Crates.io | wgsl_bindgen |
lib.rs | wgsl_bindgen |
version | 0.15.1 |
source | src |
created_at | 2024-02-03 17:27:18.844972 |
updated_at | 2024-08-20 13:42:49.759979 |
description | Type safe Rust bindings workflow for wgsl shaders in wgpu |
homepage | |
repository | https://github.com/Swoorup/wgsl_bindgen |
max_upload_size | |
id | 1125551 |
size | 551,847 |
An experimental library for generating typesafe Rust bindings from WGSL shaders to wgpu.
wgsl_bindgen, powered by naga-oil, is a tool that integrates into your Rust build process. It parses WGSL shaders and generates corresponding Rust modules. These modules contain type definitions and boilerplate code that match your shaders, reducing the risk of runtime errors by catching mismatches at compile time.
The tool facilitates a shader-focused workflow. When you modify your WGSL shaders, the changes are automatically reflected in the Rust code. This immediate feedback helps catch errors early, making it easier to work with shaders.
Supports import syntax and many more features from naga oil flavour.
Add shader defines dynamically when using either WgslShaderSourceType::UseComposerEmbed
or WgslShaderSourceType::UseComposerWithPath
source output type.
The WgslShaderSourceType::UseComposerWithPath
could be used for hot reloading.
Shader registry utility to dynamically call create_shader
variants depending on the variant. This is useful when trying to keep cache of entry to shader modules. Also remember to add shader defines to accomodate for different permutation of the shader modules.
Ability to add additional scan directories for shader imports when defining the workflow.
When enabling derives for crates like bytemuck, serde, or encase, these dependencies should also be added to the Cargo.toml
with the appropriate derive features. See the provided example project for basic usage.
[dependencies]
bytemuck = "..."
include_file_path = "..."
[build-dependencies]
wgsl_bindgen = "..."
Then, in your build.rs:
use wgsl_bindgen::WgslBindgenOptionBuilder;
fn main() {
let bindgen = WgslBindgenOptionBuilder::default()
.workspace_root("shaders")
.add_entry_point("shaders/pbr.wgsl")
.add_entry_point("shaders/pfx.wgsl")
.output("src/shader.rs")
.build()
.unwrap();
bindgen.generate().unwrap();
}
This will generate Rust bindings for the WGSL shader at src/pbr.wgsl
, src/pfx.wgsl
and write them to src/shader.rs
.
See the example crate for how to use the generated code. Run the example with cargo run
.
wgsl_bindgen uses a specific strategy to resolve the import paths in your WGSL source code. This process is handled by the ModulePathResolver::generate_possible_paths function.
Consider the following directory structure:
/my_project
├── src
│ ├── shaders
│ │ ├── main.wgsl
│ │ ├── utils
│ │ │ ├── math.wgsl
│ ├── main.rs
├── Cargo.toml
And the following import statement in main.wgsl:
import utils::math;
Here's how wgsl_bindgen resolves the import path:
utils::math
) starts with the module prefix. If a module prefix is set and matches, it removes the prefix and treats the rest of the import module name as a relative path from the entry source directory converting the double semicolor ::
to forward slash /
from the directory of the current source file (src/shaders
).utils/math.wgsl
in the same directory as main.wgsl
.src/shaders/utils/math.wgsl
.src/shaders/utils.wgsl
treating math
as an item within utils.wgsl
had it existed.This strategy allows wgsl_bindgen
to handle a variety of import statement formats and directory structures, providing flexibility in how you organize your WGSL source files.
WGSL structs have different memory layout requirements than Rust structs or standard layout algorithms like repr(C)
or repr(packed)
. Matching the expected layout to share data between the CPU and GPU can be tedious and error prone. wgsl_bindgen offers options to add derives for encase to handle padding and alignment at runtime or bytemuck for enforcing padding and alignment at compile time.
When deriving bytemuck, wgsl_bindgen will use naga's layout calculations to add const assertions to ensure that all fields of host-shareable types (structs for uniform and storage buffers) have the correct offset, size, and alignment expected by WGSL.
wgpu uses resource bindings organized into bind groups to define global shader resources like textures and buffers. Shaders can have many resource bindings organized into up to 4 bind groups. wgsl_bindgen will generate types and functions for initializing and setting these bind groups in a more typesafe way. Adding, removing, or changing bind groups in the WGSl shader will typically result in a compile error instead of a runtime error when compiling the code without updating the code for creating or using these bind groups.
While bind groups can easily be set all at once using the set_bind_groups
function, it's recommended to organize bindings into bindgroups based on their update frequency. Bind group 0 will change the least frequently like per frame resources with bind group 3 changing most frequently like per draw resources. Bind groups can be set individually using their set(render_pass)
method. This can provide a small performance improvement for scenes with many draw calls. See descriptor table frequency (DX12) and descriptor set frequency (Vulkan) for details.
Organizing bind groups in this way can also help to better organize rendering resources in application code instead of redundantly storing all resources with each object. The BindGroup0
may only need to be stored once while WgpuBindGroup3
may be stored for each mesh in the scene. Note that bind groups store references to their underlying resource bindings, so it is not necessary to recreate a bind group if the only the uniform or storage buffer contents change. Avoid creating new bind groups during rendering if possible for best performance.
vec2<f32>
are assumed to use float inputs instead of normalized attributes like unorm or snorm integers.quote
libraryThe provided example project outputs the generated bindings to the src/
directory for documentation purposes.
This approach is also fine for applications. Published crates should follow the recommendations for build scripts in the Cargo Book.
use miette::{IntoDiagnostic, Result};
use wgsl_bindgen::{WgslTypeSerializeStrategy, WgslBindgenOptionBuilder, GlamWgslTypeMap};
// src/build.rs
fn main() -> Result<()> {
WgslBindgenOptionBuilder::default()
.workspace_root("src/shader")
.add_entry_point("src/shader/testbed.wgsl")
.add_entry_point("src/shader/triangle.wgsl")
.serialization_strategy(WgslTypeSerializeStrategy::Bytemuck)
.type_map(GlamWgslTypeMap)
.derive_serde(false)
.output("src/shader.rs")
.build()?
.generate()
.into_diagnostic()
}
The generated code will need to be included in one of the normal source files. This includes adding any nested modules as needed.
// src/lib.rs
mod shader;