mirror of
https://github.com/RPCS3/glslang.git
synced 2024-11-24 03:39:51 +00:00
758bb5520d
This hopefully prevents obsucuring actual changes in a future commit. Also, adds a script to update the grammar.
204 lines
7.4 KiB
Markdown
204 lines
7.4 KiB
Markdown
Also see the Khronos landing page for glslang as a reference front end:
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https://www.khronos.org/opengles/sdk/tools/Reference-Compiler/
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The above page includes where to get binaries, and is kept up to date
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regarding the feature level of glslang.
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glslang
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=======
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[![Build Status](https://travis-ci.org/KhronosGroup/glslang.svg?branch=master)](https://travis-ci.org/KhronosGroup/glslang)
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An OpenGL and OpenGL ES shader front end and validator.
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There are two components:
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1. A front-end library for programmatic parsing of GLSL/ESSL into an AST.
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2. A standalone wrapper, `glslangValidator`, that can be used as a shader
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validation tool.
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How to add a feature protected by a version/extension/stage/profile: See the
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comment in `glslang/MachineIndependent/Versions.cpp`.
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Things left to do: See `Todo.txt`
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Execution of Standalone Wrapper
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-------------------------------
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To use the standalone binary form, execute `glslangValidator`, and it will print
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a usage statement. Basic operation is to give it a file containing a shader,
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and it will print out warnings/errors and optionally an AST.
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The applied stage-specific rules are based on the file extension:
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* `.vert` for a vertex shader
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* `.tesc` for a tessellation control shader
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* `.tese` for a tessellation evaluation shader
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* `.geom` for a geometry shader
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* `.frag` for a fragment shader
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* `.comp` for a compute shader
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There is also a non-shader extension
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* `.conf` for a configuration file of limits, see usage statement for example
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Building
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--------
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CMake: The currently maintained and preferred way of building is through CMake.
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In MSVC, after running CMake, you may need to use the Configuration Manager to
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check the INSTALL project.
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The grammar in glslang/MachineIndependent/glslang.y has to be recompiled with
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bison if it changes, the output files are committed to the repo to avoid every
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developer needing to have bison configured to compile the project when grammar
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changes are quite infrequent. For windows you can get binaries from
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[GnuWin32](http://gnuwin32.sourceforge.net/packages/bison.htm).
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The command to rebuild is:
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```
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bison --defines=MachineIndependent/glslang_tab.cpp.h
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-t MachineIndependent/glslang.y
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-o MachineIndependent/glslang_tab.cpp
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```
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The above command is also available in the bash script at:
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```
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glslang/updateGrammar
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```
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Glslang is adding the ability to test with
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[Google Test](https://github.com/google/googletest) framework. If you want to
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build and run those tests, please make sure you have a copy of Google Tests
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checked out in the `External/` directory:
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`git clone https://github.com/google/googletest.git`.
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Programmatic Interfaces
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-----------------------
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Another piece of software can programmatically translate shaders to an AST
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using one of two different interfaces:
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* A new C++ class-oriented interface, or
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* The original C functional interface
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The `main()` in `StandAlone/StandAlone.cpp` shows examples using both styles.
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### C++ Class Interface (new, preferred)
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This interface is in roughly the last 1/3 of `ShaderLang.h`. It is in the
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glslang namespace and contains the following.
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```cxx
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const char* GetEsslVersionString();
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const char* GetGlslVersionString();
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bool InitializeProcess();
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void FinalizeProcess();
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class TShader
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bool parse(...);
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void setStrings(...);
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const char* getInfoLog();
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class TProgram
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void addShader(...);
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bool link(...);
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const char* getInfoLog();
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Reflection queries
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```
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See `ShaderLang.h` and the usage of it in `StandAlone/StandAlone.cpp` for more
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details.
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### C Functional Interface (orignal)
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This interface is in roughly the first 2/3 of `ShaderLang.h`, and referred to
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as the `Sh*()` interface, as all the entry points start `Sh`.
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The `Sh*()` interface takes a "compiler" call-back object, which it calls after
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building call back that is passed the AST and can then execute a backend on it.
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The following is a simplified resulting run-time call stack:
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```c
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ShCompile(shader, compiler) -> compiler(AST) -> <back end>
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```
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In practice, `ShCompile()` takes shader strings, default version, and
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warning/error and other options for controlling compilation.
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Testing
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-------
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Test results should always be included with a pull request that modifies
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functionality. And since glslang added the ability to test with
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[Google Test](https://github.com/google/googletest) framework,
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please write your new tests using Google Test.
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The old (deprecated) testing process is:
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`Test` is an active test directory that contains test input and a
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subdirectory `baseResults` that contains the expected results of the
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tests. Both the tests and `baseResults` are under source-code control.
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Executing the script `./runtests` will generate current results in
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the `localResults` directory and `diff` them against the `baseResults`.
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When you want to update the tracked test results, they need to be
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copied from `localResults` to `baseResults`. This can be done by
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the `bump` shell script.
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The list of files tested comes from `testlist`, and lists input shaders
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in this directory, which must all be public for this to work. However,
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you can add your own private list of tests, not tracked here, by using
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`localtestlist` to list non-tracked tests. This is automatically read
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by `runtests` and included in the `diff` and `bump` process.
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Basic Internal Operation
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------------------------
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* Initial lexical analysis is done by the preprocessor in
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`MachineIndependent/Preprocessor`, and then refined by a GLSL scanner
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in `MachineIndependent/Scan.cpp`. There is currently no use of flex.
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* Code is parsed using bison on `MachineIndependent/glslang.y` with the
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aid of a symbol table and an AST. The symbol table is not passed on to
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the back-end; the intermediate representation stands on its own.
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The tree is built by the grammar productions, many of which are
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offloaded into `ParseHelper.cpp`, and by `Intermediate.cpp`.
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* The intermediate representation is very high-level, and represented
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as an in-memory tree. This serves to lose no information from the
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original program, and to have efficient transfer of the result from
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parsing to the back-end. In the AST, constants are propogated and
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folded, and a very small amount of dead code is eliminated.
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To aid linking and reflection, the last top-level branch in the AST
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lists all global symbols.
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* The primary algorithm of the back-end compiler is to traverse the
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tree (high-level intermediate representation), and create an internal
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object code representation. There is an example of how to do this
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in `MachineIndependent/intermOut.cpp`.
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* Reduction of the tree to a linear byte-code style low-level intermediate
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representation is likely a good way to generate fully optimized code.
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* There is currently some dead old-style linker-type code still lying around.
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* Memory pool: parsing uses types derived from C++ `std` types, using a
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custom allocator that puts them in a memory pool. This makes allocation
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of individual container/contents just few cycles and deallocation free.
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This pool is popped after the AST is made and processed.
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The use is simple: if you are going to call `new`, there are three cases:
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- the object comes from the pool (its base class has the macro
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`POOL_ALLOCATOR_NEW_DELETE` in it) and you do not have to call `delete`
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- it is a `TString`, in which case call `NewPoolTString()`, which gets
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it from the pool, and there is no corresponding `delete`
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- the object does not come from the pool, and you have to do normal
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C++ memory management of what you `new`
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