vello/crates
Arman Uguray b4ffb88494 [shaders] Revise access to backend-agnostic metadata
Previously the generated shader data structures were rooted in
backend-specific top-level mods (`mod wgsl`, `mod msl`, etc). This made
access to per-shader information that is common to all backends (e.g.
workgroup sizes, shader name etc) awkward to access from backend
agnostic code, especially when feature-gated conditional compilation is
used on the client side.

The data structures have been rearranged such that there is a top-level
`ComputeShader` declaration for each stage under a `gen` mod. The
`ComputeShader` struct declares feature-gated fields for backend shader
sources, such that backend specific data is now a leaf node in the
structure rather than the root. This has some additional benefits:

1. Common data doesn't have to be redeclared, saving on code size when
   multiple backends are enabled.

2. The backend specific source code was previously encoded as a `[u8]`.
   We can now use types that more closely match the expected format, for
   example `&str` for WGSL and MSL, `[u32]` for SPIR-V, etc.

3. If we ever need to expose additional backend-specific metadata in the
   future, we can bundle them alongside the source code in a
   backend-specific data structure at this level of the tree.
2023-05-10 14:12:13 -07:00
..
encoding feature gate full pipeline encoding support 2023-05-03 12:22:51 -04:00
shaders [shaders] Revise access to backend-agnostic metadata 2023-05-10 14:12:13 -07:00