Cross-platform, safe, pure-rust graphics api.
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Erich Gubler b37dda8854
build: move to the Rust 2021 edition (#2085)
* build: move to the Rust 2021 edition

Since the MSRV of `naga` [is currently 1.56][msrv], I don't think there's a strong reason to stay
with the 2018 edition, and there _are_ a [few good reasons][edition-guide] to move to the 2021
edition.

I did this migration mostly automatically, per [official Rust guidelines]:

```sh
$ cargo fix --edition --all-targets
$ sed -i Cargo.toml 's/2018/2021'
$ cargo fix --edition-idioms --allow-dirty # doesn't change anything
```

The only manual edit needed to stymie a new warning introduced was the removal of the `TryFrom`
import in several modules, since it's now in the 2021 prelude.

[msrv]: a7193d652e/.github/workflows/pipeline.yml (L14)
[edition-guide]: https://doc.rust-lang.org/edition-guide/rust-2021/index.html
[official Rust guidelines]: https://doc.rust-lang.org/cargo/commands/cargo-fix.html#edition-migration

* refactor(wgsl-in): use `pat` instead of `pat_param` again

How we were using `pat` in the Rust 2018 edition is actually the use case that
Rust 2021's `pat` fragment specifier is intended to satisfy. So, let's just use
that!
2022-10-25 08:44:17 -07:00
.github/workflows Verify in CI that benchmarks build. 2022-06-01 10:59:18 -07:00
benches Support for the OVR_multiview2 WebGL extension (#1933) 2022-06-30 17:58:47 +01:00
cli build: move to the Rust 2021 edition (#2085) 2022-10-25 08:44:17 -07:00
fuzz IR fuzz target with Arbitrary implementations 2022-01-14 12:44:27 -05:00
src build: move to the Rust 2021 edition (#2085) 2022-10-25 08:44:17 -07:00
tests Fix incorrect atomic bounds check on metal back-end (#2099) 2022-10-24 09:20:57 -07:00
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Cargo.toml build: move to the Rust 2021 edition (#2085) 2022-10-25 08:44:17 -07:00
CHANGELOG.md Add changelog and bump version to 0.10 (#2077) 2022-10-05 17:04:49 -04:00
LICENSE-APACHE Relicense under MIT+Apache2 2020-06-21 16:59:16 -04:00
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Naga

Matrix Crates.io Docs.rs Build Status MSRV codecov.io

The shader translation library for the needs of wgpu.

Supported end-points

Front-end Status Feature Notes
SPIR-V (binary) spv-in
WGSL wgsl-in Fully validated
GLSL 🆗 glsl-in GLSL 440+ and Vulkan semantics only
Back-end Status Feature Notes
SPIR-V spv-out
WGSL 🆗 wgsl-out
Metal msl-out
HLSL hlsl-out Shader Model 5.0+ (DirectX 11+)
GLSL 🆗 glsl-out GLSL 330+ and GLSL ES 300+
AIR
DXIL/DXIR
DXBC
DOT (GraphViz) 🆗 dot-out Not a shading language

= Primary support — 🆗 = Secondary support — 🚧 = Unsupported, but support in progress

Conversion tool

Naga can be used as a CLI, which allows to test the conversion of different code paths.

First, install naga-cli from crates.io or directly from GitHub.

# release version
cargo install naga-cli

# development version
cargo install naga-cli --git https://github.com/gfx-rs/naga.git

Then, you can run naga command.

naga my_shader.wgsl # validate only
naga my_shader.spv my_shader.txt # dump the IR module into a file
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`
naga my_shader.wgsl my_shader.vert --profile es310 # convert the WGSL to GLSL vertex stage under ES 3.20 profile

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 might pin a different version of naga than the HEAD of this repository).

cargo run my_shader.wgsl

Development workflow

The main instrument aiding the development is the good old cargo test --all-features --workspace, which will run the unit tests, and also update all the snapshots. You'll see these changes in git before committing 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
make validate-dot # for dot files, requires GraphViz installed
make validate-wgsl # for WGSL shaders
make validate-hlsl-dxc # for HLSL shaders via DXC
make validate-hlsl-fxc # for HLSL shaders via FXC
# Note: HLSL Make targets make use of the "sh" shell. This is not the default shell in Windows.