1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
use super::ShaderLayout;
use bevy_asset::Handle;
use std::marker::Copy;

/// The stage of a shader
#[derive(Hash, Eq, PartialEq, Copy, Clone, Debug)]
pub enum ShaderStage {
    Vertex,
    Fragment,
    Compute,
}

#[cfg(not(target_os = "ios"))]
impl Into<bevy_glsl_to_spirv::ShaderType> for ShaderStage {
    fn into(self) -> bevy_glsl_to_spirv::ShaderType {
        match self {
            ShaderStage::Vertex => bevy_glsl_to_spirv::ShaderType::Vertex,
            ShaderStage::Fragment => bevy_glsl_to_spirv::ShaderType::Fragment,
            ShaderStage::Compute => bevy_glsl_to_spirv::ShaderType::Compute,
        }
    }
}

#[cfg(not(target_os = "ios"))]
fn glsl_to_spirv(
    glsl_source: &str,
    stage: ShaderStage,
    shader_defs: Option<&[String]>,
) -> Vec<u32> {
    use std::io::Read;

    let mut output = bevy_glsl_to_spirv::compile(glsl_source, stage.into(), shader_defs).unwrap();
    let mut spv_bytes = Vec::new();
    output.read_to_end(&mut spv_bytes).unwrap();
    bytes_to_words(&spv_bytes)
}

#[cfg(target_os = "ios")]
impl Into<shaderc::ShaderKind> for ShaderStage {
    fn into(self) -> shaderc::ShaderKind {
        match self {
            ShaderStage::Vertex => shaderc::ShaderKind::Vertex,
            ShaderStage::Fragment => shaderc::ShaderKind::Fragment,
            ShaderStage::Compute => shaderc::ShaderKind::Compute,
        }
    }
}

#[cfg(target_os = "ios")]
fn glsl_to_spirv(
    glsl_source: &str,
    stage: ShaderStage,
    shader_defs: Option<&[String]>,
) -> Vec<u32> {
    let mut compiler = shaderc::Compiler::new().unwrap();
    let mut options = shaderc::CompileOptions::new().unwrap();
    if let Some(shader_defs) = shader_defs {
        for def in shader_defs.iter() {
            options.add_macro_definition(def, None);
        }
    }

    let binary_result = compiler
        .compile_into_spirv(
            glsl_source,
            stage.into(),
            "shader.glsl",
            "main",
            Some(&options),
        )
        .unwrap();

    binary_result.as_binary().to_vec()
}

fn bytes_to_words(bytes: &[u8]) -> Vec<u32> {
    let mut words = Vec::new();
    for bytes4 in bytes.chunks(4) {
        words.push(u32::from_le_bytes([
            bytes4[0], bytes4[1], bytes4[2], bytes4[3],
        ]));
    }

    words
}

/// The full "source" of a shader
#[derive(Clone, Debug, Hash, Eq, PartialEq)]
pub enum ShaderSource {
    Spirv(Vec<u32>),
    Glsl(String),
}

impl ShaderSource {
    pub fn spirv_from_bytes(bytes: &[u8]) -> ShaderSource {
        ShaderSource::Spirv(bytes_to_words(bytes))
    }
}

/// A shader, as defined by its [ShaderSource] and [ShaderStage]
#[derive(Clone, Debug)]
pub struct Shader {
    pub source: ShaderSource,
    pub stage: ShaderStage,
}

impl Shader {
    pub fn new(stage: ShaderStage, source: ShaderSource) -> Shader {
        Shader { stage, source }
    }

    pub fn from_glsl(stage: ShaderStage, glsl: &str) -> Shader {
        Shader {
            source: ShaderSource::Glsl(glsl.to_string()),
            stage,
        }
    }

    pub fn get_spirv(&self, macros: Option<&[String]>) -> Vec<u32> {
        match self.source {
            ShaderSource::Spirv(ref bytes) => bytes.clone(),
            ShaderSource::Glsl(ref source) => glsl_to_spirv(&source, self.stage, macros),
        }
    }

    pub fn get_spirv_shader(&self, macros: Option<&[String]>) -> Shader {
        Shader {
            source: ShaderSource::Spirv(self.get_spirv(macros)),
            stage: self.stage,
        }
    }

    pub fn reflect_layout(&self, enforce_bevy_conventions: bool) -> Option<ShaderLayout> {
        if let ShaderSource::Spirv(ref spirv) = self.source {
            Some(ShaderLayout::from_spirv(
                spirv.as_slice(),
                enforce_bevy_conventions,
            ))
        } else {
            panic!("Cannot reflect layout of non-SpirV shader. Try compiling this shader to SpirV first using self.get_spirv_shader()");
        }
    }
}

/// All stages in a shader program
#[derive(Clone, Debug)]
pub struct ShaderStages {
    pub vertex: Handle<Shader>,
    pub fragment: Option<Handle<Shader>>,
}

impl ShaderStages {
    pub fn new(vertex_shader: Handle<Shader>) -> Self {
        ShaderStages {
            vertex: vertex_shader,
            fragment: None,
        }
    }
}