bevy/src/render/shader.rs
2020-02-17 16:33:46 -08:00

107 lines
2.8 KiB
Rust

use crate::{
asset::Handle,
render::shader_reflect::{get_shader_layout, ShaderLayout},
};
use std::marker::Copy;
#[derive(Hash, Eq, PartialEq, Copy, Clone, Debug)]
pub enum ShaderStage {
Vertex,
Fragment,
Compute,
}
impl Into<shaderc::ShaderKind> for ShaderStage {
fn into(self) -> shaderc::ShaderKind {
match self {
ShaderStage::Vertex => shaderc::ShaderKind::Vertex,
ShaderStage::Fragment => shaderc::ShaderKind::Fragment,
ShaderStage::Compute => shaderc::ShaderKind::Compute,
}
}
}
pub fn glsl_to_spirv(
glsl_source: &str,
stage: ShaderStage,
shader_defs: Option<&[String]>,
) -> Vec<u32> {
let shader_kind: shaderc::ShaderKind = stage.into();
let mut compiler = shaderc::Compiler::new().unwrap();
let mut options = shaderc::CompileOptions::new().unwrap();
if let Some(shader_defs) = shader_defs {
for shader_def in shader_defs.iter() {
options.add_macro_definition(shader_def.as_str(), None);
}
}
let binary_result = compiler
.compile_into_spirv(
glsl_source,
shader_kind,
"shader.glsl",
"main",
Some(&options),
)
.unwrap();
binary_result.as_binary().into()
}
#[derive(Clone, Debug, Hash, Eq, PartialEq)]
pub enum ShaderSource {
Spirv(Vec<u32>),
Glsl(String),
}
#[derive(Clone, Debug)]
pub struct Shader {
pub source: ShaderSource,
pub stage: ShaderStage,
// TODO: add "precompile" flag?
}
impl Shader {
pub fn from_glsl(stage: ShaderStage, glsl: &str) -> Shader {
Shader {
source: ShaderSource::Glsl(glsl.to_string()),
stage,
}
}
pub fn get_spirv(&self, macros: Option<&[String]>) -> Vec<u32> {
match self.source {
ShaderSource::Spirv(ref bytes) => bytes.clone(),
ShaderSource::Glsl(ref source) => glsl_to_spirv(&source, self.stage, macros),
}
}
pub fn get_spirv_shader(&self, macros: Option<&[String]>) -> Shader {
Shader {
source: ShaderSource::Spirv(self.get_spirv(macros)),
stage: self.stage,
}
}
pub fn reflect_layout(&self) -> Option<ShaderLayout> {
if let ShaderSource::Spirv(ref spirv) = self.source {
Some(get_shader_layout(spirv.as_slice()))
} else {
panic!("Cannot reflect layout of non-SpirV shader. Try compiling this shader to SpirV first using self.get_spirv_shader()");
}
}
}
#[derive(Clone, Debug)]
pub struct ShaderStages {
pub vertex: Handle<Shader>,
pub fragment: Option<Handle<Shader>>,
}
impl ShaderStages {
pub fn new(vertex_shader: Handle<Shader>) -> Self {
ShaderStages {
vertex: vertex_shader,
fragment: None,
}
}
}