191 lines
5.2 KiB
Rust
191 lines
5.2 KiB
Rust
use super::ShaderLayout;
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use bevy_asset::Handle;
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use bevy_reflect::TypeUuid;
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use std::marker::Copy;
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/// The stage of a shader
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#[derive(Hash, Eq, PartialEq, Copy, Clone, Debug)]
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pub enum ShaderStage {
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Vertex,
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Fragment,
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Compute,
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}
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#[cfg(all(not(target_os = "ios"), not(target_arch = "wasm32")))]
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impl Into<bevy_glsl_to_spirv::ShaderType> for ShaderStage {
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fn into(self) -> bevy_glsl_to_spirv::ShaderType {
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match self {
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ShaderStage::Vertex => bevy_glsl_to_spirv::ShaderType::Vertex,
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ShaderStage::Fragment => bevy_glsl_to_spirv::ShaderType::Fragment,
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ShaderStage::Compute => bevy_glsl_to_spirv::ShaderType::Compute,
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}
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}
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}
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#[cfg(all(not(target_os = "ios"), not(target_arch = "wasm32")))]
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pub fn glsl_to_spirv(
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glsl_source: &str,
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stage: ShaderStage,
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shader_defs: Option<&[String]>,
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) -> Vec<u32> {
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bevy_glsl_to_spirv::compile(glsl_source, stage.into(), shader_defs).unwrap()
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}
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#[cfg(target_os = "ios")]
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impl Into<shaderc::ShaderKind> for ShaderStage {
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fn into(self) -> shaderc::ShaderKind {
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match self {
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ShaderStage::Vertex => shaderc::ShaderKind::Vertex,
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ShaderStage::Fragment => shaderc::ShaderKind::Fragment,
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ShaderStage::Compute => shaderc::ShaderKind::Compute,
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}
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}
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}
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#[cfg(target_os = "ios")]
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pub fn glsl_to_spirv(
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glsl_source: &str,
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stage: ShaderStage,
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shader_defs: Option<&[String]>,
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) -> Vec<u32> {
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let mut compiler = shaderc::Compiler::new().unwrap();
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let mut options = shaderc::CompileOptions::new().unwrap();
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if let Some(shader_defs) = shader_defs {
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for def in shader_defs.iter() {
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options.add_macro_definition(def, None);
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}
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}
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let binary_result = compiler
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.compile_into_spirv(
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glsl_source,
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stage.into(),
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"shader.glsl",
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"main",
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Some(&options),
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)
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.unwrap();
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binary_result.as_binary().to_vec()
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}
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fn bytes_to_words(bytes: &[u8]) -> Vec<u32> {
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let mut words = Vec::new();
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for bytes4 in bytes.chunks(4) {
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words.push(u32::from_le_bytes([
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bytes4[0], bytes4[1], bytes4[2], bytes4[3],
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]));
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}
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words
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}
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/// The full "source" of a shader
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#[derive(Clone, Debug, Hash, Eq, PartialEq)]
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pub enum ShaderSource {
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Spirv(Vec<u32>),
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Glsl(String),
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}
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impl ShaderSource {
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pub fn spirv_from_bytes(bytes: &[u8]) -> ShaderSource {
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ShaderSource::Spirv(bytes_to_words(bytes))
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}
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}
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/// A shader, as defined by its [ShaderSource] and [ShaderStage]
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#[derive(Clone, Debug, TypeUuid)]
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#[uuid = "d95bc916-6c55-4de3-9622-37e7b6969fda"]
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pub struct Shader {
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pub source: ShaderSource,
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pub stage: ShaderStage,
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}
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impl Shader {
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pub fn new(stage: ShaderStage, source: ShaderSource) -> Shader {
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Shader { stage, source }
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}
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pub fn from_glsl(stage: ShaderStage, glsl: &str) -> Shader {
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Shader {
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source: ShaderSource::Glsl(glsl.to_string()),
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stage,
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}
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}
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#[cfg(not(target_arch = "wasm32"))]
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pub fn get_spirv(&self, macros: Option<&[String]>) -> Vec<u32> {
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match self.source {
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ShaderSource::Spirv(ref bytes) => bytes.clone(),
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ShaderSource::Glsl(ref source) => glsl_to_spirv(&source, self.stage, macros),
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}
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}
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#[cfg(not(target_arch = "wasm32"))]
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pub fn get_spirv_shader(&self, macros: Option<&[String]>) -> Shader {
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Shader {
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source: ShaderSource::Spirv(self.get_spirv(macros)),
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stage: self.stage,
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}
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}
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#[cfg(not(target_arch = "wasm32"))]
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pub fn reflect_layout(&self, enforce_bevy_conventions: bool) -> Option<ShaderLayout> {
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if let ShaderSource::Spirv(ref spirv) = self.source {
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Some(ShaderLayout::from_spirv(
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spirv.as_slice(),
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enforce_bevy_conventions,
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))
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} else {
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panic!("Cannot reflect layout of non-SpirV shader. Try compiling this shader to SpirV first using self.get_spirv_shader().");
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}
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}
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#[cfg(target_arch = "wasm32")]
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pub fn reflect_layout(&self, _enforce_bevy_conventions: bool) -> Option<ShaderLayout> {
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panic!("Cannot reflect layout on wasm32.");
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}
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}
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/// All stages in a shader program
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#[derive(Clone, Debug, Eq, PartialEq, Hash)]
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pub struct ShaderStages {
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pub vertex: Handle<Shader>,
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pub fragment: Option<Handle<Shader>>,
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}
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pub struct ShaderStagesIterator<'a> {
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shader_stages: &'a ShaderStages,
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state: u32,
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}
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impl<'a> Iterator for ShaderStagesIterator<'a> {
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type Item = Handle<Shader>;
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fn next(&mut self) -> Option<Self::Item> {
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let ret = match self.state {
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0 => Some(self.shader_stages.vertex.clone_weak()),
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1 => self.shader_stages.fragment.as_ref().map(|h| h.clone_weak()),
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_ => None,
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};
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self.state += 1;
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ret
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}
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}
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impl ShaderStages {
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pub fn new(vertex_shader: Handle<Shader>) -> Self {
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ShaderStages {
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vertex: vertex_shader,
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fragment: None,
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}
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}
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pub fn iter(&self) -> ShaderStagesIterator {
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ShaderStagesIterator {
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shader_stages: &self,
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state: 0,
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}
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}
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}
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