Update readme
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80
README.md
80
README.md
@@ -20,15 +20,15 @@ There is basic support for most HLSL built-in math functions for the following t
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- Vector types: float2, float3, float4, int2, int3, int4
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- Matrices: float4x4
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All of the above can be constructed with their namesake constructors i.e. `float4(x, y, z, w);`.
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We don't yet support textures and samplers.
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We also support Samplers and Texture2D
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If you want to declare and use variables you can do it as follows
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```hlsl
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x : float = 2.0; // no 'f' suffix required or even supported (it gives an error)
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y : float = 4.0;
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v : float2 = float2(x, y);
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v2 := float2(x, y);
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```
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For now it is required to specify the type of the variable (no type inference).
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You can also do arithmetic as you would expect
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```
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@@ -43,6 +43,7 @@ Camera_Data :: struct {
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}
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```
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And there is a special struct called `properties`, which is used for custom data you want to pass in.
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#### ** Note: Properties will likely be deprecated, since the language now supports `@` hints to easily mark buffers and values with metadata.**
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```hlsl
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properties {
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projection : float4x4;
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@@ -53,13 +54,14 @@ which will be exposed in the compiled result. `properties` can be renamed to a c
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```
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p :: properties {
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...
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}
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```
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You can also define constant buffers
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```
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camera :: Constant_Buffer {
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camera :: constant_buffer {
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projection : float4x4;
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view : float4x4;
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}
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@@ -70,69 +72,68 @@ camera :: Constant_Buffer {
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To compile a shader and use the result, you can do the following in jai
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```jai
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parse_shader :: (path : string, allocator : Allocator) -> Compilation_Result {
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// In the future, you can pass environment defines to the compiler.
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compiler : Shader_Compiler;
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return compile_file(*compiler, path,, allocator);
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}
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// In the future, you can pass environment defines to the compiler.
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ctx : Compiler_Context;
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compile_file(*compiler, "shader.shd", allocator);
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result := parse_shader("shader.shd", allocator);
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if result.had_error {
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log_error("%\n", report_messages(result.messages),, temp);
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if ctx.had_error {
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log_error("%\n", report_messages(ctx.messages),, temp);
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return;
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}
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collection := result.collection;
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variant := collection.variants[0];
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}
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// The ctx now contains all the needed information like the source text, entry points, constant buffers etc.
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```
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When parsing a shader you get the following struct as a result
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```
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Compilation_Result :: struct {
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messages : [..]Compiler_Message;
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Compiler_Context :: struct {
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file : Input_File;
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had_error : bool;
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environment : Environment;
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tokens : [..]Token;;
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root : *AST_Node;
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nodes : [..]AST_Node;
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collection : Shader_Variant_Collection;
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}
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```
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codegen_result_text : string;
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A `Shader_Variant_Collection` looks as follows
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```
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Shader_Variant_Collection :: struct {
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properties : Properties;
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constant_buffers : Static_Array(Type_Variable_Handle, 16);
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max_constant_buffers :: 16;
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cbuffers : Static_Array(Constant_Buffer, max_constant_buffers);
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scope_stack : Scope_Stack;
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type_variables : [..]Type_Variable;
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variants : [..]Shader_Variant;
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}
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Shader_Variant :: struct {
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text : string;
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property_name : string;
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vertex_entry_point : struct {
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node : *AST_Node;
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name : string;
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input : [..]Field;
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}
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pixel_entry_point : struct {
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node : *AST_Node;
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name : string;
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return_value : Field;
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}
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properties : Properties;
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max_constant_buffers :: 16;
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cbuffers : Static_Array(Constant_Buffer, max_constant_buffers);
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had_error : bool;
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messages : [..]Compiler_Message;
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}
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Constant_Buffer :: struct {
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register : int;
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name : string;
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fields : Static_Array(Property_Field, 16);
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// hints : Field_Hint; // optional hint...
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hints : [..]Field_Hint;
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buffer_index : u32;
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}
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@@ -192,11 +193,10 @@ Hint_Kind :: enum {
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## Notable missing features
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- Control flow: if/else, for, while, switch etc.
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- While
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- Arrays
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- Textures and samplers
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- Multiple render targets
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- Custom buffers/structured buffers
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- Interpolation specifiers
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- Proper variant handling with environment defines
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- Include/importing files such as shared utils etc.
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- Importing files such as shared utils etc. with something other than textual `#load`
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