[Migrated] Tracking: Collection of issues found when porting HLSL to rust-gpu
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Description
Issue automatically imported from old repo: https://github.com/EmbarkStudios/rust-gpu/issues/744
Old labels: a: documentation,t: tracking issue
Originally creatd by hrydgard on 2021-09-02T11:14:16Z
I and some others have been porting a body of HLSL code to rust-gpu. Here's some notes about unexpected differences, pitfalls, and hard-to-port things.
Fixable issues (doesn't mean they're easy!)
- For loops compile to a mess that spirv-cross can't quite handle, so we're sticking to while loops
- .abs() and .sign() don't work (cause 64-bit int code gen). See https://github.com/EmbarkStudios/rust-gpu/issues/468
- .saturate doesn't behave like HLSL's saturate with regards to NaNs. (glam issue?)
-
#derive(Debug)on a struct really weirds the compiler out, no way to see what you did wrong - Need to use
#[rustfmt::skip]on shader entry points, since rustfmt eats long attributes!
For example, this line gets mangled from:
#[spirv(storage_buffer, descriptor_set = 0, binding = 1)] instance_constants_dyn: &[InstanceDynamicParameters],
into:
instance_constants_dyn: &[InstanceDynamicParameters],
- Nothing corresponding to HLSL's any() and all() ?
- Bitwise operators missing from integer vector types
- Can't use named constants to control thread group size: https://github.com/EmbarkStudios/rust-gpu/issues/697
- barriers are very difficult to use and need wrappers (https://github.com/EmbarkStudios/rust-gpu/issues/696)
- The builtin #[spirv(global_invocation_id)] id: UVec3 needs to be declared as an UVec3, and then truncated if you want a Vec2. In HLSL and GLSL it's common to declare it as a 2-vector instead (UVec2) if you only care about x and y. #885
Unintuitive behavior mismatches
- #895
const_mat3! is equivalent to the transpose of HLSL's float3x3. Same goes for the other matrix constructors, of course. Dangerous trap! But probably the right way around, really.const_mat3!is no longer supported in latestglam.- (macaw problem) step function is unintuitive: x.step(y) = step(y, x).
Inconveniences that may not be fixable
- The mix of uint3 for global_invocation_id and int2/int3 for texture fetches is a lot more painful in rust than in HLSL.
- This currently seems to just work? ~@oisyn
- a.max(b) instead of max(a, b) is sometimes kinda laborious. though rust-style.
- Sometimes need to do a lot more parameter passing since inputs are not global. Not necessarily a bad thing though.
Documentation issues
- shared memory not properly documented, very hard to find the correct syntax. (https://github.com/EmbarkStudios/rust-gpu/issues/695)
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reviewing the unchecked items in this tracking issue and the linked issues #468, #697, #696, #885, and #695. Confirm the current status of each HLSL-to-rust-gpu mismatch and document a specific remaining issue with a clear reproduction or documentation target.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- compilers, computer-graphics, documentation
- Issue type
- Documentation
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100