diff options
Diffstat (limited to 'premake5.lua')
| -rw-r--r-- | premake5.lua | 1988 |
1 files changed, 0 insertions, 1988 deletions
diff --git a/premake5.lua b/premake5.lua deleted file mode 100644 index 48c7ee01b..000000000 --- a/premake5.lua +++ /dev/null @@ -1,1988 +0,0 @@ --- premake5.lua - --- This file describes the build configuration for Slang so --- that premake can generate platform-specific build files --- using Premake 5 (https://premake.github.io/). --- --- To update the build files that are checked in to the Slang repository, --- run a `premake5` binary and specify the appropriate action, e.g.: --- --- premake5.exe --os=windows vs2015 --- --- If you are trying to build Slang on another platform, then you --- can try invoking `premake5` for your desired OS and build format --- and see what happens. --- --- If you are going to modify this file to change/customize the Slang --- build, then you may need to read up on Premake's approach and --- how it uses/abuses Lua syntax. A few important things to note: --- --- * Everything that *looks* like a declarative (e.g., `kind "SharedLib"`) --- is actually a Lua function call (e.g., `kind("SharedLib")`) that --- modifies the behind-the-scenes state that describes the build. --- --- * Many of these function calls are "sticky" and affect subsequent --- calls, so ordering matters a *lot*. This file uses indentation to --- represent some of the flow of state, but it is important to recognize --- that the indentation is not semantically significant. --- --- * Because the configuration logic is just executable Lua code, we --- can capture and re-use bits of configuration logic in ordinary --- Lua subroutines. --- --- Now let's move on to the actual build: - --- The "workspace" represents the overall build (the "solution" in --- Visual Studio terms). It sets up basic build settings that will --- apply across all projects. --- - --- To output linux will output to linux --- % premake5 --os=linux gmake2 --build-location="build.linux" --- --- % cd build.linux --- % make config=release_x64 --- or --- % make config=debug_x64 --- --- From in the build directory you can use --- % premake5 --file=../premake5.lua --os=linux gmake2 - --- Fail if we try to use the deprecated 'gmake' generator -if _ACTION == "gmake" then - premake.error "Please use the 'gmake2' generator instead of 'gmake'" -end - --- --- Add the package path for slang-pack/slang-util --- The question mark is there the name of the module is inserted. ---- - -local modulePath = "external/slang-binaries/lua-modules/?.lua" - -package.path = package.path .. ";" .. modulePath - --- Load the slack package manager module -slangPack = require("slang-pack") -slangUtil = require("slang-util") - --- Load the dependencies from the json file -deps = slangPack.loadDependencies("deps/target-deps.json") - -newoption { - trigger = "override-module", - description = "(Optional) Specify a lua file that can override functions", - value = "path" -} - -newoption { - trigger = "build-location", - description = "(Optional) Specifiy the location to place solution on root Makefile", - value = "path" -} - -newoption { - trigger = "execute-binary", - description = "(Optional) If true binaries used in build will be executed (disable on cross compilation)", - value = "bool", - default = "true", - allowed = { { "true", "True"}, { "false", "False" } } -} - -newoption { - trigger = "build-glslang", - description = "(Optional) If true glslang and spirv-opt will be built", - value = "bool", - default = "false", - allowed = { { "true", "True"}, { "false", "False" } } -} - -newoption { - trigger = "enable-cuda", - description = "(Optional) If true will enable cuda tests, if CUDA is found via CUDA_PATH", - value = "bool", - default = "false", - allowed = { { "true", "True"}, { "false", "False" } } -} - -newoption { - trigger = "enable-nvapi", - description = "(Optional) If true will enable NVAPI, if NVAPI is found via external/nvapi", - value = "bool", - default = "false", - allowed = { { "true", "True"}, { "false", "False" } } -} - -newoption { - trigger = "cuda-sdk-path", - description = "(Optional) Path to the root of CUDA SDK. If set will enable CUDA in build (ie in effect sets enable-cuda=true too)", - value = "path" -} - -newoption { - trigger = "enable-optix", - description = "(Optional) If true will enable OptiX build/ tests (also implicitly enables CUDA)", - value = "bool", - default = "false", - allowed = { { "true", "True"}, { "false", "False" } } -} - -newoption { - trigger = "optix-sdk-path", - description = "(Optional) Path to the root of OptiX SDK. (Implicitly enabled OptiX and CUDA)", - value = "path" -} - -newoption { - trigger = "enable-profile", - description = "(Optional) If true will enable slang-profile tool - suitable for gprof usage on linux", - value = "bool", - default = "false", - allowed = { { "true", "True"}, { "false", "False" } } -} - -newoption { - trigger = "enable-embed-stdlib", - description = "(Optional) If true build slang with an embedded version of the stdlib", - value = "bool", - default = "false", - allowed = { { "true", "True"}, { "false", "False" } } -} - -newoption { - trigger = "enable-xlib", - description = "(Optional) If true build `gfx` and `platform` with xlib to support windowed apps on linux.", - value = "bool", - default = "true", - allowed = { { "true", "True"}, { "false", "False" } } -} - -newoption { - trigger = "enable-experimental-projects", - description = "(Optional) If true include experimental projects in build.", - value = "bool", - default = "false", - allowed = { { "true", "True"}, { "false", "False" } } -} - -newoption { - trigger = "enable-examples", - description = "(Optional) If true build the examples for slang.", - value = "bool", - default = "true", - allowed = { { "true", "True"}, { "false", "False" } } -} - -newoption { - trigger = "disable-stdlib-source", - description = "(Optional) If true stdlib source will not be included in binary.", - value = "bool", - allowed = { { "true", "True"}, { "false", "False" } } -} - -newoption { - trigger = "skip-source-generation", - description = "(Optional) If true will skip source generation steps.", - value = "bool", - default = "false", - allowed = { { "true", "True"}, { "false", "False" } } -} - -newoption { - trigger = "deploy-slang-llvm", - description = "(Optional) If true will copy slang-llvm to output directory.", - value = "bool", - default = "true", - allowed = { { "true", "True"}, { "false", "False" } } -} - -newoption { - trigger = "deploy-slang-glslang", - description = "(Optional) If true will copy slang-glslang to output directory.", - value = "bool", - default = "true", - allowed = { { "true", "True"}, { "false", "False" } } -} - -newoption { - trigger = "full-debug-validation", - description = "(Optional) If true will enable full IR validation in debug build. (SLOW!)", - value = "bool", - default = "false", - allowed = { { "true", "True"}, { "false", "False" } } -} - -newoption { - trigger = "enable-asan", - description = "(Optional) If true will enable ASAN (address santizier).", - value = "bool", - default = "false", - allowed = { { "true", "True"}, { "false", "False" } } -} - -newoption { - trigger = "dx-on-vk", - description = "(Optional) If true will use dxvk and vkd3d-proton for DirectX support", - value = "bool", - default = "false", - allowed = { { "true", "True"}, { "false", "False" } } -} - -newoption { - trigger = "enable-aftermath", - description = "(Optional) Enable aftermath in GFX, and add aftermath crash example to project", - value = "bool", - default = "false", - allowed = { { "true", "True"}, { "false", "False" } } -} - -newoption { - trigger = "default-spirv-direct", - description = "(Optional) Development flag to make the default SPIR-V path generate directly rather than via GLSL", - value = "bool", - default = "false", - allowed = { { "true", "True"}, { "false", "False" } } -} - -newoption { - trigger = "glibc-forward-compatible", - description = "(Optional) Build slang against older version of glibc (2.27) to be forward compatible with older systems", - value = "bool", - default = "false", - allowed = { { "true", "True"}, { "false", "False" } } -} - -buildLocation = _OPTIONS["build-location"] -executeBinary = (_OPTIONS["execute-binary"] == "true") -buildGlslang = (_OPTIONS["build-glslang"] == "true") -enableCuda = not not (_OPTIONS["enable-cuda"] == "true" or _OPTIONS["cuda-sdk-path"]) -enableProfile = (_OPTIONS["enable-profile"] == "true") -optixPath = _OPTIONS["optix-sdk-path"] -enableOptix = not not (_OPTIONS["enable-optix"] == "true" or optixPath) -enableProfile = (_OPTIONS["enable-profile"] == "true") -enableEmbedStdLib = (_OPTIONS["enable-embed-stdlib"] == "true") -enableXlib = (_OPTIONS["enable-xlib"] == "true") -enableExamples = (_OPTIONS["enable-examples"] == "true") -skipSourceGeneration = (_OPTIONS["skip-source-generation"] == "true") -deployLLVM = (_OPTIONS["deploy-slang-llvm"] == "true") -deployGLSLang = (_OPTIONS["deploy-slang-glslang"] == "true") -fullDebugValidation = (_OPTIONS["full-debug-validation"] == "true") -enableAsan = (_OPTIONS["enable-asan"] == "true") -dxOnVk = (_OPTIONS["dx-on-vk"] == "true") -enableAftermath = (_OPTIONS["enable-aftermath"] == "true") -defaultSPIRVDirect = (_OPTIONS["default-spirv-direct"] == "true") -glibcForwardCompatible = (_OPTIONS["glibc-forward-compatible"] == "true") - --- If stdlib embedding is enabled, disable stdlib source embedding by default -disableStdlibSource = enableEmbedStdLib - --- If embedding is enabled, and the setting `disable-stdlib-source` setting is set, use it's value -if enableEmbedStdLib and _OPTIONS["disable-stdlib-source"] ~= nil then - disableStdlibSource = (_OPTIONS["disable-stdlib-source"] == "true") -end - -if enableAftermath then - aftermathPath = "external/nv-aftermath" - - if not os.isfile(path.join(aftermathPath, "nsight-aftermath-usage-guidelines.txt")) then - print("external/nv-aftermath directory must hold aftermath SDK") - os.exit(0) - end - - printf("Enabled aftermath") -end - --- Determine the target info - -targetInfo = slangUtil.getTargetInfo() - -printf("target name " .. targetInfo.name) -if (targetInfo.name == "linux-x86_64") and (glibcForwardCompatible) then - targetInfo.name = targetInfo.name .. "-glibc-2.27" -end --- --- Update the dependencies for the target --- - -deps:update(targetInfo.name) - --- Get the target name that can be used as paths that generate for different configurations (ie contains premake Tokens) - -targetName = targetInfo.tokenName - --- This is the path where nvapi is expected to be found - -nvapiPath = "external/nvapi" - -if enableOptix then - optixPath = optixPath or "C:/ProgramData/NVIDIA Corporation/OptiX SDK 7.0.0/" - enableCuda = true -end - --- cudaPath is only set if cuda is enabled, and CUDA_PATH enviromental variable is set -cudaPath = nil -if enableCuda then - -- Get the CUDA path. Use the value set on cuda-sdk-path by default, if not set use the environment variable. - cudaPath = (_OPTIONS["cuda-sdk-path"] or os.getenv("CUDA_PATH")) -end - --- TODO(JS): What's the point in the enable-xlib command line option if it's just overridden here? - -if targetInfo.isWindows or os.target() == "macosx" then - enableXlib = false -end - --- Even if we have the nvapi path, we only want to currently enable on windows targets - -enableNvapi = not not (os.isdir(nvapiPath) and targetInfo.isWindows and _OPTIONS["enable-nvapi"] == "true") - -if enableNvapi then - printf("Enabled NVAPI") -end - -overrideModule = {} -local overrideModulePath = _OPTIONS["override-module"] -if overrideModulePath then - overrideModule = require(overrideModulePath) -end - - --- This is needed for gcc, for the 'fileno' functions on cygwin --- _GNU_SOURCE makes realpath available in gcc -if targetInfo.os == "cygwin" then - buildoptions { "-D_POSIX_SOURCE" } - filter { "toolset:gcc*" } - buildoptions { "-D_GNU_SOURCE" } -end - -function getPlatforms(targetInfo) - return { "x86", "x64", "aarch64" } -end - -workspace "slang" - -- We will support debug/release configuration and x86/x64 builds. - configurations { "Debug", "Release" } - platforms(getPlatforms(targetInfo)) - - if buildLocation then - location(buildLocation) - end - - flags "MultiProcessorCompile" - - -- - -- Make slang-test the startup project. - -- - -- https://premake.github.io/docs/startproject - startproject "slang-test" - - -- The output binary directory will be derived from the OS - -- and configuration options, e.g. `bin/windows-x64/debug/` - targetdir("bin/" .. targetName .. "/%{cfg.buildcfg:lower()}") - - cppdialect "C++17" - -- Statically link to the C/C++ runtime rather than create a DLL dependency. - staticruntime "On" - -- Turn off edit and continue for all projects. This is needed to avoid - -- linking warnings. - editandcontinue "Off" - - -- Once we've set up the common settings, we will make some tweaks - -- that only apply in a subset of cases. Each call to `filter()` - -- changes the "active" filter for subsequent commands. In - -- effect, those commands iwll be ignored when the conditions of - -- the filter aren't satisfied. - - -- Our `x64` platform should (obviously) target the x64 - -- architecture and similarly for x86. - -- - -- https://premake.github.io/docs/architecture/ - -- - filter { "platforms:x64" } - architecture "x64" - filter { "platforms:x86" } - architecture "x86" - filter { "platforms:aarch64" } - architecture "ARM64" - filter { "platforms:aarch64", "toolset:clang" } - buildoptions { "-arch arm64" } - linkoptions { "-arch arm64" } - - filter { "toolset:clang or gcc*" } - -- Makes all symbols hidden by default unless explicitly 'exported' - buildoptions { "-fvisibility=hidden" } - - filter { "toolset:clang or gcc*", "files:source/compiler-core/slang-dxc-compiler.cpp" } - -- For the DXC headers - buildoptions { "-fms-extensions" } - - -- Disable some warnings - filter { "toolset:clang or gcc*" } - buildoptions { - "-Wno-switch", - "-Wno-parentheses", - "-Wno-unused-local-typedefs", - } - filter { "toolset:gcc*", "language:C++" } - buildoptions { "-Wno-class-memaccess" } - -- If a function returns an address/reference to a local, we want it to produce an error, because - -- it probably means something very bad. - buildoptions { "-Werror=return-local-addr" } - filter { "toolset:clang", "language:C++" } - buildoptions { "-Wno-assume" } - filter { "toolset:clang or gcc*", "language:C++" } - buildoptions { "-Wno-reorder", "-Wno-invalid-offsetof" } - - -- Enable some warnings on clang/gcc which are on by default in MSVC - filter { "toolset:clang or gcc*", "language:C++" } - buildoptions { "-Wnarrowing" } - - -- When compiling the debug configuration, we want to turn - -- optimization off, make sure debug symbols are output, - -- and add the same preprocessor definition that VS - -- would add by default. - filter { "configurations:debug" } - optimize "Off" - symbols "On" - defines { "_DEBUG" } - -- staticruntime "Off" - -- For the release configuration we will turn optimizations on - -- (we do not yet micro-manage the optimization settings) - -- and set the preprocessor definition that VS would add by default. - filter { "configurations:release" } - optimize "On" - defines { "NDEBUG" } - - filter { "system:linux" } - links { "dl" } - -- - -- `--no-undefined` - by default if a symbol is not found in a link it will assume it will be resolved at runtime (!) - -- this option ensures that all the referenced symbols exist - -- - linkoptions{ "-Wl,-rpath,'$$ORIGIN',--no-as-needed,--no-undefined" } - -- allow libraries to be listed in any order (do not require dependency order) - linkgroups "On" - - filter {} - -- For including windows.h in a way that minimized namespace pollution. - -- Although we define these here, we still set them manually in any header - -- files which may be included by another project - defines { "WIN32_LEAN_AND_MEAN", "VC_EXTRALEAN", "NOMINMAX", "_ITERATOR_DEBUG_LEVEL=0" } - - if dxOnVk then - defines { "SLANG_CONFIG_DX_ON_VK" } - end - - if defaultSPIRVDirect then - defines { "SLANG_CONFIG_DEFAULT_SPIRV_DIRECT" } - end - -function dump(o) - if type(o) == 'table' then - local s = '{ ' - for k,v in pairs(o) do - if type(k) ~= 'number' then k = '"'..k..'"' end - s = s .. '['..k..'] = ' .. dump(v) .. ',' - end - return s .. '} ' - else - return tostring(o) - end -end - -function dumpTable(o) - local s = '{ ' - for k,v in pairs(o) do - if type(k) ~= 'number' then k = '"'..k..'"' end - s = s .. '['..k..'] = ' .. tostring(v) .. ',\n' - end - return s .. '} ' -end - -function getExecutableSuffix() - if(os.target() == "windows") then - return ".exe" - end - return "" -end --- --- We are now going to start defining the projects, where --- each project builds some binary artifact (an executable, --- library, etc.). --- --- All of our projects follow a common structure, so rather --- than reiterate a bunch of build settings, we define --- some subroutines that make the configuration as concise --- as possible. --- --- First, we will define a helper routine for adding all --- the relevant files from a given directory path: --- --- Note that this does not work recursively --- so projects that spread their source over multiple --- directories will need to take more steps. -function addSourceDir(path) - files - { - path .. "/*.cpp", -- C++ source files - path .. "/*.slang", -- Slang files (for our stdlib) - path .. "/*.h", -- Header files - path .. "/*.hpp", -- C++ style headers (for glslang) - path .. "/*.natvis", -- Visual Studio debugger visualization files - path .. "/*.natstepfilter", -- Visual Studio debugger step filter files - path .. "/*.natjmc", -- Visual Studio debugger step filter files - } - if os.target() == "macosx" then - files { path .. "/*.mm" } -- Objective-C++ files - filter { "files:**.mm" } - compileas "Objective-C++" - filter {} - end - removefiles - { - "**/*.meta.slang.h", - "**/slang-*generated*.h", - "**/gfx-unit-test/test-tmp*" - } -end - --- Adds CUDA dependency to a project -function addCUDAIfEnabled() - if type(cudaPath) == "string" and targetInfo.isWindows then - filter {} - includedirs { cudaPath .. "/include" } - includedirs { cudaPath .. "/include", cudaPath .. "/common/inc" } - links { "cuda" } - if optixPath then - defines { "RENDER_TEST_OPTIX" } - includedirs { optixPath .. "include/" } - end - - filter { "platforms:x86" } - libdirs { cudaPath .. "/lib/Win32/" } - - filter { "platforms:x64" } - libdirs { cudaPath .. "/lib/x64/" } - filter {} - return true - elseif enableCuda then - filter {} - if type(cudaPath) == "string" then - includedirs { cudaPath .. "/include" } - includedirs { cudaPath .. "/include" } - if optixPath then - defines { "GFX_OPTIX" } - includedirs { optixPath .. "include/" } - end - filter { "platforms:x86" } - libdirs { cudaPath .. "/lib32/" } - filter { "platforms:x64" } - libdirs { cudaPath .. "/lib64/" } - filter {} - links { "cuda" } - else - print "Error: CUDA is enabled but --cuda-sdk-path is not specified." - end - return true - end - return false -end - --- --- Next we will define a helper routine that all of our --- projects will bottleneck through. Here `name` is --- the name for the project (and the base name for --- whatever output file it produces), while `sourceDir` --- is the directory that holds the source. --- --- E.g., for the `slangc` project, the source code --- is nested in `source/`, so we'd (indirectly) call: --- --- baseSlangProject("slangc", "source/slangc") --- --- NOTE! This function will add any source from the sourceDir, *if* it's specified. --- Pass nil if adding files is not wanted. -function baseSlangProject(name, sourceDir) - - -- Start a new project in premake. This switches - -- the "current" project over to the newly created - -- one, so that subsequent commands affect this project. - -- - project(name) - - -- We need every project to have a stable UUID for - -- output formats (like Visual Studio and XCode projects) - -- that use UUIDs rather than names to uniquely identify - -- projects. If we don't have a stable UUID, then the - -- output files might have spurious diffs whenever we - -- re-run premake generation. - - if sourceDir then - uuid(os.uuid(name .. '|' .. sourceDir)) - else - -- If we don't have a sourceDir, the name will have to be enough - uuid(os.uuid(name)) - end - - -- Location could do with a better name than 'other' - but it seems as if %{cfg.buildcfg:lower()} and similar variables - -- is not available for location to expand. - location("build/" .. slangUtil.getBuildLocationName(targetInfo) .. "/" .. name) - - - -- The intermediate ("object") directory will use a similar - -- naming scheme to the output directory, but will also use - -- the project name to avoid cases where multiple projects - -- have source files with the same name. - -- - objdir("intermediate/" .. targetName .. "/%{cfg.buildcfg:lower()}/%{prj.name}") - - -- Treat C++ as the default language, projects in other languages can - -- override this later - -- - language "C++" - - -- By default, Premake generates VS project files that - -- reflect the directory structure of the source code. - -- While this is nice in principle, it creates messy - -- results in practice for our projects. - -- - -- Instead, we will use the `vpaths` feature to imitate - -- the default VS behavior of grouping files into - -- virtual subdirectories (VS calls them "filters") for - -- header and source files respectively. - -- - -- Note: We are setting `vpaths` using a list of key/value - -- tables instead of just a key/value table, since this - -- appears to be an (undocumented) way to fix the order - -- in which the filters are tested. Otherwise we have - -- issues where premake will nondeterministically decide - -- the check something against the `**.cpp` filter first, - -- and decide that a `foo.cpp.h` file should go into - -- the `"Source Files"` vpath. That behavior seems buggy, - -- but at least we appear to have a workaround. - -- - vpaths { - { ["Header Files"] = { "**.h", "**.hpp"} }, - { ["Source Files"] = { "**.cpp", "**.slang", "**.natvis", "**.natjmc" } }, - } - - -- Override default options for a project if necessary - - if overrideModule.addBaseProjectOptions then - overrideModule.addBaseProjectOptions() - end - - -- - -- Add the files in the sourceDir - -- NOTE! This doesn't recursively add files in subdirectories - -- - - if not not sourceDir then - addSourceDir(sourceDir) - end - - -- - -- Enable ASAN (address sanitizer) if requested. - -- - - if enableAsan then - if (targetInfo.isWindows) then - buildoptions { "/fsanitize=address" } - flags { "NoIncrementalLink" } - end - end - -end - - --- We can now use the `baseSlangProject()` subroutine to --- define helpers for the different categories of project --- in our source tree. --- --- For example, the Slang project has several tools that --- are used during building/testing, but don't need to --- be distributed. These always have their source code in --- `tools/<project-name>/`. --- -function tool(name) - -- We use the `group` command here to specify that the - -- next project we create shold be placed into a group - -- named "tools" in a generated IDE solution/workspace. - -- - -- This is used in the generated Visual Studio solution - -- to group all the tools projects together in a logical - -- sub-directory of the solution. - -- - group "tools" - - -- Now we invoke our shared project configuration logic, - -- specifying that the project lives under the `tools/` path. - -- - baseSlangProject(name, "tools/" .. name) - - -- Finally, we set the project "kind" to produce a console - -- application. This is a reasonable default for tools, - -- and it can be overriden because Premake is stateful, - -- and a subsequent call to `kind()` would overwrite this - -- default. - -- - kind "ConsoleApp" - - if not targetInfo.isWindows then - links { "pthread" } - end -end - --- "Standard" projects will be those that go to make the binary --- packages for slang: the shared libraries and executables. --- -function standardProject(name, sourceDir) - -- Because Premake is stateful, any `group()` call by another - -- project would still be in effect when we create a project - -- here (e.g., if somebody had called `tool()` before - -- `standardProject()`), so we are careful here to set the - -- group to an emptry string, which Premake treats as "no group." - -- - group "" - - baseSlangProject(name, sourceDir) -end - - -function toolSharedLibrary(name) - group "test-tool" - -- specifying that the project lives under the `tools/` path. - -- - baseSlangProject(name .. "-tool", "tools/" .. name) - - defines { "SLANG_SHARED_LIBRARY_TOOL" } - - kind "SharedLib" - - if not targetInfo.isWindows then - links { "pthread" } - end -end - -function exampleLibrary(name) - group "examples" - baseSlangProject(name, "examples/"..name) - kind "StaticLib" - includedirs { ".", "tools" } - links { "gfx", "slang", "platform", "gfx-util", "core"} - addCUDAIfEnabled(); -end - -exampleLibrary "example-base" - --- Finally we have the example programs that show how to use Slang. --- -function example(name) - -- Example programs go into an "example" group - group "examples" - - -- They have their source code under `examples/<project-name>/` - baseSlangProject(name, "examples/" .. name) - - -- Set up working directory to be the source directory - debugdir("examples/" .. name) - - -- By default, all of our examples are GUI applications. One some - -- platforms there is no meaningful distinction between GUI and - -- command-line applications, but it is significant on Windows and MacOS - -- - kind "WindowedApp" - - -- Every example needs to be able to include the `slang.h` header - -- if it is going to use Slang, so we might as well set up a suitable - -- include path here rather than make each example do it. - -- - -- Most of the examples also need the `gfx` library, - -- which lives under `tools/`, so we will add that to the path as well. - -- - includedirs { ".", "tools" } - - -- The examples also need to link against the slang library, - -- and the `gfx` abstraction layer (which in turn - -- depends on the `core` library). We specify all of that here, - -- rather than in each example. - links { "example-base", "slang", "gfx", "gfx-util", "platform", "core" } - - if not targetInfo.isWindows then - links { "pthread" } - end - - if targetInfo.isWindows then - else - if enableXlib then - defines { "SLANG_ENABLE_XLIB" } - libdirs { "/usr/X11/lib" } - links {"X11"} - end - end - - addCUDAIfEnabled(); -end - --- --- Create a project that is used as a build step, typically to --- build items needed for other dependencies ---- - -function generatorProject(name, sourcePath, projectKind) - -- We use the `group` command here to specify that the - -- next project we create shold be placed into a group - -- named "generator" in a generated IDE solution/workspace. - -- - -- This is used in the generated Visual Studio solution - -- to group all the tools projects together in a logical - -- sub-directory of the solution. - -- - group "generator" - - -- Set up the project, but do NOT add any source files. - baseSlangProject(name, sourcePath) - - -- By default the generator projects run a custom tool and don't - -- require any premake machinery to compile a binary for them. - if projectKind == nil then - kind "Utility" - else - kind (projectKind) - end - - if not targetInfo.isWindows then - links { "pthread" } - end -end - --- Enable examples conditionally -if enableExamples then - -- With all of these helper routines defined, we can now define the - -- actual projects quite simply. For example, here is the entire - -- declaration of the "Hello, World" example project: - example "hello-world" - kind "ConsoleApp" - includedirs {"external/vulkan/include"} - - -- Note how we are calling our custom `example()` subroutine with - -- the same syntax sugar that Premake usually advocates for their - -- `project()` function. This allows us to treat `example` as - -- a kind of specialized "subclass" of `project` - - -- Let's go ahead and set up the projects for our other example now. - example "platform-test" - - example "triangle" - - example "ray-tracing" - example "ray-tracing-pipeline" - - example "autodiff-texture" - - example "gpu-printing" - kind "ConsoleApp" - - example "shader-toy" - - example "model-viewer" - - example "shader-object" - kind "ConsoleApp" - - example "cpu-com-example" - kind "ConsoleApp" - - example "cpu-hello-world" - kind "ConsoleApp" -end - -if enableAftermath then - example "nv-aftermath-example" - filter {} - - local aftermathIncludePath = path.join(aftermathPath, "include") - local aftermathLibPath = path.join(aftermathPath, "lib") - - -- Add the aftermath includes - - includedirs { aftermathIncludePath } - - -- Add the libs directory. - -- Additionally we need to copy dlls that are needed for aftermath usage such that they - -- are available from the executable. - - filter { "platforms:x86" } - local libPath = path.join(aftermathLibPath, "x86") - libdirs { libPath } - links { "GFSDK_Aftermath_Lib.x86" } - - postbuildcommands { - '{COPY} "$(SolutionDir)"' .. libPath .. '/*.* "%{cfg.targetdir}"' - } - - filter { "platforms:x64" } - local libPath = path.join(aftermathLibPath, "x64") - libdirs { libPath } - links { "GFSDK_Aftermath_Lib.x64" } - - postbuildcommands { - '{COPY} "$(SolutionDir)"' .. libPath .. '/*.* "%{cfg.targetdir}"' - } -end - --- Most of the other projects have more interesting configuration going --- on, so let's walk through them in order of increasing complexity. --- --- The `core` project is a static library that has all the basic types --- and routines that get shared across both the Slang compiler/runtime --- and the various tool projects. It's build is pretty simple: --- - -standardProject("core", "source/core") - uuid "F9BE7957-8399-899E-0C49-E714FDDD4B65" - kind "StaticLib" - -- We need the core library to be relocatable to be able to link with slang.so - pic "On" - - -- For our core implementation, we want to use the most - -- aggressive warning level supported by the target, and - -- to treat every warning as an error to make sure we - -- keep our code free of warnings. - -- - warnings "Extra" - - includedirs { "external/miniz" } - - if targetInfo.isWindows then - addSourceDir "source/core/windows" - else - addSourceDir "source/core/unix" - end - -standardProject("compiler-core", "source/compiler-core") - uuid "12C1E89D-F5D0-41D3-8E8D-FB3F358F8126" - kind "StaticLib" - -- We need the compiler-core library to be relocatable to be able to link with slang.so - pic "On" - - links { "core" } - - -- For our core implementation, we want to use the most - -- aggressive warning level supported by the target, and - -- to treat every warning as an error to make sure we - -- keep our code free of warnings. - -- - warnings "Extra" - - if targetInfo.isWindows then - addSourceDir "source/compiler-core/windows" - else - addSourceDir "source/compiler-core/unix" - end - -standardProject("slang-rt", "source/slang-rt") - uuid "DFC79D72-91DE-434C-871B-B3943B488BEB" - kind "SharedLib" - pic "On" - warnings "Extra" - links {"miniz", "lz4"} - includedirs { "external/miniz" } - defines { "SLANG_RT_DYNAMIC", "SLANG_RT_DYNAMIC_EXPORT" } - addSourceDir "source/core" - if targetInfo.isWindows then - addSourceDir "source/core/windows" - else - addSourceDir "source/core/unix" - links { "pthread" } - end - --- --- The cpp extractor is a tool that scans C++ header files to extract --- reflection like information, and generate files to handle --- RTTI fast/simply ---- - -tool "slang-cpp-extractor" - uuid "CA8A30D1-8FA9-4330-B7F7-84709246D8DC" - includedirs { "." } - - links { "compiler-core", "core" } - -tool "slang-spirv-embed-generator" - uuid "8da787cc-0e04-450f-8e29-88eac5ebe9bb" - includedirs { "." } - - links { "compiler-core", "core" } - -tool "slang-lookup-generator" - uuid "3242baa7-fc4c-4f76-83bc-e4403099dc1d" - includedirs { "." } - - links { "compiler-core", "core" } - -tool "slang-capability-generator" - uuid "FD16CA29-C66A-430A-822C-C09655088611" - includedirs { "." } - - links { "compiler-core", "core" } - -tool "test-process" - uuid "BE412850-4BB9-429A-877C-BFBC4B34186C" - includedirs { "." } - - links { "compiler-core", "core" } - -tool "test-server" - uuid "23149706-C12F-4329-B6AA-8266407C32D3" - includedirs { "." } - - links { "compiler-core", "core", "slang" } - -tool "slangd" - uuid "B2D63B45-92B0-40F7-B242-CCA4DFD64341" - includedirs { "." } - links { "compiler-core", "core", "slang" } - -tool "vk-pipeline-create" - uuid "9ED23316-AE8B-4018-9407-271F4DDB8CBA" - includedirs { ".", "external/vulkan/include"} - files { "examples/hello-world/vulkan-api.cpp", "examples/hello-world/vulkan-api.h" } - links { "slang", "gfx", "gfx-util", "platform", "core" } - --- --- --- `slang-generate` is a tool we use for source code generation on --- the compiler. It depends on the `core` library, so we need to --- declare that: --- - -tool "slang-generate" - uuid "66174227-8541-41FC-A6DF-4764FC66F78E" - links { "core" } - -tool "slang-embed" - uuid "7F773DD9-EB8F-2403-B43C-B49C2014B99C" - links { "core" } - --- --- The `slang-test` test driver also uses the `core` library, and it --- currently relies on include paths being set up so that it can find --- the core headers: --- - -tool "slang-test" - uuid "0C768A18-1D25-4000-9F37-DA5FE99E3B64" - includedirs { "." } - links { "compiler-core", "slang", "core", "miniz", "lz4" } - dependson { "slang-reflection-test-tool", "render-test-tool", "slang-unit-test-tool", "gfx-unit-test-tool" } - -- We want to set to the root of the project, but that doesn't seem to work with '.'. - -- So set a path that resolves to the same place. - debugdir("source/..") - if not targetInfo.isWindows then - links { "pthread" } - end - --- --- The reflection test harness `slang-reflection-test` is pretty --- simple, in that it only needs to link against the slang library --- to do its job: --- - -toolSharedLibrary "slang-reflection-test" - uuid "C5ACCA6E-C04D-4B36-8516-3752B3C13C2F" - - includedirs { "." } - - kind "SharedLib" - links { "core", "slang" } - --- --- The most complex testing tool we have is `render-test`, but from --- a build perspective the most interesting thing about it is that for --- our Windows build it requires a Windows 10 SDK. --- --- TODO: Try to make the build not require a fixed version of the Windows SDK. --- Ideally we should just specify a *minimum* version. --- --- This test also requires Vulkan headers which we've placed in the --- `external/` directory, and it also includes files from the `core` --- library in ways that require us to set up `source/` as an include path. --- --- TODO: Fix that requirement. --- - -toolSharedLibrary "render-test" - uuid "61F7EB00-7281-4BF3-9470-7C2EA92620C3" - - includedirs { ".", "external", "external/vulkan/include", "source", "tools/gfx", "tools/platform" } - links { "core", "compiler-core", "slang", "gfx", "gfx-util", "platform" } - if targetInfo.isWindows then - addSourceDir "tools/render-test/windows" - - systemversion "latest" - - -- For Windows targets, we want to copy - -- dxcompiler.dll, and dxil.dll from the Windows SDK redistributable - -- directory into the output directory. - -- d3dcompiler_47.dll is copied from the external/slang-binaries submodule. - postbuildcommands { '"$(SolutionDir)tools\\copy-hlsl-libs.bat" "$(WindowsSdkDir)Redist/D3D/%{cfg.platform:lower()}/" "%{cfg.targetdir}/" "windows-%{cfg.platform:lower()}"'} - if (type(cudaPath) == "string") then - addSourceDir "tools/render-test/cuda" - end - end - if addCUDAIfEnabled() then - defines { "RENDER_TEST_CUDA" } - end - --- --- `gfx` is a abstraction layer for different GPU platforms. --- - -tool "gfx" - uuid "222F7498-B40C-4F3F-A704-DDEB91A4484A" - -- Unlike most of the code under `tools/`, this is a library - -- rather than a stand-alone executable. - kind "SharedLib" - links { "core", "slang" } - pic "On" - - defines { "SLANG_GFX_DYNAMIC", "SLANG_GFX_DYNAMIC_EXPORT" } - - includedirs { ".", "external", "external/vulkan/include", "external/metal-cpp", "source" } - - files {"slang-gfx.h"} - - -- Will compile across targets - addSourceDir "tools/gfx/apple" - addSourceDir "tools/gfx/cpu" - addSourceDir "tools/gfx/nvapi" - addSourceDir "tools/gfx/cuda" - addSourceDir "tools/gfx/debug-layer" - if targetInfo.isWindows then - postbuildcommands { - '{COPY} "$(SolutionDir)tools/gfx/gfx.slang" "%{cfg.targetdir}"', - '{COPY} "$(SolutionDir)tools/gfx/slang.slang" "%{cfg.targetdir}"' - } - else - postbuildcommands { - '{COPY} "' .. path.getabsolute("tools/gfx/gfx.slang") .. '" "%{cfg.targetdir}"', - '{COPY} "' .. path.getabsolute("tools/gfx/slang.slang") .. '" "%{cfg.targetdir}"', - } - end - - -- If aftermath is enabled we need a define to turn on debugging features withing GFX - - if enableAftermath then - defines { "GFX_NV_AFTERMATH" } - - local aftermathIncludePath = path.join(aftermathPath, "include") - local aftermathLibPath = path.join(aftermathPath, "lib") - - -- Add the aftermath includes - includedirs { aftermathIncludePath } - - -- Add the libs - -- - -- We don't copy the dlls as that is something the application should do. - - filter { "platforms:x86" } - local libPath = path.join(aftermathLibPath, "x86") - libdirs { libPath } - links { "GFSDK_Aftermath_Lib.x86" } - - filter { "platforms:x64" } - local libPath = path.join(aftermathLibPath, "x64") - libdirs { libPath } - links { "GFSDK_Aftermath_Lib.x64" } - - end - - -- To special case that we may be building using cygwin on windows. If 'true windows' we build for dx12/vk and run the script - -- If not we assume it's a cygwin/mingw type situation and remove files that aren't appropriate - if targetInfo.isWindows then - systemversion "latest" - - -- For Windows targets, we want to copy - -- dxcompiler.dll, and dxil.dll from the Windows SDK redistributable - -- directory into the output directory. - -- d3dcompiler_47.dll is copied from the external/slang-binaries submodule. - postbuildcommands { '"$(SolutionDir)tools\\copy-hlsl-libs.bat" "$(WindowsSdkDir)Redist/D3D/%{cfg.platform:lower()}/" "%{cfg.targetdir}/"'} - - addSourceDir "tools/gfx/vulkan" - addSourceDir "tools/gfx/open-gl" - addSourceDir "tools/gfx/d3d" - addSourceDir "tools/gfx/d3d11" - addSourceDir "tools/gfx/d3d12" - elseif targetInfo.os == "mingw" or targetInfo.os == "cygwin" then - -- Don't support any render techs... - elseif os.target() == "macosx" then - addSourceDir "tools/gfx/vulkan" - addSourceDir "tools/gfx/metal" - else - -- Linux like - addSourceDir "tools/gfx/vulkan" - if dxOnVk then - addSourceDir "tools/gfx/d3d" - addSourceDir "tools/gfx/d3d11" - addSourceDir "tools/gfx/d3d12" - end - --addSourceDir "tools/gfx/open-gl" - end - - if os.target() == "macosx" then - links { "Foundation.framework", "Cocoa.framework", "QuartzCore.framework", "Metal.framework" } - end - - if enableXlib then - defines { "SLANG_ENABLE_XLIB" } - libdirs { "/usr/X11/lib" } - links {"X11"} - end - - -- If NVAPI is enabled - if enableNvapi then - -- Add the include path - includedirs { nvapiPath } - - -- Add a define so that render-test code can check if nvapi is available - defines { "GFX_NVAPI" } - - -- Set the nvapi libs directory - filter { "platforms:x86" } - libdirs { nvapiPath .. "/x86" } - links { "nvapi" } - - filter { "platforms:x64" } - libdirs { nvapiPath .. "/amd64" } - links { "nvapi64" } - - end - if addCUDAIfEnabled() then - defines { "GFX_ENABLE_CUDA" } - end - --- --- `gfx-util` is a static library containing utilities and helpers for using --- the `gfx` library. --- -tool "gfx-util" - uuid "F5ADB74E-02A7-44FB-AA3B-FC02F8AC7A4B" - kind "StaticLib" - pic "On" - - includedirs { ".", "source" } - - addSourceDir "tools/gfx-util" --- --- `platform` contains all the platform abstractions for a GUI application. --- -tool "platform" - uuid "3565fe5e-4fa3-11eb-ae93-0242ac130002" - kind "SharedLib" - pic "On" - links {"core", "slang", "gfx" } - defines { "SLANG_PLATFORM_DYNAMIC", "SLANG_PLATFORM_DYNAMIC_EXPORT" } - includedirs { ".", "external", "source", "external/imgui", "tools/gfx" } - addSourceDir "tools/platform" - addSourceDir "tools/platform/linux" - addSourceDir "tools/platform/windows" - addSourceDir "tools/platform/apple" - addSourceDir "tools/platform/placeholder" - -- Include windowing support on Windows. - if targetInfo.isWindows then - systemversion "latest" - elseif os.target() == "macosx" then - links { "Foundation.framework", "Cocoa.framework", "QuartzCore.framework" } - else - if enableXlib then - defines { "SLANG_ENABLE_XLIB" } - libdirs { "/usr/X11/lib" } - links {"X11"} - end - end - --- --- The `slangc` command-line application is just a very thin wrapper --- around the Slang dynamic library, so its build is extermely simple. --- One windows `slangc` uses the the `core` library for some UTF-16 --- to UTF-8 string conversion before calling into `slang.dll`, so --- it also depends on `core`: --- - -standardProject("slangc", "source/slangc") - uuid "D56CBCEB-1EB5-4CA8-AEC4-48EA35ED61C7" - kind "ConsoleApp" - links { "core", "slang" } - if not targetInfo.isWindows then - links { "pthread" } - end - -function getBuildDir(isArm64) - return "%{cfg.targetdir}" -end - -function astReflectGenerator(isArm64) - local builddir = getBuildDir() - - filter("files:**/slang-ast-reflect.h") - - buildmessage "C++ Extractor %{file.relpath}" - - local sourcePath = "%{file.directory}" - - -- Work out the output files - - local outputTypes = { "obj", "ast", "value" }; - - local outputTable = {} - - for key, outputType in ipairs(outputTypes) do - table.insert(outputTable, sourcePath .. "/slang-generated-" .. outputType .. ".h") - table.insert(outputTable, sourcePath .. "/slang-generated-" .. outputType .. "-macro.h") - end - - -- List all of the input files to be scanned - - local inputFiles = { "slang-ast-support-types.h", "slang-ast-base.h", "slang-ast-decl.h", "slang-ast-expr.h", "slang-ast-modifier.h", "slang-ast-stmt.h", "slang-ast-type.h", "slang-ast-val.h" } - - local options = { "-strip-prefix", "slang-", "-o", "slang-generated", "-output-fields", "-mark-suffix", "_CLASS"} - - -- Specify the actual command to run for this action. - -- - -- Note that we use a single-quoted Lua string and wrap the path - -- to the `slang-cpp-extractor` command in double quotes to avoid - -- confusing the Windows shell. It seems that Premake outputs that - -- path with forward slashes, which confused the shell if we don't - -- quote the executable path. - - local buildcmd = '"' .. builddir .. '/slang-cpp-extractor" -d ' .. sourcePath .. " " .. table.concat(inputFiles, " ") .. " " .. table.concat(options, " ") - - buildcommands { buildcmd } - - -- Specify the files output by the extactor - so custom action will run when these files are needed. - -- - buildoutputs(outputTable) - - -- Make it depend on the extractor tool itself - local buildInputTable = { builddir .. "/slang-cpp-extractor" .. getExecutableSuffix() } - for key, inputFile in ipairs(inputFiles) do - table.insert(buildInputTable, sourcePath .. "/" .. inputFile) - end - - -- - buildinputs(buildInputTable) -end - -function metaSlangGenerator() - local builddir = getBuildDir() - - filter("files:**.meta.slang") - - -- Specify the "friendly" message that should print to the build log for the action - buildmessage "slang-generate %{file.relpath}" - - -- Specify the actual command to run for this action. - -- - -- Note that we use a single-quoted Lua string and wrap the path - -- to the `slang-generate` command in double quotes to avoid - -- confusing the Windows shell. It seems that Premake outputs that - -- path with forward slashes, which confused the shell if we don't - -- quote the executable path. - -- - buildcommands { '"' .. builddir .. '/slang-generate" %{file.relpath}' } - - -- Given `foo.meta.slang` we woutput `foo.meta.slang.h`. - -- This needs to be specified because the custom action will only - -- run when this file needs to be generated. - -- - -- Note the use of abspath here, this ensures windows tests the correct file, otherwise - -- triggering doesn't work. The problem still remains on linux, because abspath *isn't* an - -- absolute path, it remains relative. - -- - -- TODO(JS): - -- It's not clear how to determine how to create the absolute path on linux, using - -- path.absolutepath, requires knowing the path to be relative to, and it's neither - -- the current path, the source path or the targetpath. - buildoutputs { "%{file.abspath}.h" } - - -- We will specify an additional build input dependency on the `slang-generate` - -- tool itself, so that changes to the code for the tool cause the generation - -- step to be re-run. - -- - -- In order to get the file name right, we need to know the executable suffix - -- that the target platform will use. Premake might have a built-in way to - -- query this, but I couldn't find it, so I am just winging it for now: - -- - -- - buildinputs { builddir .. "/slang-generate" .. getExecutableSuffix() } -end - -function preludeGenerator() - local builddir = getBuildDir() - - filter("files:prelude/*-prelude.h") - - buildmessage "slang-embed %{file.relpath}" - buildcommands { '"' .. builddir .. '/slang-embed" %{file.relpath}' } - buildoutputs { "%{file.abspath}.cpp" } - buildinputs { builddir .. "/slang-embed" .. getExecutableSuffix() } -end - -function capabilityGenerator() - filter("files:source/slang/*.capdef") - - dependson { "slang-capability-generator" } - local inputFile = "%{file.abspath}" - local builddir = getBuildDir() - local outputHeaderFile = "%{wks.location}/source/slang/slang-generated-capability-defs.h" - local outputCppFile = "%{wks.location}/source/slang/slang-generated-capability-defs-impl.h" - local outputLookupFile = "%{wks.location}/source/slang/slang-lookup-capability-defs.cpp" - if executeBinary then - buildmessage ("slang-capability-generator %{file.relpath}") - local buildcmd = '"' .. builddir .. '/slang-capability-generator" "%{file.abspath}"' - buildcommands { buildcmd } - buildinputs { "%{file.abspath}", builddir .. "/slang-capability-generator" .. getExecutableSuffix() } - buildoutputs (outputHeaderFile, outputCppFile, outputLookupFile) - end - - filter { } -end - -if not skipSourceGeneration then - -generatorProject("run-generators", nil) - - -- We make 'source/slang' the location of the source, to make paths to source - -- relative to that - - -- We include these, even though they are not really part of the dummy - -- build, so that the filters below can pick up the appropriate locations. - - files - { - "source/slang/*.meta.slang", -- The stdlib files - "source/slang/slang-ast-reflect.h", -- C++ reflection - "prelude/*.h", -- The prelude files - "source/slang/*.capdef", - - -- - -- To build we need to have some source! It has to be a source file that - -- does not depend on anything that is generated, so we take something - -- from core that will compile without any generation. - -- - - "source/core/slang-string.cpp", - } - - -- First, we need to ensure that various source-generation tools - -- get built before `slang`, so we declare a non-linking dependency between - -- the projects here: - dependson { "slang-cpp-extractor", "slang-generate", "slang-embed", "slang-capability-generator" } - - local executableSuffix = getExecutableSuffix() - - -- We need to run the C++ extractor to generate some include files - if executeBinary then - astReflectGenerator() - end - - -- Next, we want to add a custom build rule for each of the - -- files that makes up the standard library. Those are - -- always named `*.meta.slang`, so we can select for them - -- using a `filter` and then use Premake's support for - -- defining custom build commands: - -- - if executeBinary then - metaSlangGenerator() - preludeGenerator() - capabilityGenerator() - end - - filter { } - -generatorProject("generate-spirv-embed") - tables = { - { - json = "external/spirv-headers/include/spirv/unified1/spirv.core.grammar.json", - }, - } - for _, t in pairs(tables) do - files {t.json} - end - - dependson { "slang-spirv-embed-generator" } - - local builddir = getBuildDir() - if executeBinary then - for _, t in pairs(tables) do - filter("files:" .. t.json) - - local inJson = "%{file.abspath}" - local cppFilename = "slang-spirv-core-grammar-embed.cpp" - local cppPath = "%{wks.location}/source/slang/" .. cppFilename - local buildcmd = '"' .. builddir .. '/slang-spirv-embed-generator" ' - .. inJson .. " " - .. cppPath - - buildmessage ("slang-spirv-embed-generator for " .. cppFilename) - buildcommands { buildcmd } - buildinputs { inJson, builddir .. "/slang-spirv-embed-generator" .. getExecutableSuffix() } - buildoutputs (cppPath) - end - end - - filter { } - -generatorProject("generate-lookup-tables") - tables = { - { - json = "external/spirv-headers/include/spirv/unified1/extinst.glsl.std.450.grammar.json", - header = "spirv/unified1/GLSL.std.450.h", - prefix = "GLSLstd450", - type = "GLSLstd450" - }, - } - for _, t in pairs(tables) do - files {t.json} - end - - dependson { "slang-lookup-generator" } - - local builddir = getBuildDir() - if executeBinary then - for _, t in pairs(tables) do - filter("files:" .. t.json) - - local inJson = "%{file.abspath}" - local cppFilename = "slang-lookup-" .. t.type:lower() .. ".cpp" - local cppPath = "%{wks.location}/source/slang/" .. cppFilename - local buildcmd = '"' .. builddir .. '/slang-lookup-generator" ' - .. inJson .. " " - .. cppPath .. " " - .. t.type .. " " - .. t.prefix .. " " - .. t.header - - buildmessage ("slang-lookup-generator for " .. cppFilename) - buildcommands { buildcmd } - buildinputs { inJson, builddir .. "/slang-lookup-generator" .. getExecutableSuffix() } - buildoutputs (cppPath) - end - end - - filter { } - -if enableEmbedStdLib then - standardProject("slangc-bootstrap", "source/slangc") - uuid "6339BF31-AC99-4819-B719-679B63451EF0" - kind "ConsoleApp" - links { "core", "compiler-core", "miniz", "lz4" } - - -- We need to run all the generators to be able to build the main - -- slang source in source/slang - - dependson { "run-generators" } - - defines { - -- We are going statically link Slang compiler with the slangc command line - "SLANG_STATIC", - -- This is the bootstrap to produce the embedded stdlib, so we disable to be able to bootstrap - "SLANG_WITHOUT_EMBEDDED_STD_LIB" - } - - includedirs { "external/spirv-headers/include", "source" } - - -- Add all of the slang source - addSourceDir "source/slang" - - -- On some tests with MSBuild disabling these made build work. - -- flags { "NoIncrementalLink", "NoPCH", "NoMinimalRebuild" } - - -- The `standardProject` operation already added all the code in - -- `source/slang/*`, but we also want to incldue the umbrella - -- `slang.h` header in this prject, so we do that manually here. - files { "slang.h" } - - files { "source/core/core.natvis" } - - -- We explicitly name the prelude file(s) that we need to - -- compile for their embedded code, since they will not - -- exist at the time projects/makefiles are generated, - -- and thus a glob would not match anything. - files { - "prelude/slang-cuda-prelude.h.cpp", - "prelude/slang-hlsl-prelude.h.cpp", - "prelude/slang-cpp-prelude.h.cpp", - "prelude/slang-cpp-host-prelude.h.cpp", - "prelude/slang-torch-prelude.h.cpp", - "source/slang/slang-lookup-glslstd450.cpp", - "source/slang/slang-lookup-capability-defs.cpp" - } - addSourceDir("source/slang-capture-replay") - - if not targetInfo.isWindows then - links { "pthread" } - end -end - -if enableEmbedStdLib then - generatorProject("embed-stdlib-generator", nil, "SharedLib") - - -- We include these, even though they are not really part of the dummy - -- build, so that the filters below can pick up the appropriate locations. - - files - { - -- - -- To build we need to have some source! It has to be a source file that - -- does not depend on anything that is generated, so we take something - -- from core that will compile without any generation. - -- - - "source/slang/slang-stdlib-api.cpp", - } - - -- Only produce the embedded stdlib if that option is enabled - - local executableSuffix = getExecutableSuffix() - - -- We need slangc-bootstrap to build the embedded stdlib - dependson { "slangc-bootstrap" } - - local absDirectory = path.getabsolute("source/slang") - local absOutputPath = absDirectory .. "/slang-stdlib-generated.h" - - -- I don't know why I need a filter, but without it nothing works (!) - filter("files:source/slang/slang-stdlib-api.cpp") - -- Note! Has to be an absolute path else doesn't work(!) - buildoutputs { absOutputPath } - filter("files:source/slang/slang-stdlib-api.cpp") - - filter(f) - buildinputs { "%{cfg.targetdir}/slangc-bootstrap" .. executableSuffix } - buildcommands { '"%{cfg.targetdir}/slangc-bootstrap" -archive-type riff-lz4 -save-stdlib-bin-source "%{file.directory}/slang-stdlib-generated.h"' } -end -end -- not skipSourceGeneration - --- --- TODO: Slang's current `Makefile` build does some careful incantations --- to make sure that the binaries it generates use a "relative `RPATH`" --- for loading shared libraries, so that Slang is not dependent on --- being installed to a fixed path on end-user machines. Before we --- can use Premake for the Linux build (or eventually MacOS) we would --- need to figure out how to replicate this incantation in premake. --- - --- --- Now that we've gotten all the simple projects out of the way, it is time --- to get into the more serious build steps. --- --- First up is the `slang` dynamic library project: --- - -standardProject("slang", "source/slang") - uuid "DB00DA62-0533-4AFD-B59F-A67D5B3A0808" - kind "SharedLib" - links { "core", "compiler-core", "miniz", "lz4"} - warnings "Extra" - pic "On" - - -- The way that we currently configure things through `slang.h`, - -- we need to set a preprocessor definitions to ensure that - -- we declare the Slang API functions for *export* and not *import*. - -- - defines { "SLANG_DYNAMIC_EXPORT" } - - if disableStdlibSource then - defines { "SLANG_DISABLE_STDLIB_SOURCE" } - end - - if fullDebugValidation then - defines { "SLANG_ENABLE_FULL_IR_VALIDATION" } - end - - if enableEmbedStdLib then - -- We only have this dependency if we are embedding stdlib - if not skipSourceGeneration then - dependson { "embed-stdlib-generator" } - end - else - -- Disable StdLib embedding - defines { "SLANG_WITHOUT_EMBEDDED_STD_LIB" } - end - - includedirs { "external/spirv-headers/include", "source" } - - -- On some tests with MSBuild disabling these made build work. - -- flags { "NoIncrementalLink", "NoPCH", "NoMinimalRebuild" } - - -- The `standardProject` operation already added all the code in - -- `source/slang/*`, but we also want to incldue the umbrella - -- `slang.h` header in this prject, so we do that manually here. - files { "slang.h" } - - files { "source/core/core.natvis" } - - -- We explicitly name the prelude file(s) that we need to - -- compile for their embedded code, since they will not - -- exist at the time projects/makefiles are generated, - -- and thus a glob would not match anything. - files { - "prelude/slang-cuda-prelude.h.cpp", - "prelude/slang-hlsl-prelude.h.cpp", - "prelude/slang-cpp-prelude.h.cpp", - "prelude/slang-cpp-host-prelude.h.cpp", - "prelude/slang-torch-prelude.h.cpp" - } - - -- Similarly for any generated lookup tables - files { - "source/slang/slang-lookup-glslstd450.cpp", - "source/slang/slang-lookup-capability-defs.cpp", - "source/slang/slang-generated-capability-defs.h", - "source/slang/slang-generated-capability-defs-impl.h", - } - - addSourceDir("source/slang-capture-replay") - -- - -- The most challenging part of building `slang` is that we need - -- to invoke generators such as slang-cpp-extractor and slang-generate - -- to generate. We do this by executing the run-generators 'dummy' project - -- which produces the appropriate source - - if not skipSourceGeneration then - dependson { "run-generators" } - dependson { "generate-lookup-tables" } - dependson { "generate-capabilities" } - dependson { "generate-spirv-embed" } - end - - -- If we have slang-llvm copy it - local slangLLVMPath = deps:getProjectRelativePath("slang-llvm", "../../..") - - if slangLLVMPath and deployLLVM then - filter { "system:linux or macosx or windows" } - local sharedLibName = slangUtil.getSharedLibraryFileName(targetInfo, "slang-llvm") - postbuildcommands { - "{COPY} " .. slangLLVMPath .."/bin/" .. targetName .. "/release/" .. sharedLibName .. " %{cfg.targetdir}" - } - end - - local slangGlslangPath = deps:getProjectRelativePath("slang-glslang", "../../..") - - -- If we are not building glslang from source, then be - -- sure to copy a binary copy over to the output directory - if not buildGlslang and slangGlslangPath~=nil and deployGLSLang then - filter { "system:linux or macosx or windows" } - local sharedLibName = slangUtil.getSharedLibraryFileName(targetInfo, "slang-glslang") - postbuildcommands { - "{COPY} " .. slangGlslangPath .. "/bin/" .. targetName .. "/release/" .. sharedLibName .. " %{cfg.targetdir}" - } - end - - filter {"configurations:debug"} - defines { "SLANG_ENABLE_IR_BREAK_ALLOC=1" } - filter {} - - if not targetInfo.isWindows then - links { "pthread" } - end - -toolSharedLibrary "gfx-unit-test" - uuid "092DAB9F-1DA5-4538-ADD7-1A8D1DBFD519" - includedirs { "." } - addSourceDir "tools/unit-test" - links { "core", "slang", "gfx", "gfx-util", "platform" } - -toolSharedLibrary "slang-unit-test" - uuid "0162864E-7651-4B5E-9105-C571105276EA" - includedirs { "." } - addSourceDir "tools/unit-test" - links { "lz4", "miniz", "core", "compiler-core", "slang" } - if not targetInfo.isWindows then - links { "pthread" } - end - -if enableProfile then - tool "slang-profile" - uuid "375CC87D-F34A-4DF1-9607-C5C990FD6227" - - -- gprof needs symbols - symbols "On" - - dependson { "slang" } - - includedirs { "external/spirv-headers/include" } - - defines { "SLANG_STATIC", - -- Disable StdLib embedding - "SLANG_WITHOUT_EMBEDDED_STD_LIB" - } - - -- The `standardProject` operation already added all the code in - -- `source/slang/*`, but we also want to incldue the umbrella - -- `slang.h` header in this prject, so we do that manually here. - files { "slang.h" } - - files { "source/core/core.natvis" } - - -- We explicitly name the prelude file(s) that we need to - -- compile for their embedded code, since they will not - -- exist at the time projects/makefiles are generated, - -- and thus a glob would not match anything. - files { - "prelude/slang-cuda-prelude.h.cpp", - "prelude/slang-hlsl-prelude.h.cpp", - "prelude/slang-cpp-prelude.h.cpp", - "prelude/slang-cpp-host-prelude.h.cpp", - "prelude/slang-torch-prelude.h.cpp" - } - - -- Add the slang source - addSourceDir "source/slang" - - includedirs { "." } - links { "core", "compiler-core", "miniz", "lz4"} - - filter { "system:linux" } - linkoptions{ "-pg" } - buildoptions{ "-pg" } - -end - -standardProject("miniz", nil) - uuid "E76ACB11-4A12-4F0A-BE1E-CE0B8836EB7F" - kind "StaticLib" - pic "On" - - -- Add the files explicitly - language "C" - files - { - "external/miniz/miniz.c", - "external/miniz/miniz_tdef.c", - "external/miniz/miniz_tinfl.c", - "external/miniz/miniz_zip.c" - } - - -- A file usually created by miniz's build system - io.writefile("external/miniz/miniz_export.h", "#define MINIZ_EXPORT") - -- Miniz redefines this, so remove it for this project - removedefines "WIN32_LEAN_AND_MEAN" - - filter { "system:linux" } - defines { "_LARGEFILE64_SOURCE" } - - filter { "system:linux or macosx" } - links { "dl"} - -standardProject("lz4", nil) - uuid "E1EC8075-823E-46E5-BC38-C124CCCDF878" - kind "StaticLib" - pic "On" - - -- Add the files explicitly - language "C" - files - { - "external/lz4/lib/lz4.c", - "external/lz4/lib/lz4.h", - } - - filter { "system:linux or macosx" } - links { "dl"} - -if buildGlslang then - -standardProject("slang-spirv-tools", nil) - uuid "C36F6185-49B3-467E-8388-D0E9BF5F7BB8" - kind "StaticLib" - pic "On" - - includedirs { "external/spirv-tools", "external/spirv-tools/include", "external/spirv-headers/include", "external/spirv-tools-generated"} - - addSourceDir("external/spirv-tools/source") - addSourceDir("external/spirv-tools/source/opt") - addSourceDir("external/spirv-tools/source/util") - addSourceDir("external/spirv-tools/source/val") - - filter { "system:linux or macosx" } - links { "dl"} --- --- The single most complicated part of our build is our custom version of glslang. --- Is not really set up to produce a shared library with a usable API, so we have --- our own custom shim API around it to invoke GLSL->SPIRV compilation. --- --- Glslang normally relies on a CMake-based build process, and its code is spread --- across multiple directories with implicit dependencies on certain command-line --- definitions. --- --- The following is a tailored build of glslang that pulls in the pieces we care --- about whle trying to leave out the rest: --- -standardProject("slang-glslang", "source/slang-glslang") - uuid "C495878A-832C-485B-B347-0998A90CC936" - kind "SharedLib" - pic "On" - cppdialect "C++17" - includedirs { "external/glslang", "external/spirv-tools", "external/spirv-tools/include", "external/spirv-headers/include", "external/spirv-tools-generated", "external/glslang-generated" } - - defines - { - -- `ENABLE_OPT` must be defined (to either zero or one) for glslang to compile at all - "ENABLE_OPT=1", - - -- We want to build a version of glslang that supports every feature possible, - -- so we will enable all of the supported vendor-specific extensions so - -- that they can be used in Slang-generated GLSL code when required. - -- - "AMD_EXTENSIONS", - "NV_EXTENSIONS", - } - - -- We will add source code from every directory that is required to get a - -- minimal GLSL->SPIR-V compilation path working. - addSourceDir("external/glslang/glslang/GenericCodeGen") - addSourceDir("external/glslang/glslang/MachineIndependent") - addSourceDir("external/glslang/glslang/MachineIndependent/preprocessor") - addSourceDir("external/glslang/OGLCompilersDLL") - addSourceDir("external/glslang/SPIRV") - addSourceDir("external/glslang/StandAlone") - - -- Unfortunately, blindly adding files like that also pulled in a declaration - -- of a main entry point that we do *not* want, so we will specifically - -- exclude that file from our build. - removefiles { "external/glslang/StandAlone/StandAlone.cpp" } - - -- Glslang includes some platform-specific code around DLL setup/teardown - -- and handling of thread-local storage for its multi-threaded mode. We - -- don't really care about *any* of that, but we can't remove it from the - -- build so we need to include the appropriate platform-specific sources. - - links { "slang-spirv-tools"} - - filter { "system:windows" } - -- On Windows we need to add the platform-specific sources and then - -- remove the `main.cpp` file since it tries to define a `DllMain` - -- and we don't want the default glslang one. - addSourceDir( "external/glslang/glslang/OSDependent/Windows") - removefiles { "external/glslang/glslang/OSDependent/Windows/main.cpp" } - - filter { "system:linux or macosx" } - addSourceDir( "external/glslang/glslang/OSDependent/Unix") - links { "dl", "pthread" } - --- --- With glslang's build out of the way, we've now covered everything we have --- to build to get Slang and its tools/examples built. --- --- What is not included in this file yet is support for any custom `make` --- targets for: --- --- * Invoking the test runner --- * Packaging up binaries --- * "Installing" Slang on a user's machine --- - -end |
