2 releases
new 0.1.1 | Nov 7, 2024 |
---|---|
0.1.0 | Nov 7, 2024 |
#732 in Graphics APIs
102 downloads per month
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