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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 | ||
validation tool. | ||
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How to add a feature protected by a version/extension/stage/profile: See the | ||
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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There are binaries in the `Install/Windows` and `Install/Linux` directories. | ||
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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. | ||
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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 | ||
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There is also a non-shader extension | ||
* `.conf` for a configuration file of limits, see usage statement for example | ||
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Source: Build and run on Linux | ||
------------------------------- | ||
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A simple bash script `BuildLinux.sh` is provided at the root directory | ||
to do the build and run a test cases. You will need a recent version of | ||
bison installed. | ||
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Once the executable is generated, it needs to be dynamically linked with the | ||
shared object created in `lib` directory. To achieve that, `cd` to | ||
`StandAlone` directory to update the `LD_LIBRARY_PATH` as follows | ||
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```bash | ||
export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:./../glslang/MachineIndependent/lib | ||
``` | ||
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You can also update `LD_LIBRARY_PATH` in the `.cshrc` or `.bashrc` file, | ||
depending on the shell you are using. You will need to give the complete path | ||
of `lib` directory in `.cshrc` or `.bashrc` files. | ||
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Source: Build and run on Windows | ||
-------------------------------- | ||
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Current development is with Visual Studio verion 11 (2012). The solution | ||
file is in the project's root directory `Standalone.sln`. | ||
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Building the StandAlone project (the default) will create `glslangValidate.exe` | ||
and copy it into the `Test` directory and `Install` directory. This allows | ||
local test scripts to use either the debug or release version, whichever was | ||
built last. | ||
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Windows execution and testing is generally done from within a cygwin | ||
shell. | ||
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Note: Despite appearances, the use of a DLL is currently disabled; it | ||
simply makes a standalone executable from a statically linked library. | ||
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Programmatic Interfaces | ||
----------------------- | ||
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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 | ||
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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 | ||
glslang namespace and contains the following. | ||
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```cxx | ||
const char* GetEsslVersionString(); | ||
const char* GetGlslVersionString(); | ||
bool InitializeProcess(); | ||
void FinalizeProcess(); | ||
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class TShader | ||
bool parse(...); | ||
void setStrings(...); | ||
const char* getInfoLog(); | ||
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class TProgram | ||
void addShader(...); | ||
bool link(...); | ||
const char* getInfoLog(); | ||
Reflection queries | ||
``` | ||
See `ShaderLang.h` and the usage of it in `StandAlone/StandAlone.cpp` for more | ||
details. | ||
### C Functional Interface (orginal) | ||
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 backend on it. | ||
The following is a simplified resulting run-time call stack: | ||
```c | ||
ShCompile(shader, compiler) -> compiler(AST) -> <back end> | ||
``` | ||
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In practice, `ShCompile()` takes shader strings, default version, and | ||
warning/error and other options for controling compilation. | ||
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Testing | ||
------- | ||
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`Test` is an active test directory that 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. | ||
Executing the script `./runtests` 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`. | ||
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There are some tests borrowed from LunarGLASS. If LunarGLASS is | ||
missing, those tests just won't run. | ||
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Basic Internal Operation | ||
------------------------ | ||
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* 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. | ||
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* 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`. | ||
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* 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 propogated and | ||
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 | ||
lists all global symbols. | ||
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* 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`. | ||
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* Reduction of the tree to a linear byte-code style low-level intermediate | ||
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 | ||
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. | ||
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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 | ||
`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 | ||
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 | ||
C++ memory management of what you `new` |
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