6 +5,8 @@
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- Update MacOS dependencies metal to 0.17 and cocoa to 0.19
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- Added dynamic stencil elements to `DynamicState`
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- Fixed `ImageDimensions::mipmap_dimensions` and `max_mipmaps` in cases where the original size is not a power of two.
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- Shader includes now work on Windows.
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- **Breaking Change** Shader include directories passed to the `shader!` macro are now relative to the crates `Cargo.toml`
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# Version 0.14.0 (2019-08-17)
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@ -23,68 +23,66 @@ use vulkano::sync;
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use std::sync::Arc;
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fn main() {
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// TODO: Disabled because it fails on windows
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//
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// let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap();
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// let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
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// let queue_family = physical.queue_families().find(|&q| q.supports_compute()).unwrap();
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// let (device, mut queues) = Device::new(physical, physical.supported_features(),
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// &DeviceExtensions::none(), [(queue_family, 0.5)].iter().cloned()).unwrap();
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// let queue = queues.next().unwrap();
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//
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// println!("Device initialized");
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//
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// let pipeline = Arc::new({
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// mod cs {
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// vulkano_shaders::shader!{
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// ty: "compute",
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// // We declare what directories to search for when using the `#include <...>`
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// // syntax. Specified directories have descending priorities based on their order.
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// include: [ "examples/src/bin/shader-include/standard-shaders" ],
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// src: "
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//#version 450
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//// Substitutes this line with the contents of the file `common.glsl` found in one of the standard
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//// `include` directories specified above.
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//// Note, that relative inclusion (`#include \"...\"`), although it falls back to standard
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//// inclusion, should not be used for **embedded** shader source, as it may be misleading and/or
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//// confusing.
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//#include <common.glsl>
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//
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//layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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//
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//layout(set = 0, binding = 0) buffer Data {
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// uint data[];
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//} data;
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//
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//void main() {
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// uint idx = gl_GlobalInvocationID.x;
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// data.data[idx] = multiply_by_12(data.data[idx]);
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//}"
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// }
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// }
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// let shader = cs::Shader::load(device.clone()).unwrap();
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// ComputePipeline::new(device.clone(), &shader.main_entry_point(), &()).unwrap()
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// });
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//
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// let data_buffer = {
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// let data_iter = (0 .. 65536u32).map(|n| n);
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// CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::all(), data_iter).unwrap()
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// };
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// let set = Arc::new(PersistentDescriptorSet::start(pipeline.clone(), 0)
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// .add_buffer(data_buffer.clone()).unwrap()
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// .build().unwrap()
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// );
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// let command_buffer = AutoCommandBufferBuilder::primary_one_time_submit(device.clone(), queue.family()).unwrap()
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// .dispatch([1024, 1, 1], pipeline.clone(), set.clone(), ()).unwrap()
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// .build().unwrap();
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// let future = sync::now(device.clone())
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// .then_execute(queue.clone(), command_buffer).unwrap()
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// .then_signal_fence_and_flush().unwrap();
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//
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// future.wait(None).unwrap();
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//
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// let data_buffer_content = data_buffer.read().unwrap();
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// for n in 0 .. 65536u32 {
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// assert_eq!(data_buffer_content[n as usize], n * 12);
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// }
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let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap();
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let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
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let queue_family = physical.queue_families().find(|&q| q.supports_compute()).unwrap();
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let (device, mut queues) = Device::new(physical, physical.supported_features(),
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&DeviceExtensions::none(), [(queue_family, 0.5)].iter().cloned()).unwrap();
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let queue = queues.next().unwrap();
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println!("Device initialized");
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let pipeline = Arc::new({
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mod cs {
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vulkano_shaders::shader!{
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ty: "compute",
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// We declare what directories to search for when using the `#include <...>`
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// syntax. Specified directories have descending priorities based on their order.
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include: [ "src/bin/shader-include/standard-shaders" ],
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src: "
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#version 450
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// Substitutes this line with the contents of the file `common.glsl` found in one of the standard
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// `include` directories specified above.
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// Note, that relative inclusion (`#include \"...\"`), although it falls back to standard
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// inclusion, should not be used for **embedded** shader source, as it may be misleading and/or
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// confusing.
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#include <common.glsl>
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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layout(set = 0, binding = 0) buffer Data {
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uint data[];
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} data;
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void main() {
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uint idx = gl_GlobalInvocationID.x;
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data.data[idx] = multiply_by_12(data.data[idx]);
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}"
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}
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}
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let shader = cs::Shader::load(device.clone()).unwrap();
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ComputePipeline::new(device.clone(), &shader.main_entry_point(), &()).unwrap()
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});
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let data_buffer = {
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let data_iter = (0 .. 65536u32).map(|n| n);
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CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::all(), data_iter).unwrap()
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};
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let set = Arc::new(PersistentDescriptorSet::start(pipeline.clone(), 0)
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.add_buffer(data_buffer.clone()).unwrap()
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.build().unwrap()
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);
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let command_buffer = AutoCommandBufferBuilder::primary_one_time_submit(device.clone(), queue.family()).unwrap()
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.dispatch([1024, 1, 1], pipeline.clone(), set.clone(), ()).unwrap()
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.build().unwrap();
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let future = sync::now(device.clone())
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.then_execute(queue.clone(), command_buffer).unwrap()
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.then_signal_fence_and_flush().unwrap();
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future.wait(None).unwrap();
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let data_buffer_content = data_buffer.read().unwrap();
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for n in 0 .. 65536u32 {
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assert_eq!(data_buffer_content[n as usize], n * 12);
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}
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}
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@ -29,14 +29,14 @@ use crate::read_file_to_string;
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fn include_callback(requested_source_path_raw: &str, directive_type: IncludeType,
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contained_within_path_raw: &str, recursion_depth: usize,
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include_directories: &[String], root_source_has_path: bool) -> Result<ResolvedInclude, String> {
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include_directories: &[impl AsRef<Path>], root_source_has_path: bool,
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base_path: &impl AsRef<Path>) -> Result<ResolvedInclude, String> {
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let file_to_include = match directive_type {
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IncludeType::Relative => {
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let requested_source_path = Path::new(requested_source_path_raw);
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// Is embedded current shader source embedded within a rust macro?
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// If so, abort.
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if !root_source_has_path && recursion_depth == 1 {
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// If so, abort unless absolute path.
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if !root_source_has_path && recursion_depth == 1 && !requested_source_path.is_absolute() {
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let requested_source_name = requested_source_path.file_name()
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.expect("Could not get the name of the requested source file.")
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.to_string_lossy();
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@ -51,18 +51,21 @@ fn include_callback(requested_source_path_raw: &str, directive_type: IncludeType
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requested_source_name, requested_source_directory));
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}
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let parent_of_current_source = Path::new(contained_within_path_raw).parent()
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.unwrap_or_else(|| panic!("The file `{}` does not reside in a directory. This is \
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an implementation error.",
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contained_within_path_raw));
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let resolved_requested_source_path = parent_of_current_source.join(requested_source_path);
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let mut resolved_path = if recursion_depth == 1 {
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Path::new(contained_within_path_raw).parent().map(|parent| base_path.as_ref().join(parent))
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} else {
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Path::new(contained_within_path_raw).parent().map(|parent| parent.to_owned())
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}.unwrap_or_else(|| panic!("The file `{}` does not reside in a directory. This is \
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an implementation error.",
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contained_within_path_raw));
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resolved_path.push(requested_source_path);
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if !resolved_requested_source_path.is_file() {
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if !resolved_path.is_file() {
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return Err(format!("Invalid inclusion path `{}`, the path does not point to a file.",
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requested_source_path_raw));
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}
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resolved_requested_source_path
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resolved_path
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},
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IncludeType::Standard => {
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let requested_source_path = Path::new(requested_source_path_raw);
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@ -78,58 +81,35 @@ fn include_callback(requested_source_path_raw: &str, directive_type: IncludeType
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requested_source_path_raw));
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}
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let mut found_requested_source_path = None;
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let found_requested_source_path = include_directories.iter().map(|include_directory| include_directory.as_ref().join(requested_source_path)).find(
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|resolved_requested_source_path| resolved_requested_source_path.is_file()
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);
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for include_directory in include_directories {
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let include_directory_path = Path::new(include_directory).canonicalize()
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.unwrap_or_else(|_| panic!("Invalid standard shader inclusion directory `{}`.",
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include_directory));
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let resolved_requested_source_path_rel = include_directory_path
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.join(requested_source_path);
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let resolved_requested_source_path = resolved_requested_source_path_rel
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.canonicalize()
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.map_err(|_| format!("Invalid inclusion path `{}`.",
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resolved_requested_source_path_rel.to_string_lossy()))?;
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if !resolved_requested_source_path.starts_with(include_directory_path) {
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return Err(format!("Cannot use `..` with inclusion from standard directories \
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(`#include <...>`), try using `#include \"...\"` instead. \
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Requested path: {}", requested_source_path.to_string_lossy()));
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}
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if resolved_requested_source_path.is_file() {
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found_requested_source_path = Some(resolved_requested_source_path);
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break;
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}
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}
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if found_requested_source_path.is_none() {
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if let Some(found_requested_source_path) = found_requested_source_path {
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found_requested_source_path
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} else {
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return Err(format!("Could not include the file `{}` from any include directories.",
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requested_source_path_raw));
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}
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found_requested_source_path.unwrap()
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},
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};
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let canonical_file_to_include = file_to_include.canonicalize()
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.unwrap_or_else(|_| file_to_include);
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let canonical_file_to_include_string = canonical_file_to_include.to_str()
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let file_to_include_string = file_to_include.to_str()
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.expect("Could not stringify the file to be included. Make sure the path consists of \
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valid unicode characters.")
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.to_string();
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let content = read_file_to_string(canonical_file_to_include.as_path())
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let content = read_file_to_string(file_to_include.as_path())
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.map_err(|_| format!("Could not read the contents of file `{}` to be included in the \
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shader source.",
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&canonical_file_to_include_string))?;
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&file_to_include_string))?;
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Ok(ResolvedInclude {
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resolved_name: canonical_file_to_include_string,
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resolved_name: file_to_include_string,
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content,
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})
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}
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pub fn compile(path: Option<String>, code: &str, ty: ShaderKind, include_directories: &[String]) -> Result<CompilationArtifact, String> {
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pub fn compile(path: Option<String>, base_path: &impl AsRef<Path>, code: &str, ty: ShaderKind, include_directories: &[impl AsRef<Path>]) -> Result<CompilationArtifact, String> {
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let mut compiler = Compiler::new().ok_or("failed to create GLSL compiler")?;
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let mut compile_options = CompileOptions::new()
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.ok_or("failed to initialize compile option")?;
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@ -144,7 +124,7 @@ pub fn compile(path: Option<String>, code: &str, ty: ShaderKind, include_directo
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compile_options.set_include_callback(|requested_source_path, directive_type,
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contained_within_path, recursion_depth| {
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include_callback(requested_source_path, directive_type, contained_within_path,
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recursion_depth, include_directories, path.is_some())
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recursion_depth, include_directories, path.is_some(), base_path)
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});
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let content = compiler
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@ -374,6 +354,7 @@ fn capability_name(cap: &Capability) -> Option<&'static str> {
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#[cfg(test)]
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mod tests {
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use super::*;
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use std::path::PathBuf;
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#[test]
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fn test_bad_alignment() {
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@ -383,7 +364,8 @@ mod tests {
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// byte, but in a rust [[f32;3];2], the second element starts on the
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// 12th byte. Since we can't generate code for these types, we should
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// create an error instead of generating incorrect code.
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let comp = compile(None, "
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let includes: [PathBuf;0] = [];
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let comp = compile(None, &Path::new(""), "
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#version 450
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struct MyStruct {
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vec3 vs[2];
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@ -392,14 +374,15 @@ mod tests {
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MyStruct s;
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};
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void main() {}
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", ShaderKind::Vertex, &[]).unwrap();
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", ShaderKind::Vertex, &includes).unwrap();
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let doc = parse::parse_spirv(comp.as_binary()).unwrap();
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let res = std::panic::catch_unwind(|| structs::write_structs(&doc));
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assert!(res.is_err());
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}
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#[test]
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fn test_trivial_alignment() {
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let comp = compile(None, "
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let includes: [PathBuf;0] = [];
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let comp = compile(None, &Path::new(""), "
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#version 450
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struct MyStruct {
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vec4 vs[2];
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@ -408,7 +391,7 @@ mod tests {
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MyStruct s;
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};
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void main() {}
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", ShaderKind::Vertex, &[]).unwrap();
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", ShaderKind::Vertex, &includes).unwrap();
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let doc = parse::parse_spirv(comp.as_binary()).unwrap();
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structs::write_structs(&doc);
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}
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@ -416,7 +399,8 @@ mod tests {
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fn test_wrap_alignment() {
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// This is a workaround suggested in the case of test_bad_alignment,
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// so we should make sure it works.
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let comp = compile(None, "
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let includes: [PathBuf;0] = [];
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let comp = compile(None, &Path::new(""), "
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#version 450
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struct Vec3Wrap {
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vec3 v;
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@ -428,8 +412,48 @@ mod tests {
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MyStruct s;
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};
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void main() {}
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", ShaderKind::Vertex, &[]).unwrap();
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", ShaderKind::Vertex, &includes).unwrap();
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let doc = parse::parse_spirv(comp.as_binary()).unwrap();
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structs::write_structs(&doc);
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}
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#[test]
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fn test_include_resolution() {
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let root_path = PathBuf::from(env!("CARGO_MANIFEST_DIR"));
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let empty_includes: [PathBuf;0] = [];
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let _compile_relative = compile(Some(String::from("tests/include_test.glsl")), &root_path, "
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#version 450
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#include \"include_dir_a/target_a.glsl\"
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#include \"include_dir_b/target_b.glsl\"
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void main() {}
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", ShaderKind::Vertex, &empty_includes).expect("Cannot resolve include files");
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let _compile_include_paths = compile(Some(String::from("tests/include_test.glsl")), &root_path, "
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#version 450
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#include <target_a.glsl>
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#include <target_b.glsl>
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void main() {}
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", ShaderKind::Vertex,&[root_path.join("tests/include_dir_a"), root_path.join("tests/include_dir_b")]).expect("Cannot resolve include files");
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let _compile_include_paths_with_relative = compile(Some(String::from("tests/include_test.glsl")), &root_path, "
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#version 450
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#include <target_a.glsl>
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#include <../include_dir_b/target_b.glsl>
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void main() {}
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", ShaderKind::Vertex,&[root_path.join("tests/include_dir_a")]).expect("Cannot resolve include files");
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let absolute_path = root_path.join("tests/include_dir_a/target_a.glsl");
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let absolute_path_str = absolute_path.to_str().expect("Cannot run tests in a folder with non unicode characters");
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let _compile_absolute_path = compile(Some(String::from("tests/include_test.glsl")), &root_path, &format!("
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#version 450
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#include \"{}\"
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void main() {{}}
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", absolute_path_str), ShaderKind::Vertex, &empty_includes).expect("Cannot resolve include files");
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let _compile_recursive = compile(Some(String::from("tests/include_test.glsl")), &root_path, "
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#version 450
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#include <target_c.glsl>
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void main() {}
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", ShaderKind::Vertex,&[root_path.join("tests/include_dir_b"), root_path.join("tests/include_dir_c")]).expect("Cannot resolve include files");
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}
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}
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|
@ -129,7 +129,8 @@
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//! ## `include: ["...", "...", ..., "..."]`
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//!
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//! Specifies the standard include directories to be searched through when using the
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//! `#include <...>` directive within a shader source.
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//! `#include <...>` directive within a shader source. Include directories can be absolute
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//! or relative to `Cargo.toml`.
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//! If `path` was specified, relative paths can also be used (`#include "..."`), without the need
|
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//! to specify one or more standard include directories. Relative paths are relative to the
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//! directory, which contains the source file the `#include "..."` directive is declared in.
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@ -287,12 +288,13 @@ pub(self) fn read_file_to_string(full_path: &Path) -> IoResult<String> {
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#[proc_macro]
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pub fn shader(input: proc_macro::TokenStream) -> proc_macro::TokenStream {
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let input = parse_macro_input!(input as MacroInput);
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let root = env::var("CARGO_MANIFEST_DIR").unwrap_or(".".into());
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let root_path = Path::new(&root);
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let (path, source_code) = match input.source_kind {
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SourceKind::Src(source) => (None, source),
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SourceKind::Path(path) => (Some(path.clone()), {
|
||||
let root = env::var("CARGO_MANIFEST_DIR").unwrap_or(".".into());
|
||||
let full_path = Path::new(&root).join(&path);
|
||||
let full_path = root_path.join(&path);
|
||||
|
||||
if full_path.is_file() {
|
||||
read_file_to_string(&full_path)
|
||||
@ -303,6 +305,13 @@ pub fn shader(input: proc_macro::TokenStream) -> proc_macro::TokenStream {
|
||||
})
|
||||
};
|
||||
|
||||
let content = codegen::compile(path, &source_code, input.shader_kind, &input.include_directories).unwrap();
|
||||
let include_paths = input.include_directories.iter().map(|include_directory| {
|
||||
let include_path = Path::new(include_directory);
|
||||
let mut full_include_path = root_path.to_owned();
|
||||
full_include_path.push(include_path);
|
||||
full_include_path
|
||||
}).collect::<Vec<_>>();
|
||||
|
||||
let content = codegen::compile(path, &root_path, &source_code, input.shader_kind, &include_paths).unwrap();
|
||||
codegen::reflect("Shader", content.as_binary(), input.dump).unwrap().into()
|
||||
}
|
||||
|
0
vulkano-shaders/tests/include_dir_a/target_a.glsl
Normal file
0
vulkano-shaders/tests/include_dir_a/target_a.glsl
Normal file
0
vulkano-shaders/tests/include_dir_b/target_b.glsl
Normal file
0
vulkano-shaders/tests/include_dir_b/target_b.glsl
Normal file
2
vulkano-shaders/tests/include_dir_c/target_c.glsl
Normal file
2
vulkano-shaders/tests/include_dir_c/target_c.glsl
Normal file
@ -0,0 +1,2 @@
|
||||
#include "../include_dir_a/target_a.glsl"
|
||||
#include <target_b.glsl>
|
Loading…
Reference in New Issue
Block a user