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87 lines
4.0 KiB
Markdown
87 lines
4.0 KiB
Markdown
# Naga
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[](https://matrix.to/#/#naga:matrix.org)
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[](https://crates.io/crates/naga)
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[](https://docs.rs/naga)
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[](https://github.com/gfx-rs/naga/actions)
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
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[](https://codecov.io/gh/gfx-rs/naga)
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The shader translation library for the needs of [wgpu](https://github.com/gfx-rs/wgpu).
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## Supported end-points
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Front-end | Status | Feature | Notes |
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--------------- | ------------------ | ------- | ----- |
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SPIR-V (binary) | :white_check_mark: | spv-in | |
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WGSL | :white_check_mark: | wgsl-in | Fully validated |
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GLSL | :ok: | glsl-in | GLSL 440+ and Vulkan semantics only |
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Back-end | Status | Feature | Notes |
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--------------- | ------------------ | -------- | ----- |
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SPIR-V | :white_check_mark: | spv-out | |
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WGSL | :ok: | wgsl-out | |
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Metal | :white_check_mark: | msl-out | |
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HLSL | :white_check_mark: | hlsl-out | Shader Model 5.0+ (DirectX 11+) |
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GLSL | :ok: | glsl-out | GLSL 330+ and GLSL ES 300+ |
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AIR | | | |
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DXIL/DXIR | | | |
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DXBC | | | |
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DOT (GraphViz) | :ok: | dot-out | Not a shading language |
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:white_check_mark: = Primary support — :ok: = Secondary support — :construction: = Unsupported, but support in progress
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## Conversion tool
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Naga can be used as a CLI, which allows testing the conversion of different code paths.
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First, install `naga-cli` from crates.io or directly from GitHub.
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```bash
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# release version
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cargo install naga-cli
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# development version
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cargo install naga-cli --git https://github.com/gfx-rs/naga.git
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```
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Then, you can run `naga` command.
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```bash
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naga my_shader.wgsl # validate only
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naga my_shader.spv my_shader.txt # dump the IR module into a file
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naga my_shader.spv my_shader.metal --flow-dir flow-dir # convert the SPV to Metal, also dump the SPIR-V flow graph to `flow-dir`
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naga my_shader.wgsl my_shader.vert --profile es310 # convert the WGSL to GLSL vertex stage under ES 3.20 profile
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```
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As naga includes a default binary target, you can also use `cargo run` without installation. This is useful when you develop naga itself or investigate the behavior of naga at a specific commit (e.g. [wgpu](https://github.com/gfx-rs/wgpu) might pin a different version of naga than the `HEAD` of this repository).
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```bash
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cargo run my_shader.wgsl
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```
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## Development workflow
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The main instrument aiding the development is the good old `cargo test --all-features --workspace`,
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which will run the unit tests and also update all the snapshots. You'll see these
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changes in git before committing the code.
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If working on a particular front-end or back-end, it may be convenient to
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enable the relevant features in `Cargo.toml`, e.g.
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```toml
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default = ["spv-out"] #TEMP!
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```
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This allows IDE basic checks to report errors there unless your IDE is sufficiently configurable already.
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Finally, when changes to the snapshots are made, we should verify that the produced shaders
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are indeed valid for the target platforms they are compiled for:
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```bash
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cargo xtask validate spv # for Vulkan shaders, requires SPIRV-Tools installed
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cargo xtask validate msl # for Metal shaders, requires XCode command-line tools installed
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cargo xtask validate glsl # for OpenGL shaders, requires GLSLang installed
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cargo xtask validate dot # for dot files, requires GraphViz installed
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cargo xtask validate wgsl # for WGSL shaders
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cargo xtask validate hlsl dxc # for HLSL shaders via DXC
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cargo xtask validate hlsl fxc # for HLSL shaders via FXC
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```
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