Merge remote-tracking branch 'aosp/upstream-master'

Pulls in the following:
4213a47 Fixed Android.mk for Windows.
c902a06 Enable test for failure of Vulkan shader targeting OpenGL
cdfb5ac Support Glslang with its new HLSL parser library
65d92e8 Test Vulkan-specific shaders
a18ea5b Enable dependency info dumping tests for abspath
aab7744 Remove revision from SPV_ENV_*.
d3bdf59 Add -I to the glslc synopsis.
afb959a Improve the #include behaviour description.
533ba9b Reflect ExtInstSet generation steps of SPIRV-Tools in Android.mk.
7c9ed1d Add new files appearing in SPIRV-Tools to Android.mk.
8468206 libspirv.h in SPIRV-Tools removed macros for version and revision.
9ede710 Add rules to build grammar tables in Android.mk for SPIRV-Tools.
e0d3d95 Enabled relative includes in glslc.
c15f6f3 Give spvContextCreate() a target environment.
d63c5e0 Update the interface to handle the new Glslang includer.

Change-Id: Id80cb4eb345ad51b4d4e1c80312f88063afb812c
tree: d11438c593a3af00f597eafa963cbf577a7c762e
  1. android_test/
  2. cmake/
  3. examples/
  4. glslc/
  5. libshaderc/
  6. libshaderc_util/
  7. third_party/
  8. utils/
  9. .appveyor.yml
  10. .gitignore
  11. .travis.yml
  12. Android.mk
  13. AUTHORS
  14. CMakeLists.txt
  15. CONTRIBUTING.md
  16. CONTRIBUTORS
  17. DEVELOPMENT.howto.md
  18. Dockerfile
  19. LICENSE
  20. README.md
README.md

Shaderc

Linux and Mac Build Status Windows Build status Coverage Status

A collection of tools, libraries and tests for shader compilation. At the moment it includes:

  • glslc, a command line compiler for GLSL to SPIR-V, and
  • libshaderc a library API for doing the same.

Status

Shaderc is experimental, and subject to significant incompatible changes.

For licensing terms, please see the LICENSE file. If interested in contributing to this project, please see CONTRIBUTING.md

This is not an official Google product (experimental or otherwise), it is just code that happens to be owned by Google. That may change if Shaderc gains contributions from others. See the CONTRIBUTING.md file for more information. See also the AUTHORS and CONTRIBUTORS files.

File organization

  • android_test/ : a small Android application to verify compilation
  • cmake/: CMake utility functions and configuration for Shaderc
  • examples/: Example programs
  • glslc/: an executable to compile GLSL to SPIR-V
  • libshaderc/: a library for compiling shader strings into SPIR-V
  • libshaderc_util/: a utility library used by multiple shaderc components
  • third_party/: third party open source packages; see below
  • utils/: utility scripts for Shaderc

Shaderc depends on glslang, the Khronos reference compiler for GLSL. Sometimes a change updates both Shaderc and glslang. In that case the glslang change will appear in google/glslang before it appears upstream in KhronosGroup/glslang. We intend to upstream all changes to glslang. We maintain the separate copy only to stage those changes for review, and to provide something for Shaderc to build against in the meantime. Please see DEVELOPMENT.howto.md for more details.

Shaderc depends on SPIRV-Tools for assembling and disassembling SPIR-V binaries.

Shaderc depends on the Google Test testing framework.

In the following sections, $SOURCE_DIR is the directory you intend to clone Shaderc into.

Getting and building Shaderc

  1. Check out the source code:
git clone https://github.com/google/shaderc $SOURCE_DIR
cd $SOURCE_DIR/third_party
git clone https://github.com/google/googletest.git
git clone https://github.com/google/glslang.git
git clone https://github.com/KhronosGroup/SPIRV-Tools.git spirv-tools
cd $SOURCE_DIR/
  1. Ensure you have the requisite tools -- see the tools subsection below.

  2. Decide where to place the build output. In the following steps, we'll call it $BUILD_DIR. Any new directory should work. We recommend building outside the source tree, but it is also common to build in a (new) subdirectory of $SOURCE_DIR, such as $SOURCE_DIR/build.

4a) Build (and test) with Ninja on Linux or Windows:

cd $BUILD_DIR
cmake -GNinja -DCMAKE_BUILD_TYPE={Debug|Release|RelWithDebInfo} $SOURCE_DIR
ninja
ctest # optional

4b) Or build (and test) with MSVC on Windows:

cd $BUILD_DIR
cmake $SOURCE_DIR
cmake --build . --config {Release|Debug|MinSizeRel|RelWithDebInfo}
ctest -C {Release|Debug|MinSizeRel|RelWithDebInfo}

4c) Or build with MinGW on Linux for Windows: (Skip building threaded unit tests due to Googletest bug 606)

cd $BUILD_DIR
cmake -GNinja -DCMAKE_BUILD_TYPE={Debug|Release|RelWithDebInfo} $SOURCE_DIR \
   -DCMAKE_TOOLCHAIN_FILE=$SOURCE_DIR/cmake/linux-mingw-toolchain.cmake \
   -Dgtest_disable_pthreads=ON
ninja

After a successful build, you should have a glslc executable somewhere under the $BUILD_DIR/glslc/ directory, as well as a libshaderc library somewhere under the $BUILD_DIR/libshaderc/ directory.

The default behavior on MSVC is to link with the static CRT. If you would like to change this behavior -DSHADERC_ENABLE_SHARED_CRT may be passed on the cmake configure line.

See the libshaderc README for more on using the library API in your project.

Tools you'll need

For building, testing, and profiling Shaderc, the following tools should be installed regardless of your OS:

  • CMake: for generating compilation targets.
  • Python: for utility scripts and running the test suite.

On Linux, the following tools should be installed:

  • gcov: for testing code coverage, provided by the gcc package on Ubuntu.
  • lcov: a graphical frontend for gcov, provided by the lcov package on Ubuntu.
  • genhtml: for creating reports in html format from lcov output, provided by the lcov package on Ubuntu.

On Linux, if cross compiling to Windows:

  • mingw: A GCC-based cross compiler targeting Windows so that generated executables use the Micrsoft C runtime libraries.

On Windows, the following tools should be installed and available on your path:

  • Visual Studio 2013 Update 4 or later. Previous versions of Visual Studio will likely work but are untested.
  • Git - including the associated tools, Bash, diff.

Optionally, the following tools may be installed on any OS:

Building and running Shderc using Docker

Please make sure you have the Docker engine installed on your machine.

To create a Docker image containing Shaderc command line tools, issue the following command in ${SOURCE_DIR}: docker build -t <IMAGE-NAME> .. The created image will have all the command line tools installed at /usr/local interally, and a data volume mounted at /code.

Assume <IMAGE-NAME> is shaderc/shaderc from now on.

To invoke a tool from the above created image in a Docker container:

docker run shaderc/shaderc glslc --version

Alternatively, you can mount a host directory (e.g., example) containing the shaders you want to manipulate and run different kinds of tools via an interactive shell in the container:

$ docker run -i -t -v `pwd`/example:/code shaderc/shaderc
/code $ ls
test.vert
/code $ glslc -c -o - test.vert | spirv-dis

Bug tracking

We track bugs using GitHub -- click on the “Issues” button on the project's GitHub page.

Test coverage

On Linux, you can obtain test coverage as follows:

cd $BUILD_DIR
cmake -GNinja -DCMAKE_BUILD_TYPE=Debug -DENABLE_CODE_COVERAGE=ON $SOURCE_DIR
ninja
ninja report-coverage

Then the coverage report can be found under the $BUILD_DIR/coverage-report directory.