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Previously the code checked for a duplicate `#import` using a data structure attached to the compile request, but this would fail for nested imports.
It also wouldn't work for a combination of `#import` and `__import`.
This change makes it so that we instead track a set of already-imported modules in the semantic checking visitor, which is instantiated once per translation unit.
We also key this set on the actual module (AST) imported, rather than on path/name/whatever, so hopefully it will be robust to the same thing getting imported multiple ways.
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With this change, there is now a meaningful semantic difference between `__import` and `#import`.
An `__import` compiles the target file in a fresh environment, only providing it any macro definitions passed via command line or API. Any macros defined in the imported file are not made visible at the import site. One can think of an `__import` as a bit like `using namespace` in C++.
A `#import` will tokenize the input in the same preprocessor environment as the importing file, and any macros defined along the way will be visible in the parent file.
It is a *bit* like a `#include` with two big differences:
- The imported code is always parsed as Slang, and as its own module with default flags, etc. (so semantic checks are on even if we are in "rewriter" mode). It is pulled into the outer namespace just as for `__import`.
- A given file will only get `#import`ed once for a translation unit, so it behaves a bit like there is an implicit `#pragma once` in the target file
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Right now `#import` only differs from `#include` in that it takes a string literal for a file name instead of a raw identifier (to which `.slang` gets appended).
The next step is to make `#import` respect preprocessor state, while `__import` doesn't.
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- The basic idea is simple: be sure to enumerate code in `__import`ed modules when generating reflection info
- Note that we don't currently allow an entry point to appear in an imported module, so we only consider globlal-scope parameters
- Although there isn't currently a real implementation of namespacing, I went ahead and ensured that parameters in imported modules are treated as distinct from parameters in the user's code, even if they have the same name.
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The main user-visible change here is that instead of `spAddTranslationUnitEntryPoint` we have `spAddEntryPoint`, to reflect that the list of entry points is "global" to a compile request.
As a result, `spGetEntryPointSource` now only needs the entry point index, and not the translation unit index.
There are a bunch more behind-the-scenes changes, though, reflecting a streamlining of the concepts related to compilation into a smaller number of classes.
Now there is:
- `Session` (unchanged) to manage the lifetimes of shared stuff like the stdlib
- `CompileRequest` (merges in `CompileOptions`) to handle all the lifetime related to a single invocation of the compiler
- `TranslationUnitRequest` (merges `TranslationUnitOptions`, `CompileUnit`) to represent a single translation unit ("module") that the user is trying to compile. This is a single file for HLSL/GLSL, but can be multiple files for Slang.
- `EntryPointRequest` (merges `EntryPointOption` and a bit of `EntryPointResult`) to track a single entry point that the user is asking to compile (that entry point always comes from a single translation unit)
A lot of functions used to take some combination of these and end up with really long signatures.
I've given most of the objects "parent" pointers so that they can get back to all the context they need, so most functions don't need as many parameters.
It may eventually be important to tease these apart again, in particular:
- The code-generation side of things (the `*Result` types) might need to be pulled out in case we want to codegen multiple times from the same AST
- Similarly, the layout stuff may also need to be pulled out, in case we want to lay things out multiple times with different rules.
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That is, even if hte user specified the `-no-checking` option (or the equivalent via API), we still want/need to apply full semantic checks to Slang code, so that cross-compilation will be possible.
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The basic idea of this change is that user code can just write:
#include "foo.h"
and then if `foo.h` gets found in a list of registered directories for "auto-import," then it actually gets interpreted as if the user had writte, more or less:
__import foo;
That is, the code in `foo.h` will be treated as Slang, and will be fully parsed and checked (no matter what the source language had been), and the scoping rules will be those of `__import` instead of `#include`.
This is a really big hammer, and I could imagine it smashing fingers if used poorly.
I'm not sure this feature will pan out, but we need to try things to know.
One big piece of that that I'll likely keep in either case is an overhaul of command-line options parsing for `slangc`. In particular, this logic has been moved into the core `slang` library (so that users can just pass options in via the API), and it is all done on UTF-8 strings rather than wide strings (which was always going to be Windows-specific).
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Getting rid of more namespace complexity and stripping things down to the basics.
This also gets rid of some dead code in the "core" library.
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This gets rid of one unecessary namespace.
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This is a large change that contains many pieces:
- Update the `cross-compile0` test to actually make use of cross compilation.
Now the `cross-compile0.hlsl` file contains both HLSL and GLSL source code, and then imports code from `cross-compile0.slang`, which provides a "library" (one function) that can be shared between both the HLSL and GLSL version of things.
- Fixed a bug in the support for backslash-escaped newlines.
- Added a new `__import` declaration type (replaces the `using` directive that was still around in a vestigial form)
An `__import` causes the compiler to look for a Slang source file (currently using the ordinary `#include` lookup logic), and then parse/check the found file as an additional module ("translation unit"), before making its declarations visible in the current scope.
- Refactored the main compilation flow to be simpler. There were the `ShaderCompiler` and `ShaderCompilerImpl` classes that weren't relaly doing anything, but added complexity to the whole workflow.
- The `render-test` application has been heavily modified to better support testing cross-compilation workflows. At the most basic level we are starting to distinguish pass-through vs. rewriter workflows, and are passing various `#define`s down to the compiler(s) to let the source code be customized as needed for each case.
Several annoying corner cases are caused here by having to support the GLSL compilation model, which really wants each entry point in its own specific translation unit, whereas we really want to keep things nicely contained in single files.
- Added support for `__intrinsic` operations to have target-specific behavior.
This allows a function to be given a different name for some specific target (so a call gets emitted as a call to that other operation).
More generally, the library writer can put together an arbitrary format string that will be used in place of expressions that call the given function, e.g.:
__intrinsic(hlsl, "$1 - $0") __intrinsic int foo(int a, int b);
Given this declaration, a call like `foo(x,y)` will code generate as `x - y` for HLSL, and as `foo(x,y)` for all other targets.
Annoying things still to be dealt with:
- The way that I'm filtering the user-provided options when passing things down to the compilation of dynamically loaded modules is a bit ad hoc. It would be good to have a systematic notion of which options will be inherited and which won't. There is also more code duplication than I'd like, so we risk having the compiler behave differently when compiling a file at the top level, vs. because of `__import`.
- Adding target-specific behavior to intrinsics is all well and good, but the current approach means we can only add this to the original declaration, which limits the ability to easily extend the set of targets.
A better approach long-term would be to add a more robust notion of target-based overload resolution (which would happen after semantic checking). Then one mechanism would be used to find the right target-specific overload to use for an operation, and then each (target-specific) definition could use a simpler attribute to intercept code-generation behavior.
Note that we might eventually need a similar notion to deal with stage- or profile-specific functions and the overloading behavior around them, so using this for intrinsics doesn't seem like a bad idea.
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