vello/crates/shaders/build.rs
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

99 lines
3.2 KiB
Rust

// Copyright 2023 The Vello authors
// SPDX-License-Identifier: Apache-2.0 OR MIT
#[path = "src/compile/mod.rs"]
mod compile;
#[path = "src/types.rs"]
mod types;
use std::env;
use std::fmt::Write;
use std::path::Path;
use compile::ShaderInfo;
fn main() {
let out_dir = env::var_os("OUT_DIR").unwrap();
let dest_path = Path::new(&out_dir).join("shaders.rs");
let mut shaders = compile::ShaderInfo::from_dir("../../shader");
// Drop the HashMap and sort by name so that we get deterministic order.
let mut shaders = shaders.drain().collect::<Vec<_>>();
shaders.sort_by(|x, y| x.0.cmp(&y.0));
let mut buf = String::default();
write_types(&mut buf, &shaders).unwrap();
write_shaders(&mut buf, &shaders).unwrap();
std::fs::write(&dest_path, &buf).unwrap();
println!("cargo:rerun-if-changed=../shader");
}
fn write_types(buf: &mut String, shaders: &[(String, ShaderInfo)]) -> Result<(), std::fmt::Error> {
writeln!(buf, "pub struct Shaders<'a> {{")?;
for (name, _) in shaders {
writeln!(buf, " pub {name}: ComputeShader<'a>,")?;
}
writeln!(buf, "}}")?;
writeln!(buf, "pub struct Pipelines<T> {{")?;
for (name, _) in shaders {
writeln!(buf, " pub {name}: T,")?;
}
writeln!(buf, "}}")?;
writeln!(buf, "impl<T> Pipelines<T> {{")?;
writeln!(buf, " pub fn from_shaders<H: PipelineHost<ComputePipeline = T>>(shaders: &Shaders, device: &H::Device, host: &mut H) -> Result<Self, H::Error> {{")?;
writeln!(buf, " Ok(Self {{")?;
for (name, _) in shaders {
writeln!(
buf,
" {name}: host.new_compute_pipeline(device, &shaders.{name})?,"
)?;
}
writeln!(buf, " }})")?;
writeln!(buf, " }}")?;
writeln!(buf, "}}")?;
Ok(())
}
fn write_shaders(
buf: &mut String,
shaders: &[(String, ShaderInfo)],
) -> Result<(), std::fmt::Error> {
writeln!(buf, "mod gen {{")?;
writeln!(buf, " use super::*;")?;
writeln!(buf, " use BindType::*;")?;
writeln!(buf, " pub const SHADERS: Shaders<'static> = Shaders {{")?;
for (name, info) in shaders {
let bind_tys = info
.bindings
.iter()
.map(|binding| binding.ty)
.collect::<Vec<_>>();
let wg_bufs = &info.workgroup_buffers;
writeln!(buf, " {name}: ComputeShader {{")?;
writeln!(buf, " name: Cow::Borrowed({:?}),", name)?;
writeln!(
buf,
" workgroup_size: {:?},",
info.workgroup_size
)?;
writeln!(buf, " bindings: Cow::Borrowed(&{:?}),", bind_tys)?;
writeln!(
buf,
" workgroup_buffers: Cow::Borrowed(&{:?}),",
wg_bufs
)?;
if cfg!(feature = "wgsl") {
writeln!(buf, " wgsl: Cow::Borrowed(&{:?}),", info.source)?;
}
if cfg!(feature = "msl") {
writeln!(
buf,
" msl: Cow::Borrowed(&{:?}),",
compile::msl::translate(info).unwrap()
)?;
}
writeln!(buf, " }},")?;
}
writeln!(buf, " }};")?;
writeln!(buf, "}}")?;
Ok(())
}