Naga
The shader translation library for the needs of wgpu and gfx-rs projects.
Supported end-points
Everything is still work-in-progress, but some end-points are usable:
Front-end | Status | Feature | Notes |
---|---|---|---|
SPIR-V (binary) | :white_check_mark: | spv-in | |
WGSL | :white_check_mark: | wgsl-in | Fully validated |
GLSL | :ok: | glsl-in |
Back-end | Status | Feature | Notes |
---|---|---|---|
SPIR-V | :white_check_mark: | spv-out | |
WGSL | :ok: | wgsl-out | |
Metal | :white_check_mark: | msl-out | |
HLSL | :construction: | hlsl-out | Shader Model 5.0+ (DirectX 11+) |
GLSL | :ok: | glsl-out | |
AIR | |||
DXIL/DXIR | |||
DXBC | |||
DOT (GraphViz) | :ok: | dot-out | Not a shading language |
:white_check_mark: = Primary support — :ok: = Secondary support — :construction: = Unsupported, but support in progress
Conversion tool
Naga includes a default binary target, which allows to test the conversion of different code paths.
Development workflow
The main instrument aiding the development is the good old cargo test --all-features --workspace
,
which will run the unit tests, and also update all the snapshots. You'll see these
changes in git before committing 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.
= ["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
: