update shader include resolution to fix issues with windows (#1248)

This commit is contained in:
nickwilcox 2019-10-23 19:04:49 +11:00 committed by Austin Johnson
parent ea8fed21f6
commit 901993b390
7 changed files with 155 additions and 120 deletions

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@ -5,6 +5,8 @@
- Update MacOS dependencies metal to 0.17 and cocoa to 0.19
- Added dynamic stencil elements to `DynamicState`
- Fixed `ImageDimensions::mipmap_dimensions` and `max_mipmaps` in cases where the original size is not a power of two.
- Shader includes now work on Windows.
- **Breaking Change** Shader include directories passed to the `shader!` macro are now relative to the crates `Cargo.toml`
# Version 0.14.0 (2019-08-17)

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@ -23,68 +23,66 @@ use vulkano::sync;
use std::sync::Arc;
fn main() {
// TODO: Disabled because it fails on windows
//
// let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap();
// let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
// let queue_family = physical.queue_families().find(|&q| q.supports_compute()).unwrap();
// let (device, mut queues) = Device::new(physical, physical.supported_features(),
// &DeviceExtensions::none(), [(queue_family, 0.5)].iter().cloned()).unwrap();
// let queue = queues.next().unwrap();
//
// println!("Device initialized");
//
// let pipeline = Arc::new({
// mod cs {
// vulkano_shaders::shader!{
// ty: "compute",
// // We declare what directories to search for when using the `#include <...>`
// // syntax. Specified directories have descending priorities based on their order.
// include: [ "examples/src/bin/shader-include/standard-shaders" ],
// src: "
//#version 450
//// Substitutes this line with the contents of the file `common.glsl` found in one of the standard
//// `include` directories specified above.
//// Note, that relative inclusion (`#include \"...\"`), although it falls back to standard
//// inclusion, should not be used for **embedded** shader source, as it may be misleading and/or
//// confusing.
//#include <common.glsl>
//
//layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
//
//layout(set = 0, binding = 0) buffer Data {
// uint data[];
//} data;
//
//void main() {
// uint idx = gl_GlobalInvocationID.x;
// data.data[idx] = multiply_by_12(data.data[idx]);
//}"
// }
// }
// let shader = cs::Shader::load(device.clone()).unwrap();
// ComputePipeline::new(device.clone(), &shader.main_entry_point(), &()).unwrap()
// });
//
// let data_buffer = {
// let data_iter = (0 .. 65536u32).map(|n| n);
// CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::all(), data_iter).unwrap()
// };
// let set = Arc::new(PersistentDescriptorSet::start(pipeline.clone(), 0)
// .add_buffer(data_buffer.clone()).unwrap()
// .build().unwrap()
// );
// let command_buffer = AutoCommandBufferBuilder::primary_one_time_submit(device.clone(), queue.family()).unwrap()
// .dispatch([1024, 1, 1], pipeline.clone(), set.clone(), ()).unwrap()
// .build().unwrap();
// let future = sync::now(device.clone())
// .then_execute(queue.clone(), command_buffer).unwrap()
// .then_signal_fence_and_flush().unwrap();
//
// future.wait(None).unwrap();
//
// let data_buffer_content = data_buffer.read().unwrap();
// for n in 0 .. 65536u32 {
// assert_eq!(data_buffer_content[n as usize], n * 12);
// }
let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap();
let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
let queue_family = physical.queue_families().find(|&q| q.supports_compute()).unwrap();
let (device, mut queues) = Device::new(physical, physical.supported_features(),
&DeviceExtensions::none(), [(queue_family, 0.5)].iter().cloned()).unwrap();
let queue = queues.next().unwrap();
println!("Device initialized");
let pipeline = Arc::new({
mod cs {
vulkano_shaders::shader!{
ty: "compute",
// We declare what directories to search for when using the `#include <...>`
// syntax. Specified directories have descending priorities based on their order.
include: [ "src/bin/shader-include/standard-shaders" ],
src: "
#version 450
// Substitutes this line with the contents of the file `common.glsl` found in one of the standard
// `include` directories specified above.
// Note, that relative inclusion (`#include \"...\"`), although it falls back to standard
// inclusion, should not be used for **embedded** shader source, as it may be misleading and/or
// confusing.
#include <common.glsl>
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
layout(set = 0, binding = 0) buffer Data {
uint data[];
} data;
void main() {
uint idx = gl_GlobalInvocationID.x;
data.data[idx] = multiply_by_12(data.data[idx]);
}"
}
}
let shader = cs::Shader::load(device.clone()).unwrap();
ComputePipeline::new(device.clone(), &shader.main_entry_point(), &()).unwrap()
});
let data_buffer = {
let data_iter = (0 .. 65536u32).map(|n| n);
CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::all(), data_iter).unwrap()
};
let set = Arc::new(PersistentDescriptorSet::start(pipeline.clone(), 0)
.add_buffer(data_buffer.clone()).unwrap()
.build().unwrap()
);
let command_buffer = AutoCommandBufferBuilder::primary_one_time_submit(device.clone(), queue.family()).unwrap()
.dispatch([1024, 1, 1], pipeline.clone(), set.clone(), ()).unwrap()
.build().unwrap();
let future = sync::now(device.clone())
.then_execute(queue.clone(), command_buffer).unwrap()
.then_signal_fence_and_flush().unwrap();
future.wait(None).unwrap();
let data_buffer_content = data_buffer.read().unwrap();
for n in 0 .. 65536u32 {
assert_eq!(data_buffer_content[n as usize], n * 12);
}
}

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@ -29,14 +29,14 @@ use crate::read_file_to_string;
fn include_callback(requested_source_path_raw: &str, directive_type: IncludeType,
contained_within_path_raw: &str, recursion_depth: usize,
include_directories: &[String], root_source_has_path: bool) -> Result<ResolvedInclude, String> {
include_directories: &[impl AsRef<Path>], root_source_has_path: bool,
base_path: &impl AsRef<Path>) -> Result<ResolvedInclude, String> {
let file_to_include = match directive_type {
IncludeType::Relative => {
let requested_source_path = Path::new(requested_source_path_raw);
// Is embedded current shader source embedded within a rust macro?
// If so, abort.
if !root_source_has_path && recursion_depth == 1 {
// If so, abort unless absolute path.
if !root_source_has_path && recursion_depth == 1 && !requested_source_path.is_absolute() {
let requested_source_name = requested_source_path.file_name()
.expect("Could not get the name of the requested source file.")
.to_string_lossy();
@ -51,18 +51,21 @@ fn include_callback(requested_source_path_raw: &str, directive_type: IncludeType
requested_source_name, requested_source_directory));
}
let parent_of_current_source = Path::new(contained_within_path_raw).parent()
.unwrap_or_else(|| panic!("The file `{}` does not reside in a directory. This is \
let mut resolved_path = if recursion_depth == 1 {
Path::new(contained_within_path_raw).parent().map(|parent| base_path.as_ref().join(parent))
} else {
Path::new(contained_within_path_raw).parent().map(|parent| parent.to_owned())
}.unwrap_or_else(|| panic!("The file `{}` does not reside in a directory. This is \
an implementation error.",
contained_within_path_raw));
let resolved_requested_source_path = parent_of_current_source.join(requested_source_path);
resolved_path.push(requested_source_path);
if !resolved_requested_source_path.is_file() {
if !resolved_path.is_file() {
return Err(format!("Invalid inclusion path `{}`, the path does not point to a file.",
requested_source_path_raw));
}
resolved_requested_source_path
resolved_path
},
IncludeType::Standard => {
let requested_source_path = Path::new(requested_source_path_raw);
@ -78,58 +81,35 @@ fn include_callback(requested_source_path_raw: &str, directive_type: IncludeType
requested_source_path_raw));
}
let mut found_requested_source_path = None;
let found_requested_source_path = include_directories.iter().map(|include_directory| include_directory.as_ref().join(requested_source_path)).find(
|resolved_requested_source_path| resolved_requested_source_path.is_file()
);
for include_directory in include_directories {
let include_directory_path = Path::new(include_directory).canonicalize()
.unwrap_or_else(|_| panic!("Invalid standard shader inclusion directory `{}`.",
include_directory));
let resolved_requested_source_path_rel = include_directory_path
.join(requested_source_path);
let resolved_requested_source_path = resolved_requested_source_path_rel
.canonicalize()
.map_err(|_| format!("Invalid inclusion path `{}`.",
resolved_requested_source_path_rel.to_string_lossy()))?;
if !resolved_requested_source_path.starts_with(include_directory_path) {
return Err(format!("Cannot use `..` with inclusion from standard directories \
(`#include <...>`), try using `#include \"...\"` instead. \
Requested path: {}", requested_source_path.to_string_lossy()));
}
if resolved_requested_source_path.is_file() {
found_requested_source_path = Some(resolved_requested_source_path);
break;
}
}
if found_requested_source_path.is_none() {
if let Some(found_requested_source_path) = found_requested_source_path {
found_requested_source_path
} else {
return Err(format!("Could not include the file `{}` from any include directories.",
requested_source_path_raw));
}
found_requested_source_path.unwrap()
},
};
let canonical_file_to_include = file_to_include.canonicalize()
.unwrap_or_else(|_| file_to_include);
let canonical_file_to_include_string = canonical_file_to_include.to_str()
let file_to_include_string = file_to_include.to_str()
.expect("Could not stringify the file to be included. Make sure the path consists of \
valid unicode characters.")
.to_string();
let content = read_file_to_string(canonical_file_to_include.as_path())
let content = read_file_to_string(file_to_include.as_path())
.map_err(|_| format!("Could not read the contents of file `{}` to be included in the \
shader source.",
&canonical_file_to_include_string))?;
&file_to_include_string))?;
Ok(ResolvedInclude {
resolved_name: canonical_file_to_include_string,
resolved_name: file_to_include_string,
content,
})
}
pub fn compile(path: Option<String>, code: &str, ty: ShaderKind, include_directories: &[String]) -> Result<CompilationArtifact, String> {
pub fn compile(path: Option<String>, base_path: &impl AsRef<Path>, code: &str, ty: ShaderKind, include_directories: &[impl AsRef<Path>]) -> Result<CompilationArtifact, String> {
let mut compiler = Compiler::new().ok_or("failed to create GLSL compiler")?;
let mut compile_options = CompileOptions::new()
.ok_or("failed to initialize compile option")?;
@ -144,7 +124,7 @@ pub fn compile(path: Option<String>, code: &str, ty: ShaderKind, include_directo
compile_options.set_include_callback(|requested_source_path, directive_type,
contained_within_path, recursion_depth| {
include_callback(requested_source_path, directive_type, contained_within_path,
recursion_depth, include_directories, path.is_some())
recursion_depth, include_directories, path.is_some(), base_path)
});
let content = compiler
@ -374,6 +354,7 @@ fn capability_name(cap: &Capability) -> Option<&'static str> {
#[cfg(test)]
mod tests {
use super::*;
use std::path::PathBuf;
#[test]
fn test_bad_alignment() {
@ -383,7 +364,8 @@ mod tests {
// byte, but in a rust [[f32;3];2], the second element starts on the
// 12th byte. Since we can't generate code for these types, we should
// create an error instead of generating incorrect code.
let comp = compile(None, "
let includes: [PathBuf;0] = [];
let comp = compile(None, &Path::new(""), "
#version 450
struct MyStruct {
vec3 vs[2];
@ -392,14 +374,15 @@ mod tests {
MyStruct s;
};
void main() {}
", ShaderKind::Vertex, &[]).unwrap();
", ShaderKind::Vertex, &includes).unwrap();
let doc = parse::parse_spirv(comp.as_binary()).unwrap();
let res = std::panic::catch_unwind(|| structs::write_structs(&doc));
assert!(res.is_err());
}
#[test]
fn test_trivial_alignment() {
let comp = compile(None, "
let includes: [PathBuf;0] = [];
let comp = compile(None, &Path::new(""), "
#version 450
struct MyStruct {
vec4 vs[2];
@ -408,7 +391,7 @@ mod tests {
MyStruct s;
};
void main() {}
", ShaderKind::Vertex, &[]).unwrap();
", ShaderKind::Vertex, &includes).unwrap();
let doc = parse::parse_spirv(comp.as_binary()).unwrap();
structs::write_structs(&doc);
}
@ -416,7 +399,8 @@ mod tests {
fn test_wrap_alignment() {
// This is a workaround suggested in the case of test_bad_alignment,
// so we should make sure it works.
let comp = compile(None, "
let includes: [PathBuf;0] = [];
let comp = compile(None, &Path::new(""), "
#version 450
struct Vec3Wrap {
vec3 v;
@ -428,8 +412,48 @@ mod tests {
MyStruct s;
};
void main() {}
", ShaderKind::Vertex, &[]).unwrap();
", ShaderKind::Vertex, &includes).unwrap();
let doc = parse::parse_spirv(comp.as_binary()).unwrap();
structs::write_structs(&doc);
}
#[test]
fn test_include_resolution() {
let root_path = PathBuf::from(env!("CARGO_MANIFEST_DIR"));
let empty_includes: [PathBuf;0] = [];
let _compile_relative = compile(Some(String::from("tests/include_test.glsl")), &root_path, "
#version 450
#include \"include_dir_a/target_a.glsl\"
#include \"include_dir_b/target_b.glsl\"
void main() {}
", ShaderKind::Vertex, &empty_includes).expect("Cannot resolve include files");
let _compile_include_paths = compile(Some(String::from("tests/include_test.glsl")), &root_path, "
#version 450
#include <target_a.glsl>
#include <target_b.glsl>
void main() {}
", ShaderKind::Vertex,&[root_path.join("tests/include_dir_a"), root_path.join("tests/include_dir_b")]).expect("Cannot resolve include files");
let _compile_include_paths_with_relative = compile(Some(String::from("tests/include_test.glsl")), &root_path, "
#version 450
#include <target_a.glsl>
#include <../include_dir_b/target_b.glsl>
void main() {}
", ShaderKind::Vertex,&[root_path.join("tests/include_dir_a")]).expect("Cannot resolve include files");
let absolute_path = root_path.join("tests/include_dir_a/target_a.glsl");
let absolute_path_str = absolute_path.to_str().expect("Cannot run tests in a folder with non unicode characters");
let _compile_absolute_path = compile(Some(String::from("tests/include_test.glsl")), &root_path, &format!("
#version 450
#include \"{}\"
void main() {{}}
", absolute_path_str), ShaderKind::Vertex, &empty_includes).expect("Cannot resolve include files");
let _compile_recursive = compile(Some(String::from("tests/include_test.glsl")), &root_path, "
#version 450
#include <target_c.glsl>
void main() {}
", 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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@ -129,7 +129,8 @@
//! ## `include: ["...", "...", ..., "..."]`
//!
//! Specifies the standard include directories to be searched through when using the
//! `#include <...>` directive within a shader source.
//! `#include <...>` directive within a shader source. Include directories can be absolute
//! or relative to `Cargo.toml`.
//! If `path` was specified, relative paths can also be used (`#include "..."`), without the need
//! to specify one or more standard include directories. Relative paths are relative to the
//! directory, which contains the source file the `#include "..."` directive is declared in.
@ -287,12 +288,13 @@ pub(self) fn read_file_to_string(full_path: &Path) -> IoResult<String> {
#[proc_macro]
pub fn shader(input: proc_macro::TokenStream) -> proc_macro::TokenStream {
let input = parse_macro_input!(input as MacroInput);
let root = env::var("CARGO_MANIFEST_DIR").unwrap_or(".".into());
let root_path = Path::new(&root);
let (path, source_code) = match input.source_kind {
SourceKind::Src(source) => (None, source),
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()
}

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@ -0,0 +1,2 @@
#include "../include_dir_a/target_a.glsl"
#include <target_b.glsl>