443 lines
17 KiB
Markdown
443 lines
17 KiB
Markdown
|
# News
|
||
|
|
||
|
[![Build Status](https://travis-ci.org/KhronosGroup/glslang.svg?branch=master)](https://travis-ci.org/KhronosGroup/glslang)
|
||
|
[![Build status](https://ci.appveyor.com/api/projects/status/q6fi9cb0qnhkla68/branch/master?svg=true)](https://ci.appveyor.com/project/Khronoswebmaster/glslang/branch/master)
|
||
|
|
||
|
## Planned Deprecations/Removals
|
||
|
|
||
|
1. **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.
|
||
|
|
||
|
2. **Visual Studio 2013, 20-July, 2020.** Keeping code compiling for MS Visual Studio 2013 will no longer be
|
||
|
a goal as of July 20, 2020, the fifth anniversary of the release of Visual Studio 2015.
|
||
|
|
||
|
# 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](https://github.com/Microsoft/DirectXShaderCompiler), which receives a much larger investment and attempts to have definitive/reference-level semantics.
|
||
|
|
||
|
See [issue 362](https://github.com/KhronosGroup/glslang/issues/362) and [issue 701](https://github.com/KhronosGroup/glslang/issues/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
|
||
|
|
||
|
Instead of building manually, you can also download the binaries for your
|
||
|
platform directly from the [master-tot release][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: 2015 is recommended, 2013 is fully supported/tested, and 2010 support is attempted, but not tested.)
|
||
|
* [CMake][cmake]: for generating compilation targets.
|
||
|
* make: _Linux_, ninja is an alternative, if configured.
|
||
|
* [Python 3.x][python]: for executing SPIRV-Tools scripts. (Optional if not using SPIRV-Tools and the 'External' subdirectory does not exist.)
|
||
|
* [bison][bison]: _optional_, but needed when changing the grammar (glslang.y).
|
||
|
* [googletest][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
|
||
|
|
||
|
```bash
|
||
|
cd <parent of where you want glslang to be>
|
||
|
git clone https://github.com/KhronosGroup/glslang.git
|
||
|
```
|
||
|
|
||
|
#### 2) Check-Out External Projects
|
||
|
|
||
|
```bash
|
||
|
cd <the directory glslang was cloned to, "External" will be a subdirectory>
|
||
|
git clone https://github.com/google/googletest.git External/googletest
|
||
|
```
|
||
|
|
||
|
If you want to use googletest with Visual Studio 2013, you also need to check out an older version:
|
||
|
|
||
|
```bash
|
||
|
# to use googletest with Visual Studio 2013
|
||
|
cd External/googletest
|
||
|
git checkout 440527a61e1c91188195f7de212c63c77e8f0a45
|
||
|
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:
|
||
|
|
||
|
```bash
|
||
|
./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:
|
||
|
|
||
|
```bash
|
||
|
mkdir -p $BUILD_DIR
|
||
|
cd $BUILD_DIR
|
||
|
```
|
||
|
|
||
|
For building on Linux:
|
||
|
|
||
|
```bash
|
||
|
cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX="$(pwd)/install" $SOURCE_DIR
|
||
|
# "Release" (for CMAKE_BUILD_TYPE) could also be "Debug" or "RelWithDebInfo"
|
||
|
```
|
||
|
|
||
|
For building on Android:
|
||
|
```bash
|
||
|
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:
|
||
|
|
||
|
```bash
|
||
|
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
|
||
|
|
||
|
```bash
|
||
|
# 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.
|
||
|
|
||
|
### 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][bison-gnu-win32].
|
||
|
|
||
|
The command to rebuild is:
|
||
|
|
||
|
```bash
|
||
|
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](#build-steps), with the following notes/exceptions:
|
||
|
* `emsdk` needs to be present in your executable search path, *PATH* for
|
||
|
Bash-like environments:
|
||
|
+ [Instructions located here](https://emscripten.org/docs/getting_started/downloads.html#sdk-download-and-install)
|
||
|
* 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:
|
||
|
|
||
|
```sh
|
||
|
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](https://github.com/Microsoft/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](https://github.com/Microsoft/vcpkg) on the vcpkg repository.
|
||
|
|
||
|
## Testing
|
||
|
|
||
|
Right now, there are two test harnesses existing in glslang: one is [Google
|
||
|
Test](gtests/), one is the [`runtests` script](Test/runtests). 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](Test/runtests) 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:
|
||
|
|
||
|
```bash
|
||
|
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:
|
||
|
|
||
|
```bash
|
||
|
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](gtests/README.md).
|
||
|
|
||
|
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:
|
||
|
|
||
|
```cxx
|
||
|
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:
|
||
|
|
||
|
```cxx
|
||
|
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:
|
||
|
|
||
|
```c
|
||
|
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`.
|
||
|
|
||
|
[cmake]: https://cmake.org/
|
||
|
[python]: https://www.python.org/
|
||
|
[bison]: https://www.gnu.org/software/bison/
|
||
|
[googletest]: https://github.com/google/googletest
|
||
|
[bison-gnu-win32]: http://gnuwin32.sourceforge.net/packages/bison.htm
|
||
|
[master-tot-release]: https://github.com/KhronosGroup/glslang/releases/tag/master-tot
|