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<title>slang.git/tests/cross-compile/matrix-mult.slang.glsl, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
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<updated>2018-02-02T16:49:04+00:00</updated>
<entry>
<title>Remove support for the -no-checking flag (#392)</title>
<updated>2018-02-02T16:49:04+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2018-02-02T16:49:04+00:00</published>
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<id>urn:sha1:0360f81b9741ece65768a65731bd23455a3b7a96</id>
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* Remove support for the -no-checking flag

Fixes #381
Fixes #383
Work on #382

- No longer expose flag through API (`SLANG_COMPILE_FLAG_NO_CHECKING`) and command-line (`-no-checking`) options

- Remove all logic in `check.cpp` that was withholding diagnostics (including errors) when the no-checking mode was enabled

- Remove `HiddenImplicitCastExpr`, which was only created to support no-checking mode (it represented an implicit cast that our checking through was needed, but couldn't emit because it might be wrong)

- Remove logic for storing function bodies as raw token lists when checking is turned off. I'm leaving in the `UnparsedStmt` AST node in case we ever need/want to lazily parse and check function bodies down the line.

- Remove a few of the code-generation paths we had to contend with, but keep the comment about them in place.

- Remove GLSL-based tests that can't meaningfully work with the new approach.

- Fix other tests that used a GLSL baseline so that their GLSL compiles with `-pass-through glslang` instead of invoking `slang` with the `-no-checking` flag.

- Remove tests that were explicitly added to test the "rewriter + IR" path, since that is no longer supported.

There is more cleanup that can be done here, now that we know that AST-based rewrite and IR will never co-exist, but it is probably easier to deal with that as part of removing the AST-based rewrite path.

We've lost some test coverage here, but actually not too much if we consider that we are dropping GLSL input anyway.

* Fixup: test runner was mis-counting ignored tests

* Fixup: turn on dumping on test failure under Travis

* Fixup: enable extensions in Linux build of glslang
</content>
</entry>
<entry>
<title>Fix output for matrix multiple in GLSL code (#228)</title>
<updated>2017-10-23T17:37:07+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2017-10-23T17:37:07+00:00</published>
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<id>urn:sha1:ab64cf2ec05980d72cb2bad45e629d10ebbefdc1</id>
<content type='text'>
When Slang sees a matrix multiplication `M * v` in GLSL code it should (obviously) output GLSL code that also does `M * v`, but there was a bug introduced where the type-checker manages to resolve the operation and recognize it as a matrix-vector multiply, and then the code-generation logic says "oh, I'm generating output for GLSL, and that is reversed from HLSL/Slang, so I'd better reverse these operands!" and outputs `v * M`... which isn't what we want.

I've fixed the problem in an expedient way, by having the front-end resolve the operation to what it believes is an intrinsic multiply operation, rather than a matrix-vector operation. If we ever support cross compilation *from* GLSL (unlikely), we've need to fix this up so that we have both real matrix-vector multiplies and "reversed" multiplies where the operands folow the GLSL convention).

I've added two tests here to confirm the fix. The one under `tests/bugs` catches the actual issue described above, and confirms the fix. The other one under `tests/cross-compile` is just to make sure that we *do* properly reverse the operands to a matrix-vector product when converting from Slang to GLSL.</content>
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