From a22b7520745334ecef3cbd920a0331f01c905935 Mon Sep 17 00:00:00 2001 From: Tim Foley Date: Thu, 8 Mar 2018 12:35:00 -0800 Subject: Cleanups on slang-generate (#437) * Cleanups on slang-generate There is nothing too significant in these changes, but I'm trying to get things in place so that we can: - Clean up the stdlib code to do less explicit `StringBuilder` operations and instead to use more of the "template engine" approach - Start using slang-generate for code other than the slang stdlib, so that we can generate more of our boilerplate. The main new functionality here is that in a template/meta file, you can now enclose an expression in `$(...)` to indicate that is should be spliced into the result. E.g. instead of: class ${{ sb << someClassName; }} { ... } We can now write: class $(someClassName) { ... } The other bit of new functionality is support for a whole-line statement escape, so that instead of: ${{ for( auto a : someCollection ) { }} void $(a)() { ... } ${{ } }} We can instead write: $: for(auto a : someCollection) { void $(a)() { ... } $: } I haven't yet tried to use that functionality in the stdlib meta-code, but doing so would be an obvious next step. * Fixup: change some $P to $p The capitalization on some of the GLSL intrinsic mappings got messed up during a find-and-replace operation when removing the double `$` that used to be required to escape things. --- source/slang/core.meta.slang | 53 ++++++++++++++++++-------------------------- 1 file changed, 22 insertions(+), 31 deletions(-) (limited to 'source/slang/core.meta.slang') diff --git a/source/slang/core.meta.slang b/source/slang/core.meta.slang index e4fd8291b..b0b233b1d 100644 --- a/source/slang/core.meta.slang +++ b/source/slang/core.meta.slang @@ -97,7 +97,6 @@ for (int tt = 0; tt < kBaseTypeCount; ++tt) // Declare built-in pointer type // (eventually we can have the traditional syntax sugar for this) - }}}} __generic @@ -116,8 +115,6 @@ struct InOut {}; ${{{{ - - // Declare vector and matrix types sb << "__generic __magic_type(Vector) struct vector\n{\n"; @@ -132,8 +129,6 @@ sb << " __init(T value);\n"; sb << " __init(vector value);\n"; sb << "};\n"; - -// TODO: Probably need to do similar }}}} __generic @@ -141,9 +136,6 @@ __magic_type(Matrix) struct matrix {}; ${{{{ - - - static const struct { char const* name; char const* glslPrefix; @@ -475,7 +467,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) lodStr.append(")"); } - String opStr = " = textureSize($$P" + lodStr; + String opStr = " = textureSize($P" + lodStr; switch( access ) { case SLANG_RESOURCE_ACCESS_READ_WRITE: @@ -522,12 +514,12 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) if(isMultisample) { - sb << ", ($" << aa++ << " = textureSamples($$P))"; + sb << ", ($" << aa++ << " = textureSamples($P))"; } if (includeMipInfo) { - sb << ", ($" << aa++ << " = textureQueryLevels($$P))"; + sb << ", ($" << aa++ << " = textureQueryLevels($P))"; } @@ -599,11 +591,11 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) if (isMultisample) { - sb << "__target_intrinsic(glsl, \"texelFetch($$P, $1, $3)\")\n"; + sb << "__target_intrinsic(glsl, \"texelFetch($P, $1, $3)\")\n"; } else { - sb << "__target_intrinsic(glsl, \"texelFetch($$P, ($1)." << kGLSLLoadCoordsSwizzle[loadCoordCount] << ", ($1)." << kGLSLLoadLODSwizzle[loadCoordCount] << ")\")\n"; + sb << "__target_intrinsic(glsl, \"texelFetch($P, ($1)." << kGLSLLoadCoordsSwizzle[loadCoordCount] << ", ($1)." << kGLSLLoadLODSwizzle[loadCoordCount] << ")\")\n"; } sb << "T Load("; sb << "int" << loadCoordCount << " location"; @@ -615,11 +607,11 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) if (isMultisample) { - sb << "__target_intrinsic(glsl, \"texelFetchOffset($$P, $0, $1, $2)\")\n"; + sb << "__target_intrinsic(glsl, \"texelFetchOffset($P, $0, $1, $2)\")\n"; } else { - sb << "__target_intrinsic(glsl, \"texelFetch($$P, ($1)." << kGLSLLoadCoordsSwizzle[loadCoordCount] << ", ($1)." << kGLSLLoadLODSwizzle[loadCoordCount] << ", $2)\")\n"; + sb << "__target_intrinsic(glsl, \"texelFetch($P, ($1)." << kGLSLLoadCoordsSwizzle[loadCoordCount] << ", ($1)." << kGLSLLoadLODSwizzle[loadCoordCount] << ", $2)\")\n"; } sb << "T Load("; sb << "int" << loadCoordCount << " location"; @@ -655,7 +647,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) // subscript operator sb << "__subscript(" << uintN << " location) -> T {\n"; - sb << "__target_intrinsic(glsl, \"texelFetch($$P, " << ivecN << "($1)"; + sb << "__target_intrinsic(glsl, \"texelFetch($P, " << ivecN << "($1)"; if( !isMultisample ) { @@ -667,7 +659,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) sb << ", 0"; } - sb << ")$$z\") get;\n"; + sb << ")$z\") get;\n"; // Depending on the access level of the texture type, // we either have just a getter (the default), or both @@ -690,7 +682,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) { // `Sample()` - sb << "__target_intrinsic(glsl, \"texture($$p, $2)\")\n"; + sb << "__target_intrinsic(glsl, \"texture($p, $2)\")\n"; // TODO: only enable if IR is being used? // sb << "__intrinsic_op(sample)\n"; @@ -700,7 +692,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) if( baseShape != TextureFlavor::Shape::ShapeCube ) { - sb << "__target_intrinsic(glsl, \"textureOffset($$p, $2, $3)\")\n"; + sb << "__target_intrinsic(glsl, \"textureOffset($p, $2, $3)\")\n"; sb << "T Sample(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; sb << "constexpr int" << kBaseTextureTypes[tt].coordCount << " offset);\n"; @@ -724,13 +716,13 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) // `SampleBias()` - sb << "__target_intrinsic(glsl, \"texture($$p, $2, $3)\")\n"; + sb << "__target_intrinsic(glsl, \"texture($p, $2, $3)\")\n"; sb << "T SampleBias(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, float bias);\n"; if( baseShape != TextureFlavor::Shape::ShapeCube ) { - sb << "__target_intrinsic(glsl, \"textureOffset($$p, $2, $3, $4)\")\n"; + sb << "__target_intrinsic(glsl, \"textureOffset($p, $2, $3, $4)\")\n"; sb << "T SampleBias(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, float bias, "; sb << "constexpr int" << kBaseTextureTypes[tt].coordCount << " offset);\n"; @@ -751,7 +743,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) if (extCoordCount < 3) extCoordCount = 3; - sb << "__target_intrinsic(glsl, \"textureLod($$p, "; + sb << "__target_intrinsic(glsl, \"textureLod($p, "; sb << "vec" << extCoordCount << "($2,"; for (int ii = arrCoordCount; ii < extCoordCount - 1; ++ii) @@ -769,7 +761,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) if (extCoordCount < 3) extCoordCount = 3; - sb << "__target_intrinsic(glsl, \"textureGrad($$p, "; + sb << "__target_intrinsic(glsl, \"textureGrad($p, "; sb << "vec" << extCoordCount << "($2,"; for (int ii = arrCoordCount; ii < extCoordCount - 1; ++ii) @@ -809,7 +801,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) } - sb << "__target_intrinsic(glsl, \"textureGrad($$p, $2, $3, $4)\")\n"; + sb << "__target_intrinsic(glsl, \"textureGrad($p, $2, $3, $4)\")\n"; // sb << "__intrinsic_op(sampleGrad)\n"; sb << "T SampleGrad(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; @@ -819,7 +811,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) if( baseShape != TextureFlavor::Shape::ShapeCube ) { - sb << "__target_intrinsic(glsl, \"textureGradOffset($$p, $2, $3, $4, $5)\")\n"; + sb << "__target_intrinsic(glsl, \"textureGradOffset($p, $2, $3, $4, $5)\")\n"; // sb << "__intrinsic_op(sampleGrad)\n"; sb << "T SampleGrad(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; @@ -830,14 +822,14 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) // `SampleLevel` - sb << "__target_intrinsic(glsl, \"textureLod($$p, $2, $3)\")\n"; + sb << "__target_intrinsic(glsl, \"textureLod($p, $2, $3)\")\n"; sb << "T SampleLevel(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; sb << "float level);\n"; if( baseShape != TextureFlavor::Shape::ShapeCube ) { - sb << "__target_intrinsic(glsl, \"textureLodOffset($$p, $2, $3, $4)\")\n"; + sb << "__target_intrinsic(glsl, \"textureLodOffset($p, $2, $3, $4)\")\n"; sb << "T SampleLevel(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; sb << "float level, "; @@ -904,12 +896,12 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) EMIT_LINE_DIRECTIVE(); - sb << "__target_intrinsic(glsl, \"textureGather($$p, $2, " << componentIndex << ")\")\n"; + sb << "__target_intrinsic(glsl, \"textureGather($p, $2, " << componentIndex << ")\")\n"; sb << "vector Gather" << componentName << "(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount << " location);\n"; EMIT_LINE_DIRECTIVE(); - sb << "__target_intrinsic(glsl, \"textureGatherOffset($$p, $2, $3, " << componentIndex << ")\")\n"; + sb << "__target_intrinsic(glsl, \"textureGatherOffset($p, $2, $3, " << componentIndex << ")\")\n"; sb << "vector Gather" << componentName << "(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount << " location, "; sb << "constexpr int" << kBaseTextureTypes[tt].coordCount << " offset);\n"; @@ -921,7 +913,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) sb << "out uint status);\n"; EMIT_LINE_DIRECTIVE(); - sb << "__target_intrinsic(glsl, \"textureGatherOffsets($$p, $2, int" << kBaseTextureTypes[tt].coordCount << "[]($3, $4, $5, $6), " << componentIndex << ")\")\n"; + sb << "__target_intrinsic(glsl, \"textureGatherOffsets($p, $2, int" << kBaseTextureTypes[tt].coordCount << "[]($3, $4, $5, $6), " << componentIndex << ")\")\n"; sb << "vector Gather" << componentName << "(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount << " location, "; sb << "int" << kBaseTextureTypes[tt].coordCount << " offset1, "; @@ -1035,5 +1027,4 @@ for (auto op : binaryOps) sb << "__intrinsic_op(" << int(op.opCode) << ") matrix<" << resultType << ",N,M> operator" << op.opName << "(" << leftQual << "matrix<" << leftType << ",N,M> left, " << rightType << " right);\n"; } } - }}}} -- cgit v1.2.3