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Description
I and some others have been porting a body of HLSL code to rust-gpu. Here's some notes about unexpected differences, pitfalls, and hard-to-port things.
Fixable issues (doesn't mean they're easy!)
- For loops compile to a mess that spirv-cross can't quite handle, so we're sticking to while loops
- .abs() and .sign() don't work (cause 64-bit int code gen). See .abs() and .signum() cause 64-bit integer instruction generation #468
- .saturate doesn't behave like HLSL's saturate with regards to NaNs. (glam issue?)
-
#derive(Debug)
on a struct really weirds the compiler out, no way to see what you did wrong - Need to use
#[rustfmt::skip]
on shader entry points, since rustfmt eats long attributes!
For example, this line gets mangled from:
#[spirv(storage_buffer, descriptor_set = 0, binding = 1)] instance_constants_dyn: &[InstanceDynamicParameters],
into:
instance_constants_dyn: &[InstanceDynamicParameters],
- Nothing corresponding to HLSL's any() and all() ?
- Bitwise operators missing from integer vector types
- Can't use named constants to control thread group size: Pass constants into #[spirv(compute(threads(...)))] ? #697
- barriers are very difficult to use and need wrappers (Memory barrier documentation, and wrappers for common usage #696)
- The builtin #[spirv(global_invocation_id)] id: UVec3 needs to be declared as an UVec3, and then truncated if you want a Vec2. In HLSL and GLSL it's common to declare it as a 2-vector instead (UVec2) if you only care about x and y. Be more lenient on the vector type used for global_invocation_id #885
Unintuitive behavior mismatches
- need to assign the result of texture fetches to an explicitly Vec4 variable, before actually using it as something smaller #895
const_mat3! is equivalent to the transpose of HLSL's float3x3. Same goes for the other matrix constructors, of course. Dangerous trap! But probably the right way around, really.const_mat3!
is no longer supported in latestglam
.- (macaw problem) step function is unintuitive: x.step(y) = step(y, x).
Inconveniences that may not be fixable
- The mix of uint3 for global_invocation_id and int2/int3 for texture fetches is a lot more painful in rust than in HLSL.
- This currently seems to just work? ~@oisyn
- a.max(b) instead of max(a, b) is sometimes kinda laborious. though rust-style.
- Sometimes need to do a lot more parameter passing since inputs are not global. Not necessarily a bad thing though.
Documentation issues
- shared memory not properly documented, very hard to find the correct syntax. (Properly document support for shared memory (aka groupshared) (was: implement too) #695)
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a: documentationImprovements or additions to documentationImprovements or additions to documentationt: tracking issueAn issue tracking the progress of a specific feature or change.An issue tracking the progress of a specific feature or change.