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StandAlone/H03-May-2022-2,6011,904

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hlsl/H03-May-2022-18,18212,194

.appveyor.ymlH A D25-Jul-20212.3 KiB9175

.clang-formatH A D25-Jul-2021355 1312

.gitattributesH A D25-Jul-2021523 1815

.gitignoreH A D25-Jul-202196 1110

.travis.ymlH A D25-Jul-20214 KiB124108

ChooseMSVCCRT.cmakeH A D25-Jul-20213.8 KiB10694

README.mdH A D25-Jul-202111.7 KiB333239

known_good.jsonH A D25-Jul-2021501 1918

known_good_khr.jsonH A D25-Jul-2021487 1918

make-revisionH A D25-Jul-2021174 75

update_glslang_sources.pyH A D25-Jul-20215 KiB156103

README.md

1Also see the Khronos landing page for glslang as a reference front end:
2
3https://www.khronos.org/opengles/sdk/tools/Reference-Compiler/
4
5The above page includes where to get binaries, and is kept up to date
6regarding the feature level of glslang.
7
8glslang
9=======
10
11[![Build Status](https://travis-ci.org/KhronosGroup/glslang.svg?branch=master)](https://travis-ci.org/KhronosGroup/glslang)
12[![Build status](https://ci.appveyor.com/api/projects/status/q6fi9cb0qnhkla68/branch/master?svg=true)](https://ci.appveyor.com/project/Khronoswebmaster/glslang/branch/master)
13
14An OpenGL and OpenGL ES shader front end and validator.
15
16There are several components:
17
181. A GLSL/ESSL front-end for reference validation and translation of GLSL/ESSL into an AST.
19
202. An HLSL front-end for translation of a broad generic HLL into the AST. See [issue 362](https://github.com/KhronosGroup/glslang/issues/362) and [issue 701](https://github.com/KhronosGroup/glslang/issues/701) for current status.
21
223. A SPIR-V back end for translating the AST to SPIR-V.
23
244. A standalone wrapper, `glslangValidator`, that can be used as a command-line tool for the above.
25
26How to add a feature protected by a version/extension/stage/profile:  See the
27comment in `glslang/MachineIndependent/Versions.cpp`.
28
29Tasks waiting to be done are documented as GitHub issues.
30
31Execution of Standalone Wrapper
32-------------------------------
33
34To use the standalone binary form, execute `glslangValidator`, and it will print
35a usage statement.  Basic operation is to give it a file containing a shader,
36and it will print out warnings/errors and optionally an AST.
37
38The applied stage-specific rules are based on the file extension:
39* `.vert` for a vertex shader
40* `.tesc` for a tessellation control shader
41* `.tese` for a tessellation evaluation shader
42* `.geom` for a geometry shader
43* `.frag` for a fragment shader
44* `.comp` for a compute shader
45
46There is also a non-shader extension
47* `.conf` for a configuration file of limits, see usage statement for example
48
49Building
50--------
51
52Instead of building manually, you can also download the binaries for your
53platform directly from the [master-tot release][master-tot-release] on GitHub.
54Those binaries are automatically uploaded by the buildbots after successful
55testing and they always reflect the current top of the tree of the master
56branch.
57
58### Dependencies
59
60* A C++11 compiler.
61  (For MSVS: 2015 is recommended, 2013 is fully supported/tested, and 2010 support is attempted, but not tested.)
62* [CMake][cmake]: for generating compilation targets.
63* make: _Linux_, ninja is an alternative, if configured.
64* [Python 2.7][python]: for executing SPIRV-Tools scripts. (Optional if not using SPIRV-Tools.)
65* [bison][bison]: _optional_, but needed when changing the grammar (glslang.y).
66* [googletest][googletest]: _optional_, but should use if making any changes to glslang.
67
68### Build steps
69
70The following steps assume a Bash shell. On Windows, that could be the Git Bash
71shell or some other shell of your choosing.
72
73#### 1) Check-Out this project
74
75```bash
76cd <parent of where you want glslang to be>
77git clone https://github.com/KhronosGroup/glslang.git
78```
79
80#### 2) Check-Out External Projects
81
82```bash
83cd <the directory glslang was cloned to, "External" will be a subdirectory>
84git clone https://github.com/google/googletest.git External/googletest
85```
86
87If you wish to assure that SPIR-V generated from HLSL is legal for Vulkan,
88or wish to invoke -Os to reduce SPIR-V size from HLSL or GLSL, install
89spirv-tools with this:
90
91```bash
92./update_glslang_sources.py
93```
94
95#### 3) Configure
96
97Assume the source directory is `$SOURCE_DIR` and the build directory is
98`$BUILD_DIR`. First ensure the build directory exists, then navigate to it:
99
100```bash
101mkdir -p $BUILD_DIR
102cd $BUILD_DIR
103```
104
105For building on Linux:
106
107```bash
108cmake -DCMAKE_BUILD_TYPE={Debug|Release|RelWithDebInfo} \
109      -DCMAKE_INSTALL_PREFIX="$(pwd)/install" $SOURCE_DIR
110```
111
112For building on Windows:
113
114```bash
115cmake $SOURCE_DIR -DCMAKE_INSTALL_PREFIX="$(pwd)/install"
116# The CMAKE_INSTALL_PREFIX part is for testing (explained later).
117```
118
119The CMake GUI also works for Windows (version 3.4.1 tested).
120
121#### 4) Build and Install
122
123```bash
124# for Linux:
125make -j4 install
126
127# for Windows:
128cmake --build . --config {Release|Debug|MinSizeRel|RelWithDebInfo} \
129      --target install
130```
131
132If using MSVC, after running CMake to configure, use the
133Configuration Manager to check the `INSTALL` project.
134
135### If you need to change the GLSL grammar
136
137The grammar in `glslang/MachineIndependent/glslang.y` has to be recompiled with
138bison if it changes, the output files are committed to the repo to avoid every
139developer needing to have bison configured to compile the project when grammar
140changes are quite infrequent. For windows you can get binaries from
141[GnuWin32][bison-gnu-win32].
142
143The command to rebuild is:
144
145```bash
146bison --defines=MachineIndependent/glslang_tab.cpp.h
147      -t MachineIndependent/glslang.y
148      -o MachineIndependent/glslang_tab.cpp
149```
150
151The above command is also available in the bash script at
152`glslang/updateGrammar`.
153
154Testing
155-------
156
157Right now, there are two test harnesses existing in glslang: one is [Google
158Test](gtests/), one is the [`runtests` script](Test/runtests). The former
159runs unit tests and single-shader single-threaded integration tests, while
160the latter runs multiple-shader linking tests and multi-threaded tests.
161
162### Running tests
163
164The [`runtests` script](Test/runtests) requires compiled binaries to be
165installed into `$BUILD_DIR/install`. Please make sure you have supplied the
166correct configuration to CMake (using `-DCMAKE_INSTALL_PREFIX`) when building;
167otherwise, you may want to modify the path in the `runtests` script.
168
169Running Google Test-backed tests:
170
171```bash
172cd $BUILD_DIR
173
174# for Linux:
175ctest
176
177# for Windows:
178ctest -C {Debug|Release|RelWithDebInfo|MinSizeRel}
179
180# or, run the test binary directly
181# (which gives more fine-grained control like filtering):
182<dir-to-glslangtests-in-build-dir>/glslangtests
183```
184
185Running `runtests` script-backed tests:
186
187```bash
188cd $SOURCE_DIR/Test && ./runtests
189```
190
191### Contributing tests
192
193Test results should always be included with a pull request that modifies
194functionality.
195
196If you are writing unit tests, please use the Google Test framework and
197place the tests under the `gtests/` directory.
198
199Integration tests are placed in the `Test/` directory. It contains test input
200and a subdirectory `baseResults/` that contains the expected results of the
201tests.  Both the tests and `baseResults/` are under source-code control.
202
203Google Test runs those integration tests by reading the test input, compiling
204them, and then compare against the expected results in `baseResults/`. The
205integration tests to run via Google Test is registered in various
206`gtests/*.FromFile.cpp` source files. `glslangtests` provides a command-line
207option `--update-mode`, which, if supplied, will overwrite the golden files
208under the `baseResults/` directory with real output from that invocation.
209For more information, please check `gtests/` directory's
210[README](gtests/README.md).
211
212For the `runtests` script, it will generate current results in the
213`localResults/` directory and `diff` them against the `baseResults/`.
214When you want to update the tracked test results, they need to be
215copied from `localResults/` to `baseResults/`.  This can be done by
216the `bump` shell script.
217
218You can add your own private list of tests, not tracked publicly, by using
219`localtestlist` to list non-tracked tests.  This is automatically read
220by `runtests` and included in the `diff` and `bump` process.
221
222Programmatic Interfaces
223-----------------------
224
225Another piece of software can programmatically translate shaders to an AST
226using one of two different interfaces:
227* A new C++ class-oriented interface, or
228* The original C functional interface
229
230The `main()` in `StandAlone/StandAlone.cpp` shows examples using both styles.
231
232### C++ Class Interface (new, preferred)
233
234This interface is in roughly the last 1/3 of `ShaderLang.h`.  It is in the
235glslang namespace and contains the following.
236
237```cxx
238const char* GetEsslVersionString();
239const char* GetGlslVersionString();
240bool InitializeProcess();
241void FinalizeProcess();
242
243class TShader
244    setStrings(...);
245    setEnvInput(EShSourceHlsl or EShSourceGlsl, stage,  EShClientVulkan or EShClientOpenGL, 100);
246    setEnvClient(EShClientVulkan or EShClientOpenGL, EShTargetVulkan_1_0 or EShTargetVulkan_1_1 or EShTargetOpenGL_450);
247    setEnvTarget(EShTargetSpv, EShTargetSpv_1_0 or EShTargetSpv_1_3);
248    bool parse(...);
249    const char* getInfoLog();
250
251class TProgram
252    void addShader(...);
253    bool link(...);
254    const char* getInfoLog();
255    Reflection queries
256```
257
258See `ShaderLang.h` and the usage of it in `StandAlone/StandAlone.cpp` for more
259details.
260
261### C Functional Interface (orignal)
262
263This interface is in roughly the first 2/3 of `ShaderLang.h`, and referred to
264as the `Sh*()` interface, as all the entry points start `Sh`.
265
266The `Sh*()` interface takes a "compiler" call-back object, which it calls after
267building call back that is passed the AST and can then execute a backend on it.
268
269The following is a simplified resulting run-time call stack:
270
271```c
272ShCompile(shader, compiler) -> compiler(AST) -> <back end>
273```
274
275In practice, `ShCompile()` takes shader strings, default version, and
276warning/error and other options for controlling compilation.
277
278Basic Internal Operation
279------------------------
280
281* Initial lexical analysis is done by the preprocessor in
282  `MachineIndependent/Preprocessor`, and then refined by a GLSL scanner
283  in `MachineIndependent/Scan.cpp`.  There is currently no use of flex.
284
285* Code is parsed using bison on `MachineIndependent/glslang.y` with the
286  aid of a symbol table and an AST.  The symbol table is not passed on to
287  the back-end; the intermediate representation stands on its own.
288  The tree is built by the grammar productions, many of which are
289  offloaded into `ParseHelper.cpp`, and by `Intermediate.cpp`.
290
291* The intermediate representation is very high-level, and represented
292  as an in-memory tree.   This serves to lose no information from the
293  original program, and to have efficient transfer of the result from
294  parsing to the back-end.  In the AST, constants are propogated and
295  folded, and a very small amount of dead code is eliminated.
296
297  To aid linking and reflection, the last top-level branch in the AST
298  lists all global symbols.
299
300* The primary algorithm of the back-end compiler is to traverse the
301  tree (high-level intermediate representation), and create an internal
302  object code representation.  There is an example of how to do this
303  in `MachineIndependent/intermOut.cpp`.
304
305* Reduction of the tree to a linear byte-code style low-level intermediate
306  representation is likely a good way to generate fully optimized code.
307
308* There is currently some dead old-style linker-type code still lying around.
309
310* Memory pool: parsing uses types derived from C++ `std` types, using a
311  custom allocator that puts them in a memory pool.  This makes allocation
312  of individual container/contents just few cycles and deallocation free.
313  This pool is popped after the AST is made and processed.
314
315  The use is simple: if you are going to call `new`, there are three cases:
316
317  - the object comes from the pool (its base class has the macro
318    `POOL_ALLOCATOR_NEW_DELETE` in it) and you do not have to call `delete`
319
320  - it is a `TString`, in which case call `NewPoolTString()`, which gets
321    it from the pool, and there is no corresponding `delete`
322
323  - the object does not come from the pool, and you have to do normal
324    C++ memory management of what you `new`
325
326
327[cmake]: https://cmake.org/
328[python]: https://www.python.org/
329[bison]: https://www.gnu.org/software/bison/
330[googletest]: https://github.com/google/googletest
331[bison-gnu-win32]: http://gnuwin32.sourceforge.net/packages/bison.htm
332[master-tot-release]: https://github.com/KhronosGroup/glslang/releases/tag/master-tot
333