2 unstable releases

new 0.2.2 Nov 24, 2024
0.2.1 Nov 24, 2024
0.2.0 Nov 24, 2024
0.1.0 Oct 16, 2024

#105 in Graphics APIs

31 downloads per month
Used in 6 crates

MIT/Apache

61KB
1K SLoC

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 for shader composition. Though we are keeping an eye on the ongoing WESL 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:

#[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:

#[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:

#[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.
#[derive(Shader)]
#[shader(
    derive(MyShader1, MyShader2),
    src = "kernel.wgsl",
    src_fn = "substitute_aliases",
    shader_defs = "dim_shader_defs"
    composable = false
)]
struct MyKernel {
    main: ComputePipeline,
}

Dependencies

~15–47MB
~764K SLoC