1 Also see the Khronos landing page for glslang as a reference front end: 2 3 https://www.khronos.org/opengles/sdk/tools/Reference-Compiler/ 4 5 The above page includes where to get binaries, and is kept up to date 6 regarding the feature level of glslang. 7 8 glslang 9 ======= 10 11 [](https://travis-ci.org/KhronosGroup/glslang) 12 [](https://ci.appveyor.com/project/Khronoswebmaster/glslang/branch/master) 13 14 An OpenGL and OpenGL ES shader front end and validator. 15 16 There are several components: 17 18 1. A GLSL/ESSL front-end for reference validation and translation of GLSL/ESSL into an AST. 19 20 2. An HLSL front-end for translation of a broad generic HLL into the AST. See [issue 362](https://github.com/KhronosGroup/glslang/issues/362) and [issue 701](https://github.com/KhronosGroup/glslang/issues/701) for current status. 21 22 3. A SPIR-V back end for translating the AST to SPIR-V. 23 24 4. A standalone wrapper, `glslangValidator`, that can be used as a command-line tool for the above. 25 26 How to add a feature protected by a version/extension/stage/profile: See the 27 comment in `glslang/MachineIndependent/Versions.cpp`. 28 29 Tasks waiting to be done are documented as GitHub issues. 30 31 Execution of Standalone Wrapper 32 ------------------------------- 33 34 To use the standalone binary form, execute `glslangValidator`, and it will print 35 a usage statement. Basic operation is to give it a file containing a shader, 36 and it will print out warnings/errors and optionally an AST. 37 38 The applied stage-specific rules are based on the file extension: 39 * `.vert` for a vertex shader 40 * `.tesc` for a tessellation control shader 41 * `.tese` for a tessellation evaluation shader 42 * `.geom` for a geometry shader 43 * `.frag` for a fragment shader 44 * `.comp` for a compute shader 45 46 There is also a non-shader extension 47 * `.conf` for a configuration file of limits, see usage statement for example 48 49 Building 50 -------- 51 52 Instead of building manually, you can also download the binaries for your 53 platform directly from the [master-tot release][master-tot-release] on GitHub. 54 Those binaries are automatically uploaded by the buildbots after successful 55 testing and they always reflect the current top of the tree of the master 56 branch. 57 58 ### Dependencies 59 60 * A C++11 compiler. 61 (For MSVS: 2015 is recommended, 2013 is fully supported/tested, and 2010 support is attempted, but not tested.) 62 * [CMake][cmake]: for generating compilation targets. 63 * make: _Linux_, ninja is an alternative, if configured. 64 * [Python 2.7][python]: for executing SPIRV-Tools scripts. (Optional if not using SPIRV-Tools.) 65 * [bison][bison]: _optional_, but needed when changing the grammar (glslang.y). 66 * [googletest][googletest]: _optional_, but should use if making any changes to glslang. 67 68 ### Build steps 69 70 The following steps assume a Bash shell. On Windows, that could be the Git Bash 71 shell or some other shell of your choosing. 72 73 #### 1) Check-Out this project 74 75 ```bash 76 cd <parent of where you want glslang to be> 77 git clone https://github.com/KhronosGroup/glslang.git 78 ``` 79 80 #### 2) Check-Out External Projects 81 82 ```bash 83 cd <the directory glslang was cloned to, "External" will be a subdirectory> 84 git clone https://github.com/google/googletest.git External/googletest 85 ``` 86 87 If you want to use googletest with Visual Studio 2013, you also need to check out an older version: 88 89 ```bash 90 # to use googletest with Visual Studio 2013 91 cd External/googletest 92 git checkout 440527a61e1c91188195f7de212c63c77e8f0a45 93 cd ../.. 94 ``` 95 96 If you wish to assure that SPIR-V generated from HLSL is legal for Vulkan, 97 or wish to invoke -Os to reduce SPIR-V size from HLSL or GLSL, install 98 spirv-tools with this: 99 100 ```bash 101 ./update_glslang_sources.py 102 ``` 103 104 #### 3) Configure 105 106 Assume the source directory is `$SOURCE_DIR` and the build directory is 107 `$BUILD_DIR`. First ensure the build directory exists, then navigate to it: 108 109 ```bash 110 mkdir -p $BUILD_DIR 111 cd $BUILD_DIR 112 ``` 113 114 For building on Linux: 115 116 ```bash 117 cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX="$(pwd)/install" $SOURCE_DIR 118 # "Release" (for CMAKE_BUILD_TYPE) could also be "Debug" or "RelWithDebInfo" 119 ``` 120 121 For building on Windows: 122 123 ```bash 124 cmake $SOURCE_DIR -DCMAKE_INSTALL_PREFIX="$(pwd)/install" 125 # The CMAKE_INSTALL_PREFIX part is for testing (explained later). 126 ``` 127 128 The CMake GUI also works for Windows (version 3.4.1 tested). 129 130 Also, consider using `git config --global core.fileMode false` (or with `--local`) on Windows 131 to prevent the addition of execution permission on files. 132 133 #### 4) Build and Install 134 135 ```bash 136 # for Linux: 137 make -j4 install 138 139 # for Windows: 140 cmake --build . --config Release --target install 141 # "Release" (for --config) could also be "Debug", "MinSizeRel", or "RelWithDebInfo" 142 ``` 143 144 If using MSVC, after running CMake to configure, use the 145 Configuration Manager to check the `INSTALL` project. 146 147 ### If you need to change the GLSL grammar 148 149 The grammar in `glslang/MachineIndependent/glslang.y` has to be recompiled with 150 bison if it changes, the output files are committed to the repo to avoid every 151 developer needing to have bison configured to compile the project when grammar 152 changes are quite infrequent. For windows you can get binaries from 153 [GnuWin32][bison-gnu-win32]. 154 155 The command to rebuild is: 156 157 ```bash 158 bison --defines=MachineIndependent/glslang_tab.cpp.h 159 -t MachineIndependent/glslang.y 160 -o MachineIndependent/glslang_tab.cpp 161 ``` 162 163 The above command is also available in the bash script at 164 `glslang/updateGrammar`. 165 166 Testing 167 ------- 168 169 Right now, there are two test harnesses existing in glslang: one is [Google 170 Test](gtests/), one is the [`runtests` script](Test/runtests). The former 171 runs unit tests and single-shader single-threaded integration tests, while 172 the latter runs multiple-shader linking tests and multi-threaded tests. 173 174 ### Running tests 175 176 The [`runtests` script](Test/runtests) requires compiled binaries to be 177 installed into `$BUILD_DIR/install`. Please make sure you have supplied the 178 correct configuration to CMake (using `-DCMAKE_INSTALL_PREFIX`) when building; 179 otherwise, you may want to modify the path in the `runtests` script. 180 181 Running Google Test-backed tests: 182 183 ```bash 184 cd $BUILD_DIR 185 186 # for Linux: 187 ctest 188 189 # for Windows: 190 ctest -C {Debug|Release|RelWithDebInfo|MinSizeRel} 191 192 # or, run the test binary directly 193 # (which gives more fine-grained control like filtering): 194 <dir-to-glslangtests-in-build-dir>/glslangtests 195 ``` 196 197 Running `runtests` script-backed tests: 198 199 ```bash 200 cd $SOURCE_DIR/Test && ./runtests 201 ``` 202 203 ### Contributing tests 204 205 Test results should always be included with a pull request that modifies 206 functionality. 207 208 If you are writing unit tests, please use the Google Test framework and 209 place the tests under the `gtests/` directory. 210 211 Integration tests are placed in the `Test/` directory. It contains test input 212 and a subdirectory `baseResults/` that contains the expected results of the 213 tests. Both the tests and `baseResults/` are under source-code control. 214 215 Google Test runs those integration tests by reading the test input, compiling 216 them, and then compare against the expected results in `baseResults/`. The 217 integration tests to run via Google Test is registered in various 218 `gtests/*.FromFile.cpp` source files. `glslangtests` provides a command-line 219 option `--update-mode`, which, if supplied, will overwrite the golden files 220 under the `baseResults/` directory with real output from that invocation. 221 For more information, please check `gtests/` directory's 222 [README](gtests/README.md). 223 224 For the `runtests` script, it will generate current results in the 225 `localResults/` directory and `diff` them against the `baseResults/`. 226 When you want to update the tracked test results, they need to be 227 copied from `localResults/` to `baseResults/`. This can be done by 228 the `bump` shell script. 229 230 You can add your own private list of tests, not tracked publicly, by using 231 `localtestlist` to list non-tracked tests. This is automatically read 232 by `runtests` and included in the `diff` and `bump` process. 233 234 Programmatic Interfaces 235 ----------------------- 236 237 Another piece of software can programmatically translate shaders to an AST 238 using one of two different interfaces: 239 * A new C++ class-oriented interface, or 240 * The original C functional interface 241 242 The `main()` in `StandAlone/StandAlone.cpp` shows examples using both styles. 243 244 ### C++ Class Interface (new, preferred) 245 246 This interface is in roughly the last 1/3 of `ShaderLang.h`. It is in the 247 glslang namespace and contains the following. 248 249 ```cxx 250 const char* GetEsslVersionString(); 251 const char* GetGlslVersionString(); 252 bool InitializeProcess(); 253 void FinalizeProcess(); 254 255 class TShader 256 setStrings(...); 257 setEnvInput(EShSourceHlsl or EShSourceGlsl, stage, EShClientVulkan or EShClientOpenGL, 100); 258 setEnvClient(EShClientVulkan or EShClientOpenGL, EShTargetVulkan_1_0 or EShTargetVulkan_1_1 or EShTargetOpenGL_450); 259 setEnvTarget(EShTargetSpv, EShTargetSpv_1_0 or EShTargetSpv_1_3); 260 bool parse(...); 261 const char* getInfoLog(); 262 263 class TProgram 264 void addShader(...); 265 bool link(...); 266 const char* getInfoLog(); 267 Reflection queries 268 ``` 269 270 See `ShaderLang.h` and the usage of it in `StandAlone/StandAlone.cpp` for more 271 details. 272 273 ### C Functional Interface (orignal) 274 275 This interface is in roughly the first 2/3 of `ShaderLang.h`, and referred to 276 as the `Sh*()` interface, as all the entry points start `Sh`. 277 278 The `Sh*()` interface takes a "compiler" call-back object, which it calls after 279 building call back that is passed the AST and can then execute a backend on it. 280 281 The following is a simplified resulting run-time call stack: 282 283 ```c 284 ShCompile(shader, compiler) -> compiler(AST) -> <back end> 285 ``` 286 287 In practice, `ShCompile()` takes shader strings, default version, and 288 warning/error and other options for controlling compilation. 289 290 Basic Internal Operation 291 ------------------------ 292 293 * Initial lexical analysis is done by the preprocessor in 294 `MachineIndependent/Preprocessor`, and then refined by a GLSL scanner 295 in `MachineIndependent/Scan.cpp`. There is currently no use of flex. 296 297 * Code is parsed using bison on `MachineIndependent/glslang.y` with the 298 aid of a symbol table and an AST. The symbol table is not passed on to 299 the back-end; the intermediate representation stands on its own. 300 The tree is built by the grammar productions, many of which are 301 offloaded into `ParseHelper.cpp`, and by `Intermediate.cpp`. 302 303 * The intermediate representation is very high-level, and represented 304 as an in-memory tree. This serves to lose no information from the 305 original program, and to have efficient transfer of the result from 306 parsing to the back-end. In the AST, constants are propogated and 307 folded, and a very small amount of dead code is eliminated. 308 309 To aid linking and reflection, the last top-level branch in the AST 310 lists all global symbols. 311 312 * The primary algorithm of the back-end compiler is to traverse the 313 tree (high-level intermediate representation), and create an internal 314 object code representation. There is an example of how to do this 315 in `MachineIndependent/intermOut.cpp`. 316 317 * Reduction of the tree to a linear byte-code style low-level intermediate 318 representation is likely a good way to generate fully optimized code. 319 320 * There is currently some dead old-style linker-type code still lying around. 321 322 * Memory pool: parsing uses types derived from C++ `std` types, using a 323 custom allocator that puts them in a memory pool. This makes allocation 324 of individual container/contents just few cycles and deallocation free. 325 This pool is popped after the AST is made and processed. 326 327 The use is simple: if you are going to call `new`, there are three cases: 328 329 - the object comes from the pool (its base class has the macro 330 `POOL_ALLOCATOR_NEW_DELETE` in it) and you do not have to call `delete` 331 332 - it is a `TString`, in which case call `NewPoolTString()`, which gets 333 it from the pool, and there is no corresponding `delete` 334 335 - the object does not come from the pool, and you have to do normal 336 C++ memory management of what you `new` 337 338 339 [cmake]: https://cmake.org/ 340 [python]: https://www.python.org/ 341 [bison]: https://www.gnu.org/software/bison/ 342 [googletest]: https://github.com/google/googletest 343 [bison-gnu-win32]: http://gnuwin32.sourceforge.net/packages/bison.htm 344 [master-tot-release]: https://github.com/KhronosGroup/glslang/releases/tag/master-tot 345