bevy_render/render_resource/
shader.rs

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
use super::ShaderDefVal;
use crate::define_atomic_id;
use alloc::borrow::Cow;
use bevy_asset::{io::Reader, Asset, AssetLoader, AssetPath, Handle, LoadContext};
use bevy_reflect::TypePath;
use core::marker::Copy;
use thiserror::Error;

define_atomic_id!(ShaderId);

#[derive(Error, Debug)]
pub enum ShaderReflectError {
    #[error(transparent)]
    WgslParse(#[from] naga::front::wgsl::ParseError),
    #[cfg(feature = "shader_format_glsl")]
    #[error("GLSL Parse Error: {0:?}")]
    GlslParse(Vec<naga::front::glsl::Error>),
    #[cfg(feature = "shader_format_spirv")]
    #[error(transparent)]
    SpirVParse(#[from] naga::front::spv::Error),
    #[error(transparent)]
    Validation(#[from] naga::WithSpan<naga::valid::ValidationError>),
}

/// Describes whether or not to perform runtime checks on shaders.
/// Runtime checks can be enabled for safety at the cost of speed.
/// By default no runtime checks will be performed.
///
/// # Panics
/// Because no runtime checks are performed for spirv,
/// enabling `ValidateShader` for spirv will cause a panic
#[derive(Clone, Debug, Default)]
pub enum ValidateShader {
    #[default]
    /// No runtime checks for soundness (e.g. bound checking) are performed.
    ///
    /// This is suitable for trusted shaders, written by your program or dependencies you trust.
    Disabled,
    /// Enable's runtime checks for soundness (e.g. bound checking).
    ///
    /// While this can have a meaningful impact on performance,
    /// this setting should *always* be enabled when loading untrusted shaders.
    /// This might occur if you are creating a shader playground, running user-generated shaders
    /// (as in `VRChat`), or writing a web browser in Bevy.
    Enabled,
}

/// A shader, as defined by its [`ShaderSource`](wgpu::ShaderSource) and [`ShaderStage`](naga::ShaderStage)
/// This is an "unprocessed" shader. It can contain preprocessor directives.
#[derive(Asset, TypePath, Debug, Clone)]
pub struct Shader {
    pub path: String,
    pub source: Source,
    pub import_path: ShaderImport,
    pub imports: Vec<ShaderImport>,
    // extra imports not specified in the source string
    pub additional_imports: Vec<naga_oil::compose::ImportDefinition>,
    // any shader defs that will be included when this module is used
    pub shader_defs: Vec<ShaderDefVal>,
    // we must store strong handles to our dependencies to stop them
    // from being immediately dropped if we are the only user.
    pub file_dependencies: Vec<Handle<Shader>>,
    /// Enable or disable runtime shader validation, trading safety against speed.
    ///
    /// Please read the [`ValidateShader`] docs for a discussion of the tradeoffs involved.
    pub validate_shader: ValidateShader,
}

impl Shader {
    fn preprocess(source: &str, path: &str) -> (ShaderImport, Vec<ShaderImport>) {
        let (import_path, imports, _) = naga_oil::compose::get_preprocessor_data(source);

        let import_path = import_path
            .map(ShaderImport::Custom)
            .unwrap_or_else(|| ShaderImport::AssetPath(path.to_owned()));

        let imports = imports
            .into_iter()
            .map(|import| {
                if import.import.starts_with('\"') {
                    let import = import
                        .import
                        .chars()
                        .skip(1)
                        .take_while(|c| *c != '\"')
                        .collect();
                    ShaderImport::AssetPath(import)
                } else {
                    ShaderImport::Custom(import.import)
                }
            })
            .collect();

        (import_path, imports)
    }

    pub fn from_wgsl(source: impl Into<Cow<'static, str>>, path: impl Into<String>) -> Shader {
        let source = source.into();
        let path = path.into();
        let (import_path, imports) = Shader::preprocess(&source, &path);
        Shader {
            path,
            imports,
            import_path,
            source: Source::Wgsl(source),
            additional_imports: Default::default(),
            shader_defs: Default::default(),
            file_dependencies: Default::default(),
            validate_shader: ValidateShader::Disabled,
        }
    }

    pub fn from_wgsl_with_defs(
        source: impl Into<Cow<'static, str>>,
        path: impl Into<String>,
        shader_defs: Vec<ShaderDefVal>,
    ) -> Shader {
        Self {
            shader_defs,
            ..Self::from_wgsl(source, path)
        }
    }

    pub fn from_glsl(
        source: impl Into<Cow<'static, str>>,
        stage: naga::ShaderStage,
        path: impl Into<String>,
    ) -> Shader {
        let source = source.into();
        let path = path.into();
        let (import_path, imports) = Shader::preprocess(&source, &path);
        Shader {
            path,
            imports,
            import_path,
            source: Source::Glsl(source, stage),
            additional_imports: Default::default(),
            shader_defs: Default::default(),
            file_dependencies: Default::default(),
            validate_shader: ValidateShader::Disabled,
        }
    }

    pub fn from_spirv(source: impl Into<Cow<'static, [u8]>>, path: impl Into<String>) -> Shader {
        let path = path.into();
        Shader {
            path: path.clone(),
            imports: Vec::new(),
            import_path: ShaderImport::AssetPath(path),
            source: Source::SpirV(source.into()),
            additional_imports: Default::default(),
            shader_defs: Default::default(),
            file_dependencies: Default::default(),
            validate_shader: ValidateShader::Disabled,
        }
    }

    #[cfg(feature = "shader_format_wesl")]
    pub fn from_wesl(source: impl Into<Cow<'static, str>>, path: impl Into<String>) -> Shader {
        let source = source.into();
        let path = path.into();
        let (import_path, imports) = Shader::preprocess(&source, &path);

        match import_path {
            ShaderImport::AssetPath(asset_path) => {
                // Create the shader import path - always starting with "/"
                let shader_path = std::path::Path::new("/").join(&asset_path);

                // Convert to a string with forward slashes and without extension
                let import_path_str = shader_path
                    .with_extension("")
                    .to_string_lossy()
                    .replace('\\', "/");

                let import_path = ShaderImport::AssetPath(import_path_str.to_string());

                Shader {
                    path,
                    imports,
                    import_path,
                    source: Source::Wesl(source),
                    additional_imports: Default::default(),
                    shader_defs: Default::default(),
                    file_dependencies: Default::default(),
                    validate_shader: ValidateShader::Disabled,
                }
            }
            ShaderImport::Custom(_) => {
                panic!("Wesl shaders must be imported from an asset path");
            }
        }
    }

    pub fn set_import_path<P: Into<String>>(&mut self, import_path: P) {
        self.import_path = ShaderImport::Custom(import_path.into());
    }

    #[must_use]
    pub fn with_import_path<P: Into<String>>(mut self, import_path: P) -> Self {
        self.set_import_path(import_path);
        self
    }

    #[inline]
    pub fn import_path(&self) -> &ShaderImport {
        &self.import_path
    }

    pub fn imports(&self) -> impl ExactSizeIterator<Item = &ShaderImport> {
        self.imports.iter()
    }
}

impl<'a> From<&'a Shader> for naga_oil::compose::ComposableModuleDescriptor<'a> {
    fn from(shader: &'a Shader) -> Self {
        let shader_defs = shader
            .shader_defs
            .iter()
            .map(|def| match def {
                ShaderDefVal::Bool(name, b) => {
                    (name.clone(), naga_oil::compose::ShaderDefValue::Bool(*b))
                }
                ShaderDefVal::Int(name, i) => {
                    (name.clone(), naga_oil::compose::ShaderDefValue::Int(*i))
                }
                ShaderDefVal::UInt(name, i) => {
                    (name.clone(), naga_oil::compose::ShaderDefValue::UInt(*i))
                }
            })
            .collect();

        let as_name = match &shader.import_path {
            ShaderImport::AssetPath(asset_path) => Some(format!("\"{asset_path}\"")),
            ShaderImport::Custom(_) => None,
        };

        naga_oil::compose::ComposableModuleDescriptor {
            source: shader.source.as_str(),
            file_path: &shader.path,
            language: (&shader.source).into(),
            additional_imports: &shader.additional_imports,
            shader_defs,
            as_name,
        }
    }
}

impl<'a> From<&'a Shader> for naga_oil::compose::NagaModuleDescriptor<'a> {
    fn from(shader: &'a Shader) -> Self {
        naga_oil::compose::NagaModuleDescriptor {
            source: shader.source.as_str(),
            file_path: &shader.path,
            shader_type: (&shader.source).into(),
            ..Default::default()
        }
    }
}

#[derive(Debug, Clone)]
pub enum Source {
    Wgsl(Cow<'static, str>),
    Wesl(Cow<'static, str>),
    Glsl(Cow<'static, str>, naga::ShaderStage),
    SpirV(Cow<'static, [u8]>),
    // TODO: consider the following
    // PrecompiledSpirVMacros(HashMap<HashSet<String>, Vec<u32>>)
    // NagaModule(Module) ... Module impls Serialize/Deserialize
}

impl Source {
    pub fn as_str(&self) -> &str {
        match self {
            Source::Wgsl(s) | Source::Wesl(s) | Source::Glsl(s, _) => s,
            Source::SpirV(_) => panic!("spirv not yet implemented"),
        }
    }
}

impl From<&Source> for naga_oil::compose::ShaderLanguage {
    fn from(value: &Source) -> Self {
        match value {
            Source::Wgsl(_) => naga_oil::compose::ShaderLanguage::Wgsl,
            #[cfg(any(feature = "shader_format_glsl", target_arch = "wasm32"))]
            Source::Glsl(_, _) => naga_oil::compose::ShaderLanguage::Glsl,
            #[cfg(all(not(feature = "shader_format_glsl"), not(target_arch = "wasm32")))]
            Source::Glsl(_, _) => panic!(
                "GLSL is not supported in this configuration; use the feature `shader_format_glsl`"
            ),
            Source::SpirV(_) => panic!("spirv not yet implemented"),
            Source::Wesl(_) => panic!("wesl not yet implemented"),
        }
    }
}

impl From<&Source> for naga_oil::compose::ShaderType {
    fn from(value: &Source) -> Self {
        match value {
            Source::Wgsl(_) => naga_oil::compose::ShaderType::Wgsl,
            #[cfg(any(feature = "shader_format_glsl", target_arch = "wasm32"))]
            Source::Glsl(_, shader_stage) => match shader_stage {
                naga::ShaderStage::Vertex => naga_oil::compose::ShaderType::GlslVertex,
                naga::ShaderStage::Fragment => naga_oil::compose::ShaderType::GlslFragment,
                naga::ShaderStage::Compute => panic!("glsl compute not yet implemented"),
            },
            #[cfg(all(not(feature = "shader_format_glsl"), not(target_arch = "wasm32")))]
            Source::Glsl(_, _) => panic!(
                "GLSL is not supported in this configuration; use the feature `shader_format_glsl`"
            ),
            Source::SpirV(_) => panic!("spirv not yet implemented"),
            Source::Wesl(_) => panic!("wesl not yet implemented"),
        }
    }
}

#[derive(Default)]
pub struct ShaderLoader;

#[non_exhaustive]
#[derive(Debug, Error)]
pub enum ShaderLoaderError {
    #[error("Could not load shader: {0}")]
    Io(#[from] std::io::Error),
    #[error("Could not parse shader: {0}")]
    Parse(#[from] alloc::string::FromUtf8Error),
}

impl AssetLoader for ShaderLoader {
    type Asset = Shader;
    type Settings = ();
    type Error = ShaderLoaderError;
    async fn load(
        &self,
        reader: &mut dyn Reader,
        _settings: &Self::Settings,
        load_context: &mut LoadContext<'_>,
    ) -> Result<Shader, Self::Error> {
        let ext = load_context.path().extension().unwrap().to_str().unwrap();
        let path = load_context.asset_path().to_string();
        // On windows, the path will inconsistently use \ or /.
        // TODO: remove this once AssetPath forces cross-platform "slash" consistency. See #10511
        let path = path.replace(std::path::MAIN_SEPARATOR, "/");
        let mut bytes = Vec::new();
        reader.read_to_end(&mut bytes).await?;
        let mut shader = match ext {
            "spv" => Shader::from_spirv(bytes, load_context.path().to_string_lossy()),
            "wgsl" => Shader::from_wgsl(String::from_utf8(bytes)?, path),
            "vert" => Shader::from_glsl(String::from_utf8(bytes)?, naga::ShaderStage::Vertex, path),
            "frag" => {
                Shader::from_glsl(String::from_utf8(bytes)?, naga::ShaderStage::Fragment, path)
            }
            "comp" => {
                Shader::from_glsl(String::from_utf8(bytes)?, naga::ShaderStage::Compute, path)
            }
            #[cfg(feature = "shader_format_wesl")]
            "wesl" => Shader::from_wesl(String::from_utf8(bytes)?, path),
            _ => panic!("unhandled extension: {ext}"),
        };

        // collect and store file dependencies
        for import in &shader.imports {
            if let ShaderImport::AssetPath(asset_path) = import {
                shader.file_dependencies.push(load_context.load(asset_path));
            }
        }
        Ok(shader)
    }

    fn extensions(&self) -> &[&str] {
        &["spv", "wgsl", "vert", "frag", "comp", "wesl"]
    }
}

#[derive(Debug, PartialEq, Eq, Clone, Hash)]
pub enum ShaderImport {
    AssetPath(String),
    Custom(String),
}

impl ShaderImport {
    pub fn module_name(&self) -> Cow<'_, String> {
        match self {
            ShaderImport::AssetPath(s) => Cow::Owned(format!("\"{s}\"")),
            ShaderImport::Custom(s) => Cow::Borrowed(s),
        }
    }
}

/// A reference to a shader asset.
pub enum ShaderRef {
    /// Use the "default" shader for the current context.
    Default,
    /// A handle to a shader stored in the [`Assets<Shader>`](bevy_asset::Assets) resource
    Handle(Handle<Shader>),
    /// An asset path leading to a shader
    Path(AssetPath<'static>),
}

impl From<Handle<Shader>> for ShaderRef {
    fn from(handle: Handle<Shader>) -> Self {
        Self::Handle(handle)
    }
}

impl From<AssetPath<'static>> for ShaderRef {
    fn from(path: AssetPath<'static>) -> Self {
        Self::Path(path)
    }
}

impl From<&'static str> for ShaderRef {
    fn from(path: &'static str) -> Self {
        Self::Path(AssetPath::from(path))
    }
}