gfx-rs / gfx

[maintenance mode] A low-overhead Vulkan-like GPU API for Rust.
http://gfx-rs.github.io/
Apache License 2.0
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Find a solution for shader language support #71

Open emberian opened 10 years ago

emberian commented 10 years ago

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.

emberian commented 10 years ago

One idea is to just query for the backend in use and have the user themselves supply a shader per API.

emberian commented 10 years ago

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.)

emberian commented 10 years ago

Another is to make our own shading language, but that just sounds like a bad idea.

brendanzab commented 10 years ago

A HM typed concatenative language!

jk.

Kimundi commented 10 years ago

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.

brendanzab commented 10 years ago

72 gets us some of the way there.

kvark commented 10 years ago

Found a good link for that: Cross Platform Shaders in 2014

emberian commented 10 years ago

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.

kvark commented 9 years ago

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.

kvark commented 9 years ago

This might be worth looking at: https://github.com/kmcallister/glassful Also, cc @csherratt, @kmcallister

brendanzab commented 9 years ago

Something to also think about is whether we want to support recompiling of shaders at runtime.

kmcallister commented 9 years ago

I would very much like that feature.

kvark commented 9 years ago

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:

  1. How to bring some struct definitions (i.e. MyParams, MyBuf1) into the macro, or outside of it?
  2. How to extract only the relevant items from the whole program when compiling a particular stage? I.e. a fragment program should not contain definitions of vertex buffers.
  3. How to translate from Rust functional style into GLSL/whatever imperative one? Just printing out the text while traversing the AST doesn't seem enough.
  4. How to support the run-time compilation, where the shader parameter struct and vertex formats are not known in advance in compile time?

Any ideas, feedback, suggestions - please let me know.

ghost commented 9 years ago

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.

kvark commented 9 years ago

@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.

ghost commented 9 years ago

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.

kvark commented 9 years ago

Something from g-truck about SPIR-V: http://www.g-truc.net/post-0714.html

brendanzab commented 9 years ago

I so really want Vulcan/SPIR-V now!!!

kvark commented 9 years ago

Note that SPIR-V specification is available, so while we are not able to test anything, we could start writing a translator.

msiglreith commented 8 years ago

Current state of the SPIR-V ecosystem:

With the upcoming Vulkan backend a SPIR-V based shader compilation pipeline (e.g. GLSL -> SPIR-V -> backend(+ metadata)) might be interesting.

LPGhatguy commented 8 years ago

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

siriux commented 7 years ago

This initiative on 3d portability from the Khronos Group can be interesting:

https://www.khronos.org/3dportability

siriux commented 7 years ago

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

msiglreith commented 7 years ago

Experience from inspirv-rust:

The goal of this project is/was to generate SPIR-V binaries from Rust via MIR.

What worked: example

Issues:

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.

eddyb commented 7 years ago
  • 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.

msiglreith commented 7 years ago

@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!).

eddyb commented 7 years ago

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.

kvark commented 5 years ago

triaged: still important to provide a nice shading language that would compile to SPIR-V, likely as a separate library.

kvark commented 5 years ago

The ecosystem issue has been raised in https://github.com/rust-gamedev/wg/issues/23