refine shaders proc macro api (#1091)

macro renamed from `vulkano_shader!` to `shader!`
leave it up to the user to put it in a module
This commit is contained in:
Lucas Kent 2018-10-28 10:10:29 +11:00 committed by GitHub
parent 2153177210
commit c57289f536
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GPG Key ID: 4AEE18F83AFDEB23
16 changed files with 212 additions and 223 deletions

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@ -4,11 +4,11 @@
+ `instance::Features` -> `device::Features` + `instance::Features` -> `device::Features`
+ `instance::DeviceExtensions` -> `device::DeviceExtensions` + `instance::DeviceExtensions` -> `device::DeviceExtensions`
+ `instance::RawDeviceExtensions` -> `device::RawDeviceExtensions` + `instance::RawDeviceExtensions` -> `device::RawDeviceExtensions`
- Added `vulkano_shaders::vulkano_shader` proc macro, use this instead of `vulkano_shader_deriver::VulkanoShaders`. - Added `vulkano_shaders::shader!` proc macro, use this instead of `vulkano_shader_deriver::VulkanoShaders`.
- The entire `vulkano_shader_derive` crate is deprecated. - The entire `vulkano_shader_derive` crate is deprecated.
- `vulkano_shaders::{reflect, compile, Error}` are no longer public. - `vulkano_shaders::{reflect, compile, Error}` are no longer public.
- Removed mir support, as it is being removed from the vulkan spec.
- Remove vulkano_shaders::build_glsl_shaders - Remove vulkano_shaders::build_glsl_shaders
- Removed mir support, as it is being removed from the vulkan spec.
- Split `PersistentDescriptorSetError::MissingUsage` into `MissingImageUsage` and `MissingBufferUsage` - Split `PersistentDescriptorSetError::MissingUsage` into `MissingImageUsage` and `MissingBufferUsage`
each with a matching enum indicating the usage that was missing. each with a matching enum indicating the usage that was missing.
- Fix instance_count when using draw_index with instance buffers - Fix instance_count when using draw_index with instance buffers

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@ -150,7 +150,7 @@ If your change adds, removes or modifies a trait or a function, please add an en
This repository contains six libraries: This repository contains six libraries:
- `vulkano` is the main one. - `vulkano` is the main one.
- `vulkano-shaders` Provides the `vulkano_shader!` macro for compiling glsl shaders. - `vulkano-shaders` Provides the `shader!` macro for compiling glsl shaders.
- `vulkano-win` provides a safe link between vulkano and the `winit` library which can create - `vulkano-win` provides a safe link between vulkano and the `winit` library which can create
a window to render to. a window to render to.
- `vk-sys` contains raw bindings for Vulkan. You can use it even if you don't care about vulkano. - `vk-sys` contains raw bindings for Vulkan. You can use it even if you don't care about vulkano.

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@ -28,12 +28,11 @@ use vulkano::instance::InstanceExtensions;
use vulkano::pipeline::ComputePipeline; use vulkano::pipeline::ComputePipeline;
use vulkano::sync::now; use vulkano::sync::now;
use vulkano::sync::GpuFuture; use vulkano::sync::GpuFuture;
use vulkano_shaders::vulkano_shader;
use std::sync::Arc; use std::sync::Arc;
vulkano_shader!{ mod cs {
mod_name: cs, vulkano_shaders::shader!{
ty: "compute", ty: "compute",
src: " src: "
#version 450 #version 450
@ -48,6 +47,7 @@ void main() {
uint idx = gl_GlobalInvocationID.x; uint idx = gl_GlobalInvocationID.x;
data.data[idx] *= 12; data.data[idx] *= 12;
}" }"
}
} }
fn main() { fn main() {

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@ -23,7 +23,6 @@ use vulkano::pipeline::blend::BlendOp;
use vulkano::pipeline::GraphicsPipeline; use vulkano::pipeline::GraphicsPipeline;
use vulkano::pipeline::GraphicsPipelineAbstract; use vulkano::pipeline::GraphicsPipelineAbstract;
use vulkano::pipeline::viewport::Viewport; use vulkano::pipeline::viewport::Viewport;
use vulkano_shaders::vulkano_shader;
use std::sync::Arc; use std::sync::Arc;
@ -143,8 +142,8 @@ struct Vertex {
} }
impl_vertex!(Vertex, position); impl_vertex!(Vertex, position);
vulkano_shader!{ mod vs {
mod_name: vs, vulkano_shaders::shader!{
ty: "vertex", ty: "vertex",
src: " src: "
#version 450 #version 450
@ -154,10 +153,11 @@ layout(location = 0) in vec2 position;
void main() { void main() {
gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(position, 0.0, 1.0);
}" }"
}
} }
vulkano_shader!{ mod fs {
mod_name: fs, vulkano_shaders::shader!{
ty: "fragment", ty: "fragment",
src: " src: "
#version 450 #version 450
@ -178,4 +178,5 @@ void main() {
f_color.rgb = push_constants.color.rgb * in_diffuse; f_color.rgb = push_constants.color.rgb * in_diffuse;
f_color.a = 1.0; f_color.a = 1.0;
}" }"
}
} }

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@ -23,7 +23,6 @@ use vulkano::pipeline::blend::BlendOp;
use vulkano::pipeline::GraphicsPipeline; use vulkano::pipeline::GraphicsPipeline;
use vulkano::pipeline::GraphicsPipelineAbstract; use vulkano::pipeline::GraphicsPipelineAbstract;
use vulkano::pipeline::viewport::Viewport; use vulkano::pipeline::viewport::Viewport;
use vulkano_shaders::vulkano_shader;
use cgmath::Vector3; use cgmath::Vector3;
use std::sync::Arc; use std::sync::Arc;
@ -155,8 +154,8 @@ struct Vertex {
} }
impl_vertex!(Vertex, position); impl_vertex!(Vertex, position);
vulkano_shader!{ mod vs {
mod_name: vs, vulkano_shaders::shader!{
ty: "vertex", ty: "vertex",
src: " src: "
#version 450 #version 450
@ -166,10 +165,11 @@ layout(location = 0) in vec2 position;
void main() { void main() {
gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(position, 0.0, 1.0);
}" }"
}
} }
vulkano_shader!{ mod fs {
mod_name: fs, vulkano_shaders::shader!{
ty: "fragment", ty: "fragment",
src: " src: "
#version 450 #version 450
@ -201,4 +201,5 @@ void main() {
f_color.rgb = light_percent * push_constants.color.rgb * in_diffuse; f_color.rgb = light_percent * push_constants.color.rgb * in_diffuse;
f_color.a = 1.0; f_color.a = 1.0;
}" }"
}
} }

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@ -23,7 +23,6 @@ use vulkano::pipeline::blend::BlendOp;
use vulkano::pipeline::GraphicsPipeline; use vulkano::pipeline::GraphicsPipeline;
use vulkano::pipeline::GraphicsPipelineAbstract; use vulkano::pipeline::GraphicsPipelineAbstract;
use vulkano::pipeline::viewport::Viewport; use vulkano::pipeline::viewport::Viewport;
use vulkano_shaders::vulkano_shader;
use cgmath::Matrix4; use cgmath::Matrix4;
use cgmath::Vector3; use cgmath::Vector3;
@ -169,8 +168,8 @@ struct Vertex {
} }
impl_vertex!(Vertex, position); impl_vertex!(Vertex, position);
vulkano_shader!{ mod vs {
mod_name: vs, vulkano_shaders::shader!{
ty: "vertex", ty: "vertex",
src: " src: "
#version 450 #version 450
@ -182,10 +181,11 @@ void main() {
v_screen_coords = position; v_screen_coords = position;
gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(position, 0.0, 1.0);
}" }"
}
} }
vulkano_shader!{ mod fs {
mod_name: fs, vulkano_shaders::shader!{
ty: "fragment", ty: "fragment",
src: " src: "
#version 450 #version 450
@ -234,4 +234,5 @@ void main() {
f_color.rgb = push_constants.color.rgb * light_percent * in_diffuse; f_color.rgb = push_constants.color.rgb * light_percent * in_diffuse;
f_color.a = 1.0; f_color.a = 1.0;
}" }"
}
} }

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@ -18,7 +18,6 @@ use vulkano::framebuffer::Subpass;
use vulkano::pipeline::GraphicsPipeline; use vulkano::pipeline::GraphicsPipeline;
use vulkano::pipeline::GraphicsPipelineAbstract; use vulkano::pipeline::GraphicsPipelineAbstract;
use vulkano::pipeline::viewport::Viewport; use vulkano::pipeline::viewport::Viewport;
use vulkano_shaders::vulkano_shader;
use std::sync::Arc; use std::sync::Arc;
@ -95,8 +94,8 @@ struct Vertex {
} }
impl_vertex!(Vertex, position); impl_vertex!(Vertex, position);
vulkano_shader!{ mod vs {
mod_name: vs, vulkano_shaders::shader!{
ty: "vertex", ty: "vertex",
src: " src: "
#version 450 #version 450
@ -106,10 +105,11 @@ layout(location = 0) in vec2 position;
void main() { void main() {
gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(position, 0.0, 1.0);
}" }"
}
} }
vulkano_shader!{ mod fs {
mod_name: fs, vulkano_shaders::shader!{
ty: "fragment", ty: "fragment",
src: " src: "
#version 450 #version 450
@ -121,4 +121,5 @@ void main() {
f_color = vec4(1.0, 1.0, 1.0, 1.0); f_color = vec4(1.0, 1.0, 1.0, 1.0);
f_normal = vec3(0.0, 0.0, 1.0); f_normal = vec3(0.0, 0.0, 1.0);
}" }"
}
} }

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@ -18,7 +18,6 @@ extern crate vulkano_win;
use vulkano_win::VkSurfaceBuild; use vulkano_win::VkSurfaceBuild;
use vulkano::sync::GpuFuture; use vulkano::sync::GpuFuture;
use vulkano_shaders::vulkano_shader;
use vulkano::framebuffer::{Framebuffer, FramebufferAbstract, RenderPassAbstract}; use vulkano::framebuffer::{Framebuffer, FramebufferAbstract, RenderPassAbstract};
use vulkano::command_buffer::DynamicState; use vulkano::command_buffer::DynamicState;
use vulkano::image::SwapchainImage; use vulkano::image::SwapchainImage;
@ -253,8 +252,8 @@ fn window_size_dependent_setup(
}).collect::<Vec<_>>() }).collect::<Vec<_>>()
} }
vulkano_shader!{ mod vs {
mod_name: vs, vulkano_shaders::shader!{
ty: "vertex", ty: "vertex",
src: " src: "
#version 450 #version 450
@ -266,10 +265,11 @@ void main() {
gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(position, 0.0, 1.0);
tex_coords = position + vec2(0.5); tex_coords = position + vec2(0.5);
}" }"
}
} }
vulkano_shader!{ mod fs {
mod_name: fs, vulkano_shaders::shader!{
ty: "fragment", ty: "fragment",
src: " src: "
#version 450 #version 450
@ -282,4 +282,5 @@ layout(set = 0, binding = 0) uniform sampler2D tex;
void main() { void main() {
f_color = texture(tex, tex_coords); f_color = texture(tex, tex_coords);
}" }"
}
} }

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@ -91,10 +91,9 @@ use vulkano::instance::PhysicalDevice;
use vulkano::pipeline::GraphicsPipeline; use vulkano::pipeline::GraphicsPipeline;
use vulkano::pipeline::viewport::Viewport; use vulkano::pipeline::viewport::Viewport;
use vulkano::sync::GpuFuture; use vulkano::sync::GpuFuture;
use vulkano_shaders::vulkano_shader;
vulkano_shader!{ mod vs {
mod_name: vs, vulkano_shaders::shader!{
ty: "vertex", ty: "vertex",
src: " src: "
#version 450 #version 450
@ -104,10 +103,11 @@ layout(location = 0) in vec2 position;
void main() { void main() {
gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(position, 0.0, 1.0);
}" }"
}
} }
vulkano_shader!{ mod fs {
mod_name: fs, vulkano_shaders::shader!{
ty: "fragment", ty: "fragment",
src: " src: "
#version 450 #version 450
@ -117,6 +117,7 @@ layout(location = 0) out vec4 f_color;
void main() { void main() {
f_color = vec4(1.0, 0.0, 0.0, 1.0); f_color = vec4(1.0, 0.0, 0.0, 1.0);
}" }"
}
} }
fn main() { fn main() {

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@ -23,12 +23,10 @@ use vulkano::pipeline::ComputePipeline;
use vulkano::sync::now; use vulkano::sync::now;
use vulkano::sync::GpuFuture; use vulkano::sync::GpuFuture;
use vulkano_shaders::vulkano_shader;
use std::sync::Arc; use std::sync::Arc;
vulkano_shader!{ mod cs {
mod_name: cs, vulkano_shaders::shader!{
ty: "compute", ty: "compute",
src: " src: "
#version 450 #version 450
@ -52,6 +50,7 @@ void main() {
data.data[idx] += uint(pc.addend); data.data[idx] += uint(pc.addend);
} }
}" }"
}
} }
fn main() { fn main() {

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@ -22,12 +22,11 @@ use vulkano::instance::InstanceExtensions;
use vulkano::pipeline::ComputePipeline; use vulkano::pipeline::ComputePipeline;
use vulkano::sync::now; use vulkano::sync::now;
use vulkano::sync::GpuFuture; use vulkano::sync::GpuFuture;
use vulkano_shaders::vulkano_shader;
use std::sync::Arc; use std::sync::Arc;
vulkano_shader!{ mod cs {
mod_name: cs, vulkano_shaders::shader!{
ty: "compute", ty: "compute",
src: " src: "
#version 450 #version 450
@ -49,6 +48,7 @@ void main() {
data.data[idx] += uint(addend); data.data[idx] += uint(addend);
} }
}" }"
}
} }
fn main() { fn main() {

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@ -14,7 +14,6 @@ extern crate time;
#[macro_use] #[macro_use]
extern crate vulkano; extern crate vulkano;
extern crate vulkano_shaders;
extern crate vulkano_win; extern crate vulkano_win;
use vulkano_win::VkSurfaceBuild; use vulkano_win::VkSurfaceBuild;
@ -36,8 +35,6 @@ use vulkano::swapchain::{AcquireError, PresentMode, SurfaceTransform, Swapchain,
use vulkano::swapchain; use vulkano::swapchain;
use vulkano::sync::GpuFuture; use vulkano::sync::GpuFuture;
use vulkano_shaders::vulkano_shader;
use winit::Window; use winit::Window;
use cgmath::{Matrix3, Matrix4, Point3, Vector3, Rad}; use cgmath::{Matrix3, Matrix4, Point3, Vector3, Rad};
@ -285,14 +282,16 @@ fn window_size_dependent_setup(
(pipeline, framebuffers) (pipeline, framebuffers)
} }
vulkano_shader!{ mod vs {
mod_name: vs, vulkano_shaders::shader!{
ty: "vertex", ty: "vertex",
path: "src/bin/teapot/vert.glsl" path: "src/bin/teapot/vert.glsl"
}
} }
vulkano_shader!{ mod fs {
mod_name: fs, vulkano_shaders::shader!{
ty: "fragment", ty: "fragment",
path: "src/bin/teapot/frag.glsl" path: "src/bin/teapot/frag.glsl"
}
} }

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@ -38,14 +38,13 @@ use vulkano::swapchain;
use vulkano::swapchain::{AcquireError, PresentMode, SurfaceTransform, Swapchain, SwapchainCreationError}; use vulkano::swapchain::{AcquireError, PresentMode, SurfaceTransform, Swapchain, SwapchainCreationError};
use vulkano::sync::now; use vulkano::sync::now;
use vulkano::sync::GpuFuture; use vulkano::sync::GpuFuture;
use vulkano_shaders::vulkano_shader;
use winit::Window; use winit::Window;
use std::sync::Arc; use std::sync::Arc;
vulkano_shader!{ mod vs {
mod_name: vs, vulkano_shaders::shader!{
ty: "vertex", ty: "vertex",
src: " src: "
#version 450 #version 450
@ -55,10 +54,11 @@ layout(location = 0) in vec2 position;
void main() { void main() {
gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(position, 0.0, 1.0);
}" }"
}
} }
vulkano_shader!{ mod tcs {
mod_name: tcs, vulkano_shaders::shader!{
ty: "tess_ctrl", ty: "tess_ctrl",
src: " src: "
#version 450 #version 450
@ -79,6 +79,7 @@ void main(void)
// gl_TessLevelInner[1] = only used when tes uses layout(quads) // gl_TessLevelInner[1] = only used when tes uses layout(quads)
// gl_TessLevelOuter[3] = only used when tes uses layout(quads) // gl_TessLevelOuter[3] = only used when tes uses layout(quads)
}" }"
}
} }
// PG // PG
@ -93,8 +94,8 @@ void main(void)
// and the values x, y and z represent the distance from a vertex of the triangle. // and the values x, y and z represent the distance from a vertex of the triangle.
// http://mathworld.wolfram.com/BarycentricCoordinates.html // http://mathworld.wolfram.com/BarycentricCoordinates.html
vulkano_shader!{ mod tes {
mod_name: tes, vulkano_shaders::shader!{
ty: "tess_eval", ty: "tess_eval",
src: " src: "
#version 450 #version 450
@ -116,10 +117,11 @@ void main(void)
1.0 1.0
); );
}" }"
}
} }
vulkano_shader!{ mod fs {
mod_name: fs, vulkano_shaders::shader!{
ty: "fragment", ty: "fragment",
src: " src: "
#version 450 #version 450
@ -129,6 +131,7 @@ layout(location = 0) out vec4 f_color;
void main() { void main() {
f_color = vec4(1.0, 1.0, 1.0, 1.0); f_color = vec4(1.0, 1.0, 1.0, 1.0);
}" }"
}
} }

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@ -20,7 +20,7 @@
// The `vulkano` crate is the main crate that you must use to use Vulkan. // The `vulkano` crate is the main crate that you must use to use Vulkan.
#[macro_use] #[macro_use]
extern crate vulkano; extern crate vulkano;
// Provides the `vulkano_shader` macro that is used to generate code for using shaders. // Provides the `shader!` macro that is used to generate code for using shaders.
extern crate vulkano_shaders; extern crate vulkano_shaders;
// The Vulkan library doesn't provide any functionality to create and handle windows, as // The Vulkan library doesn't provide any functionality to create and handle windows, as
// this would be out of scope. In order to open a window, we are going to use the `winit` crate. // this would be out of scope. In order to open a window, we are going to use the `winit` crate.
@ -46,8 +46,6 @@ use vulkano::swapchain;
use vulkano::sync::GpuFuture; use vulkano::sync::GpuFuture;
use vulkano::sync::now; use vulkano::sync::now;
use vulkano_shaders::vulkano_shader;
use winit::Window; use winit::Window;
use std::sync::Arc; use std::sync::Arc;
@ -55,12 +53,12 @@ use std::sync::Arc;
// TODO: Move this back to the middle of the example, it makes for a more coherent sequential explanation (check git history) // TODO: Move this back to the middle of the example, it makes for a more coherent sequential explanation (check git history)
// The raw shader creation API provided by the vulkano library is unsafe, for various reasons. // The raw shader creation API provided by the vulkano library is unsafe, for various reasons.
// //
// An overview of what the `vulkano_shader` macro generates can be found in the // An overview of what the `shader!` macro generates can be found in the
// `vulkano-shaders` crate docs. You can view them at https://docs.rs/vulkano-shaders/ // `vulkano-shaders` crate docs. You can view them at https://docs.rs/vulkano-shaders/
// //
// TODO: explain this in details // TODO: explain this in details
vulkano_shader!{ mod vs {
mod_name: vs, vulkano_shaders::shader!{
ty: "vertex", ty: "vertex",
src: " src: "
#version 450 #version 450
@ -71,9 +69,10 @@ void main() {
gl_Position = vec4(position, 0.0, 1.0); gl_Position = vec4(position, 0.0, 1.0);
}" }"
} }
}
vulkano_shader!{ mod fs {
mod_name: fs, vulkano_shaders::shader!{
ty: "fragment", ty: "fragment",
src: " src: "
#version 450 #version 450
@ -84,6 +83,7 @@ void main() {
f_color = vec4(1.0, 0.0, 0.0, 1.0); f_color = vec4(1.0, 0.0, 0.0, 1.0);
} }
" "
}
} }
fn main() { fn main() {

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@ -36,7 +36,7 @@ pub fn compile(code: &str, ty: ShaderKind) -> Result<CompilationArtifact, String
Ok(content) Ok(content)
} }
pub fn reflect(name: &str, spirv: &[u32], mod_name: &Ident, dump: bool) -> Result<TokenStream, Error> { pub fn reflect(name: &str, spirv: &[u32], dump: bool) -> Result<TokenStream, Error> {
let struct_name = Ident::new(&name, Span::call_site()); let struct_name = Ident::new(&name, Span::call_site());
let doc = parse::parse_spirv(spirv)?; let doc = parse::parse_spirv(spirv)?;
@ -71,7 +71,6 @@ pub fn reflect(name: &str, spirv: &[u32], mod_name: &Ident, dump: bool) -> Resul
let descriptor_sets = descriptor_sets::write_descriptor_sets(&doc); let descriptor_sets = descriptor_sets::write_descriptor_sets(&doc);
let specialization_constants = spec_consts::write_specialization_constants(&doc); let specialization_constants = spec_consts::write_specialization_constants(&doc);
let ast = quote!{ let ast = quote!{
mod #mod_name {
#[allow(unused_imports)] #[allow(unused_imports)]
use std::sync::Arc; use std::sync::Arc;
#[allow(unused_imports)] #[allow(unused_imports)]
@ -149,12 +148,11 @@ pub fn reflect(name: &str, spirv: &[u32], mod_name: &Ident, dump: bool) -> Resul
#descriptor_sets #descriptor_sets
#specialization_constants #specialization_constants
}
}; };
if dump { if dump {
println!("{}", ast.to_string()); println!("{}", ast.to_string());
panic!("vulkano_shader! rust codegen dumped") // TODO: use span from dump panic!("`shader!` rust codegen dumped") // TODO: use span from dump
} }
Ok(ast) Ok(ast)

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@ -4,13 +4,11 @@
//! # Basic usage //! # Basic usage
//! //!
//! ``` //! ```
//! extern crate vulkano_shaders;
//! extern crate vulkano; //! extern crate vulkano;
//! extern crate vulkano_shaders;
//! //!
//! use vulkano_shaders::vulkano_shader; //! mod vs {
//! //! vulkano_shaders::shader!{
//! vulkano_shader!{
//! mod_name: vertex_shader,
//! ty: "vertex", //! ty: "vertex",
//! src: " //! src: "
//! #version 450 //! #version 450
@ -21,6 +19,7 @@
//! gl_Position = vec4(position, 1.0); //! gl_Position = vec4(position, 1.0);
//! }" //! }"
//! } //! }
//! }
//! # fn main() {} //! # fn main() {}
//! ``` //! ```
//! //!
@ -74,10 +73,9 @@
//! # use std::sync::Arc; //! # use std::sync::Arc;
//! # use vulkano::OomError; //! # use vulkano::OomError;
//! # use vulkano::device::Device; //! # use vulkano::device::Device;
//! # use vulkano_shaders::vulkano_shader;
//! # //! #
//! # vulkano_shader!{ //! # mod vs {
//! # mod_name: vertex_shader, //! # vulkano_shaders::shader!{
//! # ty: "vertex", //! # ty: "vertex",
//! # src: " //! # src: "
//! # #version 450 //! # #version 450
@ -88,17 +86,18 @@
//! # gl_Position = vec4(position, 1.0); //! # gl_Position = vec4(position, 1.0);
//! # }" //! # }"
//! # } //! # }
//! # }
//! // various use statements //! // various use statements
//! // `vertex_shader` module with shader derive //! // `vertex_shader` module with shader derive
//! //!
//! pub struct Shaders { //! pub struct Shaders {
//! pub vertex_shader: vertex_shader::Shader //! pub vs: vs::Shader
//! } //! }
//! //!
//! impl Shaders { //! impl Shaders {
//! pub fn load(device: Arc<Device>) -> Result<Self, OomError> { //! pub fn load(device: Arc<Device>) -> Result<Self, OomError> {
//! Ok(Self { //! Ok(Self {
//! vertex_shader: vertex_shader::Shader::load(device)?, //! vs: vs::Shader::load(device)?,
//! }) //! })
//! } //! }
//! } //! }
@ -186,7 +185,6 @@ enum SourceKind {
} }
struct MacroInput { struct MacroInput {
mod_ident: Ident,
shader_kind: ShaderKind, shader_kind: ShaderKind,
source_kind: SourceKind, source_kind: SourceKind,
dump: bool, dump: bool,
@ -195,7 +193,6 @@ struct MacroInput {
impl Parse for MacroInput { impl Parse for MacroInput {
fn parse(input: ParseStream) -> Result<Self> { fn parse(input: ParseStream) -> Result<Self> {
let mut dump = None; let mut dump = None;
let mut mod_ident = None;
let mut shader_kind = None; let mut shader_kind = None;
let mut source_kind = None; let mut source_kind = None;
@ -204,14 +201,6 @@ impl Parse for MacroInput {
input.parse::<Token![:]>()?; input.parse::<Token![:]>()?;
match name.to_string().as_ref() { match name.to_string().as_ref() {
"mod_name" => {
if mod_ident.is_some() {
panic!("Only one `mod` can be defined")
}
let mod_name: Ident = input.parse()?;
mod_ident = Some(mod_name);
}
"ty" => { "ty" => {
if shader_kind.is_some() { if shader_kind.is_some() {
panic!("Only one `ty` can be defined") panic!("Only one `ty` can be defined")
@ -270,19 +259,14 @@ impl Parse for MacroInput {
None => panic!("Please provide a source e.g. `path: \"foo.glsl\"` or `src: \"glsl source code here ...\"`") None => panic!("Please provide a source e.g. `path: \"foo.glsl\"` or `src: \"glsl source code here ...\"`")
}; };
let mod_ident = match mod_ident {
Some(mod_ident) => mod_ident,
None => panic!("Please provide a mod e.g. `mod: fs` ")
};
let dump = dump.unwrap_or(false); let dump = dump.unwrap_or(false);
Ok(MacroInput { shader_kind, source_kind, mod_ident, dump }) Ok(MacroInput { shader_kind, source_kind, dump })
} }
} }
#[proc_macro] #[proc_macro]
pub fn vulkano_shader(input: proc_macro::TokenStream) -> proc_macro::TokenStream { pub fn shader(input: proc_macro::TokenStream) -> proc_macro::TokenStream {
let input = parse_macro_input!(input as MacroInput); let input = parse_macro_input!(input as MacroInput);
let source_code = match input.source_kind { let source_code = match input.source_kind {
@ -304,5 +288,5 @@ pub fn vulkano_shader(input: proc_macro::TokenStream) -> proc_macro::TokenStream
}; };
let content = codegen::compile(&source_code, input.shader_kind).unwrap(); let content = codegen::compile(&source_code, input.shader_kind).unwrap();
codegen::reflect("Shader", content.as_binary(), &input.mod_ident, input.dump).unwrap().into() codegen::reflect("Shader", content.as_binary(), input.dump).unwrap().into()
} }