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When Slang sees a matrix multiplication `M * v` in GLSL code it should (obviously) output GLSL code that also does `M * v`, but there was a bug introduced where the type-checker manages to resolve the operation and recognize it as a matrix-vector multiply, and then the code-generation logic says "oh, I'm generating output for GLSL, and that is reversed from HLSL/Slang, so I'd better reverse these operands!" and outputs `v * M`... which isn't what we want.
I've fixed the problem in an expedient way, by having the front-end resolve the operation to what it believes is an intrinsic multiply operation, rather than a matrix-vector operation. If we ever support cross compilation *from* GLSL (unlikely), we've need to fix this up so that we have both real matrix-vector multiplies and "reversed" multiplies where the operands folow the GLSL convention).
I've added two tests here to confirm the fix. The one under `tests/bugs` catches the actual issue described above, and confirms the fix. The other one under `tests/cross-compile` is just to make sure that we *do* properly reverse the operands to a matrix-vector product when converting from Slang to GLSL.
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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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`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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