EmbarkStudios / rust-gpu

🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
https://shader.rs
Apache License 2.0
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Infrastructure for using ShaderToy as a test corpus #1104

Open LegNeato opened 11 months ago

LegNeato commented 11 months ago

Proposal

Create infrastructure that translates (working) shadertoy shaders into rust-gpu (and runs?). This would make it so we have a sort of burndown chart a la https://github.com/uutils/coreutils#gnu-test-suite-compatibility and https://boajs.dev/boa/test262/ and stress test different parts of rust-gpu. Implementing enough to flip a shader from not working to working may be an easier place for contributors to start, and seeing shaders work is neat!

Feasibility

The shadertoy api looks pretty straightforward to implement from the runner side: https://www.shadertoy.com/howto.

I'm not sure how easy the transpiling will be, but there is https://github.com/phaazon/glsl/tree/master/glsl/src/transpiler and spot checks on some shadertoy shaders doesn't look too crazy. We could probably allowlist or denylist.

Implementation

I wanted to open this for comments before starting on an implementation.

LegNeato commented 11 months ago

Related: https://github.com/EmbarkStudios/rust-gpu/issues/1096

LegNeato commented 11 months ago

I hand ported three shaders from shadertoy...I think automating this is doable for most of the image shaders. It would be cool to have a harness that compares rendering results.

LegNeato commented 11 months ago

Example, which works with mouse too:

Screenshot 2023-12-08 at 11 27 42 PM

Ported from https://www.shadertoy.com/view/DlGfzh. Code in https://github.com/LegNeato/rust-gpu/tree/fork-shield

LegNeato commented 10 months ago

Update: I have a WIP PR to make naga translate to rust.

LegNeato commented 7 months ago

Update: I have a WIP differential harness that compares the original shadertoy shader and the converted rust shader's output.