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// 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 {
/* static */ SlangResult ShaderCompilerUtil::compileProgram(SlangSession* session, const Input& input, const ShaderCompileRequest& request, Output& out)
{
out.reset();
SlangCompileRequest* slangRequest = spCreateCompileRequest(session);
out.request = slangRequest;
out.session = session;
spSetCodeGenTarget(slangRequest, input.target);
spSetTargetProfile(slangRequest, 0, spFindProfile(session, input.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 (input.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 (input.passThrough != SLANG_PASS_THROUGH_NONE)
{
spSetPassThrough(slangRequest, input.passThrough);
}
// Process any additional command-line options specified for Slang using
// the `-xslang <arg>` option to `render-test`.
SLANG_RETURN_ON_FAIL(spProcessCommandLineArguments(slangRequest, input.args, input.argCount));
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;
const auto sourceLanguage = input.sourceLanguage;
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;
}
Slang::List<const char*> rawGlobalTypeNames;
for (auto typeName : request.globalGenericTypeArguments)
rawGlobalTypeNames.add(typeName.getBuffer());
spSetGlobalGenericArgs(
slangRequest,
(int)rawGlobalTypeNames.getCount(),
rawGlobalTypeNames.getBuffer());
Slang::List<const char*> rawEntryPointTypeNames;
for (auto typeName : request.entryPointGenericTypeArguments)
rawEntryPointTypeNames.add(typeName.getBuffer());
const int globalExistentialTypeCount = int(request.globalExistentialTypeArguments.getCount());
for(int ii = 0; ii < globalExistentialTypeCount; ++ii )
{
spSetTypeNameForGlobalExistentialTypeParam(slangRequest, ii, request.globalExistentialTypeArguments[ii].getBuffer());
}
const int entryPointExistentialTypeCount = int(request.entryPointExistentialTypeArguments.getCount());
auto setEntryPointExistentialTypeArgs = [&](int entryPoint)
{
for( int ii = 0; ii < entryPointExistentialTypeCount; ++ii )
{
spSetTypeNameForEntryPointExistentialTypeParam(slangRequest, entryPoint, ii, request.entryPointExistentialTypeArguments[ii].getBuffer());
}
};
if (request.computeShader.name)
{
int computeEntryPoint = spAddEntryPointEx(slangRequest, computeTranslationUnit,
computeEntryPointName,
SLANG_STAGE_COMPUTE,
(int)rawEntryPointTypeNames.getCount(),
rawEntryPointTypeNames.getBuffer());
setEntryPointExistentialTypeArgs(computeEntryPoint);
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;
out.set(PipelineType::Compute, &kernelDesc, 1);
}
}
else
{
int vertexEntryPoint = spAddEntryPointEx(slangRequest, vertexTranslationUnit, vertexEntryPointName, SLANG_STAGE_VERTEX, (int)rawEntryPointTypeNames.getCount(), rawEntryPointTypeNames.getBuffer());
int fragmentEntryPoint = spAddEntryPointEx(slangRequest, fragmentTranslationUnit, fragmentEntryPointName, SLANG_STAGE_FRAGMENT, (int)rawEntryPointTypeNames.getCount(), rawEntryPointTypeNames.getBuffer());
setEntryPointExistentialTypeArgs(vertexEntryPoint);
setEntryPointExistentialTypeArgs(fragmentEntryPoint);
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;
out.set(PipelineType::Graphics, kernelDescs, kDescCount);
}
}
return SLANG_OK;
}
} // renderer_test
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