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* Make CacheFileSystem dtor virtual.
* Fixing problems around build.linux and windows intermediate files being placed in obj.
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* Premake work in progress for linux.
* Added dump function.
* Remove examples on linux
Small warning fix.
* * Don't build render-test on linux
* Removed work around virtual destructor warning, and just used virtual dtor for simplicity
* Git ignore obj directories
* Fix premake working on windows.
* * Fix sprintf_s functions
* Make generates arg parsing more robust
* Added FloatIntUnion to avoid type punning/strong aliasing issues, and repeated union definitions.
* Work around problems building on linux with getClass claiming a strict aliasing issue.
* Fix for targetBlock appearing potentiall used unintialized to gcc.
* Linux slang link options -fPIC to make dll.
* Add -fPIC to build options on linux.
* Add -ldl for linux on slang.
* Fixes to try and get premake working with .so on linux.
* Make core compile with -fPIC
* Try to fix linux linking with --no-as-needed before -ldl
* Add rpath back.
* Remove render-gl from linux build.
* Re-add location for linux.
* Don't include <malloc.h> except on windows.
* Remove unused line to fix warning on osx.
* Remove ambiguity on OSX for operator <<.
* Fixing ambiguity with operator overloading and Int types for OSX.
* Fix ambiguity around UInt and operator
* Fix ambiguity of UInt conversion for OSX.
* Added UnambiguousInt and UnambiguousUInt to make it easier to work around OSX integer coercion for UInt/Int types.
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* Fix up emission of shader parameter semantics when using IR
- Make sure to propagate entry point parameter layouts down to IR parameters when doing the initial cloning to form target-specific IR
- When layout information is present on an IR node, prefer to use that over the original high-level declaration for outputting semantics in final HLSL
- Fix up test runner to generate `.actual` files when running compute tests, in cases where the `render-test` application errors out (e.g., because of a Slang compilation error)
- Add a first test of generics functionality, to show that they generate valid code through the IR
- Right now this test is *not* using any "interesting" operations on the type parameter, so this is not a test that can confirm that interface constraints work
* fixup: skip compute tests when running on Linux
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Fixes #122
- In cases with an explicit mip level being specified, there was a mistake in how the argument for setting the mip level in the GLSL code was constructed that led to a parse error in GLSL
- Also, that argument is a `uint` in HLSL and an `int` in GLSL, so an explicit cast was needed
- The GLSL functions here seem to require a newer GLSL (at least higher than `420`), so I had to add in a capability for builtins to specify a required GLSL version. For now I made these ones require `450`.
- Added a test case to confirm that our lowering works (for some definition of "works")
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Fixes #104
- Map HLSL `nointerpolation` to GLSL `flat`
- When lowering a `struct` type varying input/output, look for interpolation modifiers along the "chain" from the leaf field up to the original shader input variable (and take the first one found)
- Not sure if this is strictly needed, but it seems like a reasonable policy
- Add `flat` to varying input of integer type, with no other interpolation modifier
- Note: I do *not* do anything to ignore a manually imposed interpolation modifier that might be incorrect
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The rule of thumb so far is that expected output for `.slang` files should be checked in, but not for `.hlsl` or `.glsl`. The render test breaks that rule, because we never want to check in the expected output.
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Most of the Vulkan GLSL shaders in the `sascha-willems` corpus use completely regular parameter bindings, e.g.:
```
layout (binding = 0) uniform sampler2D samplerPositionDepth;
layout (binding = 1) uniform sampler2D samplerNormal;
layout (binding = 2) uniform sampler2D ssaoNoise;
```
With the Slang compiler, we can write this kind of stuff more compactly as:
```
uniform sampler2D samplerPositionDepth;
uniform sampler2D samplerNormal;
uniform sampler2D ssaoNoise;
```
and get the exact same result (in fact, we will generate output GLSL matching the first example).
There are a few spot tests for this in the HLSL case, but I hadn't done anything for GLSL yet.
Now that we have the ability to specify multiple tests to run on each input file, it was easy enough to go in and tweak some of these files to be usable as binding-generation tests.
I didn't ammend all of the GLSL shaders for two reasons:
1. Not all of the shaders will work with completely automatic binding generation done on a per-file basis. In some cases, the parameter layout needs to consider multiple files (and the order in which the files are supplied could matter). This is probably best handled with more directed tests.
2. There is going to be a ton of duplication if I just have 100s of tests that all confirm that, yes, the Slang compiler can count vertex inputs starting from zero. These shaders aren't really presenting a whole lot of unique cases to work with.
That said, a level of confidence greater than zero is always better than zero confidence.
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