24 unstable releases (8 breaking)
|0.9.0||Jun 30, 2022|
|0.8.5||Jan 25, 2022|
|0.8.1||Dec 29, 2021|
|0.7.1||Oct 12, 2021|
|0.1.0||Feb 27, 2020|
#15 in Graphics APIs
109,296 downloads per month
Used in 487 crates (27 directly)
The shader translation library for the needs of wgpu.
|GLSL||🆗||glsl-in||GLSL 440+ and Vulkan semantics only|
|HLSL||✅||hlsl-out||Shader Model 5.0+ (DirectX 11+)|
|GLSL||🆗||glsl-out||GLSL 330+ and GLSL ES 300+|
|DOT (GraphViz)||🆗||dot-out||Not a shading language|
✅ = Primary support — 🆗 = Secondary support — 🚧 = Unsupported, but support in progress
Naga can be used as a CLI, which allows to test the conversion of different code paths.
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 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
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
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
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.