StratoSDK is a framework with a declarative approach similar to Flutter/React, written and designed entirely for Rust.
| 1 | //! Shader module management |
| 2 | //! |
| 3 | //! BLOCCO 3: Shader Compilation |
| 4 | //! Handles WGSL shader loading, compilation, and validation |
| 5 | |
| 6 | use wgpu::{Device, ShaderModule, ShaderModuleDescriptor, ShaderSource}; |
| 7 | |
| 8 | /// Manages shader module |
| 9 | pub struct ShaderManager { |
| 10 | module: ShaderModule, |
| 11 | vertex_entry: String, |
| 12 | fragment_entry: String, |
| 13 | } |
| 14 | |
| 15 | impl ShaderManager { |
| 16 | /// Create shader from WGSL source |
| 17 | /// |
| 18 | /// # Arguments |
| 19 | /// * `device` - GPU device |
| 20 | /// * `source` - WGSL source code |
| 21 | /// * `label` - Optional label for debugging |
| 22 | /// |
| 23 | /// # Errors |
| 24 | /// Returns error if shader compilation fails |
| 25 | pub fn from_wgsl(device: &Device, source: &str, label: Option<&str>) -> anyhow::Result<Self> { |
| 26 | println!("=== SHADER COMPILATION ==="); |
| 27 | println!("Label: {:?}", label); |
| 28 | println!("Source length: {} bytes", source.len()); |
| 29 | |
| 30 | // Create shader module descriptor |
| 31 | let descriptor = ShaderModuleDescriptor { |
| 32 | label, |
| 33 | source: ShaderSource::Wgsl(source.into()), |
| 34 | }; |
| 35 | |
| 36 | // Compile shader (wgpu validates automatically) |
| 37 | let module = device.create_shader_module(descriptor); |
| 38 | |
| 39 | // Extract entry points from WGSL source |
| 40 | // For simple.wgsl, we have hardcoded: vs_main and fs_main |
| 41 | let vertex_entry = "vs_main".to_string(); |
| 42 | let fragment_entry = "fs_main".to_string(); |
| 43 | |
| 44 | println!("Vertex entry: {}", vertex_entry); |
| 45 | println!("Fragment entry: {}", fragment_entry); |
| 46 | println!("Compilation: SUCCESS"); |
| 47 | println!("=========================="); |
| 48 | |
| 49 | Ok(Self { |
| 50 | module, |
| 51 | vertex_entry, |
| 52 | fragment_entry, |
| 53 | }) |
| 54 | } |
| 55 | |
| 56 | /// Get shader module reference |
| 57 | pub fn module(&self) -> &ShaderModule { |
| 58 | &self.module |
| 59 | } |
| 60 | |
| 61 | /// Get vertex shader entry point |
| 62 | pub fn vertex_entry(&self) -> &str { |
| 63 | &self.vertex_entry |
| 64 | } |
| 65 | |
| 66 | /// Get fragment shader entry point |
| 67 | pub fn fragment_entry(&self) -> &str { |
| 68 | &self.fragment_entry |
| 69 | } |
| 70 | } |
| 71 | |
| 72 | #[cfg(test)] |
| 73 | mod tests { |
| 74 | use super::*; |
| 75 | use crate::gpu::DeviceManager; |
| 76 | use wgpu::Backends; |
| 77 | |
| 78 | const SIMPLE_WGSL: &str = include_str!("../shaders/simple.wgsl"); |
| 79 | |
| 80 | #[tokio::test] |
| 81 | async fn test_shader_compilation() { |
| 82 | let dm = DeviceManager::new(Backends::all()) |
| 83 | .await |
| 84 | .expect("Failed to create device"); |
| 85 | |
| 86 | let shader = ShaderManager::from_wgsl(dm.device(), SIMPLE_WGSL, Some("Test Shader")); |
| 87 | |
| 88 | assert!(shader.is_ok()); |
| 89 | let shader = shader.unwrap(); |
| 90 | assert_eq!(shader.vertex_entry(), "vs_main"); |
| 91 | assert_eq!(shader.fragment_entry(), "fs_main"); |
| 92 | } |
| 93 | |
| 94 | #[tokio::test] |
| 95 | #[should_panic(expected = "Shader")] |
| 96 | async fn test_invalid_wgsl_rejection() { |
| 97 | let dm = DeviceManager::new(Backends::all()) |
| 98 | .await |
| 99 | .expect("Failed to create device"); |
| 100 | |
| 101 | // wgpu DOES validate during shader module creation and will panic |
| 102 | // This test ensures we get expected behavior (panic on invalid WGSL) |
| 103 | let invalid_source = "this is not valid WGSL!!!"; |
| 104 | let _result = ShaderManager::from_wgsl(dm.device(), invalid_source, Some("Invalid")); |
| 105 | |
| 106 | // Should panic before reaching here |
| 107 | } |
| 108 | |
| 109 | #[tokio::test] |
| 110 | async fn test_entry_point_detection() { |
| 111 | let dm = DeviceManager::new(Backends::all()) |
| 112 | .await |
| 113 | .expect("Failed to create device"); |
| 114 | |
| 115 | let shader = ShaderManager::from_wgsl(dm.device(), SIMPLE_WGSL, None) |
| 116 | .expect("Shader compilation failed"); |
| 117 | |
| 118 | // Verify entry points are correct |
| 119 | assert_eq!(shader.vertex_entry(), "vs_main"); |
| 120 | assert_eq!(shader.fragment_entry(), "fs_main"); |
| 121 | } |
| 122 | } |
| 123 |