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StandAlone/H03-May-2022-2,9832,189

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hlsl/H03-May-2022-18,44712,366

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ndk_test/H12-Nov-2020-3919

.appveyor.ymlH A D07-Nov-20202.7 KiB10992

.clang-formatH A D07-Nov-2020379 1413

.travis.ymlH A D07-Nov-20204.1 KiB129113

Android.mkH A D07-Nov-20203.7 KiB10191

BUILD.bazelH A D07-Nov-20205.9 KiB248232

BUILD.gnH A D07-Nov-20208.1 KiB249230

CODE_OF_CONDUCT.mdH A D07-Nov-2020280 21

ChooseMSVCCRT.cmakeH A D07-Nov-20203.8 KiB10694

README.mdH A D07-Nov-202017.1 KiB443318

WORKSPACEH A D07-Nov-20201.1 KiB2824

_config.ymlH A D07-Nov-202027 21

known_good.jsonH A D07-Nov-2020501 1918

known_good_khr.jsonH A D07-Nov-2020464 1918

make-revisionH A D07-Nov-2020174 75

update_glslang_sources.pyH A D07-Nov-20205 KiB156103

README.md

1# News
2
3[![Build Status](https://travis-ci.org/KhronosGroup/glslang.svg?branch=master)](https://travis-ci.org/KhronosGroup/glslang)
4[![Build status](https://ci.appveyor.com/api/projects/status/q6fi9cb0qnhkla68/branch/master?svg=true)](https://ci.appveyor.com/project/Khronoswebmaster/glslang/branch/master)
5
6## Planned Deprecations/Removals
7
81. **SPIRV Folder, 1-May, 2020.** Glslang, when installed through CMake,
9will install a `SPIRV` folder into `${CMAKE_INSTALL_INCLUDEDIR}`.
10This `SPIRV` folder is being moved to `glslang/SPIRV`.
11During the transition the `SPIRV` folder will be installed into both locations.
12The old install of `SPIRV/` will be removed as a CMake install target no sooner than May 1, 2020.
13See issue #1964.
14
152. **Visual Studio 2013, 20-July, 2020.** Keeping code compiling for MS Visual Studio 2013 will no longer be
16a goal as of July 20, 2020, the fifth anniversary of the release of Visual Studio 2015.
17
18# Glslang Components and Status
19
20There are several components:
21
22### Reference Validator and GLSL/ESSL -> AST Front End
23
24An OpenGL GLSL and OpenGL|ES GLSL (ESSL) front-end for reference validation and translation of GLSL/ESSL into an internal abstract syntax tree (AST).
25
26**Status**: Virtually complete, with results carrying similar weight as the specifications.
27
28### HLSL -> AST Front End
29
30An HLSL front-end for translation of an approximation of HLSL to glslang's AST form.
31
32**Status**: Partially complete. Semantics are not reference quality and input is not validated.
33This 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.
34
35See [issue 362](https://github.com/KhronosGroup/glslang/issues/362) and [issue 701](https://github.com/KhronosGroup/glslang/issues/701) for current status.
36
37### AST -> SPIR-V Back End
38
39Translates glslang's AST to the Khronos-specified SPIR-V intermediate language.
40
41**Status**: Virtually complete.
42
43### Reflector
44
45An API for getting reflection information from the AST, reflection types/variables/etc. from the HLL source (not the SPIR-V).
46
47**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.
48
49### Standalone Wrapper
50
51`glslangValidator` is command-line tool for accessing the functionality above.
52
53Status: Complete.
54
55Tasks waiting to be done are documented as GitHub issues.
56
57## Other References
58
59Also see the Khronos landing page for glslang as a reference front end:
60
61https://www.khronos.org/opengles/sdk/tools/Reference-Compiler/
62
63The above page, while not kept up to date, includes additional information regarding glslang as a reference validator.
64
65# How to Use Glslang
66
67## Execution of Standalone Wrapper
68
69To use the standalone binary form, execute `glslangValidator`, and it will print
70a usage statement.  Basic operation is to give it a file containing a shader,
71and it will print out warnings/errors and optionally an AST.
72
73The applied stage-specific rules are based on the file extension:
74* `.vert` for a vertex shader
75* `.tesc` for a tessellation control shader
76* `.tese` for a tessellation evaluation shader
77* `.geom` for a geometry shader
78* `.frag` for a fragment shader
79* `.comp` for a compute shader
80
81There is also a non-shader extension
82* `.conf` for a configuration file of limits, see usage statement for example
83
84## Building
85
86Instead of building manually, you can also download the binaries for your
87platform directly from the [master-tot release][master-tot-release] on GitHub.
88Those binaries are automatically uploaded by the buildbots after successful
89testing and they always reflect the current top of the tree of the master
90branch.
91
92### Dependencies
93
94* A C++11 compiler.
95  (For MSVS: 2015 is recommended, 2013 is fully supported/tested, and 2010 support is attempted, but not tested.)
96* [CMake][cmake]: for generating compilation targets.
97* make: _Linux_, ninja is an alternative, if configured.
98* [Python 3.x][python]: for executing SPIRV-Tools scripts. (Optional if not using SPIRV-Tools and the 'External' subdirectory does not exist.)
99* [bison][bison]: _optional_, but needed when changing the grammar (glslang.y).
100* [googletest][googletest]: _optional_, but should use if making any changes to glslang.
101
102### Build steps
103
104The following steps assume a Bash shell. On Windows, that could be the Git Bash
105shell or some other shell of your choosing.
106
107#### 1) Check-Out this project
108
109```bash
110cd <parent of where you want glslang to be>
111git clone https://github.com/KhronosGroup/glslang.git
112```
113
114#### 2) Check-Out External Projects
115
116```bash
117cd <the directory glslang was cloned to, "External" will be a subdirectory>
118git clone https://github.com/google/googletest.git External/googletest
119```
120
121If you want to use googletest with Visual Studio 2013, you also need to check out an older version:
122
123```bash
124# to use googletest with Visual Studio 2013
125cd External/googletest
126git checkout 440527a61e1c91188195f7de212c63c77e8f0a45
127cd ../..
128```
129
130If you wish to assure that SPIR-V generated from HLSL is legal for Vulkan,
131wish to invoke -Os to reduce SPIR-V size from HLSL or GLSL, or wish to run the
132integrated test suite, install spirv-tools with this:
133
134```bash
135./update_glslang_sources.py
136```
137
138#### 3) Configure
139
140Assume the source directory is `$SOURCE_DIR` and the build directory is
141`$BUILD_DIR`. First ensure the build directory exists, then navigate to it:
142
143```bash
144mkdir -p $BUILD_DIR
145cd $BUILD_DIR
146```
147
148For building on Linux:
149
150```bash
151cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX="$(pwd)/install" $SOURCE_DIR
152# "Release" (for CMAKE_BUILD_TYPE) could also be "Debug" or "RelWithDebInfo"
153```
154
155For building on Android:
156```bash
157cmake $SOURCE_DIR -G "Unix Makefiles" -DCMAKE_INSTALL_PREFIX="$(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
158# If on Windows will be -DCMAKE_MAKE_PROGRAM=%ANDROID_NDK_ROOT%\prebuilt\windows-x86_64\bin\make.exe
159# -G is needed for building on Windows
160# -DANDROID_ABI can also be armeabi-v7a for 32 bit
161```
162
163For building on Windows:
164
165```bash
166cmake $SOURCE_DIR -DCMAKE_INSTALL_PREFIX="$(pwd)/install"
167# The CMAKE_INSTALL_PREFIX part is for testing (explained later).
168```
169
170The CMake GUI also works for Windows (version 3.4.1 tested).
171
172Also, consider using `git config --global core.fileMode false` (or with `--local`) on Windows
173to prevent the addition of execution permission on files.
174
175#### 4) Build and Install
176
177```bash
178# for Linux:
179make -j4 install
180
181# for Windows:
182cmake --build . --config Release --target install
183# "Release" (for --config) could also be "Debug", "MinSizeRel", or "RelWithDebInfo"
184```
185
186If using MSVC, after running CMake to configure, use the
187Configuration Manager to check the `INSTALL` project.
188
189### If you need to change the GLSL grammar
190
191The grammar in `glslang/MachineIndependent/glslang.y` has to be recompiled with
192bison if it changes, the output files are committed to the repo to avoid every
193developer needing to have bison configured to compile the project when grammar
194changes are quite infrequent. For windows you can get binaries from
195[GnuWin32][bison-gnu-win32].
196
197The command to rebuild is:
198
199```bash
200m4 -P MachineIndependent/glslang.m4 > MachineIndependent/glslang.y
201bison --defines=MachineIndependent/glslang_tab.cpp.h
202      -t MachineIndependent/glslang.y
203      -o MachineIndependent/glslang_tab.cpp
204```
205
206The above commands are also available in the bash script in `updateGrammar`,
207when executed from the glslang subdirectory of the glslang repository.
208With no arguments it builds the full grammar, and with a "web" argument,
209the web grammar subset (see more about the web subset in the next section).
210
211### Building to WASM for the Web and Node
212### Building a standalone JS/WASM library for the Web and Node
213
214Use the steps in [Build Steps](#build-steps), with the following notes/exceptions:
215* `emsdk` needs to be present in your executable search path, *PATH* for
216  Bash-like environments:
217  + [Instructions located here](https://emscripten.org/docs/getting_started/downloads.html#sdk-download-and-install)
218* Wrap cmake call: `emcmake cmake`
219* Set `-DBUILD_TESTING=OFF -DENABLE_OPT=OFF -DINSTALL_GTEST=OFF`.
220* Set `-DENABLE_HLSL=OFF` if HLSL is not needed.
221* For a standalone JS/WASM library, turn on `-DENABLE_GLSLANG_JS=ON`.
222* For building a minimum-size web subset of core glslang:
223  + turn on `-DENABLE_GLSLANG_WEBMIN=ON` (disables HLSL)
224  + execute `updateGrammar web` from the glslang subdirectory
225    (or if using your own scripts, `m4` needs a `-DGLSLANG_WEB` argument)
226  + optionally, for GLSL compilation error messages, turn on
227    `-DENABLE_GLSLANG_WEBMIN_DEVEL=ON`
228* To get a fully minimized build, make sure to use `brotli` to compress the .js
229  and .wasm files
230
231Example:
232
233```sh
234emcmake cmake -DCMAKE_BUILD_TYPE=Release -DENABLE_GLSLANG_JS=ON \
235    -DENABLE_HLSL=OFF -DBUILD_TESTING=OFF -DENABLE_OPT=OFF -DINSTALL_GTEST=OFF ..
236```
237
238## Building glslang - Using vcpkg
239
240You can download and install glslang using the [vcpkg](https://github.com/Microsoft/vcpkg) dependency manager:
241
242    git clone https://github.com/Microsoft/vcpkg.git
243    cd vcpkg
244    ./bootstrap-vcpkg.sh
245    ./vcpkg integrate install
246    ./vcpkg install glslang
247
248The 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.
249
250## Testing
251
252Right now, there are two test harnesses existing in glslang: one is [Google
253Test](gtests/), one is the [`runtests` script](Test/runtests). The former
254runs unit tests and single-shader single-threaded integration tests, while
255the latter runs multiple-shader linking tests and multi-threaded tests.
256
257### Running tests
258
259The [`runtests` script](Test/runtests) requires compiled binaries to be
260installed into `$BUILD_DIR/install`. Please make sure you have supplied the
261correct configuration to CMake (using `-DCMAKE_INSTALL_PREFIX`) when building;
262otherwise, you may want to modify the path in the `runtests` script.
263
264Running Google Test-backed tests:
265
266```bash
267cd $BUILD_DIR
268
269# for Linux:
270ctest
271
272# for Windows:
273ctest -C {Debug|Release|RelWithDebInfo|MinSizeRel}
274
275# or, run the test binary directly
276# (which gives more fine-grained control like filtering):
277<dir-to-glslangtests-in-build-dir>/glslangtests
278```
279
280Running `runtests` script-backed tests:
281
282```bash
283cd $SOURCE_DIR/Test && ./runtests
284```
285
286If some tests fail with validation errors, there may be a mismatch between the
287version of `spirv-val` on the system and the version of glslang.  In this
288case, it is necessary to run `update_glslang_sources.py`.  See "Check-Out
289External Projects" above for more details.
290
291### Contributing tests
292
293Test results should always be included with a pull request that modifies
294functionality.
295
296If you are writing unit tests, please use the Google Test framework and
297place the tests under the `gtests/` directory.
298
299Integration tests are placed in the `Test/` directory. It contains test input
300and a subdirectory `baseResults/` that contains the expected results of the
301tests.  Both the tests and `baseResults/` are under source-code control.
302
303Google Test runs those integration tests by reading the test input, compiling
304them, and then compare against the expected results in `baseResults/`. The
305integration tests to run via Google Test is registered in various
306`gtests/*.FromFile.cpp` source files. `glslangtests` provides a command-line
307option `--update-mode`, which, if supplied, will overwrite the golden files
308under the `baseResults/` directory with real output from that invocation.
309For more information, please check `gtests/` directory's
310[README](gtests/README.md).
311
312For the `runtests` script, it will generate current results in the
313`localResults/` directory and `diff` them against the `baseResults/`.
314When you want to update the tracked test results, they need to be
315copied from `localResults/` to `baseResults/`.  This can be done by
316the `bump` shell script.
317
318You can add your own private list of tests, not tracked publicly, by using
319`localtestlist` to list non-tracked tests.  This is automatically read
320by `runtests` and included in the `diff` and `bump` process.
321
322## Programmatic Interfaces
323
324Another piece of software can programmatically translate shaders to an AST
325using one of two different interfaces:
326* A new C++ class-oriented interface, or
327* The original C functional interface
328
329The `main()` in `StandAlone/StandAlone.cpp` shows examples using both styles.
330
331### C++ Class Interface (new, preferred)
332
333This interface is in roughly the last 1/3 of `ShaderLang.h`.  It is in the
334glslang namespace and contains the following, here with suggested calls
335for generating SPIR-V:
336
337```cxx
338const char* GetEsslVersionString();
339const char* GetGlslVersionString();
340bool InitializeProcess();
341void FinalizeProcess();
342
343class TShader
344    setStrings(...);
345    setEnvInput(EShSourceHlsl or EShSourceGlsl, stage,  EShClientVulkan or EShClientOpenGL, 100);
346    setEnvClient(EShClientVulkan or EShClientOpenGL, EShTargetVulkan_1_0 or EShTargetVulkan_1_1 or EShTargetOpenGL_450);
347    setEnvTarget(EShTargetSpv, EShTargetSpv_1_0 or EShTargetSpv_1_3);
348    bool parse(...);
349    const char* getInfoLog();
350
351class TProgram
352    void addShader(...);
353    bool link(...);
354    const char* getInfoLog();
355    Reflection queries
356```
357
358For just validating (not generating code), substitute these calls:
359
360```cxx
361    setEnvInput(EShSourceHlsl or EShSourceGlsl, stage,  EShClientNone, 0);
362    setEnvClient(EShClientNone, 0);
363    setEnvTarget(EShTargetNone, 0);
364```
365
366See `ShaderLang.h` and the usage of it in `StandAlone/StandAlone.cpp` for more
367details. There is a block comment giving more detail above the calls for
368`setEnvInput, setEnvClient, and setEnvTarget`.
369
370### C Functional Interface (original)
371
372This interface is in roughly the first 2/3 of `ShaderLang.h`, and referred to
373as the `Sh*()` interface, as all the entry points start `Sh`.
374
375The `Sh*()` interface takes a "compiler" call-back object, which it calls after
376building call back that is passed the AST and can then execute a back end on it.
377
378The following is a simplified resulting run-time call stack:
379
380```c
381ShCompile(shader, compiler) -> compiler(AST) -> <back end>
382```
383
384In practice, `ShCompile()` takes shader strings, default version, and
385warning/error and other options for controlling compilation.
386
387## Basic Internal Operation
388
389* Initial lexical analysis is done by the preprocessor in
390  `MachineIndependent/Preprocessor`, and then refined by a GLSL scanner
391  in `MachineIndependent/Scan.cpp`.  There is currently no use of flex.
392
393* Code is parsed using bison on `MachineIndependent/glslang.y` with the
394  aid of a symbol table and an AST.  The symbol table is not passed on to
395  the back-end; the intermediate representation stands on its own.
396  The tree is built by the grammar productions, many of which are
397  offloaded into `ParseHelper.cpp`, and by `Intermediate.cpp`.
398
399* The intermediate representation is very high-level, and represented
400  as an in-memory tree.   This serves to lose no information from the
401  original program, and to have efficient transfer of the result from
402  parsing to the back-end.  In the AST, constants are propagated and
403  folded, and a very small amount of dead code is eliminated.
404
405  To aid linking and reflection, the last top-level branch in the AST
406  lists all global symbols.
407
408* The primary algorithm of the back-end compiler is to traverse the
409  tree (high-level intermediate representation), and create an internal
410  object code representation.  There is an example of how to do this
411  in `MachineIndependent/intermOut.cpp`.
412
413* Reduction of the tree to a linear byte-code style low-level intermediate
414  representation is likely a good way to generate fully optimized code.
415
416* There is currently some dead old-style linker-type code still lying around.
417
418* Memory pool: parsing uses types derived from C++ `std` types, using a
419  custom allocator that puts them in a memory pool.  This makes allocation
420  of individual container/contents just few cycles and deallocation free.
421  This pool is popped after the AST is made and processed.
422
423  The use is simple: if you are going to call `new`, there are three cases:
424
425  - the object comes from the pool (its base class has the macro
426    `POOL_ALLOCATOR_NEW_DELETE` in it) and you do not have to call `delete`
427
428  - it is a `TString`, in which case call `NewPoolTString()`, which gets
429    it from the pool, and there is no corresponding `delete`
430
431  - the object does not come from the pool, and you have to do normal
432    C++ memory management of what you `new`
433
434* Features can be protected by version/extension/stage/profile:
435  See the comment in `glslang/MachineIndependent/Versions.cpp`.
436
437[cmake]: https://cmake.org/
438[python]: https://www.python.org/
439[bison]: https://www.gnu.org/software/bison/
440[googletest]: https://github.com/google/googletest
441[bison-gnu-win32]: http://gnuwin32.sourceforge.net/packages/bison.htm
442[master-tot-release]: https://github.com/KhronosGroup/glslang/releases/tag/master-tot
443