diff options
| author | Tim Foley <tfoleyNV@users.noreply.github.com> | 2018-03-08 12:35:00 -0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2018-03-08 12:35:00 -0800 |
| commit | a22b7520745334ecef3cbd920a0331f01c905935 (patch) | |
| tree | f5ecf29f957f6b40f3fb5a4f987b2a1d00dd3bed /source/slang/core.meta.slang | |
| parent | ed718ba1048ef856efbf0d02902e4d60f173b207 (diff) | |
Cleanups on slang-generate (#437)
* Cleanups on slang-generate
There is nothing too significant in these changes, but I'm trying to get
things in place so that we can:
- Clean up the stdlib code to do less explicit `StringBuilder`
operations and instead to use more of the "template engine" approach
- Start using slang-generate for code other than the slang stdlib, so
that we can generate more of our boilerplate.
The main new functionality here is that in a template/meta file, you can
now enclose an expression in `$(...)` to indicate that is should be
spliced into the result. E.g. instead of:
class ${{ sb << someClassName; }}
{
...
}
We can now write:
class $(someClassName)
{
...
}
The other bit of new functionality is support for a whole-line statement
escape, so that instead of:
${{ for( auto a : someCollection ) { }}
void $(a)() { ... }
${{ } }}
We can instead write:
$: for(auto a : someCollection) {
void $(a)() { ... }
$: }
I haven't yet tried to use that functionality in the stdlib meta-code,
but doing so would be an obvious next step.
* Fixup: change some $P to $p
The capitalization on some of the GLSL intrinsic mappings got messed up during a find-and-replace operation when removing the double `$` that used to be required to escape things.
Diffstat (limited to 'source/slang/core.meta.slang')
| -rw-r--r-- | source/slang/core.meta.slang | 53 |
1 files changed, 22 insertions, 31 deletions
diff --git a/source/slang/core.meta.slang b/source/slang/core.meta.slang index e4fd8291b..b0b233b1d 100644 --- a/source/slang/core.meta.slang +++ b/source/slang/core.meta.slang @@ -97,7 +97,6 @@ for (int tt = 0; tt < kBaseTypeCount; ++tt) // Declare built-in pointer type // (eventually we can have the traditional syntax sugar for this) - }}}} __generic<T> @@ -116,8 +115,6 @@ struct InOut {}; ${{{{ - - // Declare vector and matrix types sb << "__generic<T = float, let N : int = 4> __magic_type(Vector) struct vector\n{\n"; @@ -132,8 +129,6 @@ sb << " __init(T value);\n"; sb << " __init(vector<T,N> value);\n"; sb << "};\n"; - -// TODO: Probably need to do similar }}}} __generic<T = float, let R : int = 4, let C : int = 4> @@ -141,9 +136,6 @@ __magic_type(Matrix) struct matrix {}; ${{{{ - - - static const struct { char const* name; char const* glslPrefix; @@ -475,7 +467,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) lodStr.append(")"); } - String opStr = " = textureSize($$P" + lodStr; + String opStr = " = textureSize($P" + lodStr; switch( access ) { case SLANG_RESOURCE_ACCESS_READ_WRITE: @@ -522,12 +514,12 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) if(isMultisample) { - sb << ", ($" << aa++ << " = textureSamples($$P))"; + sb << ", ($" << aa++ << " = textureSamples($P))"; } if (includeMipInfo) { - sb << ", ($" << aa++ << " = textureQueryLevels($$P))"; + sb << ", ($" << aa++ << " = textureQueryLevels($P))"; } @@ -599,11 +591,11 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) if (isMultisample) { - sb << "__target_intrinsic(glsl, \"texelFetch($$P, $1, $3)\")\n"; + sb << "__target_intrinsic(glsl, \"texelFetch($P, $1, $3)\")\n"; } else { - sb << "__target_intrinsic(glsl, \"texelFetch($$P, ($1)." << kGLSLLoadCoordsSwizzle[loadCoordCount] << ", ($1)." << kGLSLLoadLODSwizzle[loadCoordCount] << ")\")\n"; + sb << "__target_intrinsic(glsl, \"texelFetch($P, ($1)." << kGLSLLoadCoordsSwizzle[loadCoordCount] << ", ($1)." << kGLSLLoadLODSwizzle[loadCoordCount] << ")\")\n"; } sb << "T Load("; sb << "int" << loadCoordCount << " location"; @@ -615,11 +607,11 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) if (isMultisample) { - sb << "__target_intrinsic(glsl, \"texelFetchOffset($$P, $0, $1, $2)\")\n"; + sb << "__target_intrinsic(glsl, \"texelFetchOffset($P, $0, $1, $2)\")\n"; } else { - sb << "__target_intrinsic(glsl, \"texelFetch($$P, ($1)." << kGLSLLoadCoordsSwizzle[loadCoordCount] << ", ($1)." << kGLSLLoadLODSwizzle[loadCoordCount] << ", $2)\")\n"; + sb << "__target_intrinsic(glsl, \"texelFetch($P, ($1)." << kGLSLLoadCoordsSwizzle[loadCoordCount] << ", ($1)." << kGLSLLoadLODSwizzle[loadCoordCount] << ", $2)\")\n"; } sb << "T Load("; sb << "int" << loadCoordCount << " location"; @@ -655,7 +647,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) // subscript operator sb << "__subscript(" << uintN << " location) -> T {\n"; - sb << "__target_intrinsic(glsl, \"texelFetch($$P, " << ivecN << "($1)"; + sb << "__target_intrinsic(glsl, \"texelFetch($P, " << ivecN << "($1)"; if( !isMultisample ) { @@ -667,7 +659,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) sb << ", 0"; } - sb << ")$$z\") get;\n"; + sb << ")$z\") get;\n"; // Depending on the access level of the texture type, // we either have just a getter (the default), or both @@ -690,7 +682,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) { // `Sample()` - sb << "__target_intrinsic(glsl, \"texture($$p, $2)\")\n"; + sb << "__target_intrinsic(glsl, \"texture($p, $2)\")\n"; // TODO: only enable if IR is being used? // sb << "__intrinsic_op(sample)\n"; @@ -700,7 +692,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) if( baseShape != TextureFlavor::Shape::ShapeCube ) { - sb << "__target_intrinsic(glsl, \"textureOffset($$p, $2, $3)\")\n"; + sb << "__target_intrinsic(glsl, \"textureOffset($p, $2, $3)\")\n"; sb << "T Sample(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; sb << "constexpr int" << kBaseTextureTypes[tt].coordCount << " offset);\n"; @@ -724,13 +716,13 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) // `SampleBias()` - sb << "__target_intrinsic(glsl, \"texture($$p, $2, $3)\")\n"; + sb << "__target_intrinsic(glsl, \"texture($p, $2, $3)\")\n"; sb << "T SampleBias(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, float bias);\n"; if( baseShape != TextureFlavor::Shape::ShapeCube ) { - sb << "__target_intrinsic(glsl, \"textureOffset($$p, $2, $3, $4)\")\n"; + sb << "__target_intrinsic(glsl, \"textureOffset($p, $2, $3, $4)\")\n"; sb << "T SampleBias(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, float bias, "; sb << "constexpr int" << kBaseTextureTypes[tt].coordCount << " offset);\n"; @@ -751,7 +743,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) if (extCoordCount < 3) extCoordCount = 3; - sb << "__target_intrinsic(glsl, \"textureLod($$p, "; + sb << "__target_intrinsic(glsl, \"textureLod($p, "; sb << "vec" << extCoordCount << "($2,"; for (int ii = arrCoordCount; ii < extCoordCount - 1; ++ii) @@ -769,7 +761,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) if (extCoordCount < 3) extCoordCount = 3; - sb << "__target_intrinsic(glsl, \"textureGrad($$p, "; + sb << "__target_intrinsic(glsl, \"textureGrad($p, "; sb << "vec" << extCoordCount << "($2,"; for (int ii = arrCoordCount; ii < extCoordCount - 1; ++ii) @@ -809,7 +801,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) } - sb << "__target_intrinsic(glsl, \"textureGrad($$p, $2, $3, $4)\")\n"; + sb << "__target_intrinsic(glsl, \"textureGrad($p, $2, $3, $4)\")\n"; // sb << "__intrinsic_op(sampleGrad)\n"; sb << "T SampleGrad(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; @@ -819,7 +811,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) if( baseShape != TextureFlavor::Shape::ShapeCube ) { - sb << "__target_intrinsic(glsl, \"textureGradOffset($$p, $2, $3, $4, $5)\")\n"; + sb << "__target_intrinsic(glsl, \"textureGradOffset($p, $2, $3, $4, $5)\")\n"; // sb << "__intrinsic_op(sampleGrad)\n"; sb << "T SampleGrad(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; @@ -830,14 +822,14 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) // `SampleLevel` - sb << "__target_intrinsic(glsl, \"textureLod($$p, $2, $3)\")\n"; + sb << "__target_intrinsic(glsl, \"textureLod($p, $2, $3)\")\n"; sb << "T SampleLevel(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; sb << "float level);\n"; if( baseShape != TextureFlavor::Shape::ShapeCube ) { - sb << "__target_intrinsic(glsl, \"textureLodOffset($$p, $2, $3, $4)\")\n"; + sb << "__target_intrinsic(glsl, \"textureLodOffset($p, $2, $3, $4)\")\n"; sb << "T SampleLevel(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; sb << "float level, "; @@ -904,12 +896,12 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) EMIT_LINE_DIRECTIVE(); - sb << "__target_intrinsic(glsl, \"textureGather($$p, $2, " << componentIndex << ")\")\n"; + sb << "__target_intrinsic(glsl, \"textureGather($p, $2, " << componentIndex << ")\")\n"; sb << "vector<T, 4> Gather" << componentName << "(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount << " location);\n"; EMIT_LINE_DIRECTIVE(); - sb << "__target_intrinsic(glsl, \"textureGatherOffset($$p, $2, $3, " << componentIndex << ")\")\n"; + sb << "__target_intrinsic(glsl, \"textureGatherOffset($p, $2, $3, " << componentIndex << ")\")\n"; sb << "vector<T, 4> Gather" << componentName << "(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount << " location, "; sb << "constexpr int" << kBaseTextureTypes[tt].coordCount << " offset);\n"; @@ -921,7 +913,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) sb << "out uint status);\n"; EMIT_LINE_DIRECTIVE(); - sb << "__target_intrinsic(glsl, \"textureGatherOffsets($$p, $2, int" << kBaseTextureTypes[tt].coordCount << "[]($3, $4, $5, $6), " << componentIndex << ")\")\n"; + sb << "__target_intrinsic(glsl, \"textureGatherOffsets($p, $2, int" << kBaseTextureTypes[tt].coordCount << "[]($3, $4, $5, $6), " << componentIndex << ")\")\n"; sb << "vector<T, 4> Gather" << componentName << "(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount << " location, "; sb << "int" << kBaseTextureTypes[tt].coordCount << " offset1, "; @@ -1035,5 +1027,4 @@ for (auto op : binaryOps) sb << "__intrinsic_op(" << int(op.opCode) << ") matrix<" << resultType << ",N,M> operator" << op.opName << "(" << leftQual << "matrix<" << leftType << ",N,M> left, " << rightType << " right);\n"; } } - }}}} |
