rafx-shader-processor 0.0.16

Rendering framework built on an extensible asset pipeline
Documentation
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
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
use std::error::Error;
use std::path::{Path, PathBuf};
use structopt::StructOpt;

mod parse_source;
use parse_source::AnnotationText;
use parse_source::DeclarationText;

mod parse_declarations;

mod include;
use crate::parse_declarations::ParseDeclarationsResult;
use crate::parse_source::PreprocessorState;
use crate::reflect::ShaderProcessorRefectionData;
use crate::shader_types::{TypeAlignmentInfo, UserType};
use fnv::{FnvHashMap, FnvHashSet};
use include::include_impl;
use include::IncludeType;
use rafx_api::{
    RafxHashedShaderPackage, RafxShaderPackage, RafxShaderPackageDx12, RafxShaderPackageGles2,
    RafxShaderPackageGles3, RafxShaderPackageMetal, RafxShaderPackageVulkan,
};
use shaderc::{CompilationArtifact, Compiler, ShaderKind};
use spirv_cross::glsl::Target;
use spirv_cross::spirv::{Ast, ShaderResources};

mod codegen;

mod reflect;

mod shader_types;

const PREPROCESSOR_DEF_PLATFORM_RUST_CODEGEN: &'static str = "PLATFORM_RUST_CODEGEN";
const PREPROCESSOR_DEF_PLATFORM_DX12: &'static str = "PLATFORM_DX12";
const PREPROCESSOR_DEF_PLATFORM_VULKAN: &'static str = "PLATFORM_VULKAN";
const PREPROCESSOR_DEF_PLATFORM_METAL: &'static str = "PLATFORM_METAL";
const PREPROCESSOR_DEF_PLATFORM_GLES2: &'static str = "PLATFORM_GLES2";
const PREPROCESSOR_DEF_PLATFORM_GLES3: &'static str = "PLATFORM_GLES3";

#[derive(Clone, Copy, Debug)]
enum RsFileType {
    Lib,
    Mod,
}

#[derive(Debug)]
struct RsFileOption {
    path: PathBuf,
    file_type: RsFileType,
}

#[derive(StructOpt, Debug)]
pub struct ShaderProcessorArgs {
    //
    // For one file at a time
    //
    #[structopt(name = "glsl-file", long, parse(from_os_str))]
    pub glsl_file: Option<PathBuf>,
    #[structopt(name = "spv-file", long, parse(from_os_str))]
    pub spv_file: Option<PathBuf>,
    #[structopt(name = "rs-file", long, parse(from_os_str))]
    pub rs_file: Option<PathBuf>,
    #[structopt(name = "dx12-generated-src-file", long, parse(from_os_str))]
    pub dx12_generated_src_file: Option<PathBuf>,
    #[structopt(name = "metal-generated-src-file", long, parse(from_os_str))]
    pub metal_generated_src_file: Option<PathBuf>,
    #[structopt(name = "gles2-generated-src-file", long, parse(from_os_str))]
    pub gles2_generated_src_file: Option<PathBuf>,
    #[structopt(name = "gles3-generated-src-file", long, parse(from_os_str))]
    pub gles3_generated_src_file: Option<PathBuf>,
    #[structopt(name = "cooked-shader-file", long, parse(from_os_str))]
    pub cooked_shader_file: Option<PathBuf>,

    //
    // For batch processing a folder
    //
    #[structopt(name = "glsl-path", long, parse(from_os_str))]
    pub glsl_files: Option<PathBuf>,
    #[structopt(name = "spv-path", long, parse(from_os_str))]
    pub spv_path: Option<PathBuf>,
    #[structopt(name = "rs-lib-path", long, parse(from_os_str))]
    pub rs_lib_path: Option<PathBuf>,
    #[structopt(name = "rs-mod-path", long, parse(from_os_str))]
    pub rs_mod_path: Option<PathBuf>,
    #[structopt(name = "dx12-generated-src-path", long, parse(from_os_str))]
    pub dx12_generated_src_path: Option<PathBuf>,
    #[structopt(name = "metal-generated-src-path", long, parse(from_os_str))]
    pub metal_generated_src_path: Option<PathBuf>,
    #[structopt(name = "gles2-generated-src-path", long, parse(from_os_str))]
    pub gles2_generated_src_path: Option<PathBuf>,
    #[structopt(name = "gles3-generated-src-path", long, parse(from_os_str))]
    pub gles3_generated_src_path: Option<PathBuf>,
    #[structopt(name = "cooked-shaders-path", long, parse(from_os_str))]
    pub cooked_shaders_path: Option<PathBuf>,

    #[structopt(name = "shader-kind", long)]
    pub shader_kind: Option<String>,

    #[structopt(name = "trace", long)]
    pub trace: bool,

    #[structopt(name = "optimize-shaders", long)]
    pub optimize_shaders: bool,

    #[structopt(name = "package-vk", long)]
    pub package_vk: bool,
    #[structopt(name = "package-dx12", long)]
    pub package_dx12: bool,
    #[structopt(name = "package-metal", long)]
    pub package_metal: bool,
    #[structopt(name = "package-gles2", long)]
    pub package_gles2: bool,
    #[structopt(name = "package-gles3", long)]
    pub package_gles3: bool,
    #[structopt(name = "package-all", long)]
    pub package_all: bool,

    #[structopt(name = "for-rafx-framework-crate", long)]
    pub for_rafx_framework_crate: bool,
}

pub fn run(args: &ShaderProcessorArgs) -> Result<(), Box<dyn Error>> {
    log::trace!("Shader processor args: {:#?}", args);
    if args.rs_lib_path.is_some() && args.rs_mod_path.is_some() {
        Err("Both --rs-lib-path and --rs-mod-path were provided, using both at the same time is not supported.")?;
    }

    let rs_file_option = if let Some(path) = &args.rs_lib_path {
        Some(RsFileOption {
            path: path.clone(),
            file_type: RsFileType::Lib,
        })
    } else if let Some(path) = &args.rs_mod_path {
        Some(RsFileOption {
            path: path.clone(),
            file_type: RsFileType::Mod,
        })
    } else {
        None
    };

    if let Some(glsl_file) = &args.glsl_file {
        //
        // Handle a single file given via --glsl_file. In this mode, the output files are explicit
        //
        log::info!("Processing file {:?}", glsl_file);

        //
        // Try to determine what kind of shader this is from the file name
        //
        let shader_kind = shader_kind_from_args(args)
            .or_else(|| deduce_default_shader_kind_from_path(glsl_file))
            .unwrap_or(shaderc::ShaderKind::InferFromSource);

        //
        // Process this shader and write to output files
        //
        process_glsl_shader(
            glsl_file,
            args.spv_file.as_ref(),
            &rs_file_option,
            args.dx12_generated_src_path.as_ref(),
            args.metal_generated_src_file.as_ref(),
            args.gles2_generated_src_file.as_ref(),
            args.gles3_generated_src_file.as_ref(),
            args.cooked_shader_file.as_ref(),
            shader_kind,
            &args,
        )
        .map_err(|x| format!("{}: {}", glsl_file.to_string_lossy(), x.to_string()))?;

        Ok(())
    } else if let Some(glsl_files) = &args.glsl_files {
        log::trace!("glsl files {:?}", args.glsl_files);
        process_directory(glsl_files, &args, &rs_file_option)
    } else {
        Ok(())
    }
}

//
// Handle a batch of file patterns (such as *.frag) via --glsl_files. Infer output files
// based on other args given in the form of output directories
//
fn process_directory(
    glsl_files: &PathBuf,
    args: &ShaderProcessorArgs,
    rs_file_option: &Option<RsFileOption>,
) -> Result<(), Box<dyn Error>> {
    // This will accumulate rust module names so we can produce a lib.rs if needed
    let mut module_names = FnvHashMap::<PathBuf, FnvHashSet<String>>::default();

    log::trace!("GLSL Root Dir: {:?}", glsl_files);

    let glob_walker = globwalk::GlobWalkerBuilder::from_patterns(
        glsl_files.to_str().unwrap(),
        &["*.{vert,frag,comp}"],
    )
    .file_type(globwalk::FileType::FILE)
    .build()?;

    for glob in glob_walker {
        //
        // Determine the files we will write out
        //
        let glsl_file = glob?;
        log::info!("Processing file {:?}", glsl_file.path());

        let file_name = glsl_file.file_name().to_string_lossy();

        let empty_path = PathBuf::new();
        let outfile_prefix = glsl_file
            .path()
            .strip_prefix(glsl_files)?
            .parent()
            .unwrap_or(&empty_path);

        let rs_module_name = file_name.to_string().to_lowercase().replace(".", "_");
        let rs_name = format!("{}.rs", rs_module_name);
        let rs_file_option = rs_file_option.as_ref().map(|x| RsFileOption {
            path: x.path.join(outfile_prefix).join(rs_name),
            file_type: x.file_type,
        });

        let spv_name = format!("{}.spv", file_name);
        let spv_path = args
            .spv_path
            .as_ref()
            .map(|x| x.join(outfile_prefix).join(spv_name));

        let dx12_src_name = format!("{}.hlsl", file_name);
        let dx12_generated_src_path = args
            .dx12_generated_src_path
            .as_ref()
            .map(|x| x.join(outfile_prefix).join(dx12_src_name));

        let metal_src_name = format!("{}.metal", file_name);
        let metal_generated_src_path = args
            .metal_generated_src_path
            .as_ref()
            .map(|x| x.join(outfile_prefix).join(metal_src_name));

        let gles2_src_name = format!("{}.gles2", file_name);
        let gles2_generated_src_path = args
            .gles2_generated_src_path
            .as_ref()
            .map(|x| x.join(outfile_prefix).join(gles2_src_name));

        let gles3_src_name = format!("{}.gles3", file_name);
        let gles3_generated_src_path = args
            .gles3_generated_src_path
            .as_ref()
            .map(|x| x.join(outfile_prefix).join(gles3_src_name));

        let cooked_shader_name = format!("{}.cookedshaderpackage", file_name);
        let cooked_shader_path = args
            .cooked_shaders_path
            .as_ref()
            .map(|x| x.join(outfile_prefix).join(cooked_shader_name));

        //
        // Try to determine what kind of shader this is from the file name
        //
        let shader_kind = shader_kind_from_args(args)
            .or_else(|| deduce_default_shader_kind_from_path(glsl_file.path()))
            .unwrap_or(shaderc::ShaderKind::InferFromSource);

        //
        // Process this shader and write to output files
        //
        process_glsl_shader(
            glsl_file.path(),
            spv_path.as_ref(),
            &rs_file_option,
            dx12_generated_src_path.as_ref(),
            metal_generated_src_path.as_ref(),
            gles2_generated_src_path.as_ref(),
            gles3_generated_src_path.as_ref(),
            cooked_shader_path.as_ref(),
            shader_kind,
            &args,
        )
        .map_err(|x| format!("{}: {}", glsl_file.path().to_string_lossy(), x.to_string()))?;

        //
        // Add the module name to this list so we can generate a lib.rs later
        //
        if rs_file_option.is_some() {
            let module_names = module_names
                .entry(outfile_prefix.to_path_buf())
                .or_default();
            module_names.insert(rs_module_name.clone());
        }
    }
    //
    // Generate lib.rs or mod.rs files that includes all the compiled shaders
    //
    if let Some(rs_path) = &rs_file_option {
        // First ensure that for any nested submodules, they are declared in lib.rs/mod.rs files in
        // the parent dirs
        let outfile_prefixes: Vec<_> = module_names.keys().cloned().collect();
        for mut outfile_prefix in outfile_prefixes {
            while let Some(parent) = outfile_prefix.parent() {
                let new_module_name = outfile_prefix
                    .file_name()
                    .unwrap()
                    .to_string_lossy()
                    .to_string();

                log::trace!("add module {:?} to {:?}", new_module_name, parent);

                let module_names = module_names.entry(parent.to_path_buf()).or_default();
                module_names.insert(new_module_name);

                outfile_prefix = parent.to_path_buf();
            }
        }

        // Generate all lib.rs/mod.rs files
        for (outfile_prefix, module_names) in module_names {
            let module_filename = match rs_path.file_type {
                RsFileType::Lib => "lib.rs",
                RsFileType::Mod => "mod.rs",
            };
            let lib_file_path = rs_path.path.join(outfile_prefix).join(module_filename);
            log::trace!("Write lib/mod file {:?} {:?}", lib_file_path, module_names);

            let mut lib_file_string = String::default();
            lib_file_string += "// This code is auto-generated by the shader processor.\n\n";
            lib_file_string += "#![allow(dead_code)]\n\n";

            for module_name in module_names {
                lib_file_string += &format!("pub mod {};\n", module_name);
            }

            write_output_file(&lib_file_path, lib_file_string)?;
        }
    }

    Ok(())
}

fn process_glsl_shader(
    glsl_file: &Path,
    spv_file: Option<&PathBuf>,
    rs_file: &Option<RsFileOption>,
    dx12_generated_src_file: Option<&PathBuf>,
    metal_generated_src_file: Option<&PathBuf>,
    gles2_generated_src_file: Option<&PathBuf>,
    gles3_generated_src_file: Option<&PathBuf>,
    cooked_shader_file: Option<&PathBuf>,
    shader_kind: shaderc::ShaderKind,
    args: &ShaderProcessorArgs,
) -> Result<(), Box<dyn Error>> {
    log::trace!("--- Start processing shader job ---");
    log::trace!("glsl: {:?}", glsl_file);
    log::trace!("spv: {:?}", spv_file);
    log::trace!("rs: {:?}", rs_file);
    log::trace!("dx12: {:?}", dx12_generated_src_file);
    log::trace!("metal: {:?}", metal_generated_src_file);
    log::trace!("gles2: {:?}", gles2_generated_src_file);
    log::trace!("gles3: {:?}", gles3_generated_src_file);
    log::trace!("cooked: {:?}", cooked_shader_file);
    log::trace!("shader kind: {:?}", shader_kind);

    let package_vk = (args.package_all || args.package_vk) && cooked_shader_file.is_some();
    let package_dx12 = (args.package_all || args.package_dx12) && cooked_shader_file.is_some();
    let package_metal = (args.package_all || args.package_metal) && cooked_shader_file.is_some();
    let package_gles2 = (args.package_all || args.package_gles2) && cooked_shader_file.is_some();
    let package_gles3 = (args.package_all || args.package_gles3) && cooked_shader_file.is_some();

    log::trace!(
        "package VK: {} dx12: {} Metal: {} GLES2: {} GLES3: {}",
        package_vk,
        package_dx12,
        package_metal,
        package_gles2,
        package_gles3
    );

    if cooked_shader_file.is_some()
        && !(package_vk || package_dx12 || package_metal || package_gles2 || package_gles3)
    {
        Err("A cooked shader file or path was specified but no shader types are specified to package. Pass --package-vk, --package-dx12, --package-metal, --package-gles2, --package-gles3, or --package-all")?;
    }

    let code = std::fs::read_to_string(&glsl_file)?;
    let entry_point_name = "main";

    //
    // First, compile the code with shaderc. This will validate that it's well-formed. We will also
    // use the produced spv to create reflection data. This first pass must be UNOPTIMIZED so that
    // we don't drop reflection data for unused elements.
    //
    // We want to preserve unused fields so that the rust API we generate does not substantially
    // change and cause spurious compile errors just because a line of code gets commented out in
    // the shader. (In the future we may want to generate the API but make it a noop.)
    //
    let generate_reflection_data = rs_file.is_some()
        || cooked_shader_file.is_some()
        || dx12_generated_src_file.is_some()
        || metal_generated_src_file.is_some()
        || gles2_generated_src_file.is_some();

    let require_semantics = cooked_shader_file.is_some() || dx12_generated_src_file.is_some();
    let compiler = shaderc::Compiler::new().unwrap();

    let compile_parameters = CompileParameters {
        glsl_file,
        shader_kind,
        code: &code,
        entry_point_name,
        generate_reflection_data,
        require_semantics,
        compiler: &compiler,
    };

    let rust_code = if rs_file.is_some() {
        let mut compile_result =
            compile_glsl(&compile_parameters, PREPROCESSOR_DEF_PLATFORM_RUST_CODEGEN)?;

        log::trace!("{:?}: generate rust code", glsl_file);
        let reflected_entry_point = compile_result
            .reflection_data
            .as_ref()
            .unwrap()
            .reflection
            .iter()
            .find(|x| x.rafx_api_reflection.entry_point_name == entry_point_name)
            .ok_or_else(|| {
                format!(
                    "Could not find entry point {} in compiled shader file",
                    entry_point_name
                )
            })?;

        //
        // Generate rust code that matches up with the shader
        //
        log::trace!("{:?}: generate rust code", glsl_file);
        Some(codegen::generate_rust_code(
            &compile_result.builtin_types,
            &mut compile_result.user_types,
            &compile_result.parsed_declarations,
            //&spirv_reflect_module,
            &reflected_entry_point,
            args.for_rafx_framework_crate,
        )?)
    } else {
        None
    };

    let vk_output = if spv_file.is_some() || package_vk {
        Some(cross_compile_to_vulkan(
            glsl_file,
            &compile_parameters,
            &args,
        )?)
    } else {
        None
    };

    let dx12_output = if dx12_generated_src_file.is_some() || package_dx12 {
        Some(cross_compile_to_dx12(glsl_file, &compile_parameters)?)
    } else {
        None
    };

    let metal_output = if metal_generated_src_file.is_some() || package_metal {
        Some(cross_compile_to_metal(glsl_file, &compile_parameters)?)
    } else {
        None
    };

    let gles2_output = if gles2_generated_src_file.is_some() || package_gles2 {
        Some(cross_compile_to_gles2(glsl_file, &compile_parameters)?)
    } else {
        None
    };

    let gles3_output = if gles3_generated_src_file.is_some() || package_gles3 {
        Some(cross_compile_to_gles3(glsl_file, &compile_parameters)?)
    } else {
        None
    };

    //
    // Write out the spv and rust files if desired
    //
    if let Some(spv_file) = &spv_file {
        write_output_file(spv_file, &vk_output.as_ref().unwrap().vk_spv)?;
    }

    if let Some(rs_file) = &rs_file {
        write_output_file(&rs_file.path, rust_code.unwrap())?;
    }

    if let Some(dx12_generated_src_file) = &dx12_generated_src_file {
        write_output_file(
            dx12_generated_src_file,
            &dx12_output.as_ref().unwrap().dx12_src,
        )?;
    }

    if let Some(metal_generated_src_file) = &metal_generated_src_file {
        write_output_file(
            metal_generated_src_file,
            &metal_output.as_ref().unwrap().metal_src,
        )?;
    }

    if let Some(gles2_generated_src_file) = &gles2_generated_src_file {
        write_output_file(
            gles2_generated_src_file,
            &gles2_output.as_ref().unwrap().gles2_src,
        )?;
    }

    if let Some(gles3_generated_src_file) = &gles3_generated_src_file {
        write_output_file(
            gles3_generated_src_file,
            &gles3_output.as_ref().unwrap().gles3_src,
        )?;
    }

    // Don't worry about the return value
    log::trace!("{:?}: cook shader", glsl_file);
    let cooked_shader = if cooked_shader_file.is_some() {
        let mut shader_package = RafxShaderPackage::default();

        if package_vk {
            let vk_output = vk_output.unwrap();
            shader_package.vk = Some(RafxShaderPackageVulkan::SpvBytes(vk_output.vk_spv));
            shader_package.vk_reflection = vk_output.reflection_data.map(|x| x.reflection);
        };

        if package_dx12 {
            let dx12_output = dx12_output.unwrap();
            shader_package.dx12 = Some(RafxShaderPackageDx12::Src(dx12_output.dx12_src));
            shader_package.dx12_reflection = dx12_output.reflection_data.map(|x| x.reflection);
        };

        if package_metal {
            let metal_output = metal_output.unwrap();
            shader_package.metal = Some(RafxShaderPackageMetal::Src(metal_output.metal_src));
            shader_package.metal_reflection = metal_output.reflection_data.map(|x| x.reflection);
        };

        if package_gles2 {
            let gles2_output = gles2_output.unwrap();
            shader_package.gles2 = Some(RafxShaderPackageGles2::Src(gles2_output.gles2_src));
            shader_package.gles2_reflection = gles2_output.reflection_data.map(|x| x.reflection);
        };

        if package_gles3 {
            let gles3_output = gles3_output.unwrap();
            shader_package.gles3 = Some(RafxShaderPackageGles3::Src(gles3_output.gles3_src));
            shader_package.gles3_reflection = gles3_output.reflection_data.map(|x| x.reflection);
        };

        shader_package.debug_name =
            Some(glsl_file.file_name().unwrap().to_string_lossy().to_string());
        let hashed_shader_package = RafxHashedShaderPackage::new(shader_package);

        let serialized = bincode::serialize(&hashed_shader_package)
            .map_err(|x| format!("Failed to serialize cooked shader: {}", x))?;
        Some(serialized)
    } else {
        None
    };

    if let Some(cooked_shader_file) = &cooked_shader_file {
        write_output_file(cooked_shader_file, cooked_shader.unwrap())?;
    }

    Ok(())
}

struct CompileParameters<'a> {
    glsl_file: &'a Path,
    shader_kind: ShaderKind,
    code: &'a str,
    entry_point_name: &'a str,
    generate_reflection_data: bool,
    require_semantics: bool,
    compiler: &'a Compiler,
}

struct CompileResult {
    unoptimized_spv: CompilationArtifact,
    parsed_declarations: ParseDeclarationsResult,
    ast: Ast<Target>,
    user_types: FnvHashMap<String, UserType>,
    builtin_types: FnvHashMap<String, TypeAlignmentInfo>,
    reflection_data: Option<ShaderProcessorRefectionData>,
}

fn try_load_override_src(
    original_path: &Path,
    extension: &str,
) -> Result<Option<String>, Box<dyn Error>> {
    let mut override_path = original_path.as_os_str().to_os_string();
    override_path.push(extension);
    let override_path = PathBuf::from(override_path);
    if override_path.exists() {
        log::info!(
            "  Override shader {:?} with {:?}",
            original_path,
            override_path.to_string_lossy()
        );

        let override_src = std::fs::read_to_string(&override_path)?;

        // We want to inline all the #includes because we are packaging the source for compilation
        // on target hardware and it won't be able to #include dependencies.
        let preprocessed_src =
            parse_source::inline_includes_in_override_src(&override_path, &override_src)?;

        Ok(Some(preprocessed_src))
    } else {
        Ok(None)
    }
}

fn compile_glsl(
    parameters: &CompileParameters,
    platform_define: &str,
) -> Result<CompileResult, Box<dyn Error>> {
    log::trace!("{:?}: compile unoptimized", parameters.glsl_file);
    let (unoptimized_spv, parsed_source) = {
        let mut compile_options = shaderc::CompileOptions::new().unwrap();
        compile_options.set_include_callback(include::shaderc_include_callback);
        compile_options.set_generate_debug_info();
        compile_options.add_macro_definition(platform_define, Some("1"));

        log::trace!("compile to spriv for platform {:?}", platform_define);

        let unoptimized_spv = parameters.compiler.compile_into_spirv(
            &parameters.code,
            parameters.shader_kind,
            parameters.glsl_file.to_str().unwrap(),
            parameters.entry_point_name,
            Some(&compile_options),
        )?;

        log::trace!("{:?}: parse glsl", parameters.glsl_file);

        let mut preprocessor_state = PreprocessorState::default();
        preprocessor_state.add_define(platform_define.to_string(), "1".to_string());
        let parsed_source = parse_source::parse_glsl_src(
            &parameters.glsl_file,
            &parameters.code,
            &mut preprocessor_state,
        )?;

        (unoptimized_spv, parsed_source)
    };

    //
    // Read the unoptimized spv into spirv_cross so that we can grab reflection data
    //
    log::trace!("{:?}: read spirv_cross module", parameters.glsl_file);
    let spirv_cross_module = spirv_cross::spirv::Module::from_words(unoptimized_spv.as_binary());

    //
    // Parse the declarations that were extracted from the source file
    //
    log::trace!("{:?}: parse declarations", parameters.glsl_file);
    let parsed_declarations = parse_declarations::parse_declarations(&parsed_source.declarations)?;
    let is_compute_shader = normalize_shader_kind(parameters.shader_kind) == ShaderKind::Compute;
    if parsed_declarations.group_size.is_some() && !is_compute_shader {
        Err("The shader is not a compute shader but a group size was specified")?;
    } else if parsed_declarations.group_size.is_none() && is_compute_shader {
        Err("The shader is a compute shader but a group size was not specified. Expected to find something like `layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;` in the shader")?;
    }

    log::trace!("{:?}: generate spirv_cross ast", parameters.glsl_file);
    let mut spirv_cross_glsl_options = spirv_cross::glsl::CompilerOptions::default();
    spirv_cross_glsl_options.vulkan_semantics = true;
    let mut ast = spirv_cross::spirv::Ast::<spirv_cross::glsl::Target>::parse(&spirv_cross_module)?;
    ast.set_compiler_options(&spirv_cross_glsl_options)?;

    log::trace!("{:?}: generate shader types", parameters.glsl_file);
    let user_types = shader_types::create_user_type_lookup(&parsed_declarations)?;
    let builtin_types = shader_types::create_builtin_type_lookup();

    let reflected_data = if parameters.generate_reflection_data {
        log::trace!("{:?}: generate reflection data", parameters.glsl_file);
        Some(reflect::reflect_data(
            &builtin_types,
            &user_types,
            &ast,
            &parsed_declarations,
            parameters.require_semantics,
        )?)
    } else {
        None
    };

    Ok(CompileResult {
        unoptimized_spv,
        parsed_declarations,
        ast,
        user_types,
        builtin_types,
        reflection_data: reflected_data,
    })
}

pub struct CrossCompileOutputVulkan {
    vk_spv: Vec<u8>,
    reflection_data: Option<ShaderProcessorRefectionData>,
}

fn cross_compile_to_vulkan(
    glsl_file: &Path,
    compile_parameters: &CompileParameters,
    args: &ShaderProcessorArgs,
) -> Result<CrossCompileOutputVulkan, Box<dyn Error>> {
    log::trace!("{:?}: create vulkan", glsl_file);
    let compile_result = compile_glsl(compile_parameters, PREPROCESSOR_DEF_PLATFORM_VULKAN)?;

    let vk_spv = if args.optimize_shaders {
        let mut compile_options = shaderc::CompileOptions::new().unwrap();
        compile_options.set_include_callback(include::shaderc_include_callback);
        compile_options.set_optimization_level(shaderc::OptimizationLevel::Performance);
        //NOTE: Could also use shaderc::OptimizationLevel::Size

        compile_parameters
            .compiler
            .compile_into_spirv(
                compile_parameters.code,
                compile_parameters.shader_kind,
                glsl_file.to_str().unwrap(),
                compile_parameters.entry_point_name,
                Some(&compile_options),
            )?
            .as_binary_u8()
            .to_vec()
    } else {
        compile_result.unoptimized_spv.as_binary_u8().to_vec()
    };

    Ok(CrossCompileOutputVulkan {
        vk_spv,
        reflection_data: compile_result.reflection_data,
    })
}

pub struct CrossCompileOutputDx12 {
    dx12_src: String,
    reflection_data: Option<ShaderProcessorRefectionData>,
}

fn cross_compile_to_dx12(
    glsl_file: &Path,
    compile_parameters: &CompileParameters,
) -> Result<CrossCompileOutputDx12, Box<dyn Error>> {
    log::trace!("{:?}: create dx12", glsl_file);
    let compile_result = compile_glsl(compile_parameters, PREPROCESSOR_DEF_PLATFORM_DX12)?;

    let dx12_src = if let Some(src) = try_load_override_src(glsl_file, ".hlsl")? {
        src
    } else {
        let spirv_cross_module =
            spirv_cross::spirv::Module::from_words(compile_result.unoptimized_spv.as_binary());

        let mut hlsl_ast =
            spirv_cross::spirv::Ast::<spirv_cross::hlsl::Target>::parse(&spirv_cross_module)?;
        let mut spirv_cross_hlsl_options = spirv_cross::hlsl::CompilerOptions::default();
        spirv_cross_hlsl_options.shader_model = spirv_cross::hlsl::ShaderModel::V6_0;
        spirv_cross_hlsl_options.flatten_matrix_vertex_input_semantics = true;
        //DX12TODO: We want something more fine-grained than this
        spirv_cross_hlsl_options.force_storage_buffer_as_uav = true;

        for assignment in &compile_result
            .reflection_data
            .as_ref()
            .unwrap()
            .hlsl_register_assignments
        {
            hlsl_ast.add_resource_binding(assignment)?;
        }

        for remap in &compile_result
            .reflection_data
            .as_ref()
            .unwrap()
            .hlsl_vertex_attribute_remaps
        {
            // We require semantics to produce HLSL, an error should be thrown earlier if they are missing
            assert!(!remap.semantic.is_empty());
            if !remap.semantic.is_empty() {
                hlsl_ast.add_vertex_attribute_remap(remap)?;
            }
        }

        hlsl_ast.set_compiler_options(&spirv_cross_hlsl_options)?;

        hlsl_ast.compile()?
    };

    Ok(CrossCompileOutputDx12 {
        dx12_src,
        reflection_data: compile_result.reflection_data,
    })
}

pub struct CrossCompileOutputMetal {
    metal_src: String,
    reflection_data: Option<ShaderProcessorRefectionData>,
}

fn cross_compile_to_metal(
    glsl_file: &Path,
    compile_parameters: &CompileParameters,
) -> Result<CrossCompileOutputMetal, Box<dyn Error>> {
    log::trace!("{:?}: create msl", glsl_file);
    let compile_result = compile_glsl(compile_parameters, PREPROCESSOR_DEF_PLATFORM_METAL)?;

    let metal_src = if let Some(src) = try_load_override_src(glsl_file, ".metal")? {
        src
    } else {
        let spirv_cross_module =
            spirv_cross::spirv::Module::from_words(compile_result.unoptimized_spv.as_binary());

        let mut msl_ast =
            spirv_cross::spirv::Ast::<spirv_cross::msl::Target>::parse(&spirv_cross_module)?;
        let mut spirv_cross_msl_options = spirv_cross::msl::CompilerOptions::default();
        spirv_cross_msl_options.version = spirv_cross::msl::Version::V2_1;
        spirv_cross_msl_options.enable_argument_buffers = true;
        spirv_cross_msl_options.force_active_argument_buffer_resources = true;
        //TODO: Add equivalent to --msl-no-clip-distance-user-varying

        //TODO: Set this up
        spirv_cross_msl_options.resource_binding_overrides = compile_result
            .reflection_data
            .as_ref()
            .unwrap()
            .msl_argument_buffer_assignments
            .clone();
        //println!(" binding overrides {:?}", spirv_cross_msl_options.resource_binding_overrides);
        //spirv_cross_msl_options.vertex_attribute_overrides
        spirv_cross_msl_options.const_samplers = compile_result
            .reflection_data
            .as_ref()
            .unwrap()
            .msl_const_samplers
            .clone();

        msl_ast.set_compiler_options(&spirv_cross_msl_options)?;
        msl_ast.compile()?
    };

    Ok(CrossCompileOutputMetal {
        metal_src,
        reflection_data: compile_result.reflection_data,
    })
}

pub struct CrossCompileOutputGles3 {
    gles3_src: String,
    reflection_data: Option<ShaderProcessorRefectionData>,
}

fn cross_compile_to_gles3(
    glsl_file: &Path,
    compile_parameters: &CompileParameters,
) -> Result<CrossCompileOutputGles3, Box<dyn Error>> {
    log::trace!("{:?}: create gles3", glsl_file);
    let mut compile_result = compile_glsl(compile_parameters, PREPROCESSOR_DEF_PLATFORM_GLES3)?;

    let gles3_src = if let Some(src) = try_load_override_src(glsl_file, ".gles3")? {
        src
    } else {
        let spirv_cross_module =
            spirv_cross::spirv::Module::from_words(compile_result.unoptimized_spv.as_binary());

        let mut gles3_ast =
            spirv_cross::spirv::Ast::<spirv_cross::glsl::Target>::parse(&spirv_cross_module)?;
        let mut spirv_cross_gles3_options = spirv_cross::glsl::CompilerOptions::default();
        spirv_cross_gles3_options.version = spirv_cross::glsl::Version::V3_00Es;
        spirv_cross_gles3_options.vulkan_semantics = false;
        spirv_cross_gles3_options.vertex.transform_clip_space = true;
        spirv_cross_gles3_options.vertex.invert_y = true;

        let shader_resources = compile_result.ast.get_shader_resources()?;

        rename_gl_samplers(&mut compile_result.reflection_data, &mut gles3_ast)?;
        rename_gl_in_out_attributes(
            compile_parameters.shader_kind,
            &mut gles3_ast,
            &shader_resources,
        )?;

        gles3_ast.set_compiler_options(&spirv_cross_gles3_options)?;
        gles3_ast.compile()?
    };

    Ok(CrossCompileOutputGles3 {
        gles3_src,
        reflection_data: compile_result.reflection_data,
    })
}

pub struct CrossCompileOutputGles2 {
    gles2_src: String,
    reflection_data: Option<ShaderProcessorRefectionData>,
}

fn cross_compile_to_gles2(
    glsl_file: &Path,
    compile_parameters: &CompileParameters,
) -> Result<CrossCompileOutputGles2, Box<dyn Error>> {
    log::trace!("{:?}: create gles2", glsl_file);
    let mut compile_result = compile_glsl(compile_parameters, PREPROCESSOR_DEF_PLATFORM_GLES2)?;

    let gles2_src = if let Some(src) = try_load_override_src(glsl_file, ".gles2")? {
        src
    } else {
        let spirv_cross_module =
            spirv_cross::spirv::Module::from_words(compile_result.unoptimized_spv.as_binary());

        let mut gles2_ast =
            spirv_cross::spirv::Ast::<spirv_cross::glsl::Target>::parse(&spirv_cross_module)?;
        let mut spirv_cross_gles2_options = spirv_cross::glsl::CompilerOptions::default();
        spirv_cross_gles2_options.version = spirv_cross::glsl::Version::V1_00Es;
        spirv_cross_gles2_options.vulkan_semantics = false;
        spirv_cross_gles2_options.vertex.transform_clip_space = true;
        spirv_cross_gles2_options.vertex.invert_y = true;

        let shader_resources = compile_result.ast.get_shader_resources()?;

        // Rename uniform blocks to be consistent with how they would appear in GL ES 3.0. This way
        // we can consistently use the same GL name across both backends
        for resource in &shader_resources.uniform_buffers {
            let block_name = gles2_ast.get_name(resource.base_type_id)?;
            gles2_ast.set_name(
                resource.base_type_id,
                &format!("{}_UniformBlock", block_name),
            )?;
            gles2_ast.set_name(resource.id, &block_name)?;
        }

        rename_gl_samplers(&mut compile_result.reflection_data, &mut gles2_ast)?;
        rename_gl_in_out_attributes(
            compile_parameters.shader_kind,
            &mut gles2_ast,
            &shader_resources,
        )?;

        gles2_ast.set_compiler_options(&spirv_cross_gles2_options)?;
        gles2_ast.compile()?
    };

    Ok(CrossCompileOutputGles2 {
        gles2_src,
        reflection_data: compile_result.reflection_data,
    })
}

fn write_output_file<C: AsRef<[u8]>>(
    path: &PathBuf,
    contents: C,
) -> std::io::Result<()> {
    std::fs::create_dir_all(path.parent().unwrap())?;
    std::fs::write(path, contents)
}

fn rename_gl_samplers(
    reflected_data: &mut Option<ShaderProcessorRefectionData>,
    ast: &mut Ast<Target>,
) -> Result<(), Box<dyn Error>> {
    ast.build_combined_image_samplers()?;

    let mut all_combined_textures = FnvHashSet::default();
    for remap in ast.get_combined_image_samplers()? {
        let texture_name = ast.get_name(remap.image_id)?;
        let sampler_name = ast.get_name(remap.sampler_id)?;

        let already_sampled = !all_combined_textures.insert(remap.image_id);
        if already_sampled {
            Err(format!("The texture {} is being read by multiple samplers. This is not supported in GL ES 2.0", texture_name))?;
        }

        if let Some(reflected_data) = reflected_data {
            reflected_data.set_gl_sampler_name(&texture_name, &sampler_name);
        }

        ast.set_name(remap.combined_id, &texture_name)?
    }

    Ok(())
}

fn rename_gl_in_out_attributes(
    shader_kind: ShaderKind,
    ast: &mut Ast<Target>,
    shader_resources: &ShaderResources,
) -> Result<(), Box<dyn Error>> {
    if normalize_shader_kind(shader_kind) == ShaderKind::Vertex {
        for resource in &shader_resources.stage_outputs {
            let location =
                ast.get_decoration(resource.id, spirv_cross::spirv::Decoration::Location)?;
            ast.rename_interface_variable(
                &[resource.clone()],
                location,
                &format!("interface_var_{}", location),
            )?;
        }
    } else if normalize_shader_kind(shader_kind) == ShaderKind::Fragment {
        for resource in &shader_resources.stage_inputs {
            let location =
                ast.get_decoration(resource.id, spirv_cross::spirv::Decoration::Location)?;
            ast.rename_interface_variable(
                &[resource.clone()],
                location,
                &format!("interface_var_{}", location),
            )?;
        }
    }

    Ok(())
}

fn shader_kind_from_args(args: &ShaderProcessorArgs) -> Option<shaderc::ShaderKind> {
    let extensions = [
        ("vert", shaderc::ShaderKind::Vertex),
        ("frag", shaderc::ShaderKind::Fragment),
        ("tesc", shaderc::ShaderKind::TessControl),
        ("tese", shaderc::ShaderKind::TessEvaluation),
        ("geom", shaderc::ShaderKind::Geometry),
        ("comp", shaderc::ShaderKind::Compute),
        //("spvasm", shaderc::ShaderKind::Vertex), // we don't parse spvasm
        ("rgen", shaderc::ShaderKind::RayGeneration),
        ("rahit", shaderc::ShaderKind::AnyHit),
        ("rchit", shaderc::ShaderKind::ClosestHit),
        ("rmiss", shaderc::ShaderKind::Miss),
        ("rint", shaderc::ShaderKind::Intersection),
        ("rcall", shaderc::ShaderKind::Callable),
        ("task", shaderc::ShaderKind::Task),
        ("mesh", shaderc::ShaderKind::Mesh),
    ];

    if let Some(shader_kind) = &args.shader_kind {
        for &(extension, kind) in &extensions {
            if shader_kind == extension {
                return Some(kind);
            }
        }
    }

    None
}

// based on https://github.com/google/shaderc/blob/caa519ca532a6a3a0279509fce2ceb791c4f4651/glslc/src/shader_stage.cc#L69
fn deduce_default_shader_kind_from_path(path: &Path) -> Option<shaderc::ShaderKind> {
    let extensions = [
        ("vert", shaderc::ShaderKind::DefaultVertex),
        ("frag", shaderc::ShaderKind::DefaultFragment),
        ("tesc", shaderc::ShaderKind::DefaultTessControl),
        ("tese", shaderc::ShaderKind::DefaultTessEvaluation),
        ("geom", shaderc::ShaderKind::DefaultGeometry),
        ("comp", shaderc::ShaderKind::DefaultCompute),
        //("spvasm", shaderc::ShaderKind::Vertex), // we don't parse spvasm
        ("rgen", shaderc::ShaderKind::DefaultRayGeneration),
        ("rahit", shaderc::ShaderKind::DefaultAnyHit),
        ("rchit", shaderc::ShaderKind::DefaultClosestHit),
        ("rmiss", shaderc::ShaderKind::DefaultMiss),
        ("rint", shaderc::ShaderKind::DefaultIntersection),
        ("rcall", shaderc::ShaderKind::DefaultCallable),
        ("task", shaderc::ShaderKind::DefaultTask),
        ("mesh", shaderc::ShaderKind::DefaultMesh),
    ];

    if let Some(extension) = path.extension() {
        let as_str = extension.to_string_lossy();

        for &(extension, kind) in &extensions {
            if as_str.contains(extension) {
                return Some(kind);
            }
        }
    }

    None
}

fn normalize_shader_kind(shader_kind: ShaderKind) -> ShaderKind {
    match shader_kind {
        ShaderKind::Vertex | ShaderKind::DefaultVertex => ShaderKind::Vertex,
        ShaderKind::Fragment | ShaderKind::DefaultFragment => ShaderKind::Fragment,
        ShaderKind::Compute | ShaderKind::DefaultCompute => ShaderKind::Compute,
        ShaderKind::Geometry | ShaderKind::DefaultGeometry => ShaderKind::Geometry,
        ShaderKind::TessControl | ShaderKind::DefaultTessControl => ShaderKind::TessControl,
        ShaderKind::TessEvaluation | ShaderKind::DefaultTessEvaluation => {
            ShaderKind::TessEvaluation
        }
        ShaderKind::RayGeneration | ShaderKind::DefaultRayGeneration => ShaderKind::RayGeneration,
        ShaderKind::AnyHit | ShaderKind::DefaultAnyHit => ShaderKind::AnyHit,
        ShaderKind::ClosestHit | ShaderKind::DefaultClosestHit => ShaderKind::ClosestHit,
        ShaderKind::Miss | ShaderKind::DefaultMiss => ShaderKind::Miss,
        ShaderKind::Intersection | ShaderKind::DefaultIntersection => ShaderKind::Intersection,
        ShaderKind::Callable | ShaderKind::DefaultCallable => ShaderKind::Callable,
        ShaderKind::Task | ShaderKind::DefaultTask => ShaderKind::Task,
        ShaderKind::Mesh | ShaderKind::DefaultMesh => ShaderKind::Mesh,
        ShaderKind::InferFromSource => ShaderKind::InferFromSource,
        ShaderKind::SpirvAssembly => ShaderKind::SpirvAssembly,
    }
}