822be23f35
Until we have some amount of type inference, an integer literal used as a constant array size must have a `u` suffix. This is inconsistent with the surface syntax presented in the spec, and is a minor inconvenience. For now, allow a signed integer array size to pass validation so that user code need not change when type inference deduces values of the correct type. |
||
---|---|---|
.github/workflows | ||
examples | ||
fuzz | ||
src | ||
tests | ||
.gitignore | ||
.monocodus | ||
Cargo.toml | ||
CHANGELOG.md | ||
LICENSE-APACHE | ||
LICENSE-MIT | ||
Makefile | ||
README.md |
Naga
This is an experimental shader translation library for the needs of gfx-rs project and WebGPU.
Supported end-points
Everything is still a work-in-progress, but some end-points are usable:
Front-end | Status | Notes |
---|---|---|
SPIR-V (binary) | ✅ | |
WGSL | ✅ | |
GLSL (Vulkan) | 🆗 | |
Rust |
Back-end | Status | Notes |
---|---|---|
SPIR-V (binary) | ✅ | |
WGSL | ||
Metal | ✅ | |
HLSL | ||
GLSL | 🆗 | |
AIR | ||
DXIL/DXIR | ||
DXBC |
✅ = Primary support — 🆗 = Secondary support — 🚧 = Unsupported, but support in progress
Development workflow
The main instrument aiding the development is the good old cargo test --all-features
,
which will run the snapshot tests as well as the unit tests.
Any changes in the snapshots would then have to be reviewed with cargo insta review
before being accepted into the code.
If working on a particular front-end or back-end, it may be convenient to
enable the relevant features in Cargo.toml
, e.g.
default = ["spv-out"] #TEMP!
This allows IDE basic checks to report errors there, unless your IDE is sufficiently configurable already.
Finally, when changes to the snapshots are made, we should verify that the produced shaders
are indeed valid for the target platforms they are compiled for. We automate this with Makefile
:
make validate-spv # for Vulkan shaders, requires SPIRV-Tools installed
make validate-msl # for Metal shaders, requires XCode command-line tools installed
make validate-glsl # for OpenGL shaders, requires GLSLang installed