1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
/*!
Frontend for [GLSL][glsl] (OpenGL Shading Language).

To begin, take a look at the documentation for the [`Frontend`].

# Supported versions
## Vulkan
- 440 (partial)
- 450
- 460

[glsl]: https://www.khronos.org/registry/OpenGL/index_gl.php
*/

pub use ast::{Precision, Profile};
pub use error::{Error, ErrorKind, ExpectedToken};
pub use token::TokenValue;

use crate::{proc::Layouter, FastHashMap, FastHashSet, Handle, Module, ShaderStage, Span, Type};
use ast::{EntryArg, FunctionDeclaration, GlobalLookup};
use parser::ParsingContext;

mod ast;
mod builtins;
mod context;
mod error;
mod functions;
mod lex;
mod offset;
mod parser;
#[cfg(test)]
mod parser_tests;
mod token;
mod types;
mod variables;

type Result<T> = std::result::Result<T, Error>;

/// Per-shader options passed to [`parse`](Frontend::parse).
///
/// The [`From`] trait is implemented for [`ShaderStage`] to provide a quick way
/// to create an `Options` instance.
///
/// ```rust
/// # use naga::ShaderStage;
/// # use naga::front::glsl::Options;
/// Options::from(ShaderStage::Vertex);
/// ```
#[derive(Debug)]
pub struct Options {
    /// The shader stage in the pipeline.
    pub stage: ShaderStage,
    /// Preprocesor definitions to be used, akin to having
    /// ```glsl
    /// #define key value
    /// ```
    /// for each key value pair in the map.
    pub defines: FastHashMap<String, String>,
}

impl From<ShaderStage> for Options {
    fn from(stage: ShaderStage) -> Self {
        Options {
            stage,
            defines: FastHashMap::default(),
        }
    }
}

/// Additional information about the GLSL shader.
///
/// Stores additional information about the GLSL shader which might not be
/// stored in the shader [`Module`].
#[derive(Debug)]
pub struct ShaderMetadata {
    /// The GLSL version specified in the shader through the use of the
    /// `#version` preprocessor directive.
    pub version: u16,
    /// The GLSL profile specified in the shader through the use of the
    /// `#version` preprocessor directive.
    pub profile: Profile,
    /// The shader stage in the pipeline, passed to the [`parse`](Frontend::parse)
    /// method via the [`Options`] struct.
    pub stage: ShaderStage,

    /// The workgroup size for compute shaders, defaults to `[1; 3]` for
    /// compute shaders and `[0; 3]` for non compute shaders.
    pub workgroup_size: [u32; 3],
    /// Whether or not early fragment tests where requested by the shader.
    /// Defaults to `false`.
    pub early_fragment_tests: bool,

    /// The shader can request extensions via the
    /// `#extension` preprocessor directive, in the directive a behavior
    /// parameter is used to control whether the extension should be disabled,
    /// warn on usage, enabled if possible or required.
    ///
    /// This field only stores extensions which were required or requested to
    /// be enabled if possible and they are supported.
    pub extensions: FastHashSet<String>,
}

impl ShaderMetadata {
    fn reset(&mut self, stage: ShaderStage) {
        self.version = 0;
        self.profile = Profile::Core;
        self.stage = stage;
        self.workgroup_size = [u32::from(stage == ShaderStage::Compute); 3];
        self.early_fragment_tests = false;
        self.extensions.clear();
    }
}

impl Default for ShaderMetadata {
    fn default() -> Self {
        ShaderMetadata {
            version: 0,
            profile: Profile::Core,
            stage: ShaderStage::Vertex,
            workgroup_size: [0; 3],
            early_fragment_tests: false,
            extensions: FastHashSet::default(),
        }
    }
}

/// The `Frontend` is the central structure of the GLSL frontend.
///
/// To instantiate a new `Frontend` the [`Default`] trait is used, so a
/// call to the associated function [`Frontend::default`](Frontend::default) will
/// return a new `Frontend` instance.
///
/// To parse a shader simply call the [`parse`](Frontend::parse) method with a
/// [`Options`] struct and a [`&str`](str) holding the glsl code.
///
/// The `Frontend` also provides the [`metadata`](Frontend::metadata) to get some
/// further information about the previously parsed shader, like version and
/// extensions used (see the documentation for
/// [`ShaderMetadata`] to see all the returned information)
///
/// # Example usage
/// ```rust
/// use naga::ShaderStage;
/// use naga::front::glsl::{Frontend, Options};
///
/// let glsl = r#"
///     #version 450 core
///
///     void main() {}
/// "#;
///
/// let mut frontend = Frontend::default();
/// let options = Options::from(ShaderStage::Vertex);
/// frontend.parse(&options, glsl);
/// ```
///
/// # Reusability
///
/// If there's a need to parse more than one shader reusing the same `Frontend`
/// instance may be beneficial since internal allocations will be reused.
///
/// Calling the [`parse`](Frontend::parse) method multiple times will reset the
/// `Frontend` so no extra care is needed when reusing.
#[derive(Debug, Default)]
pub struct Frontend {
    meta: ShaderMetadata,

    lookup_function: FastHashMap<String, FunctionDeclaration>,
    lookup_type: FastHashMap<String, Handle<Type>>,

    global_variables: Vec<(String, GlobalLookup)>,

    entry_args: Vec<EntryArg>,

    layouter: Layouter,

    errors: Vec<Error>,
}

impl Frontend {
    fn reset(&mut self, stage: ShaderStage) {
        self.meta.reset(stage);

        self.lookup_function.clear();
        self.lookup_type.clear();
        self.global_variables.clear();
        self.entry_args.clear();
        self.layouter.clear();
    }

    /// Parses a shader either outputting a shader [`Module`] or a list of
    /// [`Error`]s.
    ///
    /// Multiple calls using the same `Frontend` and different shaders are supported.
    pub fn parse(
        &mut self,
        options: &Options,
        source: &str,
    ) -> std::result::Result<Module, Vec<Error>> {
        self.reset(options.stage);

        let lexer = lex::Lexer::new(source, &options.defines);
        let mut ctx = ParsingContext::new(lexer);

        match ctx.parse(self) {
            Ok(module) => {
                if self.errors.is_empty() {
                    Ok(module)
                } else {
                    Err(std::mem::take(&mut self.errors))
                }
            }
            Err(e) => {
                self.errors.push(e);
                Err(std::mem::take(&mut self.errors))
            }
        }
    }

    /// Returns additional information about the parsed shader which might not
    /// be stored in the [`Module`], see the documentation for
    /// [`ShaderMetadata`] for more information about the returned data.
    ///
    /// # Notes
    ///
    /// Following an unsuccessful parsing the state of the returned information
    /// is undefined, it might contain only partial information about the
    /// current shader, the previous shader or both.
    pub const fn metadata(&self) -> &ShaderMetadata {
        &self.meta
    }
}