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
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
/*const SOURCE: &'static str = r#"
DrawQuad: DrawShader {
uniform uni1: float
rust_type= {{0}},
const cnst1: float = 1.0
live: 1.0
Struct2: Struct {
field c: float
fn struct_2_set(inout self, x: float) {self.c = x;}
}
Struct1: Struct {
field a: float
field b: Struct2
fn struct_1_closure(inout self, c: fn(x: float) -> float) -> float {
return c(self.a);
}
fn struct_1_set(inout self) {self.a = 2.0; self.b.struct_2_set(self.struct_1_closure( | x | x + 1.0));}
}
fn pixel(self) -> vec4 {
let x = Struct1 {a: 1.0, b: Struct2 {c: 1.0 + self.dinst}};
let x = vec3(1.0) * self.dmat;
x.struct_1_set();
return #f;
}
fn override(self) {}
fn vertex(self) -> vec4 {
let x = Struct2 {c: self.uni1 + cnst1 + live};
x.struct_2_set(3.0);
let x = vec3(1.0) * self.dmat;
self.override();
return #f;
}
}
DrawQuad2: DrawQuad {
fn override(self) {1 + 1;}
}
"#;
const GLSL_OUTPUT: &'static str = r#"
VERTEXSHADER
// Uniform block user
uniform float ds_uni1;
uniform float ds_duni;
attribute vec4 packed_instance_0;
attribute vec4 packed_instance_1;
attribute vec2 packed_instance_2;
varying vec4 packed_varying_0;
varying vec4 packed_varying_1;
varying vec2 packed_varying_2;
float ds_dinst = 0.0;
mat3 ds_dmat = mat3(0.0);
uniform float live_0_1_3;
struct struct_0_1_4 {
float f_c;
};
const float const_0_1_2 = 1.0;
void fn_0_2_1_struct_2_set(inout struct_0_1_4 var_self_0, float var_x_0) {
(var_self_0.f_c = var_x_0);
}
void fn_0_1_16_override() {
(1 + 1);
}
vec4 fn_0_1_17_vertex() {
struct_0_1_4 var_x_0 = struct_0_1_4(((ds_uni1 + const_0_1_2) + live_0_1_3));
fn_0_2_1_struct_2_set (var_x_0, 3.0);
vec3 var_x_1 = (vec3(1.0) * ds_dmat);
fn_0_1_16_override ();
return vec4(1.0, 1.0, 1.0, 1.0);
}
void main() {
ds_dinst = packed_instance_0.x;
ds_dmat[0][0] = packed_instance_0.y;
ds_dmat[0][1] = packed_instance_0.z;
ds_dmat[0][2] = packed_instance_0.w;
ds_dmat[0][3] = packed_instance_1.x;
ds_dmat[1][0] = packed_instance_1.y;
ds_dmat[1][1] = packed_instance_1.z;
ds_dmat[1][2] = packed_instance_1.w;
ds_dmat[1][3] = packed_instance_2.x;
ds_dmat[2][0] = packed_instance_2.y;
gl_Position = fn_0_1_17_vertex();
packed_varying_0.x = dinst;
packed_varying_0.y = dmat[0][0];
packed_varying_0.z = dmat[0][1];
packed_varying_0.w = dmat[0][2];
packed_varying_1.x = dmat[0][3];
packed_varying_1.y = dmat[1][0];
packed_varying_1.z = dmat[1][1];
packed_varying_1.w = dmat[1][2];
packed_varying_2.x = dmat[1][3];
packed_varying_2.y = dmat[2][0];
}
PIXELSHADER
// Uniform block user
uniform float ds_uni1;
uniform float ds_duni;
varying vec4 packed_varying_0;
varying vec4 packed_varying_1;
varying vec2 packed_varying_2;
float ds_dinst = 0.0;
mat3 ds_dmat = mat3(0.0);
uniform float live_0_1_3;
struct struct_0_1_4 {
float f_c;
};
struct struct_0_1_5 {
float f_a;
struct_0_1_4 f_b;
};
float closure_0_in_fn_0_2_5(float var_x_0) {
return (var_x_0 + 1.0);
}
float site_0_of_fn_0_2_5_struct_1_closure(inout struct_0_1_5 var_self_0) {
return closure_0_in_fn_0_2_5(var_self_0.f_a);
}
void fn_0_2_1_struct_2_set(inout struct_0_1_4 var_self_0, float var_x_0) {
(var_self_0.f_c = var_x_0);
}
void fn_0_2_5_struct_1_set(inout struct_0_1_5 var_self_0) {
(var_self_0.f_a = 2.0);
fn_0_2_1_struct_2_set (var_self_0.f_b, site_0_of_fn_0_2_5_struct_1_closure (var_self_0));
}
vec4 fn_0_1_15_pixel() {
struct_0_1_5 var_x_0 = struct_0_1_5(1.0, struct_0_1_4((1.0 + ds_dinst)));
vec3 var_x_1 = (vec3(1.0) * ds_dmat);
fn_0_2_5_struct_1_set (var_x_1);
return vec4(1.0, 1.0, 1.0, 1.0);
}
void main() {
ds_dinst = packed_varying_0.x;
ds_dmat[0][0] = packed_varying_0.y;
ds_dmat[0][1] = packed_varying_0.z;
ds_dmat[0][2] = packed_varying_0.w;
ds_dmat[0][3] = packed_varying_1.x;
ds_dmat[1][0] = packed_varying_1.y;
ds_dmat[1][1] = packed_varying_1.z;
ds_dmat[1][2] = packed_varying_1.w;
ds_dmat[1][3] = packed_varying_2.x;
ds_dmat[2][0] = packed_varying_2.y;
gl_FragColor = fn_0_1_15_pixel();
}
"#;
const METAL_OUTPUT: &'static str = r#"
#include <metal_stdlib>
using namespace metal;
struct struct_0_1_4 {
float f_c;
};
struct struct_0_1_5 {
float f_a;
struct_0_1_4;
};
struct LiveUniforms {
float live_0_1_3;
};
struct Uniforms_user {
float ds_uni1;
float ds_duni;
};
struct Textures {
};
struct Geometries {
};
struct Instances {
float ds_dinst;
packed_float3 ds_dmat 0;
packed_float3 ds_dmat 1;
packed_float3 ds_dmat 2;
};
struct Varyings {
float4 position [[position]];
float ds_dinst;
float3 ds_dmat0;
float3 ds_dmat1;
float3 ds_dmat2;
};
constant float const_0_1_2 = 1.0;
float closure_0_in_fn_0_2_5(float var_x_0) {
return (var_x_0 + 1.0);
}
float site_0_of_fn_0_2_5_struct_1_closure(thread & struct_0_1_5) {
return closure_0_in_fn_0_2_5(var_self_0.f_a);
}
void fn_0_2_1_struct_2_set(thread & struct_0_1_4, float var_x_0) {
(var_self_0.f_c = var_x_0);
}
void fn_0_2_5_struct_1_set(thread & struct_0_1_5) {
(var_self_0.f_a = 2.0);
fn_0_2_1_struct_2_set (var_self_0.f_b, site_0_of_fn_0_2_5_struct_1_closure (var_self_0));
}
float4 fn_0_1_15_pixel(thread Varyings & varyings) {
struct_0_1_5 = struct_0_1_5(1.0, struct_0_1_4((1.0 + varyings.ds_dinst)));
float3 var_x_1 = (float3(float3(1.0)) * float3x3(varyings.ds_dmat0.x, varyings.ds_dmat1.x, varyings.ds_dmat2.x, varyings.ds_dmat0.y, varyings.ds_dmat1.y, varyings.ds_dmat2.y, varyings.ds_dmat0.z, varyings.ds_dmat1.z, varyings.ds_dmat2.z));
fn_0_2_5_struct_1_set (var_x_1);
return float4(1.0, 1.0, 1.0, 1.0);
}
void fn_0_1_16_override() {
(1 + 1);
}
float4 fn_0_1_17_vertex(thread Varyings & varyings, constant Uniforms_user & uniforms_user, constant LiveUniforms & live_uniforms) {
struct_0_1_4 = struct_0_1_4(((uniforms_user.ds_uni1 + const_0_1_2) + live_uniforms.live_0_1_3));
fn_0_2_1_struct_2_set (var_x_0, 3.0);
float3 var_x_1 = (float3(float3(1.0)) * float3x3(varyings.ds_dmat0.x, varyings.ds_dmat1.x, varyings.ds_dmat2.x, varyings.ds_dmat0.y, varyings.ds_dmat1.y, varyings.ds_dmat2.y, varyings.ds_dmat0.z, varyings.ds_dmat1.z, varyings.ds_dmat2.z));
fn_0_1_16_override ();
return float4(1.0, 1.0, 1.0, 1.0);
}
vertex Varyings vertex_main(Textures textures, const device Geometries * in_geometries [[buffer(0)]], const device Instances * in_instances [[buffer(1)]], constant LiveUniforms & live_uniforms [[buffer(2)]], constant const float * const_table [[buffer(3)]], constant Uniforms_user & uniforms_user [[buffer(4)]], uint vtx_id [[vertex_id]], uint inst_id [[instance_id]]) {
Geometries geometries = in_geometries[vtx_id];
Instances instances = in_instances[inst_id];
Varyings varyings;
varyings.ds_dinst = instances.ds_dinst;
varyings.ds_dmat0 = instances.ds_dmat0;
varyings.ds_dmat1 = instances.ds_dmat1;
varyings.ds_dmat2 = instances.ds_dmat2;
varyings.position = fn_0_1_17_vertex(varyings, uniforms_user, live_uniforms);
return varyings;
}
fragment float4 fragment_main(Varyings varyings[[stage_in]], Textures textures, constant LiveUniforms & live_uniforms [[buffer(2)]], constant const float * const_table [[buffer(3)]], constant Uniforms_user & uniforms_user [[buffer(4)]]) {
return fn_0_1_15_pixel(varyings);
}
"#;
const HLSL_OUTPUT: &'static str = r#"
struct struct_0_1_4 {
float f_c;
};
struct struct_0_1_5 {
float f_a;
struct_0_1_4 f_b;
};
cbuffer LiveUniforms: register(b0) {
float live_0_1_3;
};
cbuffer ConstTable: register(b1) {float4 const_table[0];};
cbuffer Uniforms_user: register(b2) {
float ds_uni1;
float ds_duni;
};
struct Geometries {
};
struct Instances {
float ds_dinst: INSTA;
float3 ds_dmat0: INSTB;
float3 ds_dmat1: INSTC;
float3 ds_dmat2: INSTD;
};
struct Varyings {
float4 position: SV_POSITION;
float ds_dinst: VARYA;
float3 ds_dmat0: VARYB;
float3 ds_dmat1: VARYC;
float3 ds_dmat2: VARYD;
};
static const float const_0_1_2 = 1.0;
float3 consfn_vec3_float(float x) {
return float3(x, x, x);
}
float closure_0_in_fn_0_2_5(float var_x_0) {
return (var_x_0 + 1.0);
}
float site_0_of_fn_0_2_5_struct_1_closure(inout struct_0_1_5 var_self_0) {
return closure_0_in_fn_0_2_5(var_self_0.f_a);
}
void fn_0_2_1_struct_2_set(inout struct_0_1_4 var_self_0, float var_x_0) {
(var_self_0.f_c = var_x_0);
}
void fn_0_2_5_struct_1_set(inout struct_0_1_5 var_self_0) {
(var_self_0.f_a = 2.0);
fn_0_2_1_struct_2_set (var_self_0.f_b, site_0_of_fn_0_2_5_struct_1_closure (var_self_0));
}
float4 fn_0_1_15_pixel(inout Varyings varyings) {
struct_0_1_5 var_x_0 = struct_0_1_5 {1.0, struct_0_1_4 {(1.0 + varyings.ds_dinst)}};
float3 var_x_1 = mul(consfn_vec3_float(1.0), float3x3(varyings.ds_dmat0.x, varyings.ds_dmat1.x, varyings.ds_dmat2.x, varyings.ds_dmat0.y, varyings.ds_dmat1.y, varyings.ds_dmat2.y, varyings.ds_dmat0.z, varyings.ds_dmat1.z, varyings.ds_dmat2.z));
fn_0_2_5_struct_1_set (var_x_1);
return float4(1.0, 1.0, 1.0, 1.0);
}
void fn_0_1_16_override() {
(1 + 1);
}
float4 fn_0_1_17_vertex(inout Varyings varyings,,) {
struct_0_1_4 var_x_0 = struct_0_1_4 {((ds_uni1 + const_0_1_2) + live_0_1_3)};
fn_0_2_1_struct_2_set (var_x_0, 3.0);
float3 var_x_1 = mul(consfn_vec3_float(1.0), float3x3(varyings.ds_dmat0.x, varyings.ds_dmat1.x, varyings.ds_dmat2.x, varyings.ds_dmat0.y, varyings.ds_dmat1.y, varyings.ds_dmat2.y, varyings.ds_dmat0.z, varyings.ds_dmat1.z, varyings.ds_dmat2.z));
fn_0_1_16_override ();
return float4(1.0, 1.0, 1.0, 1.0);
}
Varyings vertex_main(Geometries geometries, Instances instances, uint inst_id: SV_InstanceID) {
Varyings varyings = {float4(0.0, 0.0, 0.0, 0.0), 0.0, float3(0.0, 0.0, 0.0), float3(0.0, 0.0, 0.0), float3(0.0, 0.0, 0.0)};
varyings.ds_dinst = instances.ds_dinst;
varyings.ds_dmat0 = instances.ds_dmat0;
varyings.ds_dmat1 = instances.ds_dmat1;
varyings.ds_dmat2 = instances.ds_dmat2;
varyings.position = fn_0_1_17_vertex(varyings,,);
return varyings;
}
float4 pixel_main(Varyings varyings): SV_TARGET {
return fn_0_1_15_pixel(varyings);
}
"#;
use makepad_live_compiler::*;
use makepad_shader_compiler::shader_registry::ShaderRegistry;
use makepad_shader_compiler::shader_ast::DrawShaderPtr;
use makepad_shader_compiler::shader_ast::DrawShaderConstTable;
use makepad_shader_compiler::shader_ast::Ty;
use makepad_shader_compiler::generate_glsl;
use makepad_shader_compiler::generate_hlsl;
use makepad_shader_compiler::generate_metal;
// lets just test most features in one go.
fn compare_no_ws(a: &str, b: &str) -> Option<String> {
let mut b = b.to_string();
b.retain( | c | !c.is_whitespace());
let mut a = a.to_string();
a.retain( | c | !c.is_whitespace());
let b = b.as_bytes();
let a = a.as_bytes();
let mut start = 0;
let mut changed = false;
let len = b.len().min(a.len());
for i in 0..len {
if a[i] != b[i] {
changed = true;
break
}
start = i;
}
// now go from the back to i
let mut end = 0;
for i in 2..len {
end = i - 2;
if a[a.len() - i] != b[b.len() - i] {
changed = true;
break
}
}
// okaay so we have to show the changed thing
if changed {
let range_a = if start < (a.len() - end - 1) {std::str::from_utf8(&a[start..(a.len() - end - 1)]).unwrap()} else {""};
let range_b = if start < (b.len() - end - 1) {std::str::from_utf8(&b[start..(b.len() - end - 1)]).unwrap()} else {""};
Some(format!(
"########## OLD ########## {} to {}\n{}\n########## NEW ########## {} to {}\n{}\n########## END ##########",
start,
(a.len() - end - 1),
range_a,
start,
(b.len() - end - 1),
range_b
))
}
else {
None
}
}
#[test]
fn main() {
let mut sr = ShaderRegistry::new();
struct FakeType();
let fake_typeof = LiveType(std::any::TypeId::of::<FakeType>());
let module_path = ModulePath::from_str("test").unwrap();
match sr.live_registry.parse_live_file("test.live", module_path, SOURCE.to_string(), vec![fake_typeof]) {
Err(why) => panic!("Couldnt parse file {}", why),
_ => ()
}
let mut errors = Vec::new();
sr.live_registry.expand_all_documents(&mut errors);
for msg in errors {
println!("{}\n", msg.to_live_file_error("", SOURCE));
}
let shader_ptr = DrawShaderPtr(sr.live_registry.live_ptr_from_path(
module_path,
&[live_id!(DrawQuad2)]
).unwrap());
// lets just call the shader compiler on this thing
let result = sr.analyse_draw_shader(shader_ptr, | span, id, _live_type, draw_shader_def | {
if id == live_id!(rust_type) {
draw_shader_def.add_uniform(Id::from_str("duni").unwrap(), Ty::Float, span);
draw_shader_def.add_instance(Id::from_str("dinst").unwrap(), Ty::Float, span);
draw_shader_def.add_instance(Id::from_str("dmat").unwrap(), Ty::Mat3, span);
}
if id == live_id!(geometry) {
}
});
match result {
Err(e) => {
println!("Error {}", e.to_live_file_error("", SOURCE));
}
Ok(_) => {
println!("OK!");
}
}
/*
pub fn generate_glsl_shader(&mut self, shader_ptr: DrawShaderNodePtr) -> (String, String) {
// lets find the FullPointer
let draw_shader_decl = self.draw_shaders.get(&shader_ptr).unwrap();
// TODO this env needs its const table transferred
let vertex = generate_glsl::generate_vertex_shader(draw_shader_decl, self);
let pixel = generate_glsl::generate_pixel_shader(draw_shader_decl, self);
return (vertex, pixel)
}
pub fn generate_metal_shader(&mut self, shader_ptr: DrawShaderNodePtr) -> String{
// lets find the FullPointer
let draw_shader_decl = self.draw_shaders.get(&shader_ptr).unwrap();
let shader = generate_metal::generate_shader(draw_shader_decl, self);
return shader
}
pub fn generate_hlsl_shader(&mut self, shader_ptr: DrawShaderNodePtr) -> String{
// lets find the FullPointer
let draw_shader_decl = self.draw_shaders.get(&shader_ptr).unwrap();
let shader = generate_hlsl::generate_shader(draw_shader_decl, self);
return shader
}*/
// ok the shader is analysed.
// now we will generate the glsl shader.
let draw_shader_def = sr.draw_shader_defs.get(&shader_ptr).unwrap();
// TODO this env needs its const table transferred
let const_table = DrawShaderConstTable::default();
let vertex = generate_glsl::generate_vertex_shader(draw_shader_def, &const_table, &sr);
let pixel = generate_glsl::generate_pixel_shader(draw_shader_def, &const_table, &sr);
let compare = format!("\nVERTEXSHADER\n{}PIXELSHADER\n{}", vertex, pixel);
if let Some(change) = compare_no_ws(GLSL_OUTPUT, &compare) {
println!("GLSL OUTPUT CHANGED\n{}", change);
println!("########## ALL ##########\n{}\n########## END ##########", compare);
assert_eq!(true, false);
}
let shader = generate_metal::generate_shader(draw_shader_def, &const_table, &sr);
let compare = format!("\n{}", shader.mtlsl);
if let Some(change) = compare_no_ws(METAL_OUTPUT, &compare) {
println!("METAL OUTPUT CHANGED\n{}", change);
println!("########## ALL ##########\n{}\n########## END ##########", compare);
assert_eq!(true, false);
}
let shader = generate_hlsl::generate_shader(draw_shader_def, &const_table, &sr);
let compare = format!("\n{}", shader);
if let Some(change) = compare_no_ws(HLSL_OUTPUT, &compare) {
println!("HLSL OUTPUT CHANGED\n{}", change);
println!("########## ALL ##########\n{}\n########## END ##########", compare);
assert_eq!(true, false);
}
}*/