[−][src]Crate vulkano_shaders
The procedural macro for vulkano's shader system. Manages the compile-time compilation of GLSL into SPIR-V and generation of assosciated rust code.
Basic usage
mod vs { vulkano_shaders::shader!{ ty: "vertex", src: " #version 450 layout(location = 0) in vec3 position; void main() { gl_Position = vec4(position, 1.0); }" } }
Details
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 function in the vulkano-shaders crate) or use a tool
such as 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
Shaderstruct. This contains a single field,shader, which is anArc<ShaderModule>. - The
Shader::loadconstructor. This method takes anArc<Device>, callsShaderModule::newwith the passed-in device and the shader data provided via the macro, and returnsResult<Shader, OomError>. Before doing so, it loops through every capability instruction in the shader data, verifying that the passed-inDevicehas 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::modulemethod. This method simply returns a reference to theArc<ShaderModule>contained within theshaderfield of theShaderstruct. - 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 module.
- A Rust struct translated from each struct contained in the shader data.
- The
Layoutnewtype. This contains aShaderStagesstruct. An implementation ofPipelineLayoutDescis also generated for the newtype. - The
SpecializationConstantsstruct. This contains a field for every specialization constant found in the shader data. Implementations ofDefaultandSpecializationConstantsare also generated for the struct.
All of these generated items will be accessed through the module specified
by mod_name: foo If you wanted to store the Shader in a struct of your own,
you could do something like this:
// various use statements // `vertex_shader` module with shader derive pub struct Shaders { pub vs: vs::Shader } impl Shaders { pub fn load(device: Arc<Device>) -> Result<Self, OomError> { Ok(Self { vs: vs::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:
vertexfragmentgeometrytess_ctrltess_evalcompute
For details on what these shader types mean, see Vulkano's documentation.
src: "..."
Provides the raw GLSL source to be compiled in the form of a string. Cannot
be used in conjunction with the path field.
path: "..."
Provides the path to the GLSL source to be compiled, relative to Cargo.toml.
Cannot be used in conjunction with the src field.
include: ["...", "...", ..., "..."]
Specifies the standard include directories to be searched through when using the
#include <...> directive within a shader source.
If path was specified, relative paths can also be used (#include "..."), without the need
to specify one or more standard include directories. Relative paths are relative to the
directory, which contains the source file the #include "..." directive is declared in.
dump: true
The crate fails to compile but prints the generated rust code to stdout.
Macros
| shader |