1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
|
// slang-support.cpp
#define _CRT_SECURE_NO_WARNINGS 1
#include "slang-support.h"
#include "options.h"
#include <assert.h>
#include <stdio.h>
namespace renderer_test {
RefPtr<ShaderProgram> ShaderCompiler::compileProgram(
ShaderCompileRequest const& request)
{
SlangCompileRequest* slangRequest = spCreateCompileRequest(slangSession);
spSetCodeGenTarget(slangRequest, target);
spSetTargetProfile(slangRequest, 0,
spFindProfile(slangSession, profile));
// Define a macro so that shader code in a test can detect what language we
// are nominally working with.
char const* langDefine = nullptr;
switch (sourceLanguage)
{
case SLANG_SOURCE_LANGUAGE_GLSL:
spAddPreprocessorDefine(slangRequest, "__GLSL__", "1");
break;
case SLANG_SOURCE_LANGUAGE_SLANG:
spAddPreprocessorDefine(slangRequest, "__SLANG__", "1");
// fall through
case SLANG_SOURCE_LANGUAGE_HLSL:
spAddPreprocessorDefine(slangRequest, "__HLSL__", "1");
break;
default:
assert(!"unexpected");
break;
}
if (passThrough != SLANG_PASS_THROUGH_NONE)
{
spSetPassThrough(slangRequest, passThrough);
}
// Process any additional command-line options specified for Slang using
// the `-xslang <arg>` option to `render-test`.
SLANG_RETURN_NULL_ON_FAIL(spProcessCommandLineArguments(slangRequest, &gOptions.slangArgs[0], gOptions.slangArgCount));
int computeTranslationUnit = 0;
int vertexTranslationUnit = 0;
int fragmentTranslationUnit = 0;
char const* vertexEntryPointName = request.vertexShader.name;
char const* fragmentEntryPointName = request.fragmentShader.name;
char const* computeEntryPointName = request.computeShader.name;
if (sourceLanguage == SLANG_SOURCE_LANGUAGE_GLSL)
{
// GLSL presents unique challenges because, frankly, it got the whole
// compilation model wrong. One aspect of working around this is that
// we will compile the same source file multiple times: once per
// entry point, and we will have different preprocessor definitions
// active in each case.
vertexTranslationUnit = spAddTranslationUnit(slangRequest, sourceLanguage, nullptr);
spAddTranslationUnitSourceString(slangRequest, vertexTranslationUnit, request.source.path, request.source.dataBegin);
spTranslationUnit_addPreprocessorDefine(slangRequest, vertexTranslationUnit, "__GLSL_VERTEX__", "1");
vertexEntryPointName = "main";
fragmentTranslationUnit = spAddTranslationUnit(slangRequest, sourceLanguage, nullptr);
spAddTranslationUnitSourceString(slangRequest, fragmentTranslationUnit, request.source.path, request.source.dataBegin);
spTranslationUnit_addPreprocessorDefine(slangRequest, fragmentTranslationUnit, "__GLSL_FRAGMENT__", "1");
fragmentEntryPointName = "main";
computeTranslationUnit = spAddTranslationUnit(slangRequest, sourceLanguage, nullptr);
spAddTranslationUnitSourceString(slangRequest, computeTranslationUnit, request.source.path, request.source.dataBegin);
spTranslationUnit_addPreprocessorDefine(slangRequest, computeTranslationUnit, "__GLSL_COMPUTE__", "1");
computeEntryPointName = "main";
}
else
{
int translationUnit = spAddTranslationUnit(slangRequest, sourceLanguage, nullptr);
spAddTranslationUnitSourceString(slangRequest, translationUnit, request.source.path, request.source.dataBegin);
vertexTranslationUnit = translationUnit;
fragmentTranslationUnit = translationUnit;
computeTranslationUnit = translationUnit;
}
RefPtr<ShaderProgram> shaderProgram;
Slang::List<const char*> rawTypeNames;
for (auto typeName : request.entryPointTypeArguments)
rawTypeNames.Add(typeName.Buffer());
if (request.computeShader.name)
{
int computeEntryPoint = spAddEntryPointEx(slangRequest, computeTranslationUnit,
computeEntryPointName,
SLANG_STAGE_COMPUTE,
(int)rawTypeNames.Count(),
rawTypeNames.Buffer());
spSetLineDirectiveMode(slangRequest, SLANG_LINE_DIRECTIVE_MODE_NONE);
const SlangResult res = spCompile(slangRequest);
if (auto diagnostics = spGetDiagnosticOutput(slangRequest))
{
fprintf(stderr, "%s", diagnostics);
}
if (SLANG_SUCCEEDED(res))
{
size_t codeSize = 0;
char const* code = (char const*) spGetEntryPointCode(slangRequest, computeEntryPoint, &codeSize);
ShaderProgram::KernelDesc kernelDesc;
kernelDesc.stage = StageType::Compute;
kernelDesc.codeBegin = code;
kernelDesc.codeEnd = code + codeSize;
ShaderProgram::Desc desc;
desc.pipelineType = PipelineType::Compute;
desc.kernels = &kernelDesc;
desc.kernelCount = 1;
shaderProgram = renderer->createProgram(desc);
}
}
else
{
int vertexEntryPoint = spAddEntryPointEx(slangRequest, vertexTranslationUnit, vertexEntryPointName, SLANG_STAGE_VERTEX, (int)rawTypeNames.Count(), rawTypeNames.Buffer());
int fragmentEntryPoint = spAddEntryPointEx(slangRequest, fragmentTranslationUnit, fragmentEntryPointName, SLANG_STAGE_FRAGMENT, (int)rawTypeNames.Count(), rawTypeNames.Buffer());
const SlangResult res = spCompile(slangRequest);
if (auto diagnostics = spGetDiagnosticOutput(slangRequest))
{
// TODO(tfoley): re-enable when I get a logging solution in place
// OutputDebugStringA(diagnostics);
fprintf(stderr, "%s", diagnostics);
}
if (SLANG_SUCCEEDED(res))
{
size_t vertexCodeSize = 0;
char const* vertexCode = (char const*) spGetEntryPointCode(slangRequest, vertexEntryPoint, &vertexCodeSize);
size_t fragmentCodeSize = 0;
char const* fragmentCode = (char const*) spGetEntryPointCode(slangRequest, fragmentEntryPoint, &fragmentCodeSize);
static const int kDescCount = 2;
ShaderProgram::KernelDesc kernelDescs[kDescCount];
kernelDescs[0].stage = StageType::Vertex;
kernelDescs[0].codeBegin = vertexCode;
kernelDescs[0].codeEnd = vertexCode + vertexCodeSize;
kernelDescs[1].stage = StageType::Fragment;
kernelDescs[1].codeBegin = fragmentCode;
kernelDescs[1].codeEnd = fragmentCode + fragmentCodeSize;
ShaderProgram::Desc desc;
desc.pipelineType = PipelineType::Graphics;
desc.kernels = &kernelDescs[0];
desc.kernelCount = kDescCount;
shaderProgram = renderer->createProgram(desc);
}
}
// We clean up the Slang compilation context and result *after*
// we have run the downstream compiler, because Slang
// owns the memory allocation for the generated text, and will
// free it when we destroy the compilation result.
spDestroyCompileRequest(slangRequest);
return shaderProgram;
}
} // renderer_test
|