#glsl #marco #vulkan #shader #sqriv

macro glsl_compiler

Write GLSL Code directly in a marco!

2 releases

new 0.1.1 Nov 7, 2024
0.1.0 Nov 7, 2024

#732 in Graphics APIs

Download history 94/week @ 2024-11-01

102 downloads per month

MIT license

13KB
166 lines

GLSL Compiler Marco

Write GLSL Code directly in a marco!

  • Compile GLSL to Spriv binary for vulkan
  • Not inside a string with shit linting
  • Compile-time evaluation to binary slice
  • No nightly needed
  • Errors with correct lines

Finally, it's possible to write GLSL directly in Rust.

let bin_shader_code: &[u8] = glsl!{type = Compute, code = {
    #version 450 core
    
    layout(binding = 0, rgba8) uniform writeonly image2D img;

    void main () {
        uvec2 pos = gl_GlobalInvocationID.xy;
        vec4 color = vec4(pos, 0.0, 1.0);
        
        imageStore(img, ivec2(pos), color);
    }
}};

will evaluated to

let bin_shader_code: &[u8] = &[3, 2, 35, 7, 0, 0, 1, 0, 11, 0, 13, 0, 36, ...];

Shader Types

Mark shader type with type = <shader type> in marco.

Possible types

  • Compute
  • Vertex Fragment, Geometry, Mesh
  • RayGeneration, AnyHit, ClosestHit, Miss

Proper Errors

glsl!{type = Compute, code = {
    #version 450 core

    void main () {
        uvec2 pos = gl_GlobalInvocationID.xy;
        vec4 color = vec4(pos, 0.0, 1.0);
        
        imageStore(img, ivec2(pos), colo);
    }
}};

will error with:

error:  undeclared identifier
   |
13 |             imageStore(img, ivec2(pos), colo);
   |                        ^^^

error:  undeclared identifier
   |
13 |             imageStore(img, ivec2(pos), colo);
   |                                         ^^^^

error:  no matching overloaded function found
   |
13 |             imageStore(img, ivec2(pos), colo);
   |             ^^^^^^^^^^

Dependencies

~28MB
~631K SLoC