# wgcore − utilities and abstractions for composable WGSL shaders **wgcore** provides simple abstractions over shaders and gpu resources based on `wgpu`. It aims to: - Expose thin wrappers that are as unsurprising as possible. We do not rely on complex compiler magic like bitcode generation in frameworks like `cust` and `rust-gpu`. - Provide a proc-macro (through the `wgcore-derive` crate) to simplifies shader reuse across crates with very low boilerplate. - No ownership of the gpu device and queue. While `wgcore` does expose a utility struct [`gpu::GpuInstance`] to initialize the compute unit, it is completely optional. All the features of `wgcore` remain usable if the gpu device and queue are already own by, e.g., a game engine. ## Shader composition #### Basic usage Currently, **wgcore** relies on [naga-oil](https://github.com/bevyengine/naga_oil) for shader composition. Though we are keeping an eye on the ongoing [WESL](https://github.com/wgsl-tooling-wg) effort for an alternative to `naga-oil`. The main value added over `naga-oil` is the `wgcore::Shader` trait and proc-macro. This lets you declare composable shaders very concisely. For example, if the WGSL sources are at the path `./shader_sources.wgsl` relative to the `.rs` source file, all that’s needed for it to be composable is to `derive` she `Shader` trait: ```rust .ignore #[derive(Shader)] #[shader(src = "shader_source.wgsl")] struct MyShader1; ``` Then it becomes immediately importable (assuming the `.wgsl` source itself contains a `#define_import_path` statement) from another shader with the `shader(derive)` attribute: ```rust .ignore #[derive(Shader)] #[shader( derive(MyShader1), // This shader depends on the `MyShader1` shader. src = "kernel.wgsl", // Shader source code, will be embedded in the exe with `include_str!`. )] struct MyShader2; ``` Finally, if we want to use these shaders from another one which contains a kernel entry-point, it is possible to declare `ComputePipeline` fields on the struct deriving `Shader`: ```rust .ignore #[derive(Shader)] #[shader( derive(MyShader1, MyShader2), src = "kernel.wgsl", )] struct MyKernel { // Note that the field name has to match the kernel entry-point’s name. main: ComputePipeline, } ``` This will automatically generate the necessary boiler-place for creating the compute pipeline from a device: `MyKernel::from_device(device)`. #### Some customization The `Shader` proc-macro allows some customizations of the imported shaders: - `src_fn = "function_name"`: allows the input sources to be modified by an arbitrary string transformation function before being compiled as a naga module. This enables any custom preprocessor to run before naga-oil. - `shader_defs = "function_name"`: allows the declaration of shader definitions that can then be used in the shader in, e.g., `#ifdef MY_SHADER_DEF` statements (as well as `#if` statements and anything supported by the `naga-oil`’s shader definitions feature). - `composable = false`: specifies that the shader does not exports any reusable symbols to other shaders. in particular, this **must** be specified if the shader sources doesn’t contain any `#define_import_path` statement. ```rust .ignore #[derive(Shader)] #[shader( derive(MyShader1, MyShader2), src = "kernel.wgsl", src_fn = "substitute_aliases", shader_defs = "dim_shader_defs" composable = false )] struct MyKernel { main: ComputePipeline, }