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diff --git a/third_party/rust/glsl/README.md b/third_party/rust/glsl/README.md new file mode 100644 index 0000000000..25813e0a3d --- /dev/null +++ b/third_party/rust/glsl/README.md @@ -0,0 +1,126 @@ +[![Build Status](https://travis-ci.org/phaazon/glsl.svg?branch=master)](https://travis-ci.org/phaazon/glsl) +[![crates.io](https://img.shields.io/crates/v/glsl.svg)](https://crates.io/crates/glsl) +[![docs.rs](https://docs.rs/glsl/badge.svg)](https://docs.rs/glsl) +![License](https://img.shields.io/badge/license-BSD3-blue.svg?style=flat) + +<!-- cargo-sync-readme start --> + +This crate is a GLSL450/GLSL460 compiler. It’s able to parse valid GLSL formatted source into +an abstract syntax tree (AST). That AST can then be transformed into SPIR-V, your own format or +even folded back to a raw GLSL [`String`] (think of a minifier, for instance). + +You’ll find several modules: + + - [`parser`], which exports the parsing interface. This is the place you will get most + interesting types and traits, such as [`Parse`] and [`ParseError`]. + - [`syntax`], which exports the AST and language definitions. If you look into destructuring, + transpiling or getting information on the GLSL code that got parsed, you will likely + manipulate objects which types are defined in this module. + - [`transpiler`], which provides you with GLSL transpilers. For instance, you will find _GLSL + to GLSL_ transpiler, _GLSL to SPIR-V_ transpiler, etc. + - [`visitor`](visitor), which gives you a way to visit AST nodes and mutate them, both with + inner and outer mutation. + +Feel free to inspect those modules for further information. + +# GLSL parsing and transpiling + +Parsing is the most common operation you will do. It is not required per-se (you can still +create your AST by hand or use [glsl-quasiquote] to create it at compile-time by using the GLSL +syntax directly in Rust). However, in this section, we are going to see how we can parse from a +string to several GLSL types. + +## Parsing architecture + +Basically, the [`Parse`] trait gives you all you need to start parsing. This crate is designed +around the concept of type-driven parsing: parsers are hidden and you just have to state what +result type you expect. + +The most common type you want to parse to is [`TranslationUnit`], which represents a set of +[`ExternalDeclaration`]s. An [`ExternalDeclaration`] is just a declaration at the top-most level +of a shader. It can be a global, uniform declarations, vertex attributes, a function, a +structure, etc. In that sense, a [`TranslationUnit`] is akin to a shader stage (vertex shader, +fragment shader, etc.). + +You can parse any type that implements [`Parse`]. Parsers are mostly sensible to external +blanks, which means that parsing an [`Expr`] starting with a blank will not work (this is not +true for a [`TranslationUnit`] as it’s exceptionnally more permissive). + +## Parsing an expression + +Let’s try to parse an expression. + +```rust +use glsl::parser::Parse as _; +use glsl::syntax::Expr; + +let glsl = "(vec3(r, g, b) * cos(t * PI * .5)).xxz"; +let expr = Expr::parse(glsl); +assert!(expr.is_ok()); +``` + +Here, `expr` is an AST which type is `Result<Expr, ParseError>` that represents the GLSL +expression `(vec3(r, g, b) * cos(t * PI * .5)).xxz`, which is an outer (scalar) multiplication +of an RGB color by a cosine of a time, the whole thing being +[swizzled](https://en.wikipedia.org/wiki/Swizzling_\(computer_graphics\)) with XXZ. It is your +responsibility to check if the parsing process has succeeded. + +In the previous example, the GLSL string is a constant and hardcoded. It could come from a file, +network or built on the fly, but in the case of constant GLSL code, it would be preferable not +to parse the string at runtime, right? Well, [glsl-quasiquote] is there exactly for that. You +can ask **rustc** to parse that string and, if the parsing has succeeded, inject the AST +directly into your code. No [`Result`], just the pure AST. Have a look at [glsl-quasiquote] for +further details. + +## Parsing a whole shader + +Vertex shaders, geometry shaders, fragment shaders and control and evaluation tessellation +shaders can be parsed the same way by using one of the `TranslationUnit` or `ShaderStage` types. + +Here, a simple vertex shader being parsed. + +```rust +use glsl::parser::Parse as _; +use glsl::syntax::ShaderStage; + +let glsl = " + layout (location = 0) in vec3 pos; + layout (location = 1) in vec4 col; + + out vec4 v_col; + + uniform mat4 projview; + + void main() { + v_col = col; // pass color to the next stage + gl_Position = projview * vec4(pos, 1.); + } +"; +let stage = ShaderStage::parse(glsl); +assert!(stage.is_ok()); +``` + +## Visiting AST nodes + +The crate is also getting more and more combinators and functions to transform the AST or create +nodes with regular Rust. The [`Visitor`] trait will be a great friend of yours when you will +want to cope with deep mutation, filtering and validation. Have a look at the +[`visitor`](visitor) module for a tutorial on how to use visitors. + +# About the GLSL versions… + +This crate can parse both GLSL450 and GLSL460 formatted input sources. At the language level, +the difference between GLSL450 and GLSL460 is pretty much nothing, so both cases are covered. + +> If you’re wondering, the only difference between both versions is that in GLSL460, it’s +> authorized to have semicolons (`;`) on empty lines at top-level in a shader. + +[glsl-quasiquote]: https://crates.io/crates/glsl-quasiquote +[`Parse`]: crate::parser::Parse +[`ParseError`]: crate::parser::ParseError +[`ExternalDeclaration`]: crate::syntax::ExternalDeclaration +[`TranslationUnit`]: crate::syntax::TranslationUnit +[`Expr`]: crate::syntax::Expr +[`Visitor`]: crate::visitor::Visitor + +<!-- cargo-sync-readme end --> |