use rust like module names for shader imports
This commit is contained in:
parent
3d49dad921
commit
d13c7ae129
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@ -1 +1,2 @@
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/target
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/target
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out.wgsl
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@ -154,6 +154,7 @@ version = "0.1.0"
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dependencies = [
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dependencies = [
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"pest",
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"pest",
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"pest_derive",
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"pest_derive",
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"thiserror",
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]
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]
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[[package]]
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[[package]]
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@ -6,3 +6,4 @@ edition = "2021"
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[dependencies]
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[dependencies]
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pest = "2.7.11"
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pest = "2.7.11"
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pest_derive = "2.7.11"
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pest_derive = "2.7.11"
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thiserror = "1.0.63"
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@ -1,4 +1,5 @@
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#import "simple.wgsl"
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#define_module base
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#import simple
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fn main() -> vec4<f32> {
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fn main() -> vec4<f32> {
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let a = do_something_cool(10.0);
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let a = do_something_cool(10.0);
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@ -0,0 +1,5 @@
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#define_module inner::some_include
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fn mult_some_nums(a: f32, b: f32) -> f32 {
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return a * b;
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}
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@ -1,10 +0,0 @@
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// ==== START OF INCLUDE OF 'shaders/simple.wgsl' ====
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fn do_something_cool(in: f32) -> f32 {
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return in * 2.0;
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}
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// ==== END OF INCLUDE OF 'shaders/simple.wgsl' ====
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fn main() -> vec4<f32> {
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let a = do_something_cool(10.0);
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return vec4<f32>(vec3<f32>(a), 1.0);
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}
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@ -1,3 +1,6 @@
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#define_module simple
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#import inner::some_include
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fn do_something_cool(in: f32) -> f32 {
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fn do_something_cool(in: f32) -> f32 {
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return in * 2.0;
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return mult_some_nums(in, 2.0);
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}
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}
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252
src/main.rs
252
src/main.rs
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@ -1,4 +1,6 @@
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use std::{fs, io::Write};
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use std::{
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collections::HashMap, fmt::Write, fs, path::{Path, PathBuf}
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};
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use pest::Parser;
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use pest::Parser;
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use pest_derive::Parser;
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use pest_derive::Parser;
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@ -7,68 +9,230 @@ use pest_derive::Parser;
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#[grammar = "wgsl.pest"]
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#[grammar = "wgsl.pest"]
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pub struct WgslParser;
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pub struct WgslParser;
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#[derive(Debug, thiserror::Error)]
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pub enum PreprocessorError {
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#[error("{0}")]
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IoError(#[from] std::io::Error),
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#[error("error parsing {path}: {err}")]
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ParserError {
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path: PathBuf,
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err: pest::error::Error<Rule>,
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},
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#[error("failure formatting preprocessor output to string ({0})")]
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FormatError(#[from] std::fmt::Error),
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#[error("unknown module import '{module}', in {from_path}")]
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UnknownModule { from_path: PathBuf, module: String },
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}
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fn main() {
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fn main() {
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/* let unparsed_file = fs::read_to_string("shaders/base.wgsl")
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/* let mut successful_parse = WgslParser::parse(Rule::command_line, "#define_module inner::some_include").unwrap();
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.expect("cannot read file");
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let p = successful_parse.next().unwrap();
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let mut successful_parse = WgslParser::parse(Rule::file, &unparsed_file).unwrap();
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println!("test: {}", p.as_str()); */
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let a = successful_parse.next().unwrap();
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let mut p = Processor::new();
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println!("got {}", a.as_str()); */
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let f = p.parse_modules("shaders", ["wgsl"]).unwrap();
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println!("Parsed {} modules:", f);
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let unparsed_file = fs::read_to_string("shaders/base.wgsl")
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for mod_name in p.modules.keys() {
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.expect("cannot read file");
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println!(" {mod_name}");
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// add a new line to the end of the input to make the grammar happy
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}
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let unparsed_file = format!("{unparsed_file}\n");
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let mut out_file = fs::File::create("shaders/out.wgsl").unwrap();
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let processed = p.process_file("shaders/base.wgsl").unwrap();
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fs::write("out.wgsl", processed).unwrap();
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}
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let file = WgslParser::parse(Rule::file, &unparsed_file)
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#[derive(Default)]
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.expect("unsuccessful parse") // unwrap the parse result
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pub struct Module {
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.next().unwrap(); // get and unwrap the `file` rule; never fails
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name: String,
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path: String,
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}
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for record in file.into_inner() {
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#[derive(Default)]
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match record.as_rule() {
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pub struct Processor {
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Rule::command_line => {
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modules: HashMap<String, Module>,
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}
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impl Processor {
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pub fn new() -> Self {
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Self::default()
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}
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/// Parse a module file to attempt to find the include identifier.
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///
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/// Returns `None` if the module does not define an include identifier.
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pub fn parse_module<P: AsRef<Path>>(
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&mut self,
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path: P,
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) -> Result<Option<String>, PreprocessorError> {
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let unparsed_file = fs::read_to_string(path.as_ref())?;
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// add a new line to the end of the input to make the grammar happy
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let unparsed_file = format!("{unparsed_file}\n");
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let file = WgslParser::parse(Rule::file, &unparsed_file)
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.map_err(|e| PreprocessorError::ParserError {
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path: path.as_ref().to_path_buf(),
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err: e,
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})?
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.next()
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.unwrap(); // get and unwrap the `file` rule; never fails
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for record in file.into_inner() {
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match record.as_rule() {
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Rule::command_line => {
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// the parser has found a preprocessor command, figure out what it is
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let mut pairs = record.into_inner();
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let command_line = pairs.next().unwrap();
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match command_line.as_rule() {
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Rule::import_command => (),
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Rule::define_module_command => {
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let mut shader_file_pairs = command_line.into_inner();
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let shader_file = shader_file_pairs.next().unwrap();
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let shader_file = shader_file.as_str().to_string();
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self.modules.insert(
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shader_file.clone(),
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Module {
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name: shader_file.clone(),
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path: path.as_ref().to_str().unwrap().into(),
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},
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);
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return Ok(Some(shader_file.clone()));
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}
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_ => unreachable!(),
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}
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}
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Rule::shader_code_line => (),
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Rule::EOI => (),
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_ => unreachable!(),
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}
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}
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Ok(None)
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}
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/// Find files recursively in `path` with an extension in `extensions`, and parse them.
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///
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/// For each file that's found, [`Processor::parse_module`] is used to parse them.
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///
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/// Parameters:
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/// * `path` - The path to search for files in.
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/// * `extensions` - The extensions that the discovered files must have. Make sure they have
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/// no leading '.'
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pub fn parse_modules<P: AsRef<Path>, const N: usize>(
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&mut self,
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path: P,
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extensions: [&str; N],
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) -> Result<usize, PreprocessorError> {
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//debug_assert!(!extension.starts_with("."), "remove leading '.' from extension");
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let files = recurse_files(path)?;
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let mut parsed = 0;
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for file in files {
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if let Some(ext) = file.extension().and_then(|p| p.to_str()) {
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if extensions.contains(&ext) {
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self.parse_module(file)?;
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parsed += 1;
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}
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}
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}
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Ok(parsed)
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}
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pub fn process_file<P: AsRef<Path>>(&mut self, path: P) -> Result<String, PreprocessorError> {
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let unparsed_file = fs::read_to_string(path.as_ref())?;
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// add a new line to the end of the input to make the grammar happy
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let unparsed_file = format!("{unparsed_file}\n");
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let mut out_string = String::new();
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let file = WgslParser::parse(Rule::file, &unparsed_file)
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.map_err(|e| PreprocessorError::ParserError {
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path: path.as_ref().to_path_buf(),
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err: e,
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})?
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.next()
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.unwrap(); // get and unwrap the `file` rule; never fails
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for record in file.into_inner() {
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match record.as_rule() {
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Rule::command_line => {
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// the parser has found a preprocessor command, figure out what it is
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let mut pairs = record.into_inner();
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//assert_eq!(pairs.next().unwrap().as_rule(), Rule::preproc_prefix); // skip preproc_prefix
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let command_line = pairs.next().unwrap();
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for command_line in record.into_inner() {
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match command_line.as_rule() {
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match command_line.as_rule() {
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Rule::preproc_command => {},
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Rule::import_command => {
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Rule::import_command => {
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let mut shader_file_pairs = command_line.into_inner();
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let mut shader_file_pairs = command_line.into_inner();
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let shader_file = shader_file_pairs.next().unwrap();
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let shader_file = shader_file_pairs.next().unwrap();
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let shader_file = shader_file.as_str();
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let shader_file = shader_file.as_str();
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// remove surrounding quotes
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// remove surrounding quotes
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let shader_file = &shader_file[1..shader_file.len() - 1];
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//let shader_file = &shader_file[1..shader_file.len() - 1];
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println!("found include for file: {}", shader_file);
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println!("found module import: {}", shader_file);
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let imported_mod = self.modules.get(shader_file).ok_or_else(|| {
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PreprocessorError::UnknownModule {
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from_path: path.as_ref().to_path_buf(),
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module: shader_file.into(),
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}
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})?;
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let path = format!("shaders/{}", shader_file);
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//let shader_path = parent_dir.join(shader_file);
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let included_file = fs::read(&path)
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let included_file = self.process_file(imported_mod.path.clone())?;
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.expect("cannot read file");
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let start_header = format!("// ==== START OF INCLUDE OF '{}' ====\n", path);
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let start_header =
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let end_header = format!("\n// ==== END OF INCLUDE OF '{}' ====\n", path);
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format!("// ==== START OF INCLUDE OF '{}' ====\n", shader_file);
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let end_header =
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out_file.write(start_header.as_bytes()).unwrap();
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format!("\n// ==== END OF INCLUDE OF '{}' ====\n", shader_file);
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out_file.write(&included_file).unwrap();
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out_file.write(end_header.as_bytes()).unwrap();
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out_string.write_str(&start_header)?;
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out_string.write_str(&included_file)?;
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out_string.write_str(&end_header)?;
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},
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},
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_ => unreachable!()
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Rule::define_module_command => (),
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_ => unreachable!(),
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}
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}
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}
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}
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println!("found line");
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Rule::shader_code_line => {
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},
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let input = record.as_str();
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Rule::shader_code_line => {
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// add new line to end of input
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let input = record.as_str();
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let input = format!("{input}\n");
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println!("in: {}", input);
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out_string.write_str(&input)?;
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let input = format!("{input}\n");
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}
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out_file.write(input.as_bytes()).unwrap();
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Rule::EOI => (),
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},
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_ => unreachable!(),
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Rule::EOI => (),
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}
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Rule::eol => (),
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}
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_ => unreachable!(),
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Ok(out_string)
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}
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}
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/// Recursively find files in `path`.
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fn recurse_files(path: impl AsRef<Path>) -> std::io::Result<Vec<PathBuf>> {
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let mut buf = vec![];
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let entries = fs::read_dir(path)?;
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for entry in entries {
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let entry = entry?;
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let meta = entry.metadata()?;
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if meta.is_dir() {
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let mut subdir = recurse_files(entry.path())?;
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buf.append(&mut subdir);
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}
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if meta.is_file() {
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buf.push(entry.path());
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}
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}
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}
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}
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}
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Ok(buf)
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}
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@ -1,12 +1,14 @@
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shader_file = { "\"" ~ ASCII_ALPHA* ~ "." ~ ASCII_ALPHA* ~ "\"" }
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shader_module_text = { ASCII_ALPHANUMERIC | "_" | "-" }
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import_command = { "import" ~ ws ~ shader_file }
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shader_module = { shader_module_text* ~ ( "::" ~ shader_module_text*)* }
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preproc_prefix = { "#" }
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import_command = { "import" ~ ws ~ shader_module }
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define_module_command = { "define_module" ~ ws ~ shader_module }
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preproc_prefix = _{ "#" }
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// a line of preprocessor commands
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// a line of preprocessor commands
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command_line = { preproc_prefix ~ import_command }
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command_line = { preproc_prefix ~ (define_module_command | import_command) }
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// all characters used by wgsl
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// all characters used by wgsl
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shader_code = { ASCII_ALPHANUMERIC | "{" | "}" | "@" | "-" | "+" | "=" | "(" | ")" | ">" | "<" | ";" | "." | "_" | "," }
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shader_code = { ASCII_ALPHANUMERIC | "{" | "}" | "@" | "-" | "+" | "*" | "/" | "=" | "(" | ")" | ">" | "<" | ";" | ":" | "." | "_" | "," }
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// a line of shader code, including white space
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// a line of shader code, including white space
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shader_code_line = { (ws* ~ shader_code ~ ws*)* }
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shader_code_line = { (ws* ~ shader_code ~ ws*)* }
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