// // Define all the various language "profiles" we want to support. #ifndef LANGUAGE #define LANGUAGE(TAG, NAME) /* empty */ #endif #ifndef LANGUAGE_ALIAS #define LANGUAGE_ALIAS(TAG, NAME) /* empty */ #endif #ifndef PROFILE_FAMILY #define PROFILE_FAMILY(TAG) /* empty */ #endif #ifndef PROFILE_VERSION #define PROFILE_VERSION(TAG, FAMILY) /* empty */ #endif #ifndef PROFILE_STAGE #define PROFILE_STAGE(TAG, NAME, VAL) /* empty */ #endif #ifndef PROFILE_STAGE_ALIAS #define PROFILE_STAGE_ALIAS(TAG, NAME, VAL) /* empty */ #endif #ifndef PROFILE #define PROFILE(TAG, NAME, STAGE, VERSION) /* empty */ #endif #ifndef PROFILE_ALIAS #define PROFILE_ALIAS(TAG, DEF, NAME) /* empty */ #endif // Source and destination languages LANGUAGE(HLSL, hlsl) LANGUAGE(DXBytecode, dxbc) LANGUAGE(DXBytecodeAssembly,dxbc_asm) LANGUAGE(DXIL, dxil) LANGUAGE(DXILAssembly, dxil_asm) LANGUAGE(GLSL, glsl) LANGUAGE(GLSL_ES, glsl_es) LANGUAGE(GLSL_VK, glsl_vk) LANGUAGE(SPIRV, spirv) LANGUAGE(SPIRV_GL, spirv_gl) LANGUAGE(C, c) LANGUAGE(CPP, cpp) LANGUAGE_ALIAS(GLSL, glsl_gl) LANGUAGE_ALIAS(SPIRV, spirv_vk) // Pipeline stages to target PROFILE_STAGE(Vertex, vertex, SLANG_STAGE_VERTEX) PROFILE_STAGE(Hull, hull, SLANG_STAGE_HULL) PROFILE_STAGE(Domain, domain, SLANG_STAGE_DOMAIN) PROFILE_STAGE(Geometry, geometry, SLANG_STAGE_GEOMETRY) PROFILE_STAGE(Pixel, pixel, SLANG_STAGE_FRAGMENT) PROFILE_STAGE(Compute, compute, SLANG_STAGE_COMPUTE) PROFILE_STAGE(RayGeneration, raygeneration, SLANG_STAGE_RAY_GENERATION) PROFILE_STAGE(Intersection, intersection, SLANG_STAGE_INTERSECTION) PROFILE_STAGE(AnyHit, anyhit, SLANG_STAGE_ANY_HIT) PROFILE_STAGE(ClosestHit, closesthit, SLANG_STAGE_CLOSEST_HIT) PROFILE_STAGE(Miss, miss, SLANG_STAGE_MISS) PROFILE_STAGE(Callable, callable, SLANG_STAGE_CALLABLE) PROFILE_STAGE(Mesh, mesh, SLANG_STAGE_MESH) PROFILE_STAGE(Amplification, amplification, SLANG_STAGE_AMPLIFICATION) // Note: HLSL and Direct3D convention erroneously uses the term "Pixel Shader" // for the thing that shades *fragments*. Slang strives to treat the more correct // term "Fragment Shader" as the primary one, but in order to be compatible with // existing HLSL conventions, we need to treat `pixel` as the official stage // name and `fragment` as an alias for it here, because the lower-case stage // names are used to drive output HLSL generation. // PROFILE_STAGE_ALIAS(Fragment, fragment, Pixel) // Profile families PROFILE_FAMILY(DX) PROFILE_FAMILY(GLSL) // Profile versions PROFILE_VERSION(DX_4_0, DX) PROFILE_VERSION(DX_4_0_Level_9_0, DX) PROFILE_VERSION(DX_4_0_Level_9_1, DX) PROFILE_VERSION(DX_4_0_Level_9_3, DX) PROFILE_VERSION(DX_4_1, DX) PROFILE_VERSION(DX_5_0, DX) PROFILE_VERSION(DX_5_1, DX) PROFILE_VERSION(DX_6_0, DX) PROFILE_VERSION(DX_6_1, DX) PROFILE_VERSION(DX_6_2, DX) PROFILE_VERSION(DX_6_3, DX) PROFILE_VERSION(DX_6_4, DX) PROFILE_VERSION(DX_6_5, DX) PROFILE_VERSION(DX_6_6, DX) PROFILE_VERSION(GLSL_110, GLSL) PROFILE_VERSION(GLSL_120, GLSL) PROFILE_VERSION(GLSL_130, GLSL) PROFILE_VERSION(GLSL_140, GLSL) PROFILE_VERSION(GLSL_150, GLSL) PROFILE_VERSION(GLSL_330, GLSL) PROFILE_VERSION(GLSL_400, GLSL) PROFILE_VERSION(GLSL_410, GLSL) PROFILE_VERSION(GLSL_420, GLSL) PROFILE_VERSION(GLSL_430, GLSL) PROFILE_VERSION(GLSL_440, GLSL) PROFILE_VERSION(GLSL_450, GLSL) PROFILE_VERSION(GLSL_460, GLSL) // Specific profiles PROFILE(DX_Compute_4_0, cs_4_0, Compute, DX_4_0) PROFILE(DX_Compute_4_1, cs_4_1, Compute, DX_4_1) PROFILE(DX_Compute_5_0, cs_5_0, Compute, DX_5_0) PROFILE(DX_Compute_5_1, cs_5_1, Compute, DX_5_1) PROFILE(DX_Compute_6_0, cs_6_0, Compute, DX_6_0) PROFILE(DX_Compute_6_1, cs_6_1, Compute, DX_6_1) PROFILE(DX_Compute_6_2, cs_6_2, Compute, DX_6_2) PROFILE(DX_Compute_6_3, cs_6_3, Compute, DX_6_3) PROFILE(DX_Compute_6_4, cs_6_4, Compute, DX_6_4) PROFILE(DX_Compute_6_5, cs_6_5, Compute, DX_6_5) PROFILE(DX_Domain_5_0, ds_5_0, Domain, DX_5_0) PROFILE(DX_Domain_5_1, ds_5_1, Domain, DX_5_1) PROFILE(DX_Domain_6_0, ds_6_0, Domain, DX_6_0) PROFILE(DX_Domain_6_1, ds_6_1, Domain, DX_6_1) PROFILE(DX_Domain_6_2, ds_6_2, Domain, DX_6_2) PROFILE(DX_Domain_6_3, ds_6_3, Domain, DX_6_3) PROFILE(DX_Geometry_4_0, gs_4_0, Geometry, DX_4_0) PROFILE(DX_Geometry_4_1, gs_4_1, Geometry, DX_4_1) PROFILE(DX_Geometry_5_0, gs_5_0, Geometry, DX_5_0) PROFILE(DX_Geometry_5_1, gs_5_1, Geometry, DX_5_1) PROFILE(DX_Geometry_6_0, gs_6_0, Geometry, DX_6_0) PROFILE(DX_Geometry_6_1, gs_6_1, Geometry, DX_6_1) PROFILE(DX_Geometry_6_2, gs_6_2, Geometry, DX_6_2) PROFILE(DX_Geometry_6_3, gs_6_3, Geometry, DX_6_3) PROFILE(DX_Hull_5_0, hs_5_0, Hull, DX_5_0) PROFILE(DX_Hull_5_1, hs_5_1, Hull, DX_5_1) PROFILE(DX_Hull_6_0, hs_6_0, Hull, DX_6_0) PROFILE(DX_Hull_6_1, hs_6_1, Hull, DX_6_1) PROFILE(DX_Hull_6_2, hs_6_2, Hull, DX_6_2) PROFILE(DX_Hull_6_3, hs_6_3, Hull, DX_6_3) PROFILE(DX_Fragment_4_0, ps_4_0, Fragment, DX_4_0) PROFILE(DX_Fragment_4_0_Level_9_0, ps_4_0_level_9_0, Fragment, DX_4_0_Level_9_0) PROFILE(DX_Fragment_4_0_Level_9_1, ps_4_0_level_9_1, Fragment, DX_4_0_Level_9_1) PROFILE(DX_Fragment_4_0_Level_9_3, ps_4_0_level_9_3, Fragment, DX_4_0_Level_9_3) PROFILE(DX_Fragment_4_1, ps_4_1, Fragment, DX_4_1) PROFILE(DX_Fragment_5_0, ps_5_0, Fragment, DX_5_0) PROFILE(DX_Fragment_5_1, ps_5_1, Fragment, DX_5_1) PROFILE(DX_Fragment_6_0, ps_6_0, Fragment, DX_6_0) PROFILE(DX_Fragment_6_1, ps_6_1, Fragment, DX_6_1) PROFILE(DX_Fragment_6_2, ps_6_2, Fragment, DX_6_2) PROFILE(DX_Fragment_6_3, ps_6_3, Fragment, DX_6_3) PROFILE(DX_Vertex_4_0, vs_4_0, Vertex, DX_4_0) PROFILE(DX_Vertex_4_0_Level_9_0, vs_4_0_level_9_0, Vertex, DX_4_0_Level_9_0) PROFILE(DX_Vertex_4_0_Level_9_1, vs_4_0_level_9_1, Vertex, DX_4_0_Level_9_1) PROFILE(DX_Vertex_4_0_Level_9_3, vs_4_0_level_9_3, Vertex, DX_4_0_Level_9_3) PROFILE(DX_Vertex_4_1, vs_4_1, Vertex, DX_4_1) PROFILE(DX_Vertex_5_0, vs_5_0, Vertex, DX_5_0) PROFILE(DX_Vertex_5_1, vs_5_1, Vertex, DX_5_1) PROFILE(DX_Vertex_6_0, vs_6_0, Vertex, DX_6_0) PROFILE(DX_Vertex_6_1, vs_6_1, Vertex, DX_6_1) PROFILE(DX_Vertex_6_2, vs_6_2, Vertex, DX_6_2) PROFILE(DX_Vertex_6_3, vs_6_3, Vertex, DX_6_3) // TODO: consider making `lib_*_*` alias these... PROFILE(DX_None_4_0, sm_4_0, Unknown, DX_4_0) PROFILE(DX_None_4_0_Level_9_0, sm_4_0_level_9_0, Unknown, DX_4_0_Level_9_0) PROFILE(DX_None_4_0_Level_9_1, sm_4_0_level_9_1, Unknown, DX_4_0_Level_9_1) PROFILE(DX_None_4_0_Level_9_3, sm_4_0_level_9_3, Unknown, DX_4_0_Level_9_3) PROFILE(DX_None_4_1, sm_4_1, Unknown, DX_4_1) PROFILE(DX_None_5_0, sm_5_0, Unknown, DX_5_0) PROFILE(DX_None_5_1, sm_5_1, Unknown, DX_5_1) PROFILE(DX_None_6_0, sm_6_0, Unknown, DX_6_0) // From Shader Model 6.1 on, the dxc compiler recognizes a `lib` profile // that can be used to compile multiple entry points. We want that // `lib` name to be the default for how we render these profiles when // invoking downstream tools, so we use that instead of the `sm_` // prefix, and then re-introduce the `sm_` variants as aliases. // // TODO: We may eventually want a split between how Slang represents // profiles and their names to users, vs. how it renders them when // invoking downstream tools, so that the profile name in any // error messages can be consistent with our `sm_*` naems above // PROFILE(DX_Lib_6_1, lib_6_1, Unknown, DX_6_1) PROFILE(DX_Lib_6_2, lib_6_2, Unknown, DX_6_2) PROFILE(DX_Lib_6_3, lib_6_3, Unknown, DX_6_3) PROFILE(DX_Lib_6_4, lib_6_4, Unknown, DX_6_4) PROFILE(DX_Lib_6_5, lib_6_5, Unknown, DX_6_5) PROFILE(DX_Lib_6_6, lib_6_6, Unknown, DX_6_6) PROFILE_ALIAS(DX_None_6_1, DX_Lib_6_1, sm_6_1) PROFILE_ALIAS(DX_None_6_2, DX_Lib_6_2, sm_6_2) PROFILE_ALIAS(DX_None_6_3, DX_Lib_6_3, sm_6_3) PROFILE_ALIAS(DX_None_6_4, DX_Lib_6_4, sm_6_4) PROFILE_ALIAS(DX_None_6_5, DX_Lib_6_5, sm_6_5) PROFILE_ALIAS(DX_None_6_6, DX_Lib_6_6, sm_6_6) // Define all the GLSL profiles PROFILE(GLSL_None_110, glsl_110, Unknown, GLSL_110) PROFILE(GLSL_None_120, glsl_120, Unknown, GLSL_120) PROFILE(GLSL_None_130, glsl_130, Unknown, GLSL_130) PROFILE(GLSL_None_140, glsl_140, Unknown, GLSL_140) PROFILE(GLSL_None_150, glsl_150, Unknown, GLSL_150) PROFILE(GLSL_None_330, glsl_330, Unknown, GLSL_330) PROFILE(GLSL_None_400, glsl_400, Unknown, GLSL_400) PROFILE(GLSL_None_410, glsl_410, Unknown, GLSL_410) PROFILE(GLSL_None_420, glsl_420, Unknown, GLSL_420) PROFILE(GLSL_None_430, glsl_430, Unknown, GLSL_430) PROFILE(GLSL_None_440, glsl_440, Unknown, GLSL_440) PROFILE(GLSL_None_450, glsl_450, Unknown, GLSL_450) PROFILE(GLSL_None_460, glsl_460, Unknown, GLSL_460) #define P(UPPER, LOWER, VERSION) \ PROFILE(GLSL_##UPPER##_##VERSION, glsl_##LOWER##_##VERSION, UPPER, GLSL_##VERSION) P(Vertex, vertex, 110) P(Vertex, vertex, 120) P(Vertex, vertex, 130) P(Vertex, vertex, 140) P(Vertex, vertex, 150) P(Vertex, vertex, 330) P(Vertex, vertex, 400) P(Vertex, vertex, 410) P(Vertex, vertex, 420) P(Vertex, vertex, 430) P(Vertex, vertex, 440) P(Vertex, vertex, 450) P(Fragment, fragment, 110) P(Fragment, fragment, 120) P(Fragment, fragment, 130) P(Fragment, fragment, 140) P(Fragment, fragment, 150) P(Fragment, fragment, 330) P(Fragment, fragment, 400) P(Fragment, fragment, 410) P(Fragment, fragment, 420) P(Fragment, fragment, 430) P(Fragment, fragment, 440) P(Fragment, fragment, 450) P(Geometry, geometry, 150) P(Geometry, geometry, 330) P(Geometry, geometry, 400) P(Geometry, geometry, 410) P(Geometry, geometry, 420) P(Geometry, geometry, 430) P(Geometry, geometry, 440) P(Geometry, geometry, 450) P(Compute, compute, 430) P(Compute, compute, 440) P(Compute, compute, 450) #undef P #define P(UPPER, LOWER, STAGE, VERSION) \ PROFILE(GLSL_##UPPER##_##VERSION, glsl_##LOWER##_##VERSION, STAGE, GLSL_##VERSION) P(TessControl, tess_control, Hull, 400) P(TessControl, tess_control, Hull, 410) P(TessControl, tess_control, Hull, 420) P(TessControl, tess_control, Hull, 430) P(TessControl, tess_control, Hull, 440) P(TessControl, tess_control, Hull, 450) P(TessEval, tess_eval, Domain, 400) P(TessEval, tess_eval, Domain, 410) P(TessEval, tess_eval, Domain, 420) P(TessEval, tess_eval, Domain, 430) P(TessEval, tess_eval, Domain, 440) P(TessEval, tess_eval, Domain, 450) #undef P // Define a default profile for each GLSL stage that just // uses the latest language version we know of PROFILE_ALIAS(GLSL_Vertex, GLSL_Vertex_450, glsl_vertex) PROFILE_ALIAS(GLSL_Fragment, GLSL_Fragment_450, glsl_fragment) PROFILE_ALIAS(GLSL_Geometry, GLSL_Geometry_450, glsl_geometry) PROFILE_ALIAS(GLSL_TessControl, GLSL_TessControl_450, glsl_tess_control) PROFILE_ALIAS(GLSL_TessEval, GLSL_TessEval_450, glsl_tess_eval) PROFILE_ALIAS(GLSL_Compute, GLSL_Compute_450, glsl_compute) // TODO: define a profile for each GLSL *version* that we can // use as a catch-all when the stage can be inferred from // something else #undef LANGUAGE #undef LANGUAGE_ALIAS #undef PROFILE_FAMILY #undef PROFILE_VERSION #undef PROFILE_STAGE #undef PROFILE_STAGE_ALIAS #undef PROFILE #undef PROFILE_ALIAS