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bevy_render2: Support nested shader defs (#3113)
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# Objective

Fix nested shader defs. For example, in:
```rust
#ifdef A
#ifdef B
some code here
#endif
#endif
```
...before this PR, if `A` *is not* defined, and `B` *is* defined, then `some code here` will be output.

## Solution

- Combine the logic of whether the parent and child scope guards are defined and use that as the resulting child scope guard boolean value
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superdump committed Nov 16, 2021
1 parent 213839f commit 14ce281
Showing 1 changed file with 181 additions and 2 deletions.
183 changes: 181 additions & 2 deletions pipelined/bevy_render2/src/render_resource/shader.rs
Original file line number Diff line number Diff line change
Expand Up @@ -268,10 +268,10 @@ impl ShaderProcessor {
for line in shader.split('\n') {
if let Some(cap) = self.ifdef_regex.captures(line) {
let def = cap.get(1).unwrap();
scopes.push(shader_defs.contains(def.as_str()));
scopes.push(*scopes.last().unwrap() && shader_defs.contains(def.as_str()));
} else if let Some(cap) = self.ifndef_regex.captures(line) {
let def = cap.get(1).unwrap();
scopes.push(!shader_defs.contains(def.as_str()));
scopes.push(*scopes.last().unwrap() && !shader_defs.contains(def.as_str()));
} else if self.endif_regex.is_match(line) {
scopes.pop();
if scopes.is_empty() {
Expand Down Expand Up @@ -315,6 +315,38 @@ struct VertexOutput {
[[builtin(position)]] position: vec4<f32>;
};
[[stage(vertex)]]
fn vertex(
[[location(0)]] vertex_position: vec3<f32>,
[[location(1)]] vertex_uv: vec2<f32>
) -> VertexOutput {
var out: VertexOutput;
out.uv = vertex_uv;
out.position = view.view_proj * vec4<f32>(vertex_position, 1.0);
return out;
}
";
const WGSL_NESTED_IFDEF: &str = r"
[[block]]
struct View {
view_proj: mat4x4<f32>;
world_position: vec3<f32>;
};
[[group(0), binding(0)]]
var<uniform> view: View;
# ifdef TEXTURE
# ifdef ATTRIBUTE
[[group(1), binding(0)]]
var sprite_texture: texture_2d<f32>;
# endif
# endif
struct VertexOutput {
[[location(0)]] uv: vec2<f32>;
[[builtin(position)]] position: vec4<f32>;
};
[[stage(vertex)]]
fn vertex(
[[location(0)]] vertex_position: vec3<f32>,
Expand Down Expand Up @@ -432,4 +464,151 @@ fn foo() { }
let result = processor.process_str(INPUT, &[]).unwrap();
assert_eq!(result, INPUT);
}

#[test]
fn process_nested_shader_def_outer_defined_inner_not() {
#[rustfmt::skip]
const EXPECTED: &str = r"
[[block]]
struct View {
view_proj: mat4x4<f32>;
world_position: vec3<f32>;
};
[[group(0), binding(0)]]
var<uniform> view: View;
struct VertexOutput {
[[location(0)]] uv: vec2<f32>;
[[builtin(position)]] position: vec4<f32>;
};
[[stage(vertex)]]
fn vertex(
[[location(0)]] vertex_position: vec3<f32>,
[[location(1)]] vertex_uv: vec2<f32>
) -> VertexOutput {
var out: VertexOutput;
out.uv = vertex_uv;
out.position = view.view_proj * vec4<f32>(vertex_position, 1.0);
return out;
}
";
let processor = ShaderProcessor::default();
let result = processor
.process_str(WGSL_NESTED_IFDEF, &["TEXTURE".to_string()])
.unwrap();
assert_eq!(result, EXPECTED);
}

#[test]
fn process_nested_shader_def_neither_defined() {
#[rustfmt::skip]
const EXPECTED: &str = r"
[[block]]
struct View {
view_proj: mat4x4<f32>;
world_position: vec3<f32>;
};
[[group(0), binding(0)]]
var<uniform> view: View;
struct VertexOutput {
[[location(0)]] uv: vec2<f32>;
[[builtin(position)]] position: vec4<f32>;
};
[[stage(vertex)]]
fn vertex(
[[location(0)]] vertex_position: vec3<f32>,
[[location(1)]] vertex_uv: vec2<f32>
) -> VertexOutput {
var out: VertexOutput;
out.uv = vertex_uv;
out.position = view.view_proj * vec4<f32>(vertex_position, 1.0);
return out;
}
";
let processor = ShaderProcessor::default();
let result = processor.process_str(WGSL_NESTED_IFDEF, &[]).unwrap();
assert_eq!(result, EXPECTED);
}

#[test]
fn process_nested_shader_def_inner_defined_outer_not() {
#[rustfmt::skip]
const EXPECTED: &str = r"
[[block]]
struct View {
view_proj: mat4x4<f32>;
world_position: vec3<f32>;
};
[[group(0), binding(0)]]
var<uniform> view: View;
struct VertexOutput {
[[location(0)]] uv: vec2<f32>;
[[builtin(position)]] position: vec4<f32>;
};
[[stage(vertex)]]
fn vertex(
[[location(0)]] vertex_position: vec3<f32>,
[[location(1)]] vertex_uv: vec2<f32>
) -> VertexOutput {
var out: VertexOutput;
out.uv = vertex_uv;
out.position = view.view_proj * vec4<f32>(vertex_position, 1.0);
return out;
}
";
let processor = ShaderProcessor::default();
let result = processor
.process_str(WGSL_NESTED_IFDEF, &["ATTRIBUTE".to_string()])
.unwrap();
assert_eq!(result, EXPECTED);
}

#[test]
fn process_nested_shader_def_both_defined() {
#[rustfmt::skip]
const EXPECTED: &str = r"
[[block]]
struct View {
view_proj: mat4x4<f32>;
world_position: vec3<f32>;
};
[[group(0), binding(0)]]
var<uniform> view: View;
[[group(1), binding(0)]]
var sprite_texture: texture_2d<f32>;
struct VertexOutput {
[[location(0)]] uv: vec2<f32>;
[[builtin(position)]] position: vec4<f32>;
};
[[stage(vertex)]]
fn vertex(
[[location(0)]] vertex_position: vec3<f32>,
[[location(1)]] vertex_uv: vec2<f32>
) -> VertexOutput {
var out: VertexOutput;
out.uv = vertex_uv;
out.position = view.view_proj * vec4<f32>(vertex_position, 1.0);
return out;
}
";
let processor = ShaderProcessor::default();
let result = processor
.process_str(
WGSL_NESTED_IFDEF,
&["TEXTURE".to_string(), "ATTRIBUTE".to_string()],
)
.unwrap();
assert_eq!(result, EXPECTED);
}
}

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