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| author | Tim Foley <tfoleyNV@users.noreply.github.com> | 2017-10-16 13:12:11 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2017-10-16 13:12:11 -0700 |
| commit | f12c2552b3f494cbc8245edb90b32b93ca8a1539 (patch) | |
| tree | 4cd08ad6037067dc70844a4a847fb3228e0176ee /examples | |
| parent | 3e3e2473bf85365593629bd1f6f070d11f0b8ab2 (diff) | |
Implement notion of a "container format" (#213)
The big addition here is that the Slang "bytecode" is no longer treated as just a "code generation target" (`CodeGenTarget`) akin to DX bytecode (DXBC) or SPIR-V, but instead is a `ContainerFormat` that can be used to emit all the results of a compile request (well, currently just the IR-as-BC, but the intention is there).
Getting to this goal involved some prior checkins that eliminated bogus "targets" that weren't really akin to SPIR-V or DXBC: `-target slang-ir-asm` and `-target reflection-json`. Those targets were really in place to support testing, and so they've been made more explicit testing/debug options.
This change eliminates `-target slang-ir` and instead tries to allow the user to specify `-o foo.slang-module` as an output file name, that indicates the intention to output a "container" file that will wrap up all the generated code.
I've also gone ahead and generalized the existing `-target` option so that we are actually building up a *list* of code generation targets. This is largely just a cleanup, since it forces code to be more aware of when it is doing something target-specific vs. target independent. For example, reflection layout information lives on a requested target, and not on the compile request as a whole, and similarly output code is per-target, per-entry-point.
As a cleanup, I eliminated support for per-translation-unit output. This was vestigial code from back when I used to try and do HLSL generation for a whole translation unit instead of per-entry-point (which turned out to be a lot of complexity for little gain), and it was only being used in the `hello` example and the `render-test` test fixture - in both cases fixing it up was easy enough. I've stubbed out the old `spGetTranslationUnitSource` API, but haven't removed it yet.
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/hello/hello.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/examples/hello/hello.cpp b/examples/hello/hello.cpp index 8e48b3c13..2d7bb81b5 100644 --- a/examples/hello/hello.cpp +++ b/examples/hello/hello.cpp @@ -100,8 +100,8 @@ HRESULT initialize( ID3D11Device* dxDevice ) char const* vertexProfileName = "vs_4_0"; char const* fragmentProfileName = "ps_4_0"; - spAddEntryPoint(slangRequest, translationUnitIndex, vertexEntryPointName, spFindProfile(slangSession, vertexProfileName)); - spAddEntryPoint(slangRequest, translationUnitIndex, fragmentEntryPointName, spFindProfile(slangSession, fragmentProfileName)); + int vertexIndex = spAddEntryPoint(slangRequest, translationUnitIndex, vertexEntryPointName, spFindProfile(slangSession, vertexProfileName)); + int fragmentIndex = spAddEntryPoint(slangRequest, translationUnitIndex, fragmentEntryPointName, spFindProfile(slangSession, fragmentProfileName)); int compileErr = spCompile(slangRequest); if(auto diagnostics = spGetDiagnosticOutput(slangRequest)) @@ -114,17 +114,17 @@ HRESULT initialize( ID3D11Device* dxDevice ) return E_FAIL; } - char const* translatedCode = spGetTranslationUnitSource(slangRequest, translationUnitIndex); - + char const* vertexCode = spGetEntryPointSource(slangRequest, vertexIndex); + char const* fragmentCode = spGetEntryPointSource(slangRequest, fragmentIndex); // TODO(tfoley): Query the required constant-buffer size int constantBufferSize = 16 * sizeof(float); // Compile the generated HLSL code - ID3DBlob* dxVertexShaderBlob = compileHLSLShader(translatedCode, vertexEntryPointName, vertexProfileName); + ID3DBlob* dxVertexShaderBlob = compileHLSLShader(vertexCode, vertexEntryPointName, vertexProfileName); if(!dxVertexShaderBlob) return E_FAIL; - ID3DBlob* dxPixelShaderBlob = compileHLSLShader(translatedCode, fragmentEntryPointName, fragmentProfileName); + ID3DBlob* dxPixelShaderBlob = compileHLSLShader(fragmentCode, fragmentEntryPointName, fragmentProfileName); if(!dxPixelShaderBlob) return E_FAIL; HRESULT hr = S_OK; |
