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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16 changed files with 212 additions and 223 deletions

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@ -4,11 +4,11 @@
+ `instance::Features` -> `device::Features`
+ `instance::DeviceExtensions` -> `device::DeviceExtensions`
+ `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.
- `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
- Removed mir support, as it is being removed from the vulkan spec.
- Split `PersistentDescriptorSetError::MissingUsage` into `MissingImageUsage` and `MissingBufferUsage`
each with a matching enum indicating the usage that was missing.
- 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:
- `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
a window to render to.
- `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::sync::now;
use vulkano::sync::GpuFuture;
use vulkano_shaders::vulkano_shader;
use std::sync::Arc;
vulkano_shader!{
mod_name: cs,
mod cs {
vulkano_shaders::shader!{
ty: "compute",
src: "
#version 450
@ -49,6 +48,7 @@ void main() {
data.data[idx] *= 12;
}"
}
}
fn main() {
// As with other examples, the first step is to create an instance.

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@ -23,7 +23,6 @@ use vulkano::pipeline::blend::BlendOp;
use vulkano::pipeline::GraphicsPipeline;
use vulkano::pipeline::GraphicsPipelineAbstract;
use vulkano::pipeline::viewport::Viewport;
use vulkano_shaders::vulkano_shader;
use std::sync::Arc;
@ -143,8 +142,8 @@ struct Vertex {
}
impl_vertex!(Vertex, position);
vulkano_shader!{
mod_name: vs,
mod vs {
vulkano_shaders::shader!{
ty: "vertex",
src: "
#version 450
@ -155,9 +154,10 @@ void main() {
gl_Position = vec4(position, 0.0, 1.0);
}"
}
}
vulkano_shader!{
mod_name: fs,
mod fs {
vulkano_shaders::shader!{
ty: "fragment",
src: "
#version 450
@ -179,3 +179,4 @@ void main() {
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::GraphicsPipelineAbstract;
use vulkano::pipeline::viewport::Viewport;
use vulkano_shaders::vulkano_shader;
use cgmath::Vector3;
use std::sync::Arc;
@ -155,8 +154,8 @@ struct Vertex {
}
impl_vertex!(Vertex, position);
vulkano_shader!{
mod_name: vs,
mod vs {
vulkano_shaders::shader!{
ty: "vertex",
src: "
#version 450
@ -167,9 +166,10 @@ void main() {
gl_Position = vec4(position, 0.0, 1.0);
}"
}
}
vulkano_shader!{
mod_name: fs,
mod fs {
vulkano_shaders::shader!{
ty: "fragment",
src: "
#version 450
@ -202,3 +202,4 @@ void main() {
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::GraphicsPipelineAbstract;
use vulkano::pipeline::viewport::Viewport;
use vulkano_shaders::vulkano_shader;
use cgmath::Matrix4;
use cgmath::Vector3;
@ -169,8 +168,8 @@ struct Vertex {
}
impl_vertex!(Vertex, position);
vulkano_shader!{
mod_name: vs,
mod vs {
vulkano_shaders::shader!{
ty: "vertex",
src: "
#version 450
@ -183,9 +182,10 @@ void main() {
gl_Position = vec4(position, 0.0, 1.0);
}"
}
}
vulkano_shader!{
mod_name: fs,
mod fs {
vulkano_shaders::shader!{
ty: "fragment",
src: "
#version 450
@ -235,3 +235,4 @@ void main() {
f_color.a = 1.0;
}"
}
}

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@ -18,7 +18,6 @@ use vulkano::framebuffer::Subpass;
use vulkano::pipeline::GraphicsPipeline;
use vulkano::pipeline::GraphicsPipelineAbstract;
use vulkano::pipeline::viewport::Viewport;
use vulkano_shaders::vulkano_shader;
use std::sync::Arc;
@ -95,8 +94,8 @@ struct Vertex {
}
impl_vertex!(Vertex, position);
vulkano_shader!{
mod_name: vs,
mod vs {
vulkano_shaders::shader!{
ty: "vertex",
src: "
#version 450
@ -107,9 +106,10 @@ void main() {
gl_Position = vec4(position, 0.0, 1.0);
}"
}
}
vulkano_shader!{
mod_name: fs,
mod fs {
vulkano_shaders::shader!{
ty: "fragment",
src: "
#version 450
@ -122,3 +122,4 @@ void main() {
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::sync::GpuFuture;
use vulkano_shaders::vulkano_shader;
use vulkano::framebuffer::{Framebuffer, FramebufferAbstract, RenderPassAbstract};
use vulkano::command_buffer::DynamicState;
use vulkano::image::SwapchainImage;
@ -253,8 +252,8 @@ fn window_size_dependent_setup(
}).collect::<Vec<_>>()
}
vulkano_shader!{
mod_name: vs,
mod vs {
vulkano_shaders::shader!{
ty: "vertex",
src: "
#version 450
@ -267,9 +266,10 @@ void main() {
tex_coords = position + vec2(0.5);
}"
}
}
vulkano_shader!{
mod_name: fs,
mod fs {
vulkano_shaders::shader!{
ty: "fragment",
src: "
#version 450
@ -283,3 +283,4 @@ void main() {
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::viewport::Viewport;
use vulkano::sync::GpuFuture;
use vulkano_shaders::vulkano_shader;
vulkano_shader!{
mod_name: vs,
mod vs {
vulkano_shaders::shader!{
ty: "vertex",
src: "
#version 450
@ -105,9 +104,10 @@ void main() {
gl_Position = vec4(position, 0.0, 1.0);
}"
}
}
vulkano_shader!{
mod_name: fs,
mod fs {
vulkano_shaders::shader!{
ty: "fragment",
src: "
#version 450
@ -118,6 +118,7 @@ void main() {
f_color = vec4(1.0, 0.0, 0.0, 1.0);
}"
}
}
fn main() {
// The usual Vulkan initialization.

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@ -23,12 +23,10 @@ use vulkano::pipeline::ComputePipeline;
use vulkano::sync::now;
use vulkano::sync::GpuFuture;
use vulkano_shaders::vulkano_shader;
use std::sync::Arc;
vulkano_shader!{
mod_name: cs,
mod cs {
vulkano_shaders::shader!{
ty: "compute",
src: "
#version 450
@ -53,6 +51,7 @@ void main() {
}
}"
}
}
fn main() {
let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap();

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@ -22,12 +22,11 @@ use vulkano::instance::InstanceExtensions;
use vulkano::pipeline::ComputePipeline;
use vulkano::sync::now;
use vulkano::sync::GpuFuture;
use vulkano_shaders::vulkano_shader;
use std::sync::Arc;
vulkano_shader!{
mod_name: cs,
mod cs {
vulkano_shaders::shader!{
ty: "compute",
src: "
#version 450
@ -50,6 +49,7 @@ void main() {
}
}"
}
}
fn main() {
let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap();

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@ -14,7 +14,6 @@ extern crate time;
#[macro_use]
extern crate vulkano;
extern crate vulkano_shaders;
extern crate vulkano_win;
use vulkano_win::VkSurfaceBuild;
@ -36,8 +35,6 @@ use vulkano::swapchain::{AcquireError, PresentMode, SurfaceTransform, Swapchain,
use vulkano::swapchain;
use vulkano::sync::GpuFuture;
use vulkano_shaders::vulkano_shader;
use winit::Window;
use cgmath::{Matrix3, Matrix4, Point3, Vector3, Rad};
@ -285,14 +282,16 @@ fn window_size_dependent_setup(
(pipeline, framebuffers)
}
vulkano_shader!{
mod_name: vs,
mod vs {
vulkano_shaders::shader!{
ty: "vertex",
path: "src/bin/teapot/vert.glsl"
}
}
vulkano_shader!{
mod_name: fs,
mod fs {
vulkano_shaders::shader!{
ty: "fragment",
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::sync::now;
use vulkano::sync::GpuFuture;
use vulkano_shaders::vulkano_shader;
use winit::Window;
use std::sync::Arc;
vulkano_shader!{
mod_name: vs,
mod vs {
vulkano_shaders::shader!{
ty: "vertex",
src: "
#version 450
@ -56,9 +55,10 @@ void main() {
gl_Position = vec4(position, 0.0, 1.0);
}"
}
}
vulkano_shader!{
mod_name: tcs,
mod tcs {
vulkano_shaders::shader!{
ty: "tess_ctrl",
src: "
#version 450
@ -80,6 +80,7 @@ void main(void)
// gl_TessLevelOuter[3] = only used when tes uses layout(quads)
}"
}
}
// PG
// There is a stage in between tcs and tes called Primitive Generation (PG)
@ -93,8 +94,8 @@ void main(void)
// and the values x, y and z represent the distance from a vertex of the triangle.
// http://mathworld.wolfram.com/BarycentricCoordinates.html
vulkano_shader!{
mod_name: tes,
mod tes {
vulkano_shaders::shader!{
ty: "tess_eval",
src: "
#version 450
@ -117,9 +118,10 @@ void main(void)
);
}"
}
}
vulkano_shader!{
mod_name: fs,
mod fs {
vulkano_shaders::shader!{
ty: "fragment",
src: "
#version 450
@ -130,6 +132,7 @@ void main() {
f_color = vec4(1.0, 1.0, 1.0, 1.0);
}"
}
}
fn main() {

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@ -20,7 +20,7 @@
// The `vulkano` crate is the main crate that you must use to use Vulkan.
#[macro_use]
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;
// 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.
@ -46,8 +46,6 @@ use vulkano::swapchain;
use vulkano::sync::GpuFuture;
use vulkano::sync::now;
use vulkano_shaders::vulkano_shader;
use winit::Window;
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)
// 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/
//
// TODO: explain this in details
vulkano_shader!{
mod_name: vs,
mod vs {
vulkano_shaders::shader!{
ty: "vertex",
src: "
#version 450
@ -71,9 +69,10 @@ void main() {
gl_Position = vec4(position, 0.0, 1.0);
}"
}
}
vulkano_shader!{
mod_name: fs,
mod fs {
vulkano_shaders::shader!{
ty: "fragment",
src: "
#version 450
@ -85,6 +84,7 @@ void main() {
}
"
}
}
fn main() {
// The first step of any Vulkan program is to create an instance.

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@ -36,7 +36,7 @@ pub fn compile(code: &str, ty: ShaderKind) -> Result<CompilationArtifact, String
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 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 specialization_constants = spec_consts::write_specialization_constants(&doc);
let ast = quote!{
mod #mod_name {
#[allow(unused_imports)]
use std::sync::Arc;
#[allow(unused_imports)]
@ -149,12 +148,11 @@ pub fn reflect(name: &str, spirv: &[u32], mod_name: &Ident, dump: bool) -> Resul
#descriptor_sets
#specialization_constants
}
};
if dump {
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)

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@ -4,13 +4,11 @@
//! # Basic usage
//!
//! ```
//! extern crate vulkano_shaders;
//! extern crate vulkano;
//! extern crate vulkano_shaders;
//!
//! use vulkano_shaders::vulkano_shader;
//!
//! vulkano_shader!{
//! mod_name: vertex_shader,
//! mod vs {
//! vulkano_shaders::shader!{
//! ty: "vertex",
//! src: "
//! #version 450
@ -21,6 +19,7 @@
//! gl_Position = vec4(position, 1.0);
//! }"
//! }
//! }
//! # fn main() {}
//! ```
//!
@ -74,10 +73,9 @@
//! # use std::sync::Arc;
//! # use vulkano::OomError;
//! # use vulkano::device::Device;
//! # use vulkano_shaders::vulkano_shader;
//! #
//! # vulkano_shader!{
//! # mod_name: vertex_shader,
//! # mod vs {
//! # vulkano_shaders::shader!{
//! # ty: "vertex",
//! # src: "
//! # #version 450
@ -88,17 +86,18 @@
//! # gl_Position = vec4(position, 1.0);
//! # }"
//! # }
//! # }
//! // various use statements
//! // `vertex_shader` module with shader derive
//!
//! pub struct Shaders {
//! pub vertex_shader: vertex_shader::Shader
//! pub vs: vs::Shader
//! }
//!
//! impl Shaders {
//! pub fn load(device: Arc<Device>) -> Result<Self, OomError> {
//! Ok(Self {
//! vertex_shader: vertex_shader::Shader::load(device)?,
//! vs: vs::Shader::load(device)?,
//! })
//! }
//! }
@ -186,7 +185,6 @@ enum SourceKind {
}
struct MacroInput {
mod_ident: Ident,
shader_kind: ShaderKind,
source_kind: SourceKind,
dump: bool,
@ -195,7 +193,6 @@ struct MacroInput {
impl Parse for MacroInput {
fn parse(input: ParseStream) -> Result<Self> {
let mut dump = None;
let mut mod_ident = None;
let mut shader_kind = None;
let mut source_kind = None;
@ -204,14 +201,6 @@ impl Parse for MacroInput {
input.parse::<Token![:]>()?;
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" => {
if shader_kind.is_some() {
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 ...\"`")
};
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);
Ok(MacroInput { shader_kind, source_kind, mod_ident, dump })
Ok(MacroInput { shader_kind, source_kind, dump })
}
}
#[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 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();
codegen::reflect("Shader", content.as_binary(), &input.mod_ident, input.dump).unwrap().into()
codegen::reflect("Shader", content.as_binary(), input.dump).unwrap().into()
}