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authorTim Foley <tfoleyNV@users.noreply.github.com>2017-10-16 13:12:11 -0700
committerGitHub <noreply@github.com>2017-10-16 13:12:11 -0700
commitf12c2552b3f494cbc8245edb90b32b93ca8a1539 (patch)
tree4cd08ad6037067dc70844a4a847fb3228e0176ee /examples
parent3e3e2473bf85365593629bd1f6f070d11f0b8ab2 (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.cpp12
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;