add shader def fields / proc macro

This commit is contained in:
Carter Anderson 2020-02-10 19:26:04 -08:00
parent 4a12d16307
commit eedec80e89
12 changed files with 70 additions and 33 deletions

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@ -35,7 +35,7 @@ struct UniformAttributeArgs {
#[darling(default)] #[darling(default)]
pub ignore: Option<bool>, pub ignore: Option<bool>,
#[darling(default)] #[darling(default)]
pub shader_def: Option<String>, pub shader_def: Option<bool>,
} }
#[proc_macro_derive(Uniforms, attributes(uniform))] #[proc_macro_derive(Uniforms, attributes(uniform))]
@ -81,28 +81,29 @@ pub fn derive_uniforms(input: TokenStream) -> TokenStream {
.map(|(f, _attr)| *f) .map(|(f, _attr)| *f)
.collect::<Vec<&Field>>(); .collect::<Vec<&Field>>();
let shader_defs = uniform_fields let shader_def_fields = uniform_fields
.iter() .iter()
.filter(|(_f, attrs)| match attrs { .filter(|(_field, attrs)| {
Some(attrs) => attrs.shader_def.is_some(), match attrs {
None => false, Some(attrs) => match attrs.shader_def {
}) Some(shader_def) => shader_def,
.map(|(f, attrs)| { None => false,
// attrs is guaranteed to be set because we checked in filter },
let shader_def = attrs.as_ref().unwrap().shader_def.as_ref().unwrap(); None => false,
if shader_def.len() == 0 {
f.ident.as_ref().unwrap().to_string()
} else {
shader_def.to_string()
} }
}) })
.collect::<Vec<String>>(); .map(|(f, _attr)| *f)
.collect::<Vec<&Field>>();
let shader_def_field_names = shader_def_fields.iter().map(|field| &field.ident);
let shader_def_field_name_strs = shader_def_fields.iter().map(|field| field.ident.as_ref().unwrap().to_string());
let struct_name = &ast.ident; let struct_name = &ast.ident;
let struct_name_screaming_snake = struct_name.to_string().to_screaming_snake_case(); let struct_name_screaming_snake = struct_name.to_string().to_screaming_snake_case();
let info_ident = format_ident!("{}_UNIFORM_INFO", struct_name_screaming_snake); let info_ident = format_ident!("{}_UNIFORM_INFO", struct_name_screaming_snake);
let layout_ident = format_ident!("{}_UNIFORM_LAYOUTS", struct_name_screaming_snake); let layout_ident = format_ident!("{}_UNIFORM_LAYOUTS", struct_name_screaming_snake);
let layout_arrays = (0..active_uniform_fields.len()).map(|_| quote!(&[])); let layout_arrays = (0..active_uniform_fields.len()).map(|_| quote!(&[]));
let uniform_name_uniform_info = active_uniform_fields let uniform_name_uniform_info = active_uniform_fields
.iter() .iter()
.map(|field| format!("{}_{}", struct_name, field.ident.as_ref().unwrap())) .map(|field| format!("{}_{}", struct_name, field.ident.as_ref().unwrap()))
@ -151,10 +152,17 @@ pub fn derive_uniforms(input: TokenStream) -> TokenStream {
} }
} }
fn get_shader_defs(&self) -> Vec<&'static str> { // TODO: this will be very allocation heavy. find a way to either make this allocation free
vec![ // or alternatively only run it when the shader_defs have changed
#(#shader_defs,)* fn get_shader_defs(&self) -> Option<Vec<String>> {
] let mut potential_shader_defs: Vec<(&'static str, Option<&'static str>)> = vec![
#((#shader_def_field_name_strs, self.#shader_def_field_names.get_shader_def()),)*
];
Some(potential_shader_defs.drain(..)
.filter(|(f, shader_def)| shader_def.is_some())
.map(|(f, shader_def)| format!("{}{}", f, shader_def.unwrap()))
.collect::<Vec<String>>())
} }
} }
}) })

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@ -23,6 +23,7 @@ fn setup(world: &mut World) {
mesh: plane_handle.clone(), mesh: plane_handle.clone(),
material: StandardMaterial { material: StandardMaterial {
albedo: math::vec4(0.1, 0.2, 0.1, 1.0), albedo: math::vec4(0.1, 0.2, 0.1, 1.0),
everything_is_red: true,
}, },
shader_uniforms: ShaderUniforms::new(), shader_uniforms: ShaderUniforms::new(),
local_to_world: LocalToWorld::identity(), local_to_world: LocalToWorld::identity(),
@ -33,6 +34,7 @@ fn setup(world: &mut World) {
mesh: cube_handle.clone(), mesh: cube_handle.clone(),
material: StandardMaterial { material: StandardMaterial {
albedo: math::vec4(0.5, 0.3, 0.3, 1.0), albedo: math::vec4(0.5, 0.3, 0.3, 1.0),
everything_is_red: true,
}, },
shader_uniforms: ShaderUniforms::new(), shader_uniforms: ShaderUniforms::new(),
local_to_world: LocalToWorld::identity(), local_to_world: LocalToWorld::identity(),

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@ -23,9 +23,9 @@ impl ForwardPipeline {
impl Pipeline for ForwardPipeline { impl Pipeline for ForwardPipeline {
fn initialize(&mut self, render_graph: &mut RenderGraphData, _: &mut World) { fn initialize(&mut self, render_graph: &mut RenderGraphData, _: &mut World) {
let vs_bytes = let vs_bytes =
shader::glsl_to_spirv(include_str!("forward.vert"), shader::ShaderStage::Vertex); shader::glsl_to_spirv(include_str!("forward.vert"), shader::ShaderStage::Vertex, None);
let fs_bytes = let fs_bytes =
shader::glsl_to_spirv(include_str!("forward.frag"), shader::ShaderStage::Fragment); shader::glsl_to_spirv(include_str!("forward.frag"), shader::ShaderStage::Fragment, None);
let bind_group_layout = let bind_group_layout =
render_graph render_graph

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@ -139,10 +139,12 @@ impl Pipeline for ForwardInstancedPipeline {
let vs_bytes = shader::glsl_to_spirv( let vs_bytes = shader::glsl_to_spirv(
include_str!("forward_instanced.vert"), include_str!("forward_instanced.vert"),
shader::ShaderStage::Vertex, shader::ShaderStage::Vertex,
None,
); );
let fs_bytes = shader::glsl_to_spirv( let fs_bytes = shader::glsl_to_spirv(
include_str!("forward_instanced.frag"), include_str!("forward_instanced.frag"),
shader::ShaderStage::Fragment, shader::ShaderStage::Fragment,
None,
); );
let bind_group_layout = let bind_group_layout =

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@ -26,10 +26,12 @@ impl Pipeline for ForwardShadowPassNew {
let vs_bytes = shader::glsl_to_spirv( let vs_bytes = shader::glsl_to_spirv(
include_str!("forward_shadow.vert"), include_str!("forward_shadow.vert"),
shader::ShaderStage::Vertex, shader::ShaderStage::Vertex,
None,
); );
let fs_bytes = shader::glsl_to_spirv( let fs_bytes = shader::glsl_to_spirv(
include_str!("forward_shadow.frag"), include_str!("forward_shadow.frag"),
shader::ShaderStage::Fragment, shader::ShaderStage::Fragment,
None,
); );
let bind_group_layout = let bind_group_layout =

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@ -103,9 +103,9 @@ impl Pipeline for ShadowPipeline {
// Create the render pipeline // Create the render pipeline
let vs_bytes = let vs_bytes =
shader::glsl_to_spirv(include_str!("shadow.vert"), shader::ShaderStage::Vertex); shader::glsl_to_spirv(include_str!("shadow.vert"), shader::ShaderStage::Vertex, None);
let fs_bytes = let fs_bytes =
shader::glsl_to_spirv(include_str!("shadow.frag"), shader::ShaderStage::Fragment); shader::glsl_to_spirv(include_str!("shadow.frag"), shader::ShaderStage::Fragment, None);
let vs_module = render_graph.device.create_shader_module(&vs_bytes); let vs_module = render_graph.device.create_shader_module(&vs_bytes);
let fs_module = render_graph.device.create_shader_module(&fs_bytes); let fs_module = render_graph.device.create_shader_module(&fs_bytes);

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@ -95,9 +95,9 @@ impl UiPipeline {
impl Pipeline for UiPipeline { impl Pipeline for UiPipeline {
fn initialize(&mut self, render_graph: &mut RenderGraphData, world: &mut World) { fn initialize(&mut self, render_graph: &mut RenderGraphData, world: &mut World) {
let vs_bytes = shader::glsl_to_spirv(include_str!("ui.vert"), shader::ShaderStage::Vertex); let vs_bytes = shader::glsl_to_spirv(include_str!("ui.vert"), shader::ShaderStage::Vertex, None);
let fs_bytes = let fs_bytes =
shader::glsl_to_spirv(include_str!("ui.frag"), shader::ShaderStage::Fragment); shader::glsl_to_spirv(include_str!("ui.frag"), shader::ShaderStage::Fragment, None);
let bind_group_layout = let bind_group_layout =
render_graph render_graph

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@ -43,4 +43,8 @@ void main() {
} }
// multiply the light by material color // multiply the light by material color
o_Target = vec4(color, 1.0) * Albedo; o_Target = vec4(color, 1.0) * Albedo;
# ifdef everything_is_red
o_Target = vec4(1.0, 0.0, 0.0, 1.0);
# endif
} }

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@ -41,9 +41,23 @@ pub trait AsUniforms {
fn get_uniform_info(&self, name: &str) -> Option<&UniformInfo>; fn get_uniform_info(&self, name: &str) -> Option<&UniformInfo>;
fn get_uniform_layouts(&self) -> &[&[UniformPropertyType]]; fn get_uniform_layouts(&self) -> &[&[UniformPropertyType]];
fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>>; fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>>;
fn get_shader_defs(&self) -> Vec<&'static str>; fn get_shader_defs(&self) -> Option<Vec<String>>;
// TODO: support zero-copy uniforms // TODO: support zero-copy uniforms
// fn get_uniform_bytes_ref(&self, name: &str) -> Option<&[u8]>; // fn get_uniform_bytes_ref(&self, name: &str) -> Option<&[u8]>;
}
pub trait ShaderDefSuffixProvider {
fn get_shader_def(&self) -> Option<&'static str>;
}
impl ShaderDefSuffixProvider for bool {
fn get_shader_def(&self) -> Option<&'static str> {
match *self {
true => Some(""),
false => None,
}
}
} }
// pub struct UniformInfo<'a> { // pub struct UniformInfo<'a> {

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@ -41,7 +41,7 @@ impl AsUniforms for bevy_transform::prelude::LocalToWorld {
} }
} }
fn get_shader_defs(&self) -> std::vec::Vec<&'static str> { fn get_shader_defs(&self) -> Option<Vec<String>> {
Vec::new() None
} }
} }

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@ -2,7 +2,7 @@ use crate::{
math::Vec4, math::Vec4,
render::render_graph_2::{ render::render_graph_2::{
uniform::{AsUniforms, GetBytes, UniformInfo}, uniform::{AsUniforms, GetBytes, UniformInfo},
BindType, UniformPropertyType, BindType, UniformPropertyType, ShaderDefSuffixProvider
}, },
}; };
@ -11,6 +11,6 @@ use bevy_derive::Uniforms;
#[derive(Uniforms)] #[derive(Uniforms)]
pub struct StandardMaterial { pub struct StandardMaterial {
pub albedo: Vec4, pub albedo: Vec4,
// #[uniform(ignore,shader_def="Hi")] #[uniform(ignore,shader_def)]
// pub enable_thing: bool, pub everything_is_red: bool,
} }

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@ -17,10 +17,15 @@ impl Into<shaderc::ShaderKind> for ShaderStage {
} }
} }
pub fn glsl_to_spirv(glsl_source: &str, stage: ShaderStage) -> Vec<u32> { pub fn glsl_to_spirv(glsl_source: &str, stage: ShaderStage, shader_defs: Option<&Vec<String>>) -> Vec<u32> {
let shader_kind: shaderc::ShaderKind = stage.into(); let shader_kind: shaderc::ShaderKind = stage.into();
let mut compiler = shaderc::Compiler::new().unwrap(); let mut compiler = shaderc::Compiler::new().unwrap();
let options = shaderc::CompileOptions::new().unwrap(); let mut options = shaderc::CompileOptions::new().unwrap();
if let Some(shader_defs) = shader_defs {
for shader_def in shader_defs.iter() {
options.add_macro_definition(shader_def.as_str(), None);
}
}
let binary_result = compiler let binary_result = compiler
.compile_into_spirv( .compile_into_spirv(
glsl_source, glsl_source,
@ -59,7 +64,7 @@ impl Shader {
pub fn get_spirv(&self) -> Vec<u32> { pub fn get_spirv(&self) -> Vec<u32> {
match self.source { match self.source {
ShaderSource::Spirv(ref bytes) => bytes.clone(), ShaderSource::Spirv(ref bytes) => bytes.clone(),
ShaderSource::Glsl(ref source) => glsl_to_spirv(&source, self.stage), ShaderSource::Glsl(ref source) => glsl_to_spirv(&source, self.stage, self.macros.as_ref()),
} }
} }