I am using wgpu-rs and writing shaders in WGSL. To test an example shader, I copied some sample code from here: https://www.w3.org/TR/WGSL/#var-and-let.
Here is my simple shader:
// Vertex shader
struct VertexInput {
[[location(0)]] pos: vec3<f32>;
};
struct VertexOutput {
[[builtin(position)]] pos: vec4<f32>;
};
[[stage(vertex)]]
fn main(vertex_input: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.pos = vec4<f32>(vertex_input.pos, 1.0);
var a: i32 = 2;
var i: i32 = 0;
loop {
if (i >= 4) { break; }
let step: i32 = 1;
i = i + step;
if (i % 2 == 0) { continue; }
a = a * 2;
}
return out;
}
// Fragment shader
[[stage(fragment)]]
fn main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
return vec4<f32>(1.0, 1.0, 1.0, 1.0);
}
However, when I try to compile it, I get the following error:
[2021-08-18T16:13:33Z ERROR wgpu_core::device] Failed to parse WGSL code for Some("Shader: simple shader"): expected '(', found ';'
[2021-08-18T16:13:33Z ERROR wgpu::backend::direct] wgpu error: Validation Error
Caused by:
In Device::create_shader_module
note: label = `Shader: simple shader`
Failed to parse WGSL
The error is caused by the line i = i + step;
, however as mentioned before this snippet of code was copied from the W3 documentation so why doesn't it compile?
It appears the wgpu-rs
shader validation is favoring the built-in step()
function over a variable declared with the same name. Going by the W3 WGSL docs, this should resolve to the variable since it is in a closer scope.
Renaming the step
variable to something else should fix the immediate problem.
There is already an issue created to track this, but I've added this as another example.