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Universal shader translation in Rust

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Naga

Matrix Crates.io Docs.rs Build Status

This is an experimental shader translation library for the needs of gfx-rs project and WebGPU.

Supported end-points

Everything is still a work-in-progress, but some end-points are usable:

Front-end Status Notes
SPIR-V (binary)
WGSL
GLSL (Vulkan) 🆗
Rust
Back-end Status Notes
SPIR-V (binary)
WGSL
Metal
HLSL
GLSL 🆗
AIR
DXIL/DXIR
DXBC

✅ = Primary support — 🆗 = Secondary support — 🚧 = Unsupported, but support in progress

Development workflow

The main instrument aiding the development is the good old cargo test --all-features, which will run the snapshot tests as well as the unit tests. Any changes in the snapshots would then have to be reviewed with cargo insta review before being accepted into the code.

If working on a particular front-end or back-end, it may be convenient to enable the relevant features in Cargo.toml, e.g.

default = ["spv-out"] #TEMP!

This allows IDE basic checks to report errors there, unless your IDE is sufficiently configurable already.

Finally, when changes to the snapshots are made, we should verify that the produced shaders are indeed valid for the target platforms they are compiled for. We automate this with Makefile:

make validate-spv # for Vulkan shaders, requires SPIRV-Tools installed
make validate-msl # for Metal shaders, requires XCode command-line tools installed
make validate-glsl # for OpenGL shaders, requires GLSLang installed

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Universal shader translation in Rust

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