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| 14 | 14 | } | |
| 15 | 15 | ||
| 16 | 16 | VERTEX_SHADER :: ` | |
| 17 | - | struct In | |
| 18 | - | @location(0) position: vec2 | |
| 19 | - | @location(1) uv: vec2 | |
| 20 | - | end | |
| 21 | - | ||
| 22 | - | @varying | |
| 23 | - | struct Varying | |
| 24 | - | @builtin(position) position: vec4 | |
| 25 | - | @location(0) uv: vec2 | |
| 26 | - | end | |
| 27 | - | ||
| 28 | - | @entry(vertex) | |
| 29 | - | function main(input: In) -> Varying | |
| 30 | - | return Varying{position = vec4(input.position, 0.0, 1.0), uv = input.uv} | |
| 17 | + | vertex main | |
| 18 | + | in position: vec2 @location(0) | |
| 19 | + | in uv: vec2 @location(1) | |
| 20 | + | out position: vec4 @builtin(position) | |
| 21 | + | out uv: vec2 | |
| 22 | + | do | |
| 23 | + | position = vec4(position, 0.0, 1.0) | |
| 24 | + | out.uv = uv | |
| 31 | 25 | end | |
| 32 | 26 | ` | |
| 33 | 27 | ||
| 34 | 28 | OFFSCREEN_FRAGMENT_SHADER :: ` | |
| 35 | - | @varying | |
| 36 | - | struct Varying | |
| 37 | - | @builtin(position) position: vec4 | |
| 38 | - | @location(0) uv: vec2 | |
| 39 | - | end | |
| 40 | - | ||
| 41 | - | @entry(fragment) | |
| 42 | - | function main(input: Varying) -> vec4 | |
| 43 | - | let band = step(0.5, fract((input.uv.x + input.uv.y) * 8.0)) | |
| 44 | - | return mix(vec4(0.05, 0.15, 0.65, 1.0), vec4(input.uv.x, input.uv.y, 0.25, 1.0), band) | |
| 29 | + | fragment main | |
| 30 | + | in uv: vec2 | |
| 31 | + | out color: vec4 | |
| 32 | + | do | |
| 33 | + | let band = step(0.5, fract((uv.x + uv.y) * 8.0)) | |
| 34 | + | color = mix(vec4(0.05, 0.15, 0.65, 1.0), vec4(uv.x, uv.y, 0.25, 1.0), band) | |
| 45 | 35 | end | |
| 46 | 36 | ` | |
| 47 | 37 | ||
| 48 | 38 | SAMPLE_FRAGMENT_SHADER :: ` | |
| 49 | - | @group(0) @binding(0) | |
| 50 | - | uniform offscreen_color: sampler2D | |
| 51 | - | ||
| 52 | - | @varying | |
| 53 | - | struct Varying | |
| 54 | - | @builtin(position) position: vec4 | |
| 55 | - | @location(0) uv: vec2 | |
| 39 | + | group frame = 0 | |
| 40 | + | @binding(0) texture offscreen_color: sampler2D | |
| 56 | 41 | end | |
| 57 | 42 | ||
| 58 | - | @entry(fragment) | |
| 59 | - | function main(input: Varying) -> vec4 | |
| 60 | - | return sample(offscreen_color, input.uv) | |
| 43 | + | fragment main | |
| 44 | + | in uv: vec2 | |
| 45 | + | out color: vec4 | |
| 46 | + | do | |
| 47 | + | color = sample(offscreen_color, uv) | |
| 61 | 48 | end | |
| 62 | 49 | ` | |
| 63 | 50 | ||
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| 44 | 44 | @push_constant | |
| 45 | 45 | uniform pc: PC | |
| 46 | 46 | ||
| 47 | - | @group(0) @binding(0) | |
| 48 | - | buffer storage particles: []Particle | |
| 47 | + | group sim = 0 | |
| 48 | + | @binding(0) buffer storage particles: []Particle | |
| 49 | + | end | |
| 49 | 50 | ||
| 50 | - | @workgroup_size(256, 1, 1) | |
| 51 | - | @entry(compute) | |
| 52 | - | function main(@builtin(global_invocation_id) gid: uvec3) | |
| 53 | - | let i = gid.x | |
| 54 | - | if i >= pc.count then | |
| 55 | - | return | |
| 51 | + | compute main @workgroup_size(256, 1, 1) | |
| 52 | + | do | |
| 53 | + | let i = work.global_id.x | |
| 54 | + | if i < pc.count then | |
| 55 | + | particles[i].position = vec2(400.0, 300.0) | |
| 56 | + | particles[i].velocity = vec2(0.0, 0.0) | |
| 57 | + | particles[i].color = vec4(1.0, 0.7, 0.1, 1.0) | |
| 58 | + | particles[i].life = 1.0 | |
| 56 | 59 | end | |
| 57 | - | particles[i].position = vec2(400.0, 300.0) | |
| 58 | - | particles[i].velocity = vec2(0.0, 0.0) | |
| 59 | - | particles[i].color = vec4(1.0, 0.7, 0.1, 1.0) | |
| 60 | - | particles[i].life = 1.0 | |
| 61 | 60 | end | |
| 62 | 61 | ` | |
| 63 | 62 | ||
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| 49 | 49 | end | |
| 50 | 50 | ``` | |
| 51 | 51 | ||
| 52 | - | Current canonical syntax: | |
| 52 | + | Compatibility syntax: | |
| 53 | 53 | ||
| 54 | 54 | ```lua | |
| 55 | 55 | struct Uniforms | |
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| 125 | 125 | end | |
| 126 | 126 | ``` | |
| 127 | 127 | ||
| 128 | - | V1 workflow output writes must be top-level assignments (`color = expr` or | |
| 129 | - | `out.color = expr`). Writes inside `if`, `for`, or `while` are rejected until | |
| 130 | - | control-flow definite assignment lands. Missing or duplicate output writes are | |
| 131 | - | compile errors. | |
| 128 | + | Workflow output writes are assignments (`color = expr` or `out.color = expr`). | |
| 129 | + | They may appear in `if`/`elseif`/`else` when every non-discard path definitely | |
| 130 | + | assigns each output before stage exit. Overwrites are allowed. Assignments in | |
| 131 | + | loops are allowed as overwrites but do not prove final assignment after the | |
| 132 | + | loop. `return expr` is only fragment single-output top-level sugar and cannot be | |
| 133 | + | mixed with explicit `out` writes. | |
| 132 | 134 | ||
| 133 | 135 | ### Bindings | |
| 134 | 136 | ||
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| 139 | 141 | ||
| 140 | 142 | group material = 1 | |
| 141 | 143 | uniform albedo: sampler2D -- group block, auto binding | |
| 142 | - | buffer storage particles: ParticleBuffer @binding(4) | |
| 144 | + | @binding(4) buffer storage particles: ParticleBuffer | |
| 143 | 145 | end | |
| 144 | 146 | ``` | |
| 145 | 147 | ||
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| 104 | 104 | ||
| 105 | 105 | ## Entry Points | |
| 106 | 106 | ||
| 107 | - | ### Standard (struct-based I/O) | |
| 107 | + | ### Workflow stages | |
| 108 | 108 | ||
| 109 | 109 | ```lua | |
| 110 | - | @entry(vertex) | |
| 111 | - | function main(input: VertexInput) -> VertexOutput | |
| 112 | - | -- ... | |
| 110 | + | vertex main | |
| 111 | + | in position: vec3 @location(0) | |
| 112 | + | in uv: vec2 @location(1) | |
| 113 | + | out clip: vec4 @builtin(position) | |
| 114 | + | out uv: vec2 | |
| 115 | + | do | |
| 116 | + | clip = vec4(position, 1.0) | |
| 117 | + | out.uv = uv | |
| 113 | 118 | end | |
| 114 | - | ``` | |
| 115 | 119 | ||
| 116 | - | ### Inline Parameters | |
| 117 | - | ||
| 118 | - | Parameters can carry attributes directly: | |
| 119 | - | ||
| 120 | - | ```lua | |
| 121 | - | @entry(fragment) | |
| 122 | - | function main(@location(0) uv: vec2) -> (color: vec4) | |
| 120 | + | fragment shade | |
| 121 | + | in uv: vec2 | |
| 122 | + | out color: vec4 | |
| 123 | + | do | |
| 123 | 124 | return vec4(uv, 0.0, 1.0) | |
| 124 | 125 | end | |
| 126 | + | ||
| 127 | + | compute simulate @workgroup_size(64, 1, 1) | |
| 128 | + | do | |
| 129 | + | let i = work.global_id.x | |
| 130 | + | -- write storage buffers/resources | |
| 131 | + | end | |
| 125 | 132 | ``` | |
| 126 | 133 | ||
| 127 | - | ### Single Output Shorthand | |
| 134 | + | `return expr` is only fragment single-output top-level sugar. Vertex stages use | |
| 135 | + | explicit `out` assignments. Compute stages do not return and cannot declare | |
| 136 | + | `out` slots. | |
| 128 | 137 | ||
| 138 | + | Workflow output assignments can appear in control flow if every non-discard path | |
| 139 | + | definitely assigns every output before stage exit. Overwrites are allowed. | |
| 140 | + | ||
| 141 | + | ### Compatibility entry syntax | |
| 142 | + | ||
| 143 | + | The older annotation syntax remains supported: | |
| 144 | + | ||
| 129 | 145 | ```lua | |
| 146 | + | @entry(vertex) | |
| 147 | + | function main(input: VertexInput) -> VertexOutput | |
| 148 | + | -- ... | |
| 149 | + | end | |
| 150 | + | ||
| 130 | 151 | @entry(fragment) | |
| 131 | - | function main(@location(0) uv: vec2) -> vec4 | |
| 152 | + | function main(@location(0) uv: vec2) -> (color: vec4) | |
| 132 | 153 | return vec4(uv, 0.0, 1.0) | |
| 133 | 154 | end | |
| 134 | 155 | ``` | |
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| 166 | 187 | ### Uniform Buffers | |
| 167 | 188 | ||
| 168 | 189 | ```lua | |
| 169 | - | @group(0) @binding(0) | |
| 170 | - | uniform camera: CameraData | |
| 190 | + | group frame = 0 | |
| 191 | + | @binding(0) uniform camera: CameraData | |
| 192 | + | end | |
| 171 | 193 | ``` | |
| 172 | 194 | ||
| 173 | 195 | ### Storage Buffers | |
| 174 | 196 | ||
| 175 | 197 | ```lua | |
| 176 | - | @group(0) @binding(1) | |
| 177 | - | buffer particles: ParticleBuffer | |
| 198 | + | group sim = 0 | |
| 199 | + | @binding(1) buffer particles: ParticleBuffer | |
| 200 | + | end | |
| 178 | 201 | ``` | |
| 179 | 202 | ||
| 180 | 203 | ### Textures | |
| 181 | 204 | ||
| 182 | 205 | ```lua | |
| 183 | - | @group(1) @binding(0) | |
| 184 | - | uniform diffuse: sampler2D | |
| 206 | + | group material = 1 | |
| 207 | + | @binding(0) texture diffuse: sampler2D | |
| 208 | + | end | |
| 185 | 209 | ``` | |
| 186 | 210 | ||
| 187 | 211 | ### Auto-numbering | |
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| 193 | 217 | uniform b: TypeB -- group=0, binding=1 | |
| 194 | 218 | @group(1) | |
| 195 | 219 | uniform c: sampler2D -- group=1, binding=0 (texture), binding=1 (sampler) | |
| 220 | + | ||
| 221 | + | group material = 1 | |
| 222 | + | texture c: sampler2D | |
| 223 | + | end | |
| 196 | 224 | ``` | |
| 197 | 225 | ||
| 198 | 226 | ## Shared Memory | |
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| 202 | 230 | ```lua | |
| 203 | 231 | shared tile: [64]float | |
| 204 | 232 | ||
| 205 | - | @entry(compute) @workgroup_size(64, 1, 1) | |
| 206 | - | function main(@builtin(local_invocation_index) idx: uint) | |
| 233 | + | compute main @workgroup_size(64, 1, 1) | |
| 234 | + | do | |
| 235 | + | let idx = work.local_index | |
| 207 | 236 | tile[idx] = float(idx) | |
| 208 | 237 | barrier() | |
| 209 | 238 | -- all threads can now read tile | |
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