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// slang-support.cpp
#define SLANG_INCLUDE_IMPLEMENTATION
#include "slang-support.h"
#include <stdio.h>
namespace renderer_test {
struct SlangShaderCompilerWrapper : public ShaderCompiler
{
ShaderCompiler* innerCompiler;
SlangCompileTarget target;
SlangSourceLanguage sourceLanguage;
virtual ShaderProgram* compileProgram(ShaderCompileRequest const& request) override
{
SlangSession* slangSession = spCreateSession(NULL);
SlangCompileRequest* slangRequest = spCreateCompileRequest(slangSession);
spSetCodeGenTarget(slangRequest, target);
// 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: langDefine = "__GLSL__"; break;
case SLANG_SOURCE_LANGUAGE_HLSL: langDefine = "__HLSL__"; break;
case SLANG_SOURCE_LANGUAGE_SLANG: langDefine = "__SLANG__"; break;
default:
assert(!"unexpected");
break;
}
spAddPreprocessorDefine(slangRequest, langDefine, "1");
spProcessCommandLineArguments(slangRequest, &gOptions.slangArgs[0], gOptions.slangArgCount);
int vertexTranslationUnit = 0;
int fragmentTranslationUnit = 0;
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.text);
spTranslationUnit_addPreprocessorDefine(slangRequest, vertexTranslationUnit, "__GLSL_VERTEX__", "1");
fragmentTranslationUnit = spAddTranslationUnit(slangRequest, sourceLanguage, nullptr);
spAddTranslationUnitSourceString(slangRequest, fragmentTranslationUnit, request.source.path, request.source.text);
spTranslationUnit_addPreprocessorDefine(slangRequest, fragmentTranslationUnit, "__GLSL_FRAGMENT__", "1");
}
else
{
int translationUnit = spAddTranslationUnit(slangRequest, sourceLanguage, nullptr);
spAddTranslationUnitSourceString(slangRequest, translationUnit, request.source.path, request.source.text);
vertexTranslationUnit = translationUnit;
fragmentTranslationUnit = translationUnit;
}
// If we aren't dealing with true Slang input, then don't enable checking.
if (sourceLanguage != SLANG_SOURCE_LANGUAGE_SLANG)
{
spSetCompileFlags(slangRequest, SLANG_COMPILE_FLAG_NO_CHECKING);
}
int vertexEntryPoint = spAddEntryPoint(slangRequest, vertexTranslationUnit, request.vertexShader.name, spFindProfile(slangSession, request.vertexShader.profile));
int fragmentEntryPoint = spAddEntryPoint(slangRequest, fragmentTranslationUnit, request.fragmentShader.name, spFindProfile(slangSession, request.fragmentShader.profile));
int compileErr = 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(compileErr)
{
return nullptr;
}
ShaderCompileRequest innerRequest = request;
if( sourceLanguage != SLANG_SOURCE_LANGUAGE_GLSL )
{
char const* translatedCode = spGetTranslationUnitSource(slangRequest, 0);
innerRequest.source.text = translatedCode;
}
char const* vertexCode = spGetEntryPointSource(slangRequest, vertexEntryPoint);
char const* fragmentCode = spGetEntryPointSource(slangRequest, fragmentEntryPoint);
innerRequest.vertexShader.source.text = vertexCode;
innerRequest.fragmentShader.source.text = fragmentCode;
auto result = innerCompiler->compileProgram(innerRequest);
// 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);
spDestroySession(slangSession);
return result;
}
};
ShaderCompiler* createSlangShaderCompiler(
ShaderCompiler* innerCompiler,
SlangSourceLanguage sourceLanguage,
SlangCompileTarget target)
{
auto result = new SlangShaderCompilerWrapper();
result->innerCompiler = innerCompiler;
result->sourceLanguage = sourceLanguage;
result->target = target;
return result;
}
} // renderer_test
//
// In order to actually use Slang in our application, we need to link in its
// implementation. The easiest way to accomplish this is by directly inlcuding
// the (concatenated) Slang source code into our app.
//
#include <slang.h>
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