Android NDK r24 Beta 1 (7856742)
Merge remote-tracking branch 'aosp/upstream-master' into update-shaderc

Includes:
2fb89a00 Merge pull request #2738 from greg-lunarg/kg119
e49ae91c Update known goods and CHANGES for 11.6.0
a4599ef7 Merge pull request #2718 from ZhiqianXia/AtomicOpsARB
7ca4dfa0 Merge pull request #2731 from alelenv/rt_motion
35af9ea5 Update known_good for SPV_NV_ray_tracing_motion_blur.
da8027a9 Merge branch 'KhronosGroup:master' into rt_motion
fc60f77a Add support for GL_NV_ray_tracing_motion_blur.
aa2d4bd2 Merge pull request #2726 from TheMindVirus/master
675bd38b Merge pull request #2729 from greg-lunarg/2725
9f18258e Fix seperate stores to swizzled lvalue.
48937f93 Update CMakeLists.txt
bf567735 Support Extension GL_ARB_shader_atomic_counter_ops and relative intrisic functions.
e0f3fdf4 Merge pull request #2716 from greg-lunarg/i2689
715f5c6c Add support for pragma STDGL invariant(all)
50849374 Merge pull request #2715 from greg-lunarg/i2714
c94ec935 Merge pull request #2690 from AndreyMlashkin/make_msvc_runtime_override_optional
27384e04 Allow layout(std430) uniform with GL_EXT_scalar_block_layout
0784c413 correct ident
0db0010d Merge pull request #2691 from ZhiqianXia/BugPoint
9ff6cd0b Merge branch 'master' into BugPoint
ba540202 Merge pull request #2700 from ZhiqianXia/u2i
d433cccb Merge pull request #2702 from jeremy-lunarg/hayes-2518
6d5b40f0 Generate separate stores for partially swizzled memory stores
fc9897d1 Fix OpImageRead result type when compiling HLSL (#2706)
4a12ee1a Merge pull request #2705 from pkasting/master
1978c769 Merge pull request #2704 from YunHsiao/master
e8cffa5b Fix some instances of -Wunused-but-set-variable.
ae4305da Fix per-set argument parsing in standalone
8cd85272 Support Uint to Int implicit conversions at #extension GL_ARB_gpu_shader5.
91580613 Merge pull request #2695 from ShabbyX/fix-bool-array-in-uniform-load
097215f6 Fix loading bool arrays from interface blocks
fda1c583 make AND to upper case
22d19b96 add possibility to not override runtime of MSVC
cf52f73a Atomic memory function can only be used for shader storage block member or shared variable.
4b7b86d5 Merge pull request #2688 from KhronosGroup/revert-2643-master
263e50f6 Revert "Atomic memory function can only be used for shader storage block member or shared variable."
9e707294 Merge pull request #2684 from ZhiqianXia/Dev
89286ca5 Merge pull request #2643 from ZhiqianXia/master
5531fbc6 Add support for gl_MaxVaryingVectors for ogl.
8a5c5e82 Merge branch 'KhronosGroup:master' into master
ae2a5629 Merge pull request #2671 from greg-lunarg/kg118
83be6021 Update known goods and CHANGES for 11.5.0
0c4c93bf Merge pull request #2670 from dneto0/fix-android-mk
e89fbf3a Android.mk: Add SpirvIntrinsics.cpp
587261a8 Atomic memory function can only be used for shader storage block member or shared variable.

Testing: checkbuild.py on Linux
Change-Id: Ic51ebac167f355a2d262a6f4ce302f23951629da
tree: e1c8e95d73d7f1fb4a18fb7be522f9cfed9d2b70
  1. build_overrides/
  2. External/
  3. glslang/
  4. gtests/
  5. hlsl/
  6. kokoro/
  7. ndk_test/
  8. OGLCompilersDLL/
  9. SPIRV/
  10. StandAlone/
  11. Test/
  12. .appveyor.yml
  13. .clang-format
  14. .gitattributes
  15. .gitignore
  16. .gn
  17. .travis.yml
  18. _config.yml
  19. Android.mk
  20. BUILD.bazel
  21. BUILD.gn
  22. build_info.h.tmpl
  23. build_info.py
  24. CHANGES.md
  25. ChooseMSVCCRT.cmake
  26. CMakeLists.txt
  27. CODE_OF_CONDUCT.md
  28. DEPS
  29. known_good.json
  30. known_good_khr.json
  31. license-checker.cfg
  32. LICENSE.txt
  33. parse_version.cmake
  34. README-spirv-remap.txt
  35. README.md
  36. standalone.gclient
  37. update_glslang_sources.py
  38. WORKSPACE
README.md

News

  1. Visual Studio 2013 is no longer supported

    As scheduled, Microsoft Visual Studio 2013 is no longer officially supported.
    Please upgrade to at least Visual Studio 2015.

  2. The versioning scheme is being improved, and you might notice some differences. This is currently WIP, but will be coming soon. See, for example, PR #2277.

  3. If you get a new compilation error due to a missing header, it might be caused by this planned removal:

SPIRV Folder, 1-May, 2020. Glslang, when installed through CMake, will install a SPIRV folder into ${CMAKE_INSTALL_INCLUDEDIR}. This SPIRV folder is being moved to glslang/SPIRV. During the transition the SPIRV folder will be installed into both locations. The old install of SPIRV/ will be removed as a CMake install target no sooner than May 1, 2020. See issue #1964.

If people are only using this location to get spirv.hpp, I recommend they get that from SPIRV-Headers instead.

Build Status Build status

Glslang Components and Status

There are several components:

Reference Validator and GLSL/ESSL -> AST Front End

An OpenGL GLSL and OpenGL|ES GLSL (ESSL) front-end for reference validation and translation of GLSL/ESSL into an internal abstract syntax tree (AST).

Status: Virtually complete, with results carrying similar weight as the specifications.

HLSL -> AST Front End

An HLSL front-end for translation of an approximation of HLSL to glslang's AST form.

Status: Partially complete. Semantics are not reference quality and input is not validated. This is in contrast to the DXC project, which receives a much larger investment and attempts to have definitive/reference-level semantics.

See issue 362 and issue 701 for current status.

AST -> SPIR-V Back End

Translates glslang's AST to the Khronos-specified SPIR-V intermediate language.

Status: Virtually complete.

Reflector

An API for getting reflection information from the AST, reflection types/variables/etc. from the HLL source (not the SPIR-V).

Status: There is a large amount of functionality present, but no specification/goal to measure completeness against. It is accurate for the input HLL and AST, but only approximate for what would later be emitted for SPIR-V.

Standalone Wrapper

glslangValidator is command-line tool for accessing the functionality above.

Status: Complete.

Tasks waiting to be done are documented as GitHub issues.

Other References

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, while not kept up to date, includes additional information regarding glslang as a reference validator.

How to Use Glslang

Execution of Standalone Wrapper

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 shader

There is also a non-shader extension

  • .conf for a configuration file of limits, see usage statement for example

Building (CMake)

Instead of building manually, you can also download the binaries for your platform directly from the master-tot release on GitHub. Those binaries are automatically uploaded by the buildbots after successful testing and they always reflect the current top of the tree of the master branch.

Dependencies

  • A C++11 compiler. (For MSVS: use 2015 or later.)
  • CMake: for generating compilation targets.
  • make: Linux, ninja is an alternative, if configured.
  • Python 3.x: for executing SPIRV-Tools scripts. (Optional if not using SPIRV-Tools and the ‘External’ subdirectory does not exist.)
  • bison: optional, but needed when changing the grammar (glslang.y).
  • googletest: optional, but should use if making any changes to glslang.

Build steps

The following steps assume a Bash shell. On Windows, that could be the Git Bash shell or some other shell of your choosing.

1) Check-Out this project

cd <parent of where you want glslang to be>
git clone https://github.com/KhronosGroup/glslang.git

2) Check-Out External Projects

cd <the directory glslang was cloned to, "External" will be a subdirectory>
git clone https://github.com/google/googletest.git External/googletest

TEMPORARY NOTICE: additionally perform the following to avoid a current breakage in googletest:

cd External/googletest
git checkout 0c400f67fcf305869c5fb113dd296eca266c9725
cd ../..

If you wish to assure that SPIR-V generated from HLSL is legal for Vulkan, wish to invoke -Os to reduce SPIR-V size from HLSL or GLSL, or wish to run the integrated test suite, install spirv-tools with this:

./update_glslang_sources.py

3) Configure

Assume the source directory is $SOURCE_DIR and the build directory is $BUILD_DIR. First ensure the build directory exists, then navigate to it:

mkdir -p $BUILD_DIR
cd $BUILD_DIR

For building on Linux:

cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX="$(pwd)/install" $SOURCE_DIR
# "Release" (for CMAKE_BUILD_TYPE) could also be "Debug" or "RelWithDebInfo"

For building on Android:

cmake $SOURCE_DIR -G "Unix Makefiles" -DCMAKE_INSTALL_PREFIX="$(pwd)/install" -DANDROID_ABI=arm64-v8a -DCMAKE_BUILD_TYPE=Release -DANDROID_STL=c++_static -DANDROID_PLATFORM=android-24 -DCMAKE_SYSTEM_NAME=Android -DANDROID_TOOLCHAIN=clang -DANDROID_ARM_MODE=arm -DCMAKE_MAKE_PROGRAM=$ANDROID_NDK_ROOT/prebuilt/linux-x86_64/bin/make -DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK_ROOT/build/cmake/android.toolchain.cmake
# If on Windows will be -DCMAKE_MAKE_PROGRAM=%ANDROID_NDK_ROOT%\prebuilt\windows-x86_64\bin\make.exe
# -G is needed for building on Windows
# -DANDROID_ABI can also be armeabi-v7a for 32 bit

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).

Also, consider using git config --global core.fileMode false (or with --local) on Windows to prevent the addition of execution permission on files.

4) Build and Install

# for Linux:
make -j4 install

# for Windows:
cmake --build . --config Release --target install
# "Release" (for --config) could also be "Debug", "MinSizeRel", or "RelWithDebInfo"

If using MSVC, after running CMake to configure, use the Configuration Manager to check the INSTALL project.

Building (GN)

glslang can also be built with the GN build system.

1) Install depot_tools

Download depot_tools.zip, extract to a directory, and add this directory to your PATH.

2) Synchronize dependencies and generate build files

This only needs to be done once after updating glslang.

With the current directory set to your glslang checkout, type:

./update_glslang_sources.py
gclient sync --gclientfile=standalone.gclient
gn gen out/Default

3) Build

With the current directory set to your glslang checkout, type:

cd out/Default
ninja

If you need to change the GLSL grammar

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:

m4 -P MachineIndependent/glslang.m4 > MachineIndependent/glslang.y
bison --defines=MachineIndependent/glslang_tab.cpp.h
      -t MachineIndependent/glslang.y
      -o MachineIndependent/glslang_tab.cpp

The above commands are also available in the bash script in updateGrammar, when executed from the glslang subdirectory of the glslang repository. With no arguments it builds the full grammar, and with a “web” argument, the web grammar subset (see more about the web subset in the next section).

Building to WASM for the Web and Node

Building a standalone JS/WASM library for the Web and Node

Use the steps in Build Steps, with the following notes/exceptions:

  • emsdk needs to be present in your executable search path, PATH for Bash-like environments:
  • Wrap cmake call: emcmake cmake
  • Set -DBUILD_TESTING=OFF -DENABLE_OPT=OFF -DINSTALL_GTEST=OFF.
  • Set -DENABLE_HLSL=OFF if HLSL is not needed.
  • For a standalone JS/WASM library, turn on -DENABLE_GLSLANG_JS=ON.
  • For building a minimum-size web subset of core glslang:
    • turn on -DENABLE_GLSLANG_WEBMIN=ON (disables HLSL)
    • execute updateGrammar web from the glslang subdirectory (or if using your own scripts, m4 needs a -DGLSLANG_WEB argument)
    • optionally, for GLSL compilation error messages, turn on -DENABLE_GLSLANG_WEBMIN_DEVEL=ON
  • To get a fully minimized build, make sure to use brotli to compress the .js and .wasm files

Example:

emcmake cmake -DCMAKE_BUILD_TYPE=Release -DENABLE_GLSLANG_JS=ON \
    -DENABLE_HLSL=OFF -DBUILD_TESTING=OFF -DENABLE_OPT=OFF -DINSTALL_GTEST=OFF ..

Building glslang - Using vcpkg

You can download and install glslang using the vcpkg dependency manager:

git clone https://github.com/Microsoft/vcpkg.git
cd vcpkg
./bootstrap-vcpkg.sh
./vcpkg integrate install
./vcpkg install glslang

The glslang port in vcpkg is kept up to date by Microsoft team members and community contributors. If the version is out of date, please create an issue or pull request on the vcpkg repository.

Testing

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.

Running 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

If some tests fail with validation errors, there may be a mismatch between the version of spirv-val on the system and the version of glslang. In this case, it is necessary to run update_glslang_sources.py. See “Check-Out External Projects” above for more details.

Contributing tests

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.

Programmatic Interfaces

Another piece of software can programmatically translate shaders to an AST using one of two different interfaces:

  • A new C++ class-oriented interface, or
  • The original C functional interface

The main() in StandAlone/StandAlone.cpp shows examples using both styles.

C++ Class Interface (new, preferred)

This interface is in roughly the last 1/3 of ShaderLang.h. It is in the glslang namespace and contains the following, here with suggested calls for generating SPIR-V:

const char* GetEsslVersionString();
const char* GetGlslVersionString();
bool InitializeProcess();
void FinalizeProcess();

class TShader
    setStrings(...);
    setEnvInput(EShSourceHlsl or EShSourceGlsl, stage,  EShClientVulkan or EShClientOpenGL, 100);
    setEnvClient(EShClientVulkan or EShClientOpenGL, EShTargetVulkan_1_0 or EShTargetVulkan_1_1 or EShTargetOpenGL_450);
    setEnvTarget(EShTargetSpv, EShTargetSpv_1_0 or EShTargetSpv_1_3);
    bool parse(...);
    const char* getInfoLog();

class TProgram
    void addShader(...);
    bool link(...);
    const char* getInfoLog();
    Reflection queries

For just validating (not generating code), substitute these calls:

    setEnvInput(EShSourceHlsl or EShSourceGlsl, stage,  EShClientNone, 0);
    setEnvClient(EShClientNone, 0);
    setEnvTarget(EShTargetNone, 0);

See ShaderLang.h and the usage of it in StandAlone/StandAlone.cpp for more details. There is a block comment giving more detail above the calls for setEnvInput, setEnvClient, and setEnvTarget.

C Functional Interface (original)

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 back end 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.

Basic Internal Operation

  • 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 propagated 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

  • Features can be protected by version/extension/stage/profile: See the comment in glslang/MachineIndependent/Versions.cpp.