Update readme

This commit is contained in:
2025-09-14 20:21:43 +02:00
parent d5476b54d7
commit f99f86bc37
2 changed files with 41 additions and 59 deletions

View File

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

View File

@@ -81,22 +81,6 @@ Entry_Point :: struct {
return_value : Field;
}
Shader_Variant :: struct {
text : string;
vertex_entry_point : struct {
name : string;
input : [..]Field;
}
pixel_entry_point : struct {
name : string;
return_value : Field;
}
}
Property_Field :: struct {
base_field : Field;
@@ -111,8 +95,6 @@ Properties :: struct {
}
Constant_Buffer :: struct {
register : int;
name : string;
fields : Static_Array(Property_Field, 16);
@@ -167,7 +149,7 @@ Compiler_Context :: struct {
return_value : Field;
}
properties : Properties;
properties : Properties; //@Note(niels): We'll deprecate this in favor of just marking a constant buffer how you'd want to use it
max_constant_buffers :: 16;