commit | a6a1f542cf118d3b202466d3521c6e2316e36ad4 | [log] [tgz] |
---|---|---|
author | David Neto <dneto@google.com> | Fri Sep 01 18:30:58 2017 -0400 |
committer | David Neto <dneto@google.com> | Fri Sep 01 18:32:29 2017 -0400 |
tree | 528e1ca658f3f57b4222eb003f5096ecb72c359d | |
parent | a3ee5fea2e0b76d8ea44f81f81cc92dcccda4156 [diff] | |
parent | 3a21c880500eac21cdf79bef5b80f970a55ac6af [diff] |
Merge remote-tracking branch 'aosp/upstream-master' into update-shaderc Includes: 3a21c880 Merge pull request #1042 from LoopDawg/warning-fix-2 43f682f6 Merge pull request #1039 from amdrexu/bugfix 2baa7742 Linux build warning fix 2a305f65 Fix issues of GL_ARB_viewport_layer_array 75e057f9 Merge pull request #1037 from LoopDawg/clip-cull-geom 5e5b12e9 HLSL: add geometry stage support for clip/cull distance a459fc81 Merge pull request #1031 from xxxbxxx/for-upstream-2 4e2f05da Build: Fix #1036: size_t warning. eb71cdd5 HLSL: fix preprocessor concatenation behaviour. ea0c1643 Merge pull request #1035 from LoopDawg/clip-cull-type-fix d6f4d9b4 HLSL: fix type on clip/cull index result 82e95a3a SPV: Add auto location mapping of non-opaque non-block uniform variables. 8268a355 Build: Attempt better support for VS 2012. 74c5f711 Merge pull request #1014 from KhronosGroup/SPV_EXT_shader_viewport_index_layer 35343cb8 Merge pull request #1034 from KhronosGroup/module-processes b41bff69 SPV: 1st pass implementation of SPV_EXT_shader_viewport_index_layer. 2a27116c SPV reflection: Add OpModuleProcessed for compile options. 1f312f90 Merge pull request #1028 from LoopDawg/clip-cull-input e2cda3c2 HLSL: handle clip and cull distance input builtin type conversion Test: checkbuild.py on Linux; unit tests on Windows Change-Id: I747eb59a3c91e4e1e69a9d0ab6cab212a2e5bec6
Also see the Khronos landing page for glslang as a reference front end:
https://www.khronos.org/opengles/sdk/tools/Reference-Compiler/
The above page includes where to get binaries, and is kept up to date regarding the feature level of glslang.
An OpenGL and OpenGL ES shader front end and validator.
There are several components:
A GLSL/ESSL front-end for reference validation and translation of GLSL/ESSL into an AST.
An HLSL front-end for translation of a broad generic HLL into the AST. See issue 362 and issue 701 for current status.
A SPIR-V back end for translating the AST to SPIR-V.
A standalone wrapper, glslangValidator
, that can be used as a command-line tool for the above.
How to add a feature protected by a version/extension/stage/profile: See the comment in glslang/MachineIndependent/Versions.cpp
.
Tasks waiting to be done are documented as GitHub issues.
To use the standalone binary form, execute glslangValidator
, and it will print a usage statement. Basic operation is to give it a file containing a shader, and it will print out warnings/errors and optionally an AST.
The applied stage-specific rules are based on the file extension:
.vert
for a vertex shader.tesc
for a tessellation control shader.tese
for a tessellation evaluation shader.geom
for a geometry shader.frag
for a fragment shader.comp
for a compute shaderThere is also a non-shader extension
.conf
for a configuration file of limits, see usage statement for examplecd <parent of where you want glslang to be> # If using SSH git clone git@github.com:KhronosGroup/glslang.git # Or if using HTTPS git clone https://github.com/KhronosGroup/glslang.git
cd <the directory glslang was cloned to, "External" will be a subdirectory> git clone https://github.com/google/googletest.git External/googletest
Assume the source directory is $SOURCE_DIR
and the build directory is $BUILD_DIR
:
For building on Linux (assuming using the Ninja generator):
cd $BUILD_DIR cmake -GNinja -DCMAKE_BUILD_TYPE={Debug|Release|RelWithDebInfo} \ -DCMAKE_INSTALL_PREFIX=`pwd`/install $SOURCE_DIR
For building on Windows:
cmake $SOURCE_DIR -DCMAKE_INSTALL_PREFIX=`pwd`/install # The CMAKE_INSTALL_PREFIX part is for testing (explained later).
The CMake GUI also works for Windows (version 3.4.1 tested).
# for Linux: ninja install # for Windows: cmake --build . --config {Release|Debug|MinSizeRel|RelWithDebInfo} \ --target install
If using MSVC, after running CMake to configure, use the Configuration Manager to check the INSTALL
project.
The grammar in glslang/MachineIndependent/glslang.y
has to be recompiled with bison if it changes, the output files are committed to the repo to avoid every developer needing to have bison configured to compile the project when grammar changes are quite infrequent. For windows you can get binaries from GnuWin32.
The command to rebuild is:
bison --defines=MachineIndependent/glslang_tab.cpp.h -t MachineIndependent/glslang.y -o MachineIndependent/glslang_tab.cpp
The above command is also available in the bash script at glslang/updateGrammar
.
Right now, there are two test harnesses existing in glslang: one is Google Test, one is the runtests
script. The former runs unit tests and single-shader single-threaded integration tests, while the latter runs multiple-shader linking tests and multi-threaded tests.
The runtests
script requires compiled binaries to be installed into $BUILD_DIR/install
. Please make sure you have supplied the correct configuration to CMake (using -DCMAKE_INSTALL_PREFIX
) when building; otherwise, you may want to modify the path in the runtests
script.
Running Google Test-backed tests:
cd $BUILD_DIR # for Linux: ctest # for Windows: ctest -C {Debug|Release|RelWithDebInfo|MinSizeRel} # or, run the test binary directly # (which gives more fine-grained control like filtering): <dir-to-glslangtests-in-build-dir>/glslangtests
Running runtests
script-backed tests:
cd $SOURCE_DIR/Test && ./runtests
Test results should always be included with a pull request that modifies functionality.
If you are writing unit tests, please use the Google Test framework and place the tests under the gtests/
directory.
Integration tests are placed in the Test/
directory. It contains test input and a subdirectory baseResults/
that contains the expected results of the tests. Both the tests and baseResults/
are under source-code control.
Google Test runs those integration tests by reading the test input, compiling them, and then compare against the expected results in baseResults/
. The integration tests to run via Google Test is registered in various gtests/*.FromFile.cpp
source files. glslangtests
provides a command-line option --update-mode
, which, if supplied, will overwrite the golden files under the baseResults/
directory with real output from that invocation. For more information, please check gtests/
directory's README.
For the runtests
script, it will generate current results in the localResults/
directory and diff
them against the baseResults/
. When you want to update the tracked test results, they need to be copied from localResults/
to baseResults/
. This can be done by the bump
shell script.
You can add your own private list of tests, not tracked publicly, by using localtestlist
to list non-tracked tests. This is automatically read by runtests
and included in the diff
and bump
process.
Another piece of software can programmatically translate shaders to an AST using one of two different interfaces:
The main()
in StandAlone/StandAlone.cpp
shows examples using both styles.
This interface is in roughly the last 1/3 of ShaderLang.h
. It is in the glslang namespace and contains the following.
const char* GetEsslVersionString(); const char* GetGlslVersionString(); bool InitializeProcess(); void FinalizeProcess(); class TShader bool parse(...); void setStrings(...); const char* getInfoLog(); class TProgram void addShader(...); bool link(...); const char* getInfoLog(); Reflection queries
See ShaderLang.h
and the usage of it in StandAlone/StandAlone.cpp
for more details.
This interface is in roughly the first 2/3 of ShaderLang.h
, and referred to as the Sh*()
interface, as all the entry points start Sh
.
The Sh*()
interface takes a “compiler” call-back object, which it calls after building call back that is passed the AST and can then execute a backend on it.
The following is a simplified resulting run-time call stack:
ShCompile(shader, compiler) -> compiler(AST) -> <back end>
In practice, ShCompile()
takes shader strings, default version, and warning/error and other options for controlling compilation.
Initial lexical analysis is done by the preprocessor in MachineIndependent/Preprocessor
, and then refined by a GLSL scanner in MachineIndependent/Scan.cpp
. There is currently no use of flex.
Code is parsed using bison on MachineIndependent/glslang.y
with the aid of a symbol table and an AST. The symbol table is not passed on to the back-end; the intermediate representation stands on its own. The tree is built by the grammar productions, many of which are offloaded into ParseHelper.cpp
, and by Intermediate.cpp
.
The intermediate representation is very high-level, and represented as an in-memory tree. This serves to lose no information from the original program, and to have efficient transfer of the result from parsing to the back-end. In the AST, constants are propogated and folded, and a very small amount of dead code is eliminated.
To aid linking and reflection, the last top-level branch in the AST lists all global symbols.
The primary algorithm of the back-end compiler is to traverse the tree (high-level intermediate representation), and create an internal object code representation. There is an example of how to do this in MachineIndependent/intermOut.cpp
.
Reduction of the tree to a linear byte-code style low-level intermediate representation is likely a good way to generate fully optimized code.
There is currently some dead old-style linker-type code still lying around.
Memory pool: parsing uses types derived from C++ std
types, using a custom allocator that puts them in a memory pool. This makes allocation of individual container/contents just few cycles and deallocation free. This pool is popped after the AST is made and processed.
The use is simple: if you are going to call new
, there are three cases:
the object comes from the pool (its base class has the macro POOL_ALLOCATOR_NEW_DELETE
in it) and you do not have to call delete
it is a TString
, in which case call NewPoolTString()
, which gets it from the pool, and there is no corresponding delete
the object does not come from the pool, and you have to do normal C++ memory management of what you new