mirror of
https://github.com/vulkano-rs/vulkano.git
synced 2024-11-22 06:45:23 +00:00
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:
parent
2153177210
commit
c57289f536
@ -4,11 +4,11 @@
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+ `instance::Features` -> `device::Features`
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+ `instance::DeviceExtensions` -> `device::DeviceExtensions`
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+ `instance::RawDeviceExtensions` -> `device::RawDeviceExtensions`
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- Added `vulkano_shaders::vulkano_shader` proc macro, use this instead of `vulkano_shader_deriver::VulkanoShaders`.
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- Added `vulkano_shaders::shader!` proc macro, use this instead of `vulkano_shader_deriver::VulkanoShaders`.
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- The entire `vulkano_shader_derive` crate is deprecated.
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- `vulkano_shaders::{reflect, compile, Error}` are no longer public.
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- Removed mir support, as it is being removed from the vulkan spec.
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- Remove vulkano_shaders::build_glsl_shaders
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- Removed mir support, as it is being removed from the vulkan spec.
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- Split `PersistentDescriptorSetError::MissingUsage` into `MissingImageUsage` and `MissingBufferUsage`
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each with a matching enum indicating the usage that was missing.
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- 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
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This repository contains six libraries:
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- `vulkano` is the main one.
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- `vulkano-shaders` Provides the `vulkano_shader!` macro for compiling glsl shaders.
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- `vulkano-shaders` Provides the `shader!` macro for compiling glsl shaders.
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- `vulkano-win` provides a safe link between vulkano and the `winit` library which can create
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a window to render to.
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- `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;
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use vulkano::pipeline::ComputePipeline;
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use vulkano::sync::now;
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use vulkano::sync::GpuFuture;
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use vulkano_shaders::vulkano_shader;
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use std::sync::Arc;
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vulkano_shader!{
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mod_name: cs,
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mod cs {
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vulkano_shaders::shader!{
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ty: "compute",
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src: "
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#version 450
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@ -49,6 +48,7 @@ void main() {
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data.data[idx] *= 12;
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}"
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}
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}
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fn main() {
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// 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;
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use vulkano::pipeline::GraphicsPipeline;
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use vulkano::pipeline::GraphicsPipelineAbstract;
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use vulkano::pipeline::viewport::Viewport;
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use vulkano_shaders::vulkano_shader;
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use std::sync::Arc;
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@ -143,8 +142,8 @@ struct Vertex {
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}
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impl_vertex!(Vertex, position);
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vulkano_shader!{
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mod_name: vs,
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mod vs {
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vulkano_shaders::shader!{
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ty: "vertex",
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src: "
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#version 450
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@ -155,9 +154,10 @@ void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}"
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}
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}
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vulkano_shader!{
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mod_name: fs,
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mod fs {
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vulkano_shaders::shader!{
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ty: "fragment",
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src: "
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#version 450
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@ -179,3 +179,4 @@ void main() {
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f_color.a = 1.0;
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}"
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}
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}
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@ -23,7 +23,6 @@ use vulkano::pipeline::blend::BlendOp;
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use vulkano::pipeline::GraphicsPipeline;
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use vulkano::pipeline::GraphicsPipelineAbstract;
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use vulkano::pipeline::viewport::Viewport;
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use vulkano_shaders::vulkano_shader;
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use cgmath::Vector3;
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use std::sync::Arc;
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@ -155,8 +154,8 @@ struct Vertex {
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}
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impl_vertex!(Vertex, position);
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vulkano_shader!{
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mod_name: vs,
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mod vs {
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vulkano_shaders::shader!{
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ty: "vertex",
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src: "
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#version 450
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@ -167,9 +166,10 @@ void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}"
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}
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}
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vulkano_shader!{
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mod_name: fs,
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mod fs {
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vulkano_shaders::shader!{
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ty: "fragment",
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src: "
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#version 450
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@ -202,3 +202,4 @@ void main() {
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f_color.a = 1.0;
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}"
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}
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}
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@ -23,7 +23,6 @@ use vulkano::pipeline::blend::BlendOp;
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use vulkano::pipeline::GraphicsPipeline;
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use vulkano::pipeline::GraphicsPipelineAbstract;
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use vulkano::pipeline::viewport::Viewport;
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use vulkano_shaders::vulkano_shader;
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use cgmath::Matrix4;
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use cgmath::Vector3;
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@ -169,8 +168,8 @@ struct Vertex {
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}
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impl_vertex!(Vertex, position);
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vulkano_shader!{
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mod_name: vs,
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mod vs {
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vulkano_shaders::shader!{
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ty: "vertex",
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src: "
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#version 450
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@ -183,9 +182,10 @@ void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}"
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}
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}
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vulkano_shader!{
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mod_name: fs,
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mod fs {
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vulkano_shaders::shader!{
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ty: "fragment",
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src: "
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#version 450
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@ -235,3 +235,4 @@ void main() {
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f_color.a = 1.0;
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}"
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}
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}
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@ -18,7 +18,6 @@ use vulkano::framebuffer::Subpass;
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use vulkano::pipeline::GraphicsPipeline;
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use vulkano::pipeline::GraphicsPipelineAbstract;
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use vulkano::pipeline::viewport::Viewport;
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use vulkano_shaders::vulkano_shader;
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use std::sync::Arc;
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@ -95,8 +94,8 @@ struct Vertex {
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}
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impl_vertex!(Vertex, position);
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vulkano_shader!{
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mod_name: vs,
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mod vs {
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vulkano_shaders::shader!{
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ty: "vertex",
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src: "
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#version 450
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@ -107,9 +106,10 @@ void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}"
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}
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}
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vulkano_shader!{
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mod_name: fs,
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mod fs {
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vulkano_shaders::shader!{
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ty: "fragment",
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src: "
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#version 450
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@ -122,3 +122,4 @@ void main() {
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f_normal = vec3(0.0, 0.0, 1.0);
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}"
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}
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}
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@ -18,7 +18,6 @@ extern crate vulkano_win;
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use vulkano_win::VkSurfaceBuild;
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use vulkano::sync::GpuFuture;
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use vulkano_shaders::vulkano_shader;
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use vulkano::framebuffer::{Framebuffer, FramebufferAbstract, RenderPassAbstract};
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use vulkano::command_buffer::DynamicState;
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use vulkano::image::SwapchainImage;
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@ -253,8 +252,8 @@ fn window_size_dependent_setup(
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}).collect::<Vec<_>>()
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}
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vulkano_shader!{
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mod_name: vs,
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mod vs {
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vulkano_shaders::shader!{
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ty: "vertex",
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src: "
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#version 450
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@ -267,9 +266,10 @@ void main() {
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tex_coords = position + vec2(0.5);
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}"
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}
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}
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vulkano_shader!{
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mod_name: fs,
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mod fs {
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vulkano_shaders::shader!{
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ty: "fragment",
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src: "
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#version 450
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@ -283,3 +283,4 @@ void main() {
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f_color = texture(tex, tex_coords);
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}"
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}
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}
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@ -91,10 +91,9 @@ use vulkano::instance::PhysicalDevice;
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use vulkano::pipeline::GraphicsPipeline;
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use vulkano::pipeline::viewport::Viewport;
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use vulkano::sync::GpuFuture;
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use vulkano_shaders::vulkano_shader;
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vulkano_shader!{
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mod_name: vs,
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mod vs {
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vulkano_shaders::shader!{
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ty: "vertex",
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src: "
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#version 450
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@ -105,9 +104,10 @@ void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}"
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}
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}
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vulkano_shader!{
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mod_name: fs,
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mod fs {
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vulkano_shaders::shader!{
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ty: "fragment",
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src: "
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#version 450
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@ -118,6 +118,7 @@ void main() {
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f_color = vec4(1.0, 0.0, 0.0, 1.0);
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}"
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}
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}
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fn main() {
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// The usual Vulkan initialization.
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@ -23,12 +23,10 @@ use vulkano::pipeline::ComputePipeline;
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use vulkano::sync::now;
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use vulkano::sync::GpuFuture;
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use vulkano_shaders::vulkano_shader;
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use std::sync::Arc;
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vulkano_shader!{
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mod_name: cs,
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mod cs {
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vulkano_shaders::shader!{
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ty: "compute",
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src: "
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#version 450
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@ -53,6 +51,7 @@ void main() {
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}
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}"
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}
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}
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fn main() {
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let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap();
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@ -22,12 +22,11 @@ use vulkano::instance::InstanceExtensions;
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use vulkano::pipeline::ComputePipeline;
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use vulkano::sync::now;
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use vulkano::sync::GpuFuture;
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use vulkano_shaders::vulkano_shader;
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use std::sync::Arc;
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vulkano_shader!{
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mod_name: cs,
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mod cs {
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vulkano_shaders::shader!{
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ty: "compute",
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src: "
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#version 450
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@ -50,6 +49,7 @@ void main() {
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}
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}"
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}
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}
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fn main() {
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let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap();
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@ -14,7 +14,6 @@ extern crate time;
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#[macro_use]
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extern crate vulkano;
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extern crate vulkano_shaders;
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extern crate vulkano_win;
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use vulkano_win::VkSurfaceBuild;
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@ -36,8 +35,6 @@ use vulkano::swapchain::{AcquireError, PresentMode, SurfaceTransform, Swapchain,
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use vulkano::swapchain;
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use vulkano::sync::GpuFuture;
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use vulkano_shaders::vulkano_shader;
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use winit::Window;
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use cgmath::{Matrix3, Matrix4, Point3, Vector3, Rad};
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@ -285,14 +282,16 @@ fn window_size_dependent_setup(
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(pipeline, framebuffers)
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}
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vulkano_shader!{
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mod_name: vs,
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mod vs {
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vulkano_shaders::shader!{
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ty: "vertex",
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path: "src/bin/teapot/vert.glsl"
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}
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}
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vulkano_shader!{
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mod_name: fs,
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mod fs {
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vulkano_shaders::shader!{
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ty: "fragment",
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path: "src/bin/teapot/frag.glsl"
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}
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}
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@ -38,14 +38,13 @@ use vulkano::swapchain;
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use vulkano::swapchain::{AcquireError, PresentMode, SurfaceTransform, Swapchain, SwapchainCreationError};
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use vulkano::sync::now;
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use vulkano::sync::GpuFuture;
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use vulkano_shaders::vulkano_shader;
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use winit::Window;
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use std::sync::Arc;
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vulkano_shader!{
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mod_name: vs,
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mod vs {
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vulkano_shaders::shader!{
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ty: "vertex",
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src: "
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#version 450
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@ -56,9 +55,10 @@ void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}"
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}
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}
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vulkano_shader!{
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mod_name: tcs,
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mod tcs {
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vulkano_shaders::shader!{
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ty: "tess_ctrl",
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src: "
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#version 450
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@ -80,6 +80,7 @@ void main(void)
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// gl_TessLevelOuter[3] = only used when tes uses layout(quads)
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}"
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}
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}
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// PG
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// There is a stage in between tcs and tes called Primitive Generation (PG)
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@ -93,8 +94,8 @@ void main(void)
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// and the values x, y and z represent the distance from a vertex of the triangle.
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// http://mathworld.wolfram.com/BarycentricCoordinates.html
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vulkano_shader!{
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mod_name: tes,
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mod tes {
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vulkano_shaders::shader!{
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ty: "tess_eval",
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src: "
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#version 450
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@ -117,9 +118,10 @@ void main(void)
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);
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}"
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}
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}
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vulkano_shader!{
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mod_name: fs,
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mod fs {
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vulkano_shaders::shader!{
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ty: "fragment",
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src: "
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#version 450
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@ -130,6 +132,7 @@ void main() {
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f_color = vec4(1.0, 1.0, 1.0, 1.0);
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}"
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}
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}
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fn main() {
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|
@ -20,7 +20,7 @@
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// The `vulkano` crate is the main crate that you must use to use Vulkan.
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#[macro_use]
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extern crate vulkano;
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// Provides the `vulkano_shader` macro that is used to generate code for using shaders.
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// Provides the `shader!` macro that is used to generate code for using shaders.
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extern crate vulkano_shaders;
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// The Vulkan library doesn't provide any functionality to create and handle windows, as
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// this would be out of scope. In order to open a window, we are going to use the `winit` crate.
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@ -46,8 +46,6 @@ use vulkano::swapchain;
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use vulkano::sync::GpuFuture;
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use vulkano::sync::now;
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use vulkano_shaders::vulkano_shader;
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use winit::Window;
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use std::sync::Arc;
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@ -55,12 +53,12 @@ use std::sync::Arc;
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// TODO: Move this back to the middle of the example, it makes for a more coherent sequential explanation (check git history)
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// The raw shader creation API provided by the vulkano library is unsafe, for various reasons.
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//
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// An overview of what the `vulkano_shader` macro generates can be found in the
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// An overview of what the `shader!` macro generates can be found in the
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// `vulkano-shaders` crate docs. You can view them at https://docs.rs/vulkano-shaders/
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//
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// TODO: explain this in details
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vulkano_shader!{
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mod_name: vs,
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mod vs {
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vulkano_shaders::shader!{
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ty: "vertex",
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src: "
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#version 450
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@ -71,9 +69,10 @@ void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}"
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}
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}
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vulkano_shader!{
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mod_name: fs,
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mod fs {
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vulkano_shaders::shader!{
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ty: "fragment",
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src: "
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#version 450
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@ -85,6 +84,7 @@ void main() {
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}
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"
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}
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}
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fn main() {
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// 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
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Ok(content)
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}
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pub fn reflect(name: &str, spirv: &[u32], mod_name: &Ident, dump: bool) -> Result<TokenStream, Error> {
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pub fn reflect(name: &str, spirv: &[u32], dump: bool) -> Result<TokenStream, Error> {
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let struct_name = Ident::new(&name, Span::call_site());
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let doc = parse::parse_spirv(spirv)?;
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|
||||
@ -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)
|
||||
|
@ -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()
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user