librashader/librashader-reflect/src/reflect/presets.rs

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use crate::back::targets::OutputTarget;
use crate::back::{CompilerBackend, FromCompilation};
use crate::error::{ShaderCompileError, ShaderReflectError};
use crate::front::{ShaderInputCompiler, ShaderReflectObject};
use crate::reflect::semantics::{
Semantic, ShaderSemantics, TextureSemantics, UniformSemantic, UniqueSemantics,
};
use librashader_common::map::{FastHashMap, ShortString};
use librashader_preprocess::{PreprocessError, ShaderSource};
use librashader_presets::{ShaderPassConfig, TextureConfig};
/// Artifacts of a reflected and compiled shader pass.
///
/// The [`CompileReflectShader`](crate::back::CompileReflectShader) trait allows you to name
/// the type of compiler artifact returned by a pair of output shader target and compilation
/// instance as a TAIT like so.
///
/// ```rust
/// #![feature(type_alias_impl_trait)]
/// use librashader_reflect::back::CompileReflectShader;
/// use librashader_reflect::back::targets::{GLSL, SPIRV};
/// use librashader_reflect::front::SpirvCompilation;
/// use librashader_reflect::reflect::cross::SpirvCross;
/// use librashader_reflect::reflect::presets::ShaderPassArtifact;
///
/// type VulkanPassMeta = ShaderPassArtifact<impl CompileReflectShader<SPIRV, SpirvCompilation, SpirvCross>>;
/// ```
///
/// This allows a runtime to not name the backing type of the compiled artifact if not necessary.
pub type ShaderPassArtifact<T> = (ShaderPassConfig, ShaderSource, CompilerBackend<T>);
impl<T: OutputTarget> CompilePresetTarget for T {}
/// Trait for target shading languages that can compile output with
/// shader preset metdata.
pub trait CompilePresetTarget: OutputTarget {
/// Compile passes of a shader preset given the applicable
/// shader output target, compilation type, and resulting error.
fn compile_preset_passes<I, R, E>(
passes: Vec<ShaderPassConfig>,
textures: &[TextureConfig],
) -> Result<
(
Vec<ShaderPassArtifact<<Self as FromCompilation<I, R>>::Output>>,
ShaderSemantics,
),
E,
>
where
I: ShaderReflectObject,
Self: Sized,
Self: FromCompilation<I, R>,
I::Compiler: ShaderInputCompiler<I>,
E: From<PreprocessError>,
E: From<ShaderReflectError>,
E: From<ShaderCompileError>,
{
compile_preset_passes::<Self, I, R, E>(passes, textures)
}
}
/// Compile passes of a shader preset given the applicable
/// shader output target, compilation type, and resulting error.
fn compile_preset_passes<T, I, R, E>(
passes: Vec<ShaderPassConfig>,
textures: &[TextureConfig],
) -> Result<
(
Vec<ShaderPassArtifact<<T as FromCompilation<I, R>>::Output>>,
ShaderSemantics,
),
E,
>
where
I: ShaderReflectObject,
T: OutputTarget,
T: FromCompilation<I, R>,
I::Compiler: ShaderInputCompiler<I>,
E: From<PreprocessError>,
E: From<ShaderReflectError>,
E: From<ShaderCompileError>,
{
let mut uniform_semantics: FastHashMap<ShortString, UniformSemantic> = Default::default();
let mut texture_semantics: FastHashMap<ShortString, Semantic<TextureSemantics>> =
Default::default();
let passes = passes
.into_iter()
.map(|shader| {
let source: ShaderSource = ShaderSource::load(&shader.name)?;
let compiled = I::Compiler::compile(&source)?;
let reflect = T::from_compilation(compiled)?;
for parameter in source.parameters.values() {
uniform_semantics.insert(
parameter.id.clone(),
UniformSemantic::Unique(Semantic {
semantics: UniqueSemantics::FloatParameter,
index: (),
}),
);
}
Ok::<_, E>((shader, source, reflect))
})
.collect::<Result<Vec<(ShaderPassConfig, ShaderSource, CompilerBackend<_>)>, E>>()?;
for details in &passes {
insert_pass_semantics(&mut uniform_semantics, &mut texture_semantics, &details.0)
}
insert_lut_semantics(textures, &mut uniform_semantics, &mut texture_semantics);
let semantics = ShaderSemantics {
uniform_semantics,
texture_semantics,
};
Ok((passes, semantics))
}
/// Insert the available semantics for the input pass config into the provided semantic maps.
fn insert_pass_semantics(
uniform_semantics: &mut FastHashMap<ShortString, UniformSemantic>,
texture_semantics: &mut FastHashMap<ShortString, Semantic<TextureSemantics>>,
config: &ShaderPassConfig,
) {
let Some(alias) = &config.alias else {
return;
};
// Ignore empty aliases
if alias.trim().is_empty() {
return;
}
let index = config.id as usize;
// PassOutput
texture_semantics.insert(
alias.clone(),
Semantic {
semantics: TextureSemantics::PassOutput,
index,
},
);
let mut alias_size = alias.clone();
alias_size.push_str("Size");
uniform_semantics.insert(
alias_size,
UniformSemantic::Texture(Semantic {
semantics: TextureSemantics::PassOutput,
index,
}),
);
let mut alias_feedback = alias.clone();
alias_feedback.push_str("Feedback");
// PassFeedback
texture_semantics.insert(
alias_feedback,
Semantic {
semantics: TextureSemantics::PassFeedback,
index,
},
);
let mut alias_feedback_size = alias.clone();
alias_feedback_size.push_str("FeedbackSize");
uniform_semantics.insert(
alias_feedback_size,
UniformSemantic::Texture(Semantic {
semantics: TextureSemantics::PassFeedback,
index,
}),
);
}
/// Insert the available semantics for the input texture config into the provided semantic maps.
fn insert_lut_semantics(
textures: &[TextureConfig],
uniform_semantics: &mut FastHashMap<ShortString, UniformSemantic>,
texture_semantics: &mut FastHashMap<ShortString, Semantic<TextureSemantics>>,
) {
for (index, texture) in textures.iter().enumerate() {
let mut size_semantic = texture.name.clone();
size_semantic.push_str("Size");
texture_semantics.insert(
texture.name.clone(),
Semantic {
semantics: TextureSemantics::User,
index,
},
);
uniform_semantics.insert(
size_semantic,
UniformSemantic::Texture(Semantic {
semantics: TextureSemantics::User,
index,
}),
);
}
}