WGSL syntax
Teams coming from WebGPU and WGSL. Inspired by WGSL (WebGPU).
Why choose it
The @builtin(...), @group and @binding vocabulary. In C# the names carry an @ in the identifier, as in [@builtin_position], and remain valid C#.
Workgroup size is [@workgroup_size(x, y = 1, z = 1)]. Storage access uses storage(storage_use.read) or storage_use.read_write.
The same shader
using YotsubaShader.Language;
using YotsubaShader.WgslSyntax;
using YotsubaShader.WgslSyntax.Resources;
public struct VertexOutput
{
[@builtin_position]
public Vector4 Position;
}
public class Triangle
{
[storage(storage_use.read_write), @group(0), @binding(0)]
public float[] Output;
[ShaderStage(Stage.Vertex)]
public VertexOutput Vertex([@builtin_vertex_index] 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);
}
[ShaderStage(Stage.Compute)]
[@workgroup_size(8, 8, 1)]
public void Compute([@builtin_global_invocation_id] UInt3 id)
{
}
}
Common built-ins
using YotsubaShader.Language;
using YotsubaShader.WgslSyntax;
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_vertex_index] uint vertex,
// Instance index
[@builtin_instance_index] 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_position] Vector4 coord)
{
return new Vector4(coord.X, coord.Y, 0, 1);
}
[ShaderStage(Stage.Compute)]
// Workgroup size (method attribute)
[@workgroup_size(8, 8, 1)]
public void Compute(
// Global invocation id
[@builtin_global_invocation_id] uint id)
{
uint index = id;
}
}
Resources
using YotsubaShader.Language;
using YotsubaShader.WgslSyntax;
using YotsubaShader.WgslSyntax.Resources;
public struct Material
{
public float Exposure;
}
public class Resources
{
// Uniform buffer, with its binding slot
[uniform, @group(0), @binding(0)]
public Material Material;
// Read/write storage buffer
[storage(storage_use.read_write), @group(0), @binding(1)]
public float[] Output;
// Read-only storage buffer
[storage(storage_use.read), @group(0), @binding(2)]
public float[] Input;
}
Other syntaxes: HLSL syntax · GLSL syntax · MSL syntax · SPIR-V syntax
