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//! Procedural Macro glue for compile-time compilation of GLSL into SPIR-V //! //! # Basic usage //! //! ``` //! #[macro_use] //! extern crate vulkano_shader_derive; //! extern crate vulkano; //! # fn main() {} //! #[allow(unused)] //! mod vertex_shader { //! #[derive(VulkanoShader)] //! #[ty = "vertex"] //! #[src = " //! #version 450 //! //! layout(location = 0) in vec3 position; //! //! void main() { //! gl_Position = vec4(position, 1.0); //! } //! "] //! struct Dummy; //! } //! ``` //! //! # Details //! //! Due to the current limitations of procedural shaders in Rust, the current //! functionality of this crate is to base everything off of deriving //! `VulkanoShader` for a dummy struct that never actually gets used. When //! derived, the unused struct itself will be replaced by the functionality //! needed to use the shader in a Vulkano application. Due to the fact that //! a lot of what is generated will never be used, it's a good idea to put //! `#[allow(unused)]` on the module itself if you don't want to see irrelevant //! errors. //! //! If you want to take a look at what the macro generates, your best options //! are to either read through the code that handles the generation (the //! [`reflect`][reflect] function in the `vulkano-shaders` crate) or use a tool //! such as [cargo-expand][cargo-expand] to view the expansion of the macro in your //! own code. It is unfortunately not possible to provide a `generated_example` //! module like some normal macro crates do since derive macros cannot be used from //! the crate they are declared in. On the other hand, if you are looking for a //! high-level overview, you can see the below section. //! //! # Generated code overview //! //! The macro generates the following items of interest: //! * The `Shader` struct. This contains a single field, `shader`, which is an //! `Arc<ShaderModule>`. //! * The `Shader::load` constructor. This method takes an `Arc<Device>`, calls //! [`ShaderModule::new`][ShaderModule::new] with the passed-in device and the //! shader data provided via the macro, and returns `Result<Shader, OomError>`. //! Before doing so, it loops through every capability instruction in the shader //! data, verifying that the passed-in `Device` has the appropriate features //! enabled. **This function currently panics if a feature required by the shader //! is not enabled on the device.** At some point in the future it will return //! an error instead. //! * The `Shader::module` method. This method simply returns a reference to the //! `Arc<ShaderModule>` contained within the `shader` field of the `Shader` //! struct. //! * Methods for each entry point of the shader module. These construct and //! return the various entry point structs that can be found in the //! [vulkano::pipeline::shader][pipeline::shader] module. //! * A Rust struct translated from each struct contained in the shader data. //! * The `Layout` newtype. This contains a [`ShaderStages`][ShaderStages] struct. //! An implementation of [`PipelineLayoutDesc`][PipelineLayoutDesc] is also //! generated for the newtype. //! * The `SpecializationConstants` struct. This contains a field for every //! specialization constant found in the shader data. Implementations of //! `Default` and [`SpecializationConstants`][SpecializationConstants] are also //! generated for the struct. //! //! All of these generated items will be accessed through the module that you //! wrote to use the derive macro in. If you wanted to store the `Shader` in //! a struct of your own, you could do something like this: //! //! ``` //! # #[macro_use] //! # extern crate vulkano_shader_derive; //! # extern crate vulkano; //! # fn main() {} //! # use std::sync::Arc; //! # use vulkano::OomError; //! # use vulkano::device::Device; //! # //! # #[allow(unused)] //! # mod vertex_shader { //! # #[derive(VulkanoShader)] //! # #[ty = "vertex"] //! # #[src = " //! # #version 450 //! # //! # layout(location = 0) in vec3 position; //! # //! # void main() { //! # gl_Position = vec4(position, 1.0); //! # } //! # "] //! # struct Dummy; //! # } //! // various use statements //! // `vertex_shader` module with shader derive //! //! pub struct Shaders { //! pub vertex_shader: vertex_shader::Shader //! } //! //! impl Shaders { //! pub fn load(device: Arc<Device>) -> Result<Self, OomError> { //! Ok(Self { //! vertex_shader: vertex_shader::Shader::load(device)?, //! }) //! } //! } //! ``` //! //! # Options //! //! The options available are in the form of the following attributes: //! //! ## `#[ty = "..."]` //! //! This defines what shader type the given GLSL source will be compiled into. //! The type can be any of the following: //! //! * `vertex` //! * `fragment` //! * `geometry` //! * `tess_ctrl` //! * `tess_eval` //! * `compute` //! //! For details on what these shader types mean, [see Vulkano's documentation][pipeline]. //! //! ## `#[src = "..."]` //! //! Provides the raw GLSL source to be compiled in the form of a string. Cannot //! be used in conjunction with the `#[path]` attribute. //! //! ## `#[path = "..."]` //! //! Provides the path to the GLSL source to be compiled, relative to `Cargo.toml`. //! Cannot be used in conjunction with the `#[src]` attribute. //! //! [reflect]: https://github.com/vulkano-rs/vulkano/blob/master/vulkano-shaders/src/lib.rs#L67 //! [cargo-expand]: https://github.com/dtolnay/cargo-expand //! [ShaderModule::new]: https://docs.rs/vulkano/*/vulkano/pipeline/shader/struct.ShaderModule.html#method.new //! [OomError]: https://docs.rs/vulkano/*/vulkano/enum.OomError.html //! [pipeline::shader]: https://docs.rs/vulkano/*/vulkano/pipeline/shader/index.html //! [descriptor]: https://docs.rs/vulkano/*/vulkano/descriptor/index.html //! [ShaderStages]: https://docs.rs/vulkano/*/vulkano/descriptor/descriptor/struct.ShaderStages.html //! [PipelineLayoutDesc]: https://docs.rs/vulkano/*/vulkano/descriptor/pipeline_layout/trait.PipelineLayoutDesc.html //! [SpecializationConstants]: https://docs.rs/vulkano/*/vulkano/pipeline/shader/trait.SpecializationConstants.html //! [pipeline]: https://docs.rs/vulkano/*/vulkano/pipeline/index.html extern crate glsl_to_spirv; extern crate proc_macro; extern crate syn; extern crate vulkano_shaders; use std::env; use std::fs::File; use std::io::Read; use std::path::Path; use proc_macro::TokenStream; enum SourceKind { Src(String), Path(String), } #[proc_macro_derive(VulkanoShader, attributes(src, path, ty))] pub fn derive(input: TokenStream) -> TokenStream { let syn_item: syn::DeriveInput = syn::parse(input).unwrap(); let source_code = { let mut iter = syn_item.attrs.iter().filter_map(|attr| { attr.interpret_meta().and_then(|meta| { match meta { syn::Meta::NameValue(syn::MetaNameValue { ident, lit: syn::Lit::Str(lit_str), .. }) => { match ident.to_string().as_ref() { "src" => Some(SourceKind::Src(lit_str.value())), "path" => Some(SourceKind::Path(lit_str.value())), _ => None, } }, _ => None } }) }); let source = iter.next().expect("No source attribute given ; put #[src = \"...\"] or #[path = \"...\"]"); if iter.next().is_some() { panic!("Multiple src or path attributes given ; please provide only one"); } match source { SourceKind::Src(source) => source, SourceKind::Path(path) => { let root = env::var("CARGO_MANIFEST_DIR").unwrap_or(".".into()); let full_path = Path::new(&root).join(&path); if full_path.is_file() { let mut buf = String::new(); File::open(full_path) .and_then(|mut file| file.read_to_string(&mut buf)) .expect(&format!("Error reading source from {:?}", path)); buf } else { panic!("File {:?} was not found ; note that the path must be relative to your Cargo.toml", path); } } } }; let ty_str = syn_item.attrs.iter().filter_map(|attr| { attr.interpret_meta().and_then(|meta| { match meta { syn::Meta::NameValue(syn::MetaNameValue { ident, lit: syn::Lit::Str(lit_str), .. }) => { match ident.to_string().as_ref() { "ty" => Some(lit_str.value()), _ => None } } _ => None } }) }).next().expect("Can't find `ty` attribute ; put #[ty = \"vertex\"] for example."); let ty = match &ty_str[..] { "vertex" => glsl_to_spirv::ShaderType::Vertex, "fragment" => glsl_to_spirv::ShaderType::Fragment, "geometry" => glsl_to_spirv::ShaderType::Geometry, "tess_ctrl" => glsl_to_spirv::ShaderType::TessellationControl, "tess_eval" => glsl_to_spirv::ShaderType::TessellationEvaluation, "compute" => glsl_to_spirv::ShaderType::Compute, _ => panic!("Unexpected shader type ; valid values: vertex, fragment, geometry, tess_ctrl, tess_eval, compute") }; let spirv_data = match glsl_to_spirv::compile(&source_code, ty) { Ok(compiled) => compiled, Err(message) => panic!("{}\nfailed to compile shader", message), }; vulkano_shaders::reflect("Shader", spirv_data).unwrap().parse().unwrap() }