wgsl-bindgen
An experimental library for generating typesafe Rust bindings from WGSL shaders to wgpu.
wgsl_bindgen, powered by naga-oil, is a tool that integrates into your Rust build process. It parses WGSL shaders and generates corresponding Rust modules. These modules contain type definitions and boilerplate code that match your shaders, reducing the risk of runtime errors by catching mismatches at compile time.
The tool facilitates a shader-focused workflow. When you modify your WGSL shaders, the changes are automatically reflected in the Rust code. This immediate feedback helps catch errors early, making it easier to work with shaders.
Features
- supports import syntax and many more features from naga oil flavour.
- more strongly typed bind group and bindings initialization
- shader module initialization
- Rust structs for vertex, storage, and uniform buffers
- optional derives for encase, bytemuck, and serde
- const validation of WGSL memory layout for generated structs when using bytemuck
Differences from the fork
- Supports WGSL import syntax and many more features from naga oil flavour.
- You can only choose either bytemuck or encase for serialization
- Bytemuck mode supports Runtime-Sized-Array as generic const array in rust.
- Bytemuck mode automatically adds padding for mat3x3, vec3, whereas original would fail at compile assertions.
- User can provide their own wgsl type mappings using
quotelibrary - Expect breaking changes
Usage
When enabling derives for crates like bytemuck, serde, or encase, these dependencies should also be added to the Cargo.toml with the appropriate derive features. See the provided example project for basic usage.
[]
= "..."
[]
= "..."
Then, in your build.rs:
use WgslBindgenOptionBuilder;
This will generate Rust bindings for the WGSL shader at src/pbr.wgsl, src/pfx.wgsl and write them to src/shader.rs.
See the example crate for how to use the generated code. Run the example with cargo run.
Memory Layout
WGSL structs have different memory layout requirements than Rust structs or standard layout algorithms like repr(C) or repr(packed). Matching the expected layout to share data between the CPU and GPU can be tedious and error prone. wgsl_bindgen offers options to add derives for encase to handle padding and alignment at runtime or bytemuck for enforcing padding and alignment at compile time.
When deriving bytemuck, wgsl_bindgen will use naga's layout calculations to add const assertions to ensure that all fields of host-shareable types (structs for uniform and storage buffers) have the correct offset, size, and alignment expected by WGSL.
Bind Groups
wgpu uses resource bindings organized into bind groups to define global shader resources like textures and buffers. Shaders can have many resource bindings organized into up to 4 bind groups. wgsl_bindgen will generate types and functions for initializing and setting these bind groups in a more typesafe way. Adding, removing, or changing bind groups in the WGSl shader will typically result in a compile error instead of a runtime error when compiling the code without updating the code for creating or using these bind groups.
While bind groups can easily be set all at once using the bind_groups::set_bind_groups function, it's recommended to organize bindings into bindgroups based on their update frequency. Bind group 0 will change the least frequently like per frame resources with bind group 3 changing most frequently like per draw resources. Bind groups can be set individually using their set(render_pass) method. This can provide a small performance improvement for scenes with many draw calls. See descriptor table frequency (DX12) and descriptor set frequency (Vulkan) for details.
Organizing bind groups in this way can also help to better organize rendering resources in application code instead of redundantly storing all resources with each object. The bindgroups::BindGroup0 may only need to be stored once while bindgroups::BindGroup3 may be stored for each mesh in the scene. Note that bind groups store references to their underlying resource bindings, so it is not necessary to recreate a bind group if the only the uniform or storage buffer contents change. Avoid creating new bind groups during rendering if possible for best performance.
Limitations
- It may be necessary to disable running this function for shaders with unsupported types or features. Please make an issue if any new or existing WGSL syntax is unsupported.
- This library is not a rendering library and will not generate any high level abstractions like a material or scene graph. The goal is just to generate most of the tedious and error prone boilerplate required to use WGSL shaders with wgpu.
- The generated code will not prevent accidentally calling a function from an unrelated generated module. It's recommended to name the shader module with the same name as the shader and use unique shader names to avoid issues. Using generated code from a different shader module may be desirable in some cases such as using the same camera struct definition in multiple WGSL shaders.
- The current implementation assumes all shader stages are part of a single WGSL source file. Shader modules split across files may be supported in a future release.
- Uniform and storage buffers can be initialized using the wrong generated Rust struct. WGPU will still validate the size of the buffer binding at runtime.
- Most but not all WGSL types are currently supported.
- Vertex attributes using floating point types in WGSL like
vec2<f32>are assumed to use float inputs instead of normalized attributes like unorm or snorm integers. - All textures are assumed to be filterable and all samplers are assumed to be filtering. This may lead to compatibility issues. This can usually be resolved by requesting the native only feature TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES.
- It's possible to achieve slightly better performance than the generated code in some cases like avoiding redundant bind group bindings or adjusting resource shader stage visibility. This should be addressed by using some handwritten code where appropriate.
Publishing Crates
Rust expects build scripts to not modify files outside of OUT_DIR. The provided example project outputs the generated bindings to the src/ directory for documentation purposes.
This approach is also fine for applications. Published crates should follow the recommendations for build scripts in the Cargo Book.
use ;
use ;
// src/build.rs
The generated code will need to be included in one of the normal source files. This includes adding any nested modules as needed.
// src/lib.rs