Open emberian opened 10 years ago
One idea is to just query for the backend in use and have the user themselves supply a shader per API.
Another is to use a single shader language and translate to whatever the backend needs. HLSL might be a mature choice here. (Valve has a tool available but I'm not sure how quality it is, and it only supports Shader Model 3.)
Another is to make our own shading language, but that just sounds like a bad idea.
A HM typed concatenative language!
jk.
I'm currently toying around with a "umbrella" struct for providing the source of the same logical shader in different languages. Nothing fancy, something like this:
pub enum DeviceShader {
StaticBytes(&'static [u8]),
OwnedBytes(Vec<u8>),
NotProvided
}
pub struct ShaderSource {
pub glsl_120: DeviceShader,
pub glsl_150: DeviceShader,
hlsl_sm_3: DeviceShader
...
}
...
static VERTEX_SRC: ShaderSource = shaders! {
GLSL_120: b"
#version 120
attribute vec2 a_Pos;
varying vec4 v_Color;
void main() {
v_Color = vec4(a_Pos+0.5, 1.0, 1.0);
gl_Position = vec4(a_Pos, 0.0, 1.0);
}
"
GLSL_150: b"
#version 150 core
in vec2 a_Pos;
out vec4 v_Color;
void main() {
v_Color = vec4(a_Pos+0.5, 0.0, 1.0);
gl_Position = vec4(a_Pos, 0.0, 1.0);
}
"
};
That should at least make it possible to hack some legacy compatibility into the libs without giving up on the newer shader versions at all.
Found a good link for that: Cross Platform Shaders in 2014
I think what we have today is as good as we are going to get. Anything else can be built on top of it, externally, and possibly merged back in.
Shaders become one of the major usability bottleneck of gfx-rs. Let's continue this discussion, even if the code for it will end up in a separate library.
This might be worth looking at: https://github.com/kmcallister/glassful Also, cc @csherratt, @kmcallister
Something to also think about is whether we want to support recompiling of shaders at runtime.
I would very much like that feature.
Inspired by Glassful and @csherratt's example code from Reddit, I tried to develop it further. Here is an example of what I'd like to use (very roughly):
/// uniforms
struct MyParams {
color: vec4,
}
/// vertex buffer 1
struct MyBuf1 {
pos: vec2,
}
/// vertex buffer 2
struct MyBuf2 {
tc: vec2,
}
let technique = glassful! {
struct Varying {
tc: vec2,
}
// @Position is a special vertex output, not sure if we can make it more sound
fn vertex(_params: MyParams, buf1: MyBuf1, buf2: MyBuf2) -> (@Position, Varying) {
(vec4(buf1.pos, 0.0, 1.0), Varying { tc: buf2.tc })
}
fn fragment(params: MyParams, _var: Varying) -> vec4 {
params.color
}
static pass0 = pass(vertex, fragment);
};
...
let program = device.link_program(&technique.pass0).unwrap();
The implementation doesn't seem trivial. Here are the biggest problems that I see:
MyParams
, MyBuf1
) into the macro, or outside of it?Any ideas, feedback, suggestions - please let me know.
I have been playing around with this a bit in rusterize.
I'm not sure we even need @Position, we could just require the vertex sharer to fill slot 0 of the tuple with the position. If it is not a vec4
the macro can reject it.
// Placing a variable in a Flat<T> makes the compiler place a flat property around it for the fragment shader
fn vertex(_params: MyParams, buf1: MyBuf1, buf2: MyBuf2) -> (vec4, Flat<vec4>) {
(vec4(buf1.pos, 0.0, 1.0), buf2)
}
fn fragment(params: MyParams, (position, color): (vec4, vec4)) -> vec4 {
color
}
This can be a bit hairy of you add to many varying:
// Placing a variable in a Flat<T> makes the compiler place a flat property around it for the fragment shader
fn vertex(_params: MyParams, buf1: MyBuf1, buf2: MyBuf2) -> (vec4, vec3, vec2) {
(vec4(buf1.pos, 0.0, 1.0), buf1.normal, buf1.texture)
}
fn fragment(params: MyParams, (position, normal, color): (vec4, vec3, vec2)) -> vec4 {
color
}
The strategy I have for rusterizer
is that a user can apply a trait to the output struct as a way to instruction the compiler how to get the position from the vertex shader's output. An addition trait is required to be implemented that will do the varying calculations between the triangles 3 points.
I don't image traits are going to be a nice way to actually implement this for glassful
.
@csherratt so your vertex output position is implicit. We can't extend this approach to other special inputs/outputs, because many of them are optional (like. gl_Position
as fragment input, or gl_Depth
as fragment output). That's why I believe we should have pre-defined types for all special things. Maybe not @Position
but something that can be easily recognized (VertexPosition
?), both by the macro code and the user reading it. I do like the Flat<T>
idea, it would play well with special input/output types and allows to customize variable properties without actually using language property items.
There are quite a few you are right: https://www.opengl.org/wiki/Built-in_Variable_%28GLSL%29
The idea of using custom types for these works well in my mind. If you add one to the tuple, output struct we can easily find it. I guess for input it would not be much harder, but we do lose a bit of the input struct is the output struct.
Something from g-truck about SPIR-V: http://www.g-truc.net/post-0714.html
I so really want Vulcan/SPIR-V now!!!
Note that SPIR-V specification is available, so while we are not able to test anything, we could start writing a translator.
Current state of the SPIR-V ecosystem:
glslang
(https://github.com/KhronosGroup/glslang) supports GLSL -> SPIR-V and has a work-in-progress frontend for HLSLSPIRV-Cross
(https://github.com/KhronosGroup/SPIRV-Cross) can convert SPIR-V code to GLSL and Metal (experimentale), HLSL backend might be coming soon(?)krafix
(https://github.com/KTXSoftware/krafix) supports GLSL/HLSL/MetalWith the upcoming Vulkan backend a SPIR-V based shader compilation pipeline (e.g. GLSL -> SPIR-V -> backend(+ metadata)) might be interesting.
bgfx has a solution using a C preprocessor to generate HLSL and GLSL (and thus SPIR-V) from a GLSL-like language -- it might be worth looking into.
See https://bkaradzic.github.io/bgfx/tools.html#shader-compiler-shaderc
This initiative on 3d portability from the Khronos Group can be interesting:
I've found an SPIR-V 1.1 implementation in rust:
https://github.com/google/rspirv
This would allow to easily create some macros to write shaders in rust that generate SPIR-V, and from there to the final shader language.
For that last step, there is already an experimental tool: https://github.com/KhronosGroup/SPIRV-Cross
Update: Include the cross tool
Experience from inspirv-rust:
The goal of this project is/was to generate SPIR-V binaries from Rust via MIR.
What worked: example
core
and std
librariesIssues:
Future possibilities: Going a step back and rather try to get it working without much hassle. Therefore, I will try our a HIR->raw shader text variant, which should be easier to implement as I don't need handle the structured control flow issue (but face some others, hopefully easier issues). Advantage of this approach is also easier support different shading languages.
- Using the compiler as library via accessing private compiled crates, which are shipped with the compiler, requires a lot of code duplication as a lot of useful functions are private
- LLVM is deeply interwoven with the compiler, ripping it out is a major task (not addressed)
FWIW we want to fix these problems and ship a Cretonne backend within a year, hopefully. What might be interesting is having "MIR -> Cretonne IR -> SPIR-V", i.e. using Cretonne as some sort of LIR for rustc.
It'd be nice to have more discussions and organization on these issues, but we (the Rust compiler team) have been spread thin for a while and it's showing.
@eddyb Thanks for chiming in! Cretonne
IR -> SPIR-V would probably be interesting, and also easier and cleaner compared to MIR->SPIR-V.
I'm still unsure how hard it would be to re-generate structured CFG from CIR (only have a limited knowledge in compiler construction!).
For structured CFG, the Relooper algorithm emscripten uses (used?) is probably a good starting point - not sure if SPIR-V is better than JS at this but at least it's still a CFG.
triaged: still important to provide a nice shading language that would compile to SPIR-V, likely as a separate library.
The ecosystem issue has been raised in https://github.com/rust-gamedev/wg/issues/23
Different graphics APIs have their own shading languages or ideas for what a shading language should be. In our quest to support multiple backend APIs, we need a way to unify these.