diff options
| author | jsmall-nvidia <jsmall@nvidia.com> | 2019-08-12 16:28:18 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2019-08-12 16:28:18 -0400 |
| commit | ea200663ffe33d7b4c739c0d84e9c21a3ae2ffa6 (patch) | |
| tree | 73fae6929c3114be15e84875e4e798ef5a3e563c /source/core/slang-platform.cpp | |
| parent | 6fc2c37d9a4c408331db1b33deb3b46e74d2a7d2 (diff) | |
Ability to set Paths on Pass Through/Back End Compilers (#1010)
* Expanded prelude for some other resource types. Disable C++ output for ParameterGroup.
* WIP: Layout for CPU.
* Fixes to CPU layout.
* WIP: The uniform is output, but the variable definition is not.
* WIP: Entry point parameters to global scope in C++.
Handling of resource types (in so far as outputting)
* Some discussion of ABI and different input types.
* WIP: More C++ support around resource types.
* WIP: Split up variables into different structures on emit.
* WIP: Emitting C++ with wrapping up of 'Context'
* WIP: C++ code has access to semantic values.
Wrap in struct so can use method calls to pass shared state.
Disable legalizeResourceTypes and legalizeExistentialTypeLayout
* Fix structured buffer layout for CPU.
* Remove testing/handling of global uniforms on CPU path.
Typo fix.
Changed CPU tests to use new CPU calling convention.
* Check globals are working. Initalize context to zero globals.
* Order the global parameters for C++ ouput by their layout.
Note - that layout isn't quite working correctly because the StructuredBuffer<int> the int seems to be consuming uniform space.
* Work around for reflection not having all data needed for layout ordering for C++ code.
* Output constant buffers as pointers.
* Entry point parameters accessed through pointer to struct.
* WIP: Layout for CPU is reasonable for test case.
* Only output 'f' after float literal if type marks as a float.
* Cast construction works on C++.
* Made IntrinsicOp::ConvertConstruct to make intent clearer.
* C++ handling construction from scalar.
Handle access of a scalar with .x.
Check default initialization.
* Comment about need for split of kIROp_construct.
Release build works.
* Added support from constructVectorFromScalar to C/C++ target.
* Handling of in/out in C/C++.
* First pass documentation CPU support.
* Improvements to C++/C slang code generation documentation.
* Small doc change to include need for mechansim to specify cpp compiler path.
* WIP: Being able to set path for backends.
* Better handling of swizzling - allow swizzling a scalar into a vector.
* Fix missing/broken headers for path setting on session.
* Fix for compiling using clang on Windows.
* Remove Clang test code.
* * Removed spSessionGetGlobalSession - no longer needed because SlangSession is slang::IGlobalSession alias.
* Gave Session a ref count on spCreateSession, and have it checked on spDestroySession, so behaves correctly as ISlangUnknown
Note that spDestroySession does a release (and checks the ref count on debug builds). It's behaviour could be the same as just release, but this seems closer to the original intention.
Diffstat (limited to 'source/core/slang-platform.cpp')
| -rw-r--r-- | source/core/slang-platform.cpp | 48 |
1 files changed, 48 insertions, 0 deletions
diff --git a/source/core/slang-platform.cpp b/source/core/slang-platform.cpp index 4f4c805ac..e735216f4 100644 --- a/source/core/slang-platform.cpp +++ b/source/core/slang-platform.cpp @@ -197,4 +197,52 @@ SLANG_COMPILE_TIME_ASSERT(E_OUTOFMEMORY == SLANG_E_OUT_OF_MEMORY); #endif // _WIN32 +/* static */PlatformKind PlatformUtil::getPlatformKind() +{ +#if SLANG_WINRT + return PlatformKind::WinRT; +#elif SLANG_XBOXONE + return PlatformKind::XBoxOne; +#elif SLANG_WIN64 + return PlatformKind::Win64; +#elif SLANG_X360 + return PlatformKind::X360; +#elif SLANG_WIN32 + return PlatformKind::Win32; +#elif SLANG_ANDROID + return PlatformKind::Android; +#elif SLANG_LINUX + return PlatformKind::Linux; +#elif SLANG_IOS + return PlatformKind::IOS; +#elif SLANG_OSX + return PlatformKind::OSX; +#elif SLANG_PS3 + return PlatformKind::PS3; +#elif SLANG_SLANG_PS4 + return PlatformKind::PS4; +#elif SLANG_PSP2 + return PlatformKind::PSP2; +#elif SLANG_WIIU + return PlatformKind::WIIU; +#else + return PlatformKind::Unknown; +#endif +} + +static const PlatformFlags s_familyFlags[int(PlatformFamily::CountOf)] = +{ + 0, // Unknown + PlatformFlag::WinRT | PlatformFlag::Win32 | PlatformFlag::Win64, // Windows + PlatformFlag::WinRT | PlatformFlag::Win32 | PlatformFlag::Win64 | PlatformFlag::X360 | PlatformFlag::XBoxOne, // Microsoft + PlatformFlag::Linux | PlatformFlag::Android, // Linux + PlatformFlag::IOS | PlatformFlag::OSX, // Apple + PlatformFlag::Linux | PlatformFlag::Android | PlatformFlag::IOS | PlatformFlag::OSX, // Unix +}; + +/* static */PlatformFlags PlatformUtil::getPlatformFlags(PlatformFamily family) +{ + return s_familyFlags[int(family)]; +} + } |
