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2017-10-06Perform some transformations on IR to legalize for GLSL (#200)Tim Foley
When outputting GLSL from a Slang or HLSL entry point, we need to translate any parameters or results of an entry-point function into global declarations of `in` or `out` parameters, as needed by GLSL. This change adds these transformations at the IR level, so that they don't need to complicate the emit logic. More detailed changes: - Make `render0` test use IR. It passes out of the box. - Fix test runner to not always dump diffs on failures I accidentally initialized an option to `true` instead of `false` when working on debugging the Travis CI failures. - Special-case output for component-wise multiplication to handle GLSL `matrixCompMul()` - Handle GLSL vs. HLSL output for calls to `mul()` - Output proper `layout(std140)` on GLSL constant buffer declarations - Require appropriate GLSL extension when emitting explicit `layout(offset = ...)` on constant buffer members - TODO: Need to avoid requiring this extension in cases where the offsets are what would be computed anyway. Realistically, should probably be emitting code with explicit padding, etc. to guarantee layouts. - Add an IR-based pass to translate entry point functions by eliminating their input/output parameters and replacing them with global variables. - Demangle names when calling target intrinsics The lowering to the IR will turn a call like `sin(foo)` into a call to a function declaration with a mangled name like `_S3sin...`. This works fine when the user is calling their own functions, since the name mangling will apply to both the definition and use sites, but for builtin functions it obviously isn't what we want. This change makes it so that we demangle the name of an instrinsic function just enough so that we can extract the original simple name, and make a call using that. These changes do nor provide 100% of what we need when translating to GLSL, so the `cross-compile-entry-point` test *still* hasn't been flipped over to use the IR (even though that is the test case I've been using to develop these changes).
2017-10-06Attempt to fix subprocess handling for Linux (#197)Tim Foley
* Attempt to fix subprocess handling for Linux Our CI builds are sometimes hanging on Travis, and I suspect it might be something to do with how we are waiting for subprocesses to complete. I'm trying to following the manpage for the `wait()` and `waitpid()` calls a bit better here. * fixup: try to use poll() instead of select() * fixup: missing header * fixup * fixup * fixup: try to emit test output when tests fail on Travis
2017-10-04IR: overhaul IR design/implementation (#195)Tim Foley
* IR: overhaul IR design/implementation Closes #192 Closes #188 This is a major overhaul of how the IR is implemented, with the primary goal of just using the AST-level type representation as the IR's type representation, rather than inventing an entire shadow set of types (as captured in issue #192). One consequence of this choice is that types in the IR are no longer explicit "instructions" and are not represented as ordinary operands (so a bunch of `+ 1` cases end up going away when enumerating ordinary operands). Along the way I also got rid of the embedded IDs in the IR (issue #188) because this wasn't too hard to deal with at the same time. Another related change was to split the `IRValue` and `IRInst` cases, so that there are values that are not also instructions. Non-instruction values are now used to represent literals, references to declarations, and would eventually be used for an `undef` value if we need one. IR functions, global variables, and basic blocks are all values (because they can appear as operands), but not instructions. The main benefit of this approach is that the top-level structure of a bytecode (BC) module is much simpler to understand and walk, and BC-level types are represented much more directly (such that we could conceivably use them for reflection soon). * fixup: 64-bit build fix * fixup: try to silence clang's pedantic dependent-type errors * fixup: bug in VM loading of constants
2017-09-29Get tests running/passing under Linux (#194)Tim Foley
* Get tests running/passing under Linux - Fix up `dlopen` abstraction - Fix up some test cases to request hlsl (rather than default to dxbc) so they can run on non-Windows targets - Fix up test runner ignore tests that can't run on current platform (and not count those as failure) - Fix file handle leeak in process spawner absttraction - Get additional test-related applications building - More tweaks to Travis script; in theory deployment is set up now (yeah, right) * fixup * fixup: Travis environment variable syntax * fixup: Buffer->begin * fixup: actually run full tests on one config * fixup: add build status badge for Travis
2017-09-27First attempt at a Linux build (#193)Tim Foley
* First attempt at a Linux build - Fix up places where C++ idioms were written assuming lenient behavior of Microsoft's compiler - Add a few more alternatives for platform-specific behavior where Windows was the only platform accounted for. - Add a basic Makefile that can at least invoke our build, even if it isn't going good dependency tracking, etc. - Build `libslang.so` and `slangc` that depends on it, using a relative `RPATH` to make the binary portable (I hope) - Add an initial `.travis.yml` to see if we can trigger their build process. * Fixup: const bug in `List::Sort` I'm not clear why this gets picked up by the gcc *and* clang that Travis uses, but not the (newer) gcc I'm using on Ubuntu here, but I'm hoping it is just some missing `const` qualifiers. * Fixup: reorder specialization of "class info" Clang complains about things being specialized after being instantiated (implicilty), and I hope it is just the fact that I generate the class info for the roots of the hierarchy after the other cases. We'll see. * Fixup: add `platform.cpp` to unified/lumped build * Fixup: Windows uses `FreeLibrary` and not `UnloadLibrary` * Fixup: fix Windows project file to include new source file This obviously points to the fact that we are going to need to be generating these files sooner or later.
2017-09-25Fixup: deal with hitting `.obj` size limits for VSTim Foley
When using the lumped/"unity" build approach for Slang, the resulting `.obj` files run into number-of-sections limits in the VS linker. For now I'm using the `/bigobj` command-line flag to work around this for the `hello` example, just so I can be sure the lumped build still works, but longer term it seems like we need to just drop that approach anyway. The `render-test` application was switched to link against `slang.dll` since there is no reason to have multiple apps use the lumped approach.
2017-09-21Use WARP for D3D rendering tests.Tim Foley
This should in principle allow for the D3D-only tests to run on AppVeyor so that we can validate running things for CI purposes (and is probably a whole lot easier than trying to plug the VM up to the rendering tests). I've switched up one of the tests so that it should run even on AppVeyor, so fingers crossed that it will actually run.
2017-09-21Initial work on a "VM" for Slang code (#189)Tim Foley
At a high level, this commit adds two things: 1. A "bytecode" format for serializing Slang IR instructions and related structure (functions, "registers") 2. A virtual machine that can load and then execute code in that bytecode format. The reason for kicking off this work right now is that we *need* a way to run tests on Slang code generation that doesn't rely on having a GPU present (given that our CI runs on VM instances without GPUs), nor on textual comparison to the output of other compilers. With these features I've implemented a slapdash `slang-eval-test` test fixture that can run a (trivial) compute shader to very our compilation flow through to bytecode. Some key design constraints/challenges: - The bytecode format should be "position independent" so that a user can just load a blob of data and then inspect it without having to deserialize into another format, allocate memory, etc. Eventually the bytecode format might be a replacement for out current reflection API (we used to base reflection off a similar format, but the cost/benefit wasn't there at the time and we switched to just using the AST). - The VM should be able to execute bytecode functions without doing any per-operation translation, JIT, etc. (translation of more coarse-grained symbols is okay). For now the VM is just being used to run tests, but eventually I'd like it to be viable for: - Running Slang-based code in the context of the compiler itself. This starts with stuff like constant-folding in the front-end, but could expand to more general metaprogramming features. - Running Slang-based ocde within a runtime application (e.g., a game engine) that wants to be able to run things like "parameter shader" code, or even just evaluate compute-like code on CPU (e.g., when supporting particles on both CPU and GPU). - Finally, the bytecode format should ideally be able to round-trip back to the IR without unacceptable loss of information. This requirement and the previous one play off of each other, because things like a traditional SSA phi operation is ugly when you have to actually *execute* it. This doesn't matter right now when we don't have SSA yet, but it might be part of the decision-making here. The actual implementation is centralized in `bytecode.{h,cpp}` and `vm.{h.cpp}`. Big picture notes: - The space of opcodes is shared between IR and bytecode (BC), with the hope that this makes translation of operations between the two easy. - The actual bytecode instruction stream relies on a variable-length encoding for integer values, including opcodes and operand numbers, so that the common case is single-byte encoding. - In the long term I intend to have a rule that if you use a single-byte encoding for an opcode, then all operands are required to use single-byte encodings too. Operations that need multi-byte operands would then be forced to use a multi-byte encoding of the op, and would be sent down a slower path in the interpeter. - The "bytecode"'s outer structure is based on ordinary data structures linked with pointers, but they are "relative pointers" so the actual structure is position-independent. - There are two main kinds of operands: registers and "constants." An operand is a signed integer where non-negatie values indicate registers (with `index == operandVal`) and negative values indicate constants (with `index == ~operandVal`). - Registers are stored in the "stack frame" for a VM function call, and each has a fixed offset based on the size of the type and those that come before it. Conceptually, registers are allowed to overlap if they aren't live at the same time, and we manage this with a simple stack model: every register is supposed to identify the register that comes directly before it (this isn't implemented yet). - "Constants" are more realistically a representation of "captured" values, but they are currently also how constants come in. Basically we can use a compact range of indices in the bytecode for a function, and each of these indices indirectly refers to some value in the next outer scope. - The actual encoding of bytecode instructions right now is largely ad-hoc and very wasteful (we encode the type on everything, and we also encode everything as if it had varargs). - In some cases, an instruction needs to know the types of the values involved (e.g., because it needs to load an array element, which means copying a number of bytes based on the size). The way the VM works we have types attached to our registers, so we currently get sneaky and look at those types in some ops. Longer term is makes sense to encode the required type info directly in the BC. - There's a whole lot of hand-waving going on with how the actual top-level bytecode module gets loaded, because of the way we currently treat the top-level module as an instruction stream in the IR. This means that we try to represent the loaded module as a "stack frame" for a call to the module as a function, but that approach as serious problems, and isn't realistically what we want to do.
2017-09-11Initial work on boilerplate code generatorTim Foley
The goal here is to get the Slang "standard library" code out of string literals and into something a bit more like an actual code file. This is handled by having a `slang-generate` tool that can translate a "template" file that mixes raw Slang code (or any language we want to generate...) with generation logic that is implemented in C++ (currently). This work isn't final by any stretch of the imagination, but it moves a lot of code and not merging it ASAP will complicate other changes. My expectation is that the generator tool will be beefed up on an as-needed basis, to get our stdlib code working. Similarly, the stdlib code does not really take advantage of the new approach as much as it could. That is something we can clean up along the way as we do modifications of the stdlib.
2017-08-25Try to print failure from AppVeyor testsTim Foley
2017-07-19Build a dynamic library for SlangTim Foley
- Change the `slang` project from a static library to a dynamic one - Add some details around `slang.h` to make sure DLL export stuff is working - Make the `slangc` executable use the dynamic library - Rename the `glslang` sub-project to `slang-glslang` and move it into the main source hierarchy - This reflects the fact that it isn't a stand-alone tool, and isn't in any way a standard binary of glslang, but rather just an artifact of how Slang uses glslang
2017-07-18Add a compile-time loop construct to SlangTim Foley
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.
2017-07-17Handle `flat` interpolation cases in cross compilationTim Foley
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
2017-07-14Don't use "auto locations" mode in glslangTim Foley
Fixes #88 The code was using `glslang::TShader::setAutoMapLocations` as a workaround for an old glslang issue, but apparently this mode has a bug where it ends up applying a `location` layout to the implicitly-created `gl_PerVertex` definition (which shouldn't be allowed). This change drops the call to `setAutoMapLocations` (and `setAutoMapBindings`) since it should no longer be required.
2017-07-13Add support for dumping intermediates for debugging.Tim Foley
Calling: spSetDumpIntermedites(compileRequest, true); will set up a mode where Slang tries to dump every intermediate HLSL, GLSL, DXBC, SPIR-V, etc. file it generates. If SPIR-V or DXBC is requested then we also dump assembly of those. Right now the files are all named as `slang-<counter>.<ext>`, and get dropped in whatever the working directory is, but I'm open to ideas on how to improve that. Note: this change introduces a new binary interface to `glslang`, so pulling it requires an updated `glslang.dll`.
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
2017-07-10Allow glslang wrapper to output regular SPIRV before disassemblyKai-Hwa Yao
2017-07-06Fix many warnings-as-errors issues.Tim Foley
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`.
2017-07-06Start to support cross-compilation via "lowering" passTim Foley
- 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.
2017-06-29Overhaul `RefPtr` and `String`Tim Foley
- `RefPtr` no longer tries to have distinct cases for interal-vs-external reference counts. Instead we always require an internal reference count. - Types the used `RefPtr` but weren't `RefObject` were made to inherit `RefObject` - The `ReferenceCounted` base class was removed, so that only `RefObject` remains - Implicit conversion from `RefPtr<T>` to `T*` added - This created some complicates for other types that relied on implicit conversions, so this isn't a net cleanup right now - The main type that got messed up by the above was `String`, which previously held a `RefPtr<char, ...>`. This change thus *also* includes a major overhaul of `String`: - `String` now holds all its data via indirection, using a `StringRepresentation` that is a `RefObject`. This object holds a length, capacity, and directly stores the character data in its allocation. This means that `sizeof(String)==sizeof(void*)` - It is now possible to directly mutate a `String` by appending to its representation (we just need to ensure it has a reference count of `1`, possibly by cloning it). This means that `StringBuilder` is now basically just an idomatic use of `String` - A couple operations that just return sub-ranges of a `String` now return `StringSlice` to avoid allocation when it isn't needed. This required more work. - Indices into strings changed from `int` to `UInt` (which is pointer-sized). This had a bunch of follow-on changes because the value `-1` sometimes needs to be special-cased in code that uses indices. Further cleanups are probably needed here.
2017-06-26typoTim Foley
2017-06-26Turn on some debug output for AppVeyor test failure.Tim Foley
2017-06-20Overhaul handling of entry points and translation units.Tim Foley
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.
2017-06-19Allow for automatic importing of Slang codeTim Foley
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).
2017-06-15Rename `CoreLib::*` to `Slang`Tim Foley
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.
2017-06-14AppVeyor: Run tests as part of AppVeyor buildsTim Foley
This includes a bunch of related changes: - `slang-test` - Add a notion of an "output mode" that specifies whether we output to console (the default), or invoke the apprpriate AppVeyor command to update test status - Add a notion of test categories, so that tests can be tagged with categories, and then we can invoke only those tets in a given category, or choose to *exclude* tests with specific categories - Allow the `OSProcessSpawner` to look up an executable by "path" (meaning a full path is expected) or by "name" (meaning it should be allowed to look in the current directory, `PATH` environment variable, etc.). This was important to make sure that I can run `appveyor` without having to know its absolute path. - AppVeyor configuration - Change badge to reflect new build account for organization (rather than a single-user account) - Remove attempt to set AppVeyor build version in a clever way, since it breaks links from GitHub to AppVeyor - Change order or configurations in the build matrix to front-load the Release build (which has the main tests) - Turn on `fast_finish` flag so we don't have to wait as long for failed builds - Turn on `parallel` builds - Set `verbosity: minimal` to avoid getting build spew about Xamarin stuff I'm not using - Add custom `test_script` to invoke `test.bat` - Sets the test category based on teh build configuration, so we don't run the full test suite on every input. - `test.bat` - Allow for `-platform` and `-configuration` arguments - Rewrute a platform of `Win32` over to `x86` to match how the output directories are named - Futz around with how the directories are being passed along to work around annoying `.bat` file quoting behavior (I still don't get how batch files work) - Tests - Mark a bunch of tests as `smoke` tests - Mark the relevant tests as `render` tests (these get filtered out for AppVeyor builds)
2017-06-14Testing: Add support for multiple tests per input file.Tim Foley
Now if there are multiple tests listed for an input file like `foo.slang`, they will be output as: passed test: 'foo.slang' passed test: 'foo.slang.1' passed test: 'foo.slang.2' This isn't a perfect solution, but it should work well enough for now. This change doesn't make any tests actually use the new capability.
2017-06-13First pass at support for cross-compilationTim Foley
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.
2017-06-12GLSL: get GLSL limping in `render-test`Tim Foley
The test case that is there right now is nominally a cross-compilation test, but for right now it uses the preprocessor to present completely different code for HLSL and GLSL compilation. This change is really just fleshing out the OpenGL side of `render-test` enough that it can produce images using OpenGL to enable further testing.
2017-06-09Build: more fixes to get `msbuild` to work from command line.Tim Foley
All of this is just related to cruft left over from the old project setup.
2017-06-09glslang: Fixups for buildTim Foley
Some files seem to have been removed since I last sync'ed the glslang code.
2017-06-09Initial import of code.Tim Foley