SPIR-V syntax
Teams that think in SPIR-V and Vulkan descriptors. Inspired by SPIR-V (Vulkan).
Why choose it
Names mirror the SPIR-V BuiltIn decorations (BuiltIn_Position, BuiltIn_GlobalInvocationId), so the mapping to the binary is the most literal of the five.
Resources use Uniform, StorageBuffer, DescriptorSet(s) and Binding(n).
The same shader
using YotsubaShader.Language;
using YotsubaShader.SpirvSyntax;
using YotsubaShader.SpirvSyntax.Resources;
public struct VertexOutput
{
[BuiltIn_Position]
public Vector4 Position;
}
public class Triangle
{
[StorageBuffer, DescriptorSet(0), @Binding(0)]
public float[] Output;
[ShaderStage(Stage.Vertex)]
public VertexOutput Vertex([BuiltIn_VertexIndex] uint id)
{
VertexOutput output = new VertexOutput();
output.Position = new Vector4(0, 0, 0, 1);
return output;
}
[ShaderStage(Stage.Fragment)]
public Vector4 Fragment(VertexOutput input)
{
return new Vector4(1, 0.4f, 0.7f, 1);
}
// Workgroup size is set by the host
[ShaderStage(Stage.Compute)]
public void Compute([BuiltIn_GlobalInvocationId] UInt3 id)
{
}
}
Common built-ins
using YotsubaShader.Language;
using YotsubaShader.SpirvSyntax;
public struct VertexOutput
{
// Clip-space position (vertex output)
[BuiltIn_Position]
public Vector4 Position;
}
public class BuiltIns
{
[ShaderStage(Stage.Vertex)]
public VertexOutput Vertex(
// Vertex index
[BuiltIn_VertexIndex] uint vertex,
// Instance index
[BuiltIn_InstanceIndex] uint instance)
{
VertexOutput output = new VertexOutput();
output.Position = new Vector4(vertex, instance, 0, 1);
return output;
}
[ShaderStage(Stage.Fragment)]
public Vector4 Fragment(
// Fragment coordinate
[BuiltIn_FragCoord] Vector4 coord)
{
return new Vector4(coord.X, coord.Y, 0, 1);
}
[ShaderStage(Stage.Compute)]
// No method attribute: the workgroup size is a built-in value
public void Compute(
// Global invocation id
[BuiltIn_GlobalInvocationId] uint id)
{
uint index = id;
}
}
Resources
using YotsubaShader.Language;
using YotsubaShader.SpirvSyntax;
using YotsubaShader.SpirvSyntax.Resources;
public struct Material
{
public float Exposure;
}
public class Resources
{
// Uniform buffer, with its binding slot
[Uniform, DescriptorSet(0), @Binding(0)]
public Material Material;
// Read/write storage buffer
[StorageBuffer, DescriptorSet(0), @Binding(1)]
public float[] Output;
// Read-only storage buffer (same attribute)
[StorageBuffer, DescriptorSet(0), @Binding(2)]
public float[] Input;
}
Other syntaxes: HLSL syntax · GLSL syntax · MSL syntax · WGSL syntax
