Shaders: runtime and shader node codegen (#2985)

* shader-rt: initial

* shader-rt: fix recursion when generating shader node

* shader-rt: replace gpu node's args and ret types with `Raster<GPU>`

* shader-rt: properly cfg out the gpu node

* shader-rt: fix `impl Context` in the wrong places

* shader-rt: disable gpu blend node, needs two images

* shader-rt: connect shader runtime

* shader-rt: pass WgpuExecutor by reference

* shader-rt: correct bindings with derpy arg buffer

* shader-rt: manual pipeline layout, fixing errors when bindings got DCE'd

* shader-rt: correct RT format, working invert gpu node

* shader-rt: cleanup codegen with common sym struct

* shader-rt: correct arg buffer handling

* shader-nodes feature: put shader nodes behind feature gate

* shader-nodes feature: rename any `gpu_node` to `shader-node`

* shaders-rt: fix wgpu label name

* shaders-rt: explain fullscreen_vertex coordinates with a drawing
This commit is contained in:
Firestar99
2025-09-05 08:33:53 +02:00
committed by GitHub
parent 7dc86b36ca
commit 5d441c2e18
15 changed files with 619 additions and 63 deletions

View File

@@ -3,24 +3,38 @@ use crate::shader_nodes::per_pixel_adjust::PerPixelAdjust;
use proc_macro2::{Ident, TokenStream};
use quote::quote;
use strum::VariantNames;
use syn::Error;
use syn::parse::{Parse, ParseStream};
use syn::punctuated::Punctuated;
use syn::{Error, Token};
pub mod per_pixel_adjust;
pub const STD_FEATURE_GATE: &str = "std";
pub const SHADER_NODES_FEATURE_GATE: &str = "shader-nodes";
pub fn modify_cfg(attributes: &NodeFnAttributes) -> TokenStream {
match (&attributes.cfg, &attributes.shader_node) {
(Some(cfg), Some(_)) => quote!(#[cfg(all(#cfg, feature = #STD_FEATURE_GATE))]),
(Some(cfg), None) => quote!(#[cfg(#cfg)]),
(None, Some(_)) => quote!(#[cfg(feature = #STD_FEATURE_GATE)]),
(None, None) => quote!(),
}
let feature_gate = match &attributes.shader_node {
// shader node cfg is done on the mod
Some(ShaderNodeType::ShaderNode) => quote!(),
Some(_) => quote!(feature = #STD_FEATURE_GATE),
None => quote!(),
};
let cfgs: Punctuated<_, Token![,]> = match &attributes.cfg {
None => [&feature_gate].into_iter().collect(),
Some(cfg) => [cfg, &feature_gate].into_iter().collect(),
};
quote!(#[cfg(all(#cfgs))])
}
#[derive(Debug, VariantNames)]
#[derive(Debug, Clone, VariantNames)]
pub(crate) enum ShaderNodeType {
/// Marker for this node being in a gpu node crate, but not having a gpu implementation. This is distinct from not
/// declaring `shader_node` at all, as it will wrap the CPU node with a `#[cfg(feature = "std")]` feature gate.
None,
/// Marker for this node being a generated gpu node implementation, that should not emit anything to prevent
/// recursively generating more gpu nodes. But it still counts as a gpu node and will get the
/// `#[cfg(feature = "std")]` feature gate around it's impl.
ShaderNode,
PerPixelAdjust(PerPixelAdjust),
}
@@ -28,24 +42,37 @@ impl Parse for ShaderNodeType {
fn parse(input: ParseStream) -> syn::Result<Self> {
let ident: Ident = input.parse()?;
Ok(match ident.to_string().as_str() {
"None" => ShaderNodeType::None,
"PerPixelAdjust" => ShaderNodeType::PerPixelAdjust(PerPixelAdjust::parse(input)?),
_ => return Err(Error::new_spanned(&ident, format!("attr 'shader_node' must be one of {:?}", Self::VARIANTS))),
})
}
}
pub trait CodegenShaderEntryPoint {
fn codegen_shader_entry_point(&self, parsed: &ParsedNodeFn) -> syn::Result<TokenStream>;
pub trait ShaderCodegen {
fn codegen(&self, parsed: &ParsedNodeFn) -> syn::Result<ShaderTokens>;
}
impl CodegenShaderEntryPoint for ShaderNodeType {
fn codegen_shader_entry_point(&self, parsed: &ParsedNodeFn) -> syn::Result<TokenStream> {
if parsed.is_async {
return Err(Error::new_spanned(&parsed.fn_name, "Shader nodes must not be async"));
impl ShaderCodegen for ShaderNodeType {
fn codegen(&self, parsed: &ParsedNodeFn) -> syn::Result<ShaderTokens> {
match self {
ShaderNodeType::None | ShaderNodeType::ShaderNode => (),
_ => {
if parsed.is_async {
return Err(Error::new_spanned(&parsed.fn_name, "Shader nodes must not be async"));
}
}
}
match self {
ShaderNodeType::PerPixelAdjust(x) => x.codegen_shader_entry_point(parsed),
ShaderNodeType::None | ShaderNodeType::ShaderNode => Ok(ShaderTokens::default()),
ShaderNodeType::PerPixelAdjust(x) => x.codegen(parsed),
}
}
}
#[derive(Clone, Default)]
pub struct ShaderTokens {
pub shader_entry_point: TokenStream,
pub gpu_node: TokenStream,
}