188 lines
6.8 KiB
Markdown
188 lines
6.8 KiB
Markdown
glslang
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=======
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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
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validation tool.
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How to add a feature protected by a version/extension/stage/profile: See the
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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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-------------------------------
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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
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a usage statement. Basic operation is to give it a file containing a shader,
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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:
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* `.vert` for a vertex shader
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* `.tesc` for a tessellation control shader
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* `.tese` for a tessellation evaluation shader
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* `.geom` for a geometry shader
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* `.frag` for a fragment shader
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* `.comp` for a compute shader
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There is also a non-shader extension
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* `.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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-------------------------------
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A simple bash script `BuildLinux.sh` is provided at the root directory
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to do the build and run a test cases. You will need a recent version of
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bison installed.
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Once the executable is generated, it needs to be dynamically linked with the
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shared object created in `lib` directory. To achieve that, `cd` to
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`StandAlone` directory to update the `LD_LIBRARY_PATH` as follows
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```bash
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export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:./../glslang/MachineIndependent/lib
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```
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You can also update `LD_LIBRARY_PATH` in the `.cshrc` or `.bashrc` file,
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depending on the shell you are using. You will need to give the complete path
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of `lib` directory in `.cshrc` or `.bashrc` files.
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Source: Build and run on Windows
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--------------------------------
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Current development is with Visual Studio verion 11 (2012). The solution
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file is in the project's root directory `Standalone.sln`.
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Building the StandAlone project (the default) will create `glslangValidate.exe`
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and copy it into the `Test` directory and `Install` directory. This allows
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local test scripts to use either the debug or release version, whichever was
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built last.
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Windows execution and testing is generally done from within a cygwin
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shell.
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Note: Despite appearances, the use of a DLL is currently disabled; it
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simply makes a standalone executable from a statically linked library.
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Programmatic Interfaces
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-----------------------
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Another piece of software can programmatically translate shaders to an AST
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using one of two different interfaces:
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* A new C++ class-oriented interface, or
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* 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
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glslang namespace and contains the following.
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```cxx
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const char* GetEsslVersionString();
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const char* GetGlslVersionString();
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bool InitializeProcess();
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void FinalizeProcess();
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class TShader
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bool parse(...);
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void setStrings(...);
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const char* getInfoLog();
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class TProgram
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void addShader(...);
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bool link(...);
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const char* getInfoLog();
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Reflection queries
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```
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See `ShaderLang.h` and the usage of it in `StandAlone/StandAlone.cpp` for more
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details.
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### C Functional Interface (orginal)
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This interface is in roughly the first 2/3 of `ShaderLang.h`, and referred to
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as the `Sh*()` interface, as all the entry points start `Sh`.
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The `Sh*()` interface takes a "compiler" call-back object, which it calls after
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building call back that is passed the AST and can then execute a backend on it.
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The following is a simplified resulting run-time call stack:
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```c
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ShCompile(shader, compiler) -> compiler(AST) -> <back end>
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```
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In practice, `ShCompile()` takes shader strings, default version, and
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warning/error and other options for controling compilation.
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Testing
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-------
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`Test` is an active test directory that contains test input and a
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subdirectory `baseResults` that contains the expected results of the
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tests. Both the tests and `baseResults` are under source-code control.
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Executing the script `./runtests` will generate current results in
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the `localResults` directory and `diff` them against the `baseResults`.
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When you want to update the tracked test results, they need to be
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copied from `localResults` to `baseResults`.
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There are some tests borrowed from LunarGLASS. If LunarGLASS is
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missing, those tests just won't run.
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Basic Internal Operation
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------------------------
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* Initial lexical analysis is done by the preprocessor in
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`MachineIndependent/Preprocessor`, and then refined by a GLSL scanner
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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
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aid of a symbol table and an AST. The symbol table is not passed on to
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the back-end; the intermediate representation stands on its own.
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The tree is built by the grammar productions, many of which are
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offloaded into `ParseHelper.cpp`, and by `Intermediate.cpp`.
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* The intermediate representation is very high-level, and represented
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as an in-memory tree. This serves to lose no information from the
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original program, and to have efficient transfer of the result from
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parsing to the back-end. In the AST, constants are propogated and
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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
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lists all global symbols.
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* The primary algorithm of the back-end compiler is to traverse the
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tree (high-level intermediate representation), and create an internal
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object code representation. There is an example of how to do this
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in `MachineIndependent/intermOut.cpp`.
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* Reduction of the tree to a linear byte-code style low-level intermediate
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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
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custom allocator that puts them in a memory pool. This makes allocation
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of individual container/contents just few cycles and deallocation free.
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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
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`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
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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
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C++ memory management of what you `new`
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