This PR significantly reworks the way glslang is versioned.
Instead of committing changes to the `GLSLANG_MINOR_VERSION` define in
`glslang/Public/ShaderLang.h`, and using `make-revision` to generate
`GLSLANG_PATCH_LEVEL` in `glslang/Include/revision.h`, all version
information is now derived from the new `CHANGES.md` file.
`CHANGES.md` acts as the single source of truth for glslang version
information, along with a convenient place to put all release notes for
each notable change made.
`CHANGES.md` is parsed using the new `build_info.py` python script.
This script can read basic template files to produce new source files,
which it does to read the new `build_info.h.tmpl` to generate (at build
time) a glslang private header at
`<build-dir>/include/glslang/build_info.h`.
I've written generators for each of the CMake, Bazel, gn, and
`Android.mk` build scripts.
The new version code conforms to the Semantic Versioning 2.0 spec.
This new version is also used by the CMake rules to produce versioned
shared objects, including a major-versioned SONAME.
New APIs:
---------
* `glslang::GetVersion()` returns a `Version` struct with the version
major, minor, patch and flavor.
Breaking API changes:
---------------------
* The public defines `GLSLANG_MINOR_VERSION` and `GLSLANG_PATCH_LEVEL`
have been entirely removed.
* `glslang/Public/ShaderLang.h` and `glslang/Include/revision.h` have
been deleted.
* Instead, `<build-dir>/include/glslang/build_info.h` is created in
the build directory, and `<build-dir>/include` is a CMake `PUBLIC`
(dependee-inherited) include directory for the glslang targets.
* `<build-dir>/include/glslang/build_info.h` contains the following
new #defines:
`GLSLANG_VERSION_MAJOR`, `GLSLANG_VERSION_MINOR`,
`GLSLANG_VERSION_PATCH`, `GLSLANG_VERSION_FLAVOR`,
`GLSLANG_VERSION_GREATER_THAN(major, minor, patch)`,
`GLSLANG_VERSION_GREATER_OR_EQUAL_TO(major, minor, patch)`,
`GLSLANG_VERSION_LESS_THAN(major, minor, patch)`,
`GLSLANG_VERSION_LESS_OR_EQUAL_TO(major, minor, patch)`
* The CMake install output directory contains a copy of
`build_info.h` at: `include/glslang/build_info.h`
* Python3 is now always required to build glslang (likely always
required for transitive dependency builds).
glslang.y is specialized to remove what is not supported or won't be
supported by ANGLE.
This change shaves about 125KB off of ANGLE's binary size with minor
improvement to the cost of SetupBuiltinSymbolTable.
Signed-off-by: Shahbaz Youssefi <ShabbyX@gmail.com>
This change strips a few features similar to GLSLANG_WEB but doesn't
remove every detail like the latter. It also hardcodes profile/version
to core/450.
In particular, TBuiltIns::initialize is specialized to remove most of
what is not supported or won't be supported by ANGLE. The result of
this function is parsed with TParseContext::parseShaderStrings which is
a performance bottleneck.
This change shaves about 300KB off of ANGLE's binary size and reduces
the cost of SetupBuiltinSymbolTable to nearly a sixth.
Signed-off-by: Shahbaz Youssefi <ShabbyX@gmail.com>
`glslang_pch()` did manual mangling of the compiler flags to enable pre-compiled headers.
I couldn't get this approach to work with the `MachineIndependent` subdirectory, but fortunately CMake has added first-class support for precompiled headers in 3.16, which does work with subdirectories.
Moved `glslang_pch()` to the other global function declarations.
`glslang_pch()` is a no-op when using CMake earlier than `3.16`.
CMake's PCH implementation does not need the `pch.cpp` files, so just remove them.
Fix#2298.
The AST has two precisions, an operation precision and a result precision.
Actual use of GLSL with mediump samplers wants the result precision, so
pick that up instead of the operation precision.
Now that the HLSL source files are part of the `glslang` target (#2271), it makes sense for these to sit in the `glslang` directory.
Changed the case of the directory from `hlsl` to `HLSL` to better match the sibling directories.
* Fix xfb_stride limit issue
Unsized array can't apply to transform trace. layout qualifier "offset" require GL_ARB_enhanced_layouts enable or glsl core version > 440.
* Add negative test for xfb limit
* update case result
* Fix compile information issue
Fix compile information issue and test comment issue.
* remove es profile condition, use profileRequires to limit.
* Fix xfb_stride limit issue
Unsized array can't apply to transform trace. layout qualifier "offset" require GL_ARB_enhanced_layouts enable or glsl core version > 440.
Add negative test for xfb limit
* Move es profile check out of version number check
* Adjust error information and related cases
remove the new version check, refine original version check.
* Revert condition for vulkan, and remove redundant test code.
* Add Shared/Std140 SSBO process & top-level array elements related
process
1.Add process options for shared/std140 ssbo, following ubo process
2.Add IO Variables reflection option, would keep all input/output
variables in reflection
3.Add Top-level related process, fix top-level array size issues,
following spec
4.Split ssbo/ubo reflection options, merge blowup expanding all into
function blowupActiveAggregate to allow other functions keep same entry
format.
Add options in StandAlone and test symbols.
1. Add options in StandAlone for std140/shared ubo/ssbo and all io variables reflection.
2. Add test for ssbo. When EShReflectionSharedStd140SSBO turns on, generated symbol and output would be different, to remind the difference. Defaultly disabled and nothing would change, nor blocking normal test.
* Add options in runtest script, refresh test results.
Add options in StandAlone:
--reflect-all-io-variables --reflect-shared-std140-ubo --reflect-shared-std140-ssbo
refresh test results.
Now the index, size of unsized array are expected.
According to the spec glsl4.60.7:
4.4.5. Uniform and Shader Storage Block Layout Qualifiers:
"The packed qualifier overrides only std140, std430, and shared; other qualifiers are inherited.
When packed is used, no shareable layout is guaranteed. The compiler and linker can optimize
memory use based on what variables actively get used and on other criteria. Offsets must be
queried, as there is no other way of guaranteeing where (and which) variables reside within the
block"
we should reserve std140 block and shared block in reflection.
According to the spec glsl4.60.7:
4.4.5. Uniform and Shader Storage Block Layout Qualifiers:
"The row_major and column_major qualifiers only affect the layout of matrices, including all
matrices contained in structures and arrays they are applied to, to all depths of nesting. These
qualifiers can be applied to other types, but will have no effect."
We need ensure all matrix block member been effect.
Support EShMsgKeepUncalled in reflection
EShMsgKeepUncalled is a link message for link program.
We need only one option to control uncalled function optimization.
If we set EShMsgKeepUncalled as false in link time, linker won't be keep the uncall function sequence in AST, and if we set EShMsgKeepUncalled as true in link time, linker will keep all uncalled function sequence in AST.
So, in reflecte time, we just only travers all function sequence. It make EShMsgKeepUncalled only work at linker, and can effect reflection.
Recursively layout packing to "block member"
layout packing isn't set recursively, it causes TReflection::getOffsets doesn't work correctly.
This allows casting from and to any unsigned value, previously this was
undefined behavior.
This fixes ubsan complaining in `TParseContext::layoutQualifierCheck`,
where `~EShLangComputeMask` is used.
* Introduces builtin variables gl_SecondaryFragColorEXT and gl_SecondaryFragDataEXT
* Introduces builtin constant gl_MaxDualSourceDrawBuffersEXT
* enables support for layout qualifier "index" in es profile
* rework how shader interface block naming rules are handled
* Fixes 2136
According to the spec, shader interfaces (uniform blocks, buffer
blocks, input blocks, output blocks) all should be matched up via
their block names across all compilation units, not instance names.
Also, all block names can be re-used between all 4 interface types
without conflict. This change makes it so all of these blocks are
matched and remapped using block name and not by instance name.
Additional the rule that matched uniform and buffer blocks must
either be anonymous or named (but not nessearily the same name) is
now imposed.
* add warning if instance names differ between matched shader interfaces
* Add test cases from #2137 which is now fixed as well.
* replace some tab characters with spaces
* buffer blocks and uniform blocks now share the same block namespace