40a56bf165
Most use cases are internal so at least for the runtime consumers there's no API change, but preset parsing and reflection items are public API so might as well put this as part of 0.4.0
206 lines
6.5 KiB
Rust
206 lines
6.5 KiB
Rust
use crate::back::targets::OutputTarget;
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use crate::back::{CompilerBackend, FromCompilation};
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use crate::error::{ShaderCompileError, ShaderReflectError};
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use crate::front::{ShaderInputCompiler, ShaderReflectObject};
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use crate::reflect::semantics::{
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Semantic, ShaderSemantics, TextureSemantics, UniformSemantic, UniqueSemantics,
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};
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use librashader_common::map::{FastHashMap, ShortString};
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use librashader_preprocess::{PreprocessError, ShaderSource};
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use librashader_presets::{ShaderPassConfig, TextureConfig};
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/// Artifacts of a reflected and compiled shader pass.
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///
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/// The [`CompileReflectShader`](crate::back::CompileReflectShader) trait allows you to name
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/// the type of compiler artifact returned by a pair of output shader target and compilation
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/// instance as a TAIT like so.
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///
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/// ```rust
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/// #![feature(type_alias_impl_trait)]
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/// use librashader_reflect::back::CompileReflectShader;
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/// use librashader_reflect::back::targets::{GLSL, SPIRV};
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/// use librashader_reflect::front::SpirvCompilation;
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/// use librashader_reflect::reflect::cross::SpirvCross;
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/// use librashader_reflect::reflect::presets::ShaderPassArtifact;
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///
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/// type VulkanPassMeta = ShaderPassArtifact<impl CompileReflectShader<SPIRV, SpirvCompilation, SpirvCross>>;
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/// ```
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///
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/// This allows a runtime to not name the backing type of the compiled artifact if not necessary.
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pub type ShaderPassArtifact<T> = (ShaderPassConfig, ShaderSource, CompilerBackend<T>);
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impl<T: OutputTarget> CompilePresetTarget for T {}
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/// Trait for target shading languages that can compile output with
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/// shader preset metdata.
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pub trait CompilePresetTarget: OutputTarget {
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/// Compile passes of a shader preset given the applicable
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/// shader output target, compilation type, and resulting error.
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fn compile_preset_passes<I, R, E>(
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passes: Vec<ShaderPassConfig>,
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textures: &[TextureConfig],
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) -> Result<
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(
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Vec<ShaderPassArtifact<<Self as FromCompilation<I, R>>::Output>>,
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ShaderSemantics,
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),
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E,
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>
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where
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I: ShaderReflectObject,
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Self: Sized,
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Self: FromCompilation<I, R>,
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I::Compiler: ShaderInputCompiler<I>,
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E: From<PreprocessError>,
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E: From<ShaderReflectError>,
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E: From<ShaderCompileError>,
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{
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compile_preset_passes::<Self, I, R, E>(passes, textures)
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}
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}
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/// Compile passes of a shader preset given the applicable
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/// shader output target, compilation type, and resulting error.
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fn compile_preset_passes<T, I, R, E>(
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passes: Vec<ShaderPassConfig>,
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textures: &[TextureConfig],
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) -> Result<
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(
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Vec<ShaderPassArtifact<<T as FromCompilation<I, R>>::Output>>,
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ShaderSemantics,
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),
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E,
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>
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where
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I: ShaderReflectObject,
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T: OutputTarget,
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T: FromCompilation<I, R>,
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I::Compiler: ShaderInputCompiler<I>,
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E: From<PreprocessError>,
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E: From<ShaderReflectError>,
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E: From<ShaderCompileError>,
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{
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let mut uniform_semantics: FastHashMap<ShortString, UniformSemantic> = Default::default();
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let mut texture_semantics: FastHashMap<ShortString, Semantic<TextureSemantics>> =
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Default::default();
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let passes = passes
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.into_iter()
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.map(|shader| {
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let source: ShaderSource = ShaderSource::load(&shader.name)?;
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let compiled = I::Compiler::compile(&source)?;
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let reflect = T::from_compilation(compiled)?;
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for parameter in source.parameters.values() {
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uniform_semantics.insert(
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parameter.id.clone(),
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UniformSemantic::Unique(Semantic {
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semantics: UniqueSemantics::FloatParameter,
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index: (),
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}),
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);
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}
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Ok::<_, E>((shader, source, reflect))
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})
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.collect::<Result<Vec<(ShaderPassConfig, ShaderSource, CompilerBackend<_>)>, E>>()?;
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for details in &passes {
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insert_pass_semantics(&mut uniform_semantics, &mut texture_semantics, &details.0)
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}
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insert_lut_semantics(textures, &mut uniform_semantics, &mut texture_semantics);
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let semantics = ShaderSemantics {
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uniform_semantics,
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texture_semantics,
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};
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Ok((passes, semantics))
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}
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/// Insert the available semantics for the input pass config into the provided semantic maps.
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fn insert_pass_semantics(
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uniform_semantics: &mut FastHashMap<ShortString, UniformSemantic>,
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texture_semantics: &mut FastHashMap<ShortString, Semantic<TextureSemantics>>,
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config: &ShaderPassConfig,
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) {
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let Some(alias) = &config.alias else {
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return;
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};
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// Ignore empty aliases
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if alias.trim().is_empty() {
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return;
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}
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let index = config.id as usize;
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// PassOutput
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texture_semantics.insert(
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alias.clone(),
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Semantic {
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semantics: TextureSemantics::PassOutput,
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index,
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},
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);
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let mut alias_size = alias.clone();
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alias_size.push_str("Size");
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uniform_semantics.insert(
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alias_size,
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UniformSemantic::Texture(Semantic {
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semantics: TextureSemantics::PassOutput,
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index,
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}),
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);
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let mut alias_feedback = alias.clone();
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alias_feedback.push_str("Feedback");
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// PassFeedback
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texture_semantics.insert(
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alias_feedback,
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Semantic {
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semantics: TextureSemantics::PassFeedback,
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index,
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},
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);
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let mut alias_feedback_size = alias.clone();
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alias_feedback_size.push_str("FeedbackSize");
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uniform_semantics.insert(
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alias_feedback_size,
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UniformSemantic::Texture(Semantic {
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semantics: TextureSemantics::PassFeedback,
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index,
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}),
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);
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}
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/// Insert the available semantics for the input texture config into the provided semantic maps.
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fn insert_lut_semantics(
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textures: &[TextureConfig],
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uniform_semantics: &mut FastHashMap<ShortString, UniformSemantic>,
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texture_semantics: &mut FastHashMap<ShortString, Semantic<TextureSemantics>>,
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) {
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for (index, texture) in textures.iter().enumerate() {
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let mut size_semantic = texture.name.clone();
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size_semantic.push_str("Size");
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texture_semantics.insert(
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texture.name.clone(),
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Semantic {
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semantics: TextureSemantics::User,
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index,
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},
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);
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uniform_semantics.insert(
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size_semantic,
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UniformSemantic::Texture(Semantic {
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semantics: TextureSemantics::User,
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index,
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}),
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);
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}
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}
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