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2017-07-13Don't emit C-style `#line` directives when directly generating GLSLTim Foley
- This fixes the render tests, which aren't tested by the continuous integration setup - This was broken in the commit that decided to use C-style directives all the time. - This works for stuff that eventually passes through glslang (or at least our build of it) - It *doensn't* work if we take the GLSL and pass it off to an OpenGL driver (which is what I do for testing) - A longer-term fix is still required to deal with line directives properly
2017-07-13Update version of `glslang` in submoduleTim Foley
2017-07-12Merge pull request #80 from tfoleyNV/falcor-workTim Foley
Fixes for shader cross-compilation
2017-07-12Add ability for intrinsics to require GLSL extensionsTim Foley
When cross-compiling, we need to detect when an intrinsic is used that required non-default GLSL capabilities and emit an appropriate `#extension ... : require` line. I'm handling this by attaching a custom modifier to declarations that require an extension in order to be callable.
2017-07-12Don't report error on assigning to an erroneous expressionTim Foley
An expression with error type may still fail the l-value check, but we don't want to emit an error in that case.
2017-07-12Don't emit interpolation modifiers on struct fields when outputting GLSLTim Foley
HLSL (and thus Slang) commonly puts interpolation modifiers like `sample` on the fields of `struct` types used as stage input/output, while GLSL only allows them on global-scope `in` and `out` variables (or ones in blocks). This change emits a really hacky filtering step to skip over certain modifiers when emitting a declaration. This lets us skip interpolation-mode modifiers when outputting a struct field to GLSL. Note: this probably gets the `in` or `out` block case wrong...
2017-07-12Use C-style line directives, even for GLSLTim Foley
- As long as we are always going to pass GLSL through glslang, there should be no harm in this - Eventually we may need to re-enable the old style
2017-07-12Properly register error on downstream compiler failureTim Foley
- The old code was just doing `exit(1)` if glslang or `D3DCompile` failed, which is obviously unacceptable - The new approach adds the output to the diagnostic buffer (or invokes the callback), and tracks the error count just like any other errors
2017-07-12Add tuple lowering logic for assignmentTim Foley
- When assigning tuples `(a0, ...) = (b0, ...)` generate a tuple of assignments `(a0 = b0, ...)` - Given an expression statement on a tuple `(a0, ...);` generate a sequence of statements `a0; ...`
2017-07-12Merge pull request #79 from tfoleyNV/sample-rate-reflectionTim Foley
Sample rate reflection
2017-07-12Add basic reflection query for checking if entry point is "sample-rate"Tim Foley
- This really just checks two basic things: 1. Was there any global variable declared with `in` and `sample`? 2. Did any code encountered during lowering referenece `gl_SampleIndex`? - This doesn't cover what HLSL could need, nor what we would need for cross-compilation. Consider it GLSL-specific for now. - In order to generate the information with even a reasonable chance of being accurate (not giving a ton of false positives) I tried to integrate the checks into the lowering process (so they only see code that is referenced, one hopes). - For this to work with my testing setup, I needed to make sure that lowering is always performed, prior to emitting reflection info - This change broke several reflection tests, because they had been using code that wouldn't actually pass the downstream compiler. I checked in fixes for those.
2017-07-12Add per-entry-point information to reflection JSON dumpsTim Foley
- This also adds reflection API for querying: - Entry point name - Entry point parameter list
2017-07-11Merge pull request #76 from tfoleyNV/gh-75Tim Foley
Make parser recovering more robust to avoid infinite loops
2017-07-11Make parser recovering more robust to avoid infinite loopsTim Foley
Fixes #75 In order to avoid cascaded errors, I went ahead and made the parser refuse to skip past a `}` in recovery mode. The problem with this is that we fail to make forward progress if we are stuck on a `}` (this happens if you have an extra `}` at the global scope.
2017-07-11Merge pull request #74 from tfoleyNV/resources-in-structsTim Foley
Resources in structs
2017-07-11Bug fixes for resources-in-structs.Tim Foley
2017-07-11Add GLSL lowerings for `ddx*` and `ddy*`Tim Foley
2017-07-11Bug fix for lowering of tuple types without layout.Tim Foley
- Don't try to extract the body layout for a field without a layout
2017-07-11Merge pull request #73 from tfoleyNV/image-type-reflectionTim Foley
Improve reporting of GLSL `image*` types
2017-07-11Merge pull request #72 from tfoleyNV/resources-in-structsTim Foley
Resources in structs
2017-07-11Improve reporting of GLSL `image*` typesTim Foley
- Update stdlib so taht `image*` types have read-write access encoded in their type - TODO: this isn't 100% right, since there are GLSL qualifiers that might override this - Add a test case to verify that the reflection API reports `image*` parameters
2017-07-11Initial work on handling resources in structs during cross-compilationTim Foley
- The basic idea is that during the "lowering" pass, some types (notably: aggregate types that contain resource variables) will get turned into "tuple" types, which are pseduo-types that aren't meant to survive lowering. - An attempt to declare a variable with a tuple type expands into a tuple of declarations - An attempt to reference such a tuple-ified variable leads to a tuple of expressions - An attempt to extract a member from such a tuple expression will pick the appropriate sub-element - Dereference a tuple by dereferencing the primary expression - Expand a tuple in the argument list to a call into N arguments (by recursively flattening the tuple) - Don't create tuple types when not generating GLSL - Make sure to preserve the specialized type of a call expression through lowering, since emission of unchecked calls relies on that info. - TODO: maybe the infix/prefix/postifx/select information should come in as a side-band? Should we have modifiers on expressions? - Make sure to offset the layout for a nested field based on teh base offset of its parent variable, when generating declarations for nested fields
2017-07-11Fixup for binary/string output.Tim Foley
Actually output SPIR-V/DXBC assembly as text, instead of binary. This fixes a bunch of tests that were passing on accident, because nothing was producing output.
2017-07-11Merge pull request #70 from tfoleyNV/support-more-sv-semanticsTim Foley
Support more sv semantics
2017-07-11Add GLSL translations for many `SV_*` semanticsTim Foley
I haven't tried to be 100% exhaustie, but this should cover the main cases we are likely to encounter in library code.
2017-07-11Don't emitting an imported declaration unless it is used.Tim Foley
This helps avoid the problem where we emit a function that does a `discard` and thus get a GLSL compilation failure in a vertex shader (that doesn't even call the function).
2017-07-11Update `.gitignore` to deal with render-test outputTim Foley
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.
2017-07-10Merge pull request #67 from kyaoNV/spirvTim Foley
SPIR-V Support
2017-07-10Removed spGetTranslationUnitCode; Unified ↵Kai-Hwa Yao
EntryPointResult/TranslationUnitResult, added helper functionality; Ensure null termination when printing raw data
2017-07-10Don't assume vector contains contentsKai-Hwa Yao
2017-07-10Refactored compile output to work with raw data instead of StringsKai-Hwa Yao
2017-07-10Allow glslang wrapper to output regular SPIRV before disassemblyKai-Hwa Yao
2017-07-10Merge pull request #69 from tfoleyNV/falcor-fixesTim Foley
Handle function name properly for unchecked call
2017-07-10Handle function name properly for unchecked callTim Foley
The emit logic was checking for a missing decl, and then asking that same (missing) declaration for its name.
2017-07-10Merge pull request #68 from tfoleyNV/static-bug-fixTim Foley
Fix emission of `static` for HLSL
2017-07-10Fix emission of `static` for HLSLTim Foley
I forgot to include a trailing space.
2017-07-10Merge pull request #66 from tfoleyNV/falcor-workTim Foley
Falcor work
2017-07-10Add support for `imageBuffer`Tim Foley
This was mostly just a missing `typedef` in the Slang standard library code. This should also cover `textureBuffer` and `samplerBuffer`.
2017-07-10Try to be more robust against un-checked types during lowering, etc.Tim Foley
- Try to handle `ErrorType` gracefully when computing type layouts - When outputting a `TypeExp`, if the type part is errorneous (or missing), try to use the expression part - Make sure to lower the expressions side of a `TypeExp` during lowering
2017-07-10Merge pull request #65 from tfoleyNV/falcor-workTim Foley
Falcor work
2017-07-10Start handling system-value semantics during loweringTim Foley
I hadn't been lowering `SV_Position` outputs to `gl_Position`, and had somehow been relying on hidden driver behavior that I guess made things Just Work. This change adds some infrastructure to handle `SV_` semantics during lowering of an entry point (currently only covering `SV_Position` and `SV_Target`, FWIW). As a byproduct, this also means that a `VarLayout` stores semantic info, which could conceivably be exposed through reflection data now.
2017-07-10Cleanups for test cases:Tim Foley
- Allow a code-generation target of `NONE` in order to suppress ordinary output in test cases where we don't care about the actual output (just pass/fail result) - Add explicit `location` layout qualifiers to intermediate vertex-to-fragment variables in GLSL test cases for rendering, to work around apparent Intel driver bugs.
2017-07-10More cross-compilation fixesTim Foley
- Add GLSL mappings for more `Texture*` methods - The annoying one here is `Texture*.Load()` because it doesn't take a sampler, but the GLSL equivalent needs one (while the SPIR-V does *not*). I've hacked this pretty seriously for now. - Try to ensure that we add `uniform` to global declarations that need it in GLSL - When outputting an `in` or `out` variable that might have been created from an `inout` shader parameter, filter the layout qualifiers that we output to only cover the appropriate resource kind.
2017-07-09Ensure that lowered globals for `inout` shader parameters have unique namesTim Foley
If the user had a shader entry point with an `inout` parameter, we would end up lowering it to two GLSL global variables with the same name. This change adds a `SLANG_in_` or `SLANG_out_` prefix to the two declarations. Note: I haven't dealt with the issue that we end up printing two different `layout` qualifiers on such a variable...
2017-07-09Fix up scoping for cross-compiled `main()` bodyTim Foley
The earier changes to add sequence statements and change how the `isBuildingStmt` logic in lowering works doesn't work for this logic, which assumes it can just set `isBuildingStmt` and be sure that decls will go into the right place.
2017-07-09Pick layout rules based on target languge, not source.Tim Foley
The tricky bit here was that the `reflection-json` output format isn't really a code generation target like the others, and we need to be able to have multiple "targets" active to make sense of it. This needs cleaning-up.
2017-07-09Some quick fixes to reflection API to try to help FalcorTim Foley
- Expand most queries that handle `TextureType` to handle `TextureTypeBase`, in hopes that this covers most uses of `image*` types in Vulkan GLSL - Adopt the quick fix from Falcor to return read-write access for shader-storage-block types. Something more comprehensive is probably needed if people want to do queries on these, since constant buffers should really be included, then.
2017-07-08Merge pull request #60 from tfoleyNV/revise-rewriterTim Foley
Revise rewriter
2017-07-08Fix constant folding for `ParenExpr`Tim Foley
Adding an explicit AST node for `(expr)` was a good change, but it broke constant folding because I forgot to handle it.
2017-07-08Move renaming logic to lowering pass.Tim Foley
Code in Slang that is cross-compiled *might* introduce declarations that collide with language keywords that are reserved in the target. This was previously being dealth with during final code emission, but the challenge there is that we want to allow user code that is being "rewritten" to use whatever identifiers it wants (they know better than us what is an error), and only apply renaming to our own code. The approach here is to apply renaming during lowering - we validate each declaration to make sure its name is valid. Any expressions/types that refer to those declarations will automatically get emitted with the new name (while unchecked expressions will continue to be emitted with their existing name). This isn't quite perfect, since we could in theory still rename a declaration in user code. A more robust version down the line would try to determine if a declaration was nested inside code for the "rewriter." Also note that this does *not* deal with any issues of name conflicts that might arise between modules. That would require a more complete and robust renaming pass, which seems tricky for me to pull off.