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The `-split-mixed-types` flag can be provided to command-line `slangc`, and the `SLANG_COMPILE_FLAG_SPLIT_MIXED_TYPE` flag can be passed to `spSetCompileFlags`.
Either of these turns on a mode where Slang will split types that included both resource and non-resource fields.
The declaration of such a type will just drop the resource fields, while a variable declare using such a type turns into multiple declararations: one for the non-resource fields, and then one for each resource field (recursively).
This behavior was already implemented for GLSL support, and this change just adds a flag so that the user can turn it on unconditionally.
Caveats:
- This does not apply in "full rewriter" mode, which is what happens if the user doesn't use any `import`s. I could try to fix that, but it seems like in that mode people are asking to bypass as much of the compiler as possible.
- When it *does* apply, it applies to user code as well as library/Slang code. So this will potentially rewrite the user's own HLSL in ways they wouldn't expect. I don't see a great way around it, though.
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- The changes introduced a new path where we don't even go through the current "lowering" (really an AST-to-AST legalization pass), but this exposed a few issues I didn't anticipate:
- First, we needed to make sure to pass in the computed layout information when emitting the original program (since the layout info is no longer automatically attached to AST nodes)
- Second, we needed to take the sample-rate input checks that were being done in lowering before, and move them to the emit logic (which is really ugly, but I don't see a way around it for GLSL).
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Fixes #23
Up to this point, the compiler has used the ordinary `String` type to represent declaration names, which means a bunch of lookup structures throughout the compiler were string-to-whatever maps, which can reduce efficiency.
It also means that things like the `Token` type end up carying a `String` by value and paying for things like reference-counting.
This change adds a `Name` type that is used to represent names of variables, types, macros, etc.
Names are cached and unique'd globally for a session, and the string-to-name mapping gets done during lexing.
From that point on, most mapping is from pointers, which should make all the various table lookups faster.
More importantly (possibly), this brings us one step closer to being able to pool-allocate the AST nodes.
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This is in preparation for using `Name` as a type name.
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Just like the previous change did for declaration keywords, this change uses the lexical environment to drive the lookup and dispatch of modifier parsing.
This allows us to easily add modifiers to Slang, even when they might conflict with identifiers used in user code (because the modifier names are no longer special keywords, but ordinary identifiers).
There was already some support for ideas like this with `__modifier` declarations (`ModifierDecl`) used to introduce some GLSL-specific keywords (so that they wouldn't pollute the namespace of HLSL files).
The new approach changes these to be actual `syntax` declarations (`SyntaxDecl`) with the same representation as those used to introduce declaration keywords.
Because many modifiers just introduce a single keyword that maps to a simple AST node (no further tokens/data), I modified the handling of syntax declarations so that they can take a user-data parameter, and this allows the common case ("just create an AST node of this type...") to be handled with minimal complications.
This also adds in a general-purpose string-based lookup path for AST node classes, that should support programmatic creation in more cases.
Statements are now the main case of keywords that need to be made table driven.
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The existing parser code was doing string-based matching on the lookahead token to figure out how to parse a declaration, e.g.:
```
if(lookAhead == "struct") { /* do struct thing */ }
else if(lookAhead == "interface") { /* do interface thing * }
...
```
That approach has some annoying down-sides:
- It is slower than it needs to be
- It is annoying to deal with cases where the available declaration keywords might differ by language
- Most importantly, it is not possible for us to introduce "extended" keywords that the user can make use of, but which can be ignored by the user and treated as an ordinary identifier.
That last part is important. Suppose the user wanted to have a local variable named `import`, but we also had a Slang extension that added an `import` keyword. Then a line of code like `import += 1` would lead to a failure because we'd try to parse an import declaration, even when it is obvious that the user meant their local variable. This would mean that Slang can't parse existing user code that might clash with syntax extensions. This issue is the reason why we currently have keywords like `__import`.
A traditional solution in a compiler is to map keywords to distinct token codes as part of lexing, which eliminates the first conern (performance) because now we can dispatch with `switch`. It can also aleviate the second concern if we add/remove names from the string->code mapping based on language (the rest of the parsing logic doesn't have to know about keywords being added/removed).
The solution we go for here is more aggressive.
Instead of mapping keyword names to special token codes during lexing, we instead introduce logical "syntax declarations" into the AST, which are looked up using the ordinary scoping rules of the language.
Depending on what code is imported into the scope where parsing is going on, different keywords may then be visible.
This solves our last concern, since a user-defined variable that just happens to use the same name as a keyword is now allowed to shadow the imported declaration for syntax (this is akin to, e.g., Scheme where there really aren't any "keywords").
This also opens the door to the possibility of eventually allowing user to define their own syntax (again, like Scheme).
For now I'm only using this for the declaration keywords.
With this change it should be pretty easy to also add statement keywords in the same fashion.
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Fixes #24
So far the code has used a representation for source locations that is heavy-weight, but typical of research or hobby compilers: a `struct` type containing a line number and a (heap-allocated) string.
This is actually very convenient for debugging, but it means that any data structure that might contain a source location needs careful memory management (because of those strings) and has a tendency to bloat.
The new represnetation is that a source location is just a pointer-sized integer.
In the simplest mental model, you can think of this as just counting every byte of source text that is passed in, and using those to name locations.
Finding the path and line number that corresponds to a location involves a lookup step, but we can arrange to store all the files in an array sorted by their start locations, and do a binary search.
Finding line numbers inside a file is similarly fast (one you pay a one-time cost to build an array of starting offsets for lines).
More advanced compilers like clang actually go further and create a unique range of source locations to represent a file each time it gets included, so that they can track the include stack and reproduce it in diagnostic messages.
I'm not doing anything that clever here.
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- `ExpressionSyntaxNode` becomes `Expr`
- `StatementSyntaxNode` becomes `Stmt`
- `StructSyntaxNode` becomes `StructDecl`
- `ProgramSyntaxNode` becomes `ModuleDecl`
- `ExpressionType` becomes `Type`
- Existing fields names `Type` become `type`
- There might be some collateral damage here if there were, e.g., `enum`s named `Type`, but I can live with that for now and fix those up as a I see them
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The so-called "lowering" pass (really a kind of AST-to-AST legalization pass right now) needs to handle some basic scalarization of structured types, and it does this by inventing what I call "pseuo-expressions" and "pseudo-declarations."
For example, there is a pseudo-expression node type that represents a tuple of N other expressions, and certain operations act element-wise over such tuples.
The problem was that the implementation introduced these out-of-band expression/declaration types into the existing AST hierarchy which led to a dilemma:
- If these new AST nodes were declared like all the others (and integrated into the visitor dispatch approach, etc.) then every pass would need to deal with them even though they are meant to be a transient implementation detail of this one pass
- But if the new nodes *aren't* declared like the others, then they can't meaningfully interact with visitor dispatch, and will just crash the compiler if they somehow "leak" through to latter passes. And because they are just ordinary AST nodes from a C++ type-system perspective, such leaking is entirely possible (if not probable)
Hopefully that setup helps make the solution clear: instead of having the "lowering" pass map an expression to an expression, it needs to map an expression to a new data type (here called `LoweredExpr`) that can wrap *either* an ordinary expression (the common case) or one of the new out-of-band values. Any code that accepts a `LoweredExpr` needs to handle all the cases, or explicitly decide that it can't/won't deal with anything other than ordinary expressions.
Most of the code changes are straightforward at that point, although the whole "lowering" approach is a bit fiddly right now, so gertting the tests passing took a bit of attention. I'm not sure our test coverage of all this code is great, so I wouldn't be surprised if some failures are lurking still.
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There were two main places where global variables were used in the Slang implementation:
1. The "standard library" code was generated as a string at run-time, and stored in a global variable so that it could be amortized across compiles.
2. The representation of types uses some globals (well, class `static` members) to store common types (e.g., `void`) and to deal with memory lifetime for things like canonicalized types.
In each case the "simple" fix is to move the relevant state into the `Session` type that controlled their lifetime already (the `Session` destructor was already cleaning up these globals to avoid leaks).
For the standard library stuff this really was easy, but for the types it required threading through the `Session` a bit carefully.
One more case that I found: there was a function-`static` variable used to generate a unique ID for files output when dumping of intermediates is enabled (this is almost strictly a debugging option).
Rather than make this counter per-session (which would lead to different sessions on different threads clobbering the same few files), I went ahead and used an atomic in this case.
Note that the remaining case I had been worried about was any function-`static` counter that might be used in generating unique names.
It turns out that right now the parser doesn't use such a counter (even in cases where it probably should), and the lowering pass already uses a counter local to the pass (again, whether or not this is a good idea).
This change should be a major step toward allowing an application to use Slang in multiple threads, so long as each thread uses a distinct `SlangSession`. The case of using a single session across multiple threads is harder to support, and will require more careful implementation work.
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There was a bug where the intialization expression for a variable was being lowered after the declaration was added to the output code, so that any sub-expressions that get hoisted out actually get computed *after* the original variable. This obviously led to downstream compilation failure.
I've updated the test case to stress this scenario.
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The basic bug there is that if you have a member of `struct` type in a `uniform` block and then pass a reference to that member directly to a call:
```
struct Foo { vec4 bar; };
uniform U { Foo foo; };
void main() { doSomething(foo); }
```
then glslang generates invalid SPIR-V which seems to cause an issue for some drivers.
This change works around the problem by detecting cases where an argument to a function call is a reference to `uniform` block member (of `struct` type) and then rewrites the code to move that value to a temporary before the call.
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Fixes #133
We already had logic to skip adding `flat` to a vertex input, and this just extends it to not adding `flat` to a fragment output.
Note that explicit qualifiers in the input HLSL/Slang will still be carried through to the output, so it is still possible for a Slang user to shoot themself in the foot with interpolation qualifiers.
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The requirements for using `gl_Layer` differ by stage, and so we need to pick an appropriate GL version based on the target stage, and then also require a specific extension for anything other than geometry or fragment.
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- The easy part here is treating `NV_` prefixed semantics as another case of "system-value" semantics
- Mapping the new semantics (`NV_X_RIGHT` and `NV_VIEWPORT_MASK`) to their GLSL equivalents is harder
- Instead of a single "right-eye vertex" output, GLSL defines an array of per-view positions
- Instead of a vector of masks, GLSL defines an array of per-view masks
- Another point here is that a lot of semantics that appear as `uint` in HLSL are `int` in GLSL, which can lead to conversion issues.
- The approach here is to have the lowering pass introduce a notion of assignment with "fixups," which will try to cast things as needed
- When assigning to a simple value with the "wrong" type, introduce a cast
- When assigning to an array from a vector, break out multiple assignments of individual vector/array elements
- In order to facilitate the above, I needed to add actual types to the magic expressions I introduce to represent GLSL builtin variables. These were taken by scanning the online documentation for GL, so they might not be perfect.
- Major issues with the approach in this change:
- No attempt is being made here to check that the original declaration used a type appropriate to the semantic. The assumption is that this logic only ever triggers for Slang entry points, or GLSL entry points using a Slang `struct` type for input/output (and for right now Slang code is only ever written by "understanding" developers)
- In the case of a Slang entry point, we always copy varying parameters in/out around the call to `main_`, so this approach should handle calls to functions with `out` or `in out` parameters okay, but it is *not* robust to cases where we don't want to copy in all the entry point parameters first thing (e.g., a GS), so that will have to change
- In the GLSL case (or if we revise the approach to Slang entry points), there is going to be a problem if these converted varying parameters are ever passed as arguments to `out` or `in out` parameters. In these cases we need to do more sleight-of-hand to reify a temporary variable and do the necessary copy-in/copy-out. Being able to do that logic relies on having correct information about callees, which requires having robust semantic analysis of the function body. There is only so much we can do...
- A better long-term approach would not rely on an ad-hoc "fixup" conversion during assignment, but would instead implement the GLSL builtin variables as, effectively, global "property" declarations that have both `get` and `set` accessors, and then tunnel a reference to such a property down through lowering, where it can lower to uses of the "getter" or "setter" as appropriate in context (and the result type of the getter/setter can be what we'd want/expect).
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The change is mostly about trying to make sure the compiler "fails safe" when it encounters an internal assumption that isn't met.
Most internal errors will now throw exceptions (yes, exceptions are evil, but this will work for now), and these get caught in `spCompile` so that they don't propagate to the user (they just see a message that compilation aborted due to an internal error).
Subsequent changes are going to need to work on diagnosing as many of these situations as possible, so that users can at least know what construct in their code was unexpected or unhandled by the compiler.
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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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The basic syntax is:
$for(i in Range(0,99))
{
/* stuff goes here */
}
Note that the exact form is very restrictive. All that you are allowed to change is `i`, `0`, `99` or `/* stuff goes here */`.
As a tiny bit of syntax sugar, the following should work:
$for(i in Range(99))
{
/* stuff goes here */
}
Note that the range given is half-open (C++ iterator `[begin,end)` style).
Both the beginning and end of the range must be compile-time constant expressions that Slang knows how to constant-fold.
The implementation will basically generate code for `/* stuff goes here */` N times, once for each value in the half-open range.
Each time, the variable `i` will be replaced with a different compile-time-constant expression.
While I was working on a test case for this, I also found that our build of glslang had an issue with resource limits, so I fixed that.
Clients will need to build a new glslang to use the fix.
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GLSL technically supports varying (`in`, `out`) parameters of `struct` type, but there are some annoying constraints (not allowed for VS input), and it doesn't work with how an HLSL user would usually put "system-value" inputs/outputs into a `struct` together with ordinary inputs/outputs.
To work around this, this change adds support for using an imported Slang `struct` type for an `in` or `out` parameter, in which case it will (1) be scalarized and (2) will have system-value semantics mapped appropriately, just as for an entry-point parameter when cross-compiling an HLSL-style `main()`.
Changes:
- Add a notion of a `VaryingTupleExpr` and `VaryingTupleVarDecl`, similar to those for the resources-in-structs case
- Trigger use of these when we have a global-scope varying in/out using an imported `struct` type
- Also use these in the cross-compilation case for ordinary varying input/output (since this approach seems like it should be more general, and can hopefully handle stuff like GS input/output some day)
- When generating parameter binding information, special case global-scope input/output, and treat it the same as entry-point-parameter input/output
- Revamp how used resource ranges are computed so that we can eventually make this specific to an entry point
- Actually implement first signs of life for `maybeMoveTemp` so that assignments to the tuple-ified outputs will work better
- Add first test case that actually seems to work
- Add diagnostics for conflicting explicit bindings on a parameter
- Add diagnostic for different parameters with overlapping bindings
- Make global-scope varying input/output use a tracking data structure specific to the translation unit for computing locations (so that they are independent of other TUs)
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The basic idea is that an array of `struct`s will get scalarized into per-field arrays (for any fields that need to be scalarized). So given:
struct Foo { float x; Texture2D t; };
cbuffer C { Foo foo[4]; }
We'll get output like:
struct Foo { float x; };
cbuffer C { Foo foo[4]; }
Texture2D C_foo_t[4];
(Of course the output would also be translated over to GLSL, but I'm only concerned about this one transformation here).
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`gl_Layer` as a fragment input requires at least version 4.30 of GLSL, so we try to track that information when we see the name used.
Note that this does *not* override a user-specified `#version` line.
This required re-ordering when lowering happens relative to emitting the `#version` directive, since this code works by actually modifying the chosen profile for the entry point.
Yes, that is kind of gross and we should do something cleaner in the long term.
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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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If we have something like to following in HLSL:
cbuffer C { Texture2D t; ... }
and we are compiling to GLSL, then both `C` and `C.t` consume the same kind of resource (a descriptor-table slot).
The way reflection was working right now, querying the index of `C` would return its binding (let's say it is `4` just to be concrete) and then a query on `C::t` would give its offset, which was being computed as `0` because it is the first field in the logical `struct` type.
That obviously leads to bad math and requires some subtle `+1`s in cases to get things right (e.g., when scalaring during lowering, I had to carefully add one in some cases).
It is unreasonable to expect users to deal with this.
This commit changes it so that the offset of field `C::t` is `1` so that hopefully more things Just Work.
The special-case logic in lowering is now gone.
One important catch here is that this pretty much only works in the case where the element type of a parameter block is a `struct` type (which is really all that makes sense right now).
If we ever want to generalize this in the future, then it will probably be necessary to change the `TypeLayout` case for parameter blocks to store a `VarLayout` for the element, rather than just a `TypeLayout`.
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- 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; ...`
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- 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.
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- Don't try to extract the body layout for a field without a layout
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- 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
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I haven't tried to be 100% exhaustie, but this should cover the main cases we are likely to encounter in library code.
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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).
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- 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
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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.
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- 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.
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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...
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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.
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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.
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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.
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If the user doesn't use any `import` declarations, there is no reason to parse their code at all, so having the option of falling back to `UnparsedStmt` can potentially save us some headaches down the road.
The new rule now is that if you have the "no checking" flag on, *and* the parser hasn't yet seen any `import` declarations, then it still used `UnparsedStmt` to avoid touching function bodies.
Otherwise, I go ahead and parse function bodies, and assume I can rewrite any code I can semantically understand.
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HLSL has the bad scoping behavior for `for` loops, and we need to respect that.
But, we need to have correct scoping for GLSL, and we'd like it for Slang.
We also need to ensure that `for` loops written in a "correct" language get the correct behavior when emitted as HLSL.
There was already code to handle this in the emit pass, but it was unfortunately using an `isRewrite` flag to try to tell if the HLSL behavior was wanted.
This doesn't work when the code being emitted might come from a mix of languages.
This change adds a distinct `UnscopedForStmt` syntax node type, and uses that when parsing HLSL input (bot not for other languages).
We make sure to preserve this node type through lowering, and then specialize our emit logic on this case.
With this, there are no more remaining uses of `isRewrite` in the emit logic, which is good because it didn't mean what I needed it to mean any more (since we now emit only a single module, that was merged during lowering).
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This is in anticipation of needing to have more complete knowledge to be able to handle user code that `import`s library functionality.
The big picture of this change is just to remove the `UnparsedStmt` class that was used to hold the bodies of user functions as opaque token streams, and thus to let the full parser and compiler loose on that code. That is the easy part, of course, and the hard part is all the fixes that this requires in the rest of the compielr to make this even remotely work.
Subsequent commit address a lot of other issues, so this particular commit mostly represents work-in-progress.
One detail is that this change puts a conditional around nearly every diagnostic message in `check.cpp` to suppress thing when in rewriter mode.
I have yet to check how that works out if there are errors in anything we actually need to understand for the purposes of generating reflection data.
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GLSL doesn't support `typedef` declarations.
The lowering code already lowered any named types (references to `typedef`s) to their underlying definition when targetting GLSL.
This changes makes sure that we also don't generate any lowered output for `typedef` declarations in the source program.
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The existing code used a catch-all `visit()` method, and then relied on overloading to find the right version (allowing fallback to a `visit()` method taking a base-class parameter).
This approach works, but has some big down-sides:
- When browsing the code, you have a bunch of identically-named methods, and it can be hard to find the one you want.
- It is impossible to use inheritance to implement fallback for `visit()` methods, because *any* method in the derived class with that name hides *all* methods with the same name in a base class
This change makes the `visit()` methods use the name of the corresponding syntax class, and then has visitors inherit the fallback methods they need from the base visitor template class.
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- Handle all statement cases explicitly (rather than falling back to the "structural recursion" mess)
- Handle back-references from child statements to their parents
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Most of these are cases we don't expect to encounter, but the big missing one was `TypeDefDecl`.
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The code should now compile cleanly with warnings as errors for VS2015 with `W3`.
Most of the changes had to do with propagating a real pointer-sized integer type through code that had been using `int`.
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- The big change here is the introduction of a "lowering" pass that takes an input AST from the semantic checker, and produces an output AST suitable for emitting. The intention is that he lowering pass is responsible for:
- Stripping out unused code (when we have enough information to do so), by only outputting declarations that are transitively references from an entry point
- When cross-compiling to GLSL, generating a suitable `void main()` entry point to wrap the user-written entry-point function
- (Eventually) legalizing types in the program, by scalarizing aggregate types that mix uniform and resource types
- (Eventually) instantiating generic declarations so that the resulting code only deals with fully specialized declarations
- (Eventually) de-sugaring OOP constructs into basic "structs and functions" form
- (Eventually) instantiating code that depends on interface types at the concrete types chosen
- It is clear that there is still a lot of work to be done there, to this change is really about getting infrastructure in place without breaking the existing test cases.
- One cleanup here is that we get rid of the idea of whole-translation-unit output, since that was specific to HLSL output, and there is really no strong reason for keeping it. Users should now just ask for the output for each entry point that they wanted to generate.
- The biggest source of complexity for the lowering process is that it needs to produce the same AST structure as the input, to deal with the complexity of the rewriter case. That is, we need the output to be able to reproduce the input exactly in the case where we are rewriting and nothing needs to change, so the output format needs at least the degrees of freedom of the input.
- As a result, we end up having to distinguish "rewriter" and "full" modes in both lowering and code-emit steps, so that we can react appropriately.
- Generating a GLSL `main()` also adds a lot of complexity. Right now I'm using the simplest approach, where we always output the Slang/HLSL entry point as an ordinary function (as written) and then emit a simple GLSL `main()` to call it. I generate globals for all the shader inputs/outputs (these need to be scalarized and have explicit `location`s attached), and then collect these into the `struct` types of the original parameters as needed.
- This approach will start to have some major down-sides once we have to deal with "arrayed" input/output
- A long-term question here is how to replace entry-point parameter types with scalarized and/or "transposed" versions, while still letting the original code work as written (including copying those inputs to temporary arrays)
- Split `BlockStatementSyntaxNode` into:
- `BlockStmt` which just provides a scope around a `body` statement
- `SeqStmt` which just allows multiple statements to be treated as one
- Change how we emit `for` loops, to deal with the case where the initialization part might expand into multiple statements
- Basically `for(A;B;C) {D}` becomes `{A; for(;B;C) {D}}`, so we can handle arbitrary statements for `A`
- As an additional wrinkle, when we are rewriting HLSL, we just generate `A; for(;B;C) {D}` to deal with the broken scoping there
- This change is needed because the lowering pass was sometimes expanding the original initialization statement `A` into a block `{A}`. Certainly if it declared multiple variables we'd need to handle it, and this seemed the easiest way
- A more significant challenge for lowering would come if/when we ever wanted to support true short-circuiting behavior for `&&` and `||`
- For right now I'm not changing the behavior of the "rewriter" mode, so we still have `UnparsedStmt` instances being generated, but it is clear that eventually we need to parse *all* input, even if we can't type-check 100% of it. This is required so that we can rewrite user code that might refer to a shader input with interface type.
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