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1# News
2
31. Visual Studio 2013 is no longer supported
4
5   [As scheduled](https://github.com/KhronosGroup/glslang/blob/9eef54b2513ca6b40b47b07d24f453848b65c0df/README.md#planned-deprecationsremovals),
6Microsoft Visual Studio 2013 is no longer officially supported. \
7   Please upgrade to at least Visual Studio 2015.
8
92. The versioning scheme is being improved, and you might notice some differences.  This is currently WIP, but will be coming soon.  See, for example, PR #2277.
10
113. If you get a new **compilation error due to a missing header**, it might be caused by this planned removal:
12
13**SPIRV Folder, 1-May, 2020.** Glslang, when installed through CMake,
14will install a `SPIRV` folder into `${CMAKE_INSTALL_INCLUDEDIR}`.
15This `SPIRV` folder is being moved to `glslang/SPIRV`.
16During the transition the `SPIRV` folder will be installed into both locations.
17The old install of `SPIRV/` will be removed as a CMake install target no sooner than May 1, 2020.
18See issue #1964.
19
20If people are only using this location to get spirv.hpp, I recommend they get that from [SPIRV-Headers](https://github.com/KhronosGroup/SPIRV-Headers) instead.
21
22[![Build Status](https://travis-ci.org/KhronosGroup/glslang.svg?branch=master)](https://travis-ci.org/KhronosGroup/glslang)
23[![Build status](https://ci.appveyor.com/api/projects/status/q6fi9cb0qnhkla68/branch/master?svg=true)](https://ci.appveyor.com/project/Khronoswebmaster/glslang/branch/master)
24
25# Glslang Components and Status
26
27There are several components:
28
29### Reference Validator and GLSL/ESSL -> AST Front End
30
31An OpenGL GLSL and OpenGL|ES GLSL (ESSL) front-end for reference validation and translation of GLSL/ESSL into an internal abstract syntax tree (AST).
32
33**Status**: Virtually complete, with results carrying similar weight as the specifications.
34
35### HLSL -> AST Front End
36
37An HLSL front-end for translation of an approximation of HLSL to glslang's AST form.
38
39**Status**: Partially complete. Semantics are not reference quality and input is not validated.
40This is in contrast to the [DXC project](https://github.com/Microsoft/DirectXShaderCompiler), which receives a much larger investment and attempts to have definitive/reference-level semantics.
41
42See [issue 362](https://github.com/KhronosGroup/glslang/issues/362) and [issue 701](https://github.com/KhronosGroup/glslang/issues/701) for current status.
43
44### AST -> SPIR-V Back End
45
46Translates glslang's AST to the Khronos-specified SPIR-V intermediate language.
47
48**Status**: Virtually complete.
49
50### Reflector
51
52An API for getting reflection information from the AST, reflection types/variables/etc. from the HLL source (not the SPIR-V).
53
54**Status**: There is a large amount of functionality present, but no specification/goal to measure completeness against.  It is accurate for the input HLL and AST, but only approximate for what would later be emitted for SPIR-V.
55
56### Standalone Wrapper
57
58`glslangValidator` is command-line tool for accessing the functionality above.
59
60Status: Complete.
61
62Tasks waiting to be done are documented as GitHub issues.
63
64## Other References
65
66Also see the Khronos landing page for glslang as a reference front end:
67
68https://www.khronos.org/opengles/sdk/tools/Reference-Compiler/
69
70The above page, while not kept up to date, includes additional information regarding glslang as a reference validator.
71
72# How to Use Glslang
73
74## Execution of Standalone Wrapper
75
76To use the standalone binary form, execute `glslangValidator`, and it will print
77a usage statement.  Basic operation is to give it a file containing a shader,
78and it will print out warnings/errors and optionally an AST.
79
80The applied stage-specific rules are based on the file extension:
81* `.vert` for a vertex shader
82* `.tesc` for a tessellation control shader
83* `.tese` for a tessellation evaluation shader
84* `.geom` for a geometry shader
85* `.frag` for a fragment shader
86* `.comp` for a compute shader
87
88There is also a non-shader extension
89* `.conf` for a configuration file of limits, see usage statement for example
90
91## Building (CMake)
92
93Instead of building manually, you can also download the binaries for your
94platform directly from the [master-tot release][master-tot-release] on GitHub.
95Those binaries are automatically uploaded by the buildbots after successful
96testing and they always reflect the current top of the tree of the master
97branch.
98
99### Dependencies
100
101* A C++11 compiler.
102  (For MSVS: use 2015 or later.)
103* [CMake][cmake]: for generating compilation targets.
104* make: _Linux_, ninja is an alternative, if configured.
105* [Python 3.x][python]: for executing SPIRV-Tools scripts. (Optional if not using SPIRV-Tools and the 'External' subdirectory does not exist.)
106* [bison][bison]: _optional_, but needed when changing the grammar (glslang.y).
107* [googletest][googletest]: _optional_, but should use if making any changes to glslang.
108
109### Build steps
110
111The following steps assume a Bash shell. On Windows, that could be the Git Bash
112shell or some other shell of your choosing.
113
114#### 1) Check-Out this project
115
116```bash
117cd <parent of where you want glslang to be>
118git clone https://github.com/KhronosGroup/glslang.git
119```
120
121#### 2) Check-Out External Projects
122
123```bash
124cd <the directory glslang was cloned to, "External" will be a subdirectory>
125git clone https://github.com/google/googletest.git External/googletest
126```
127
128If you wish to assure that SPIR-V generated from HLSL is legal for Vulkan,
129wish to invoke -Os to reduce SPIR-V size from HLSL or GLSL, or wish to run the
130integrated test suite, install spirv-tools with this:
131
132```bash
133./update_glslang_sources.py
134```
135
136#### 3) Configure
137
138Assume the source directory is `$SOURCE_DIR` and the build directory is
139`$BUILD_DIR`. First ensure the build directory exists, then navigate to it:
140
141```bash
142mkdir -p $BUILD_DIR
143cd $BUILD_DIR
144```
145
146For building on Linux:
147
148```bash
149cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX="$(pwd)/install" $SOURCE_DIR
150# "Release" (for CMAKE_BUILD_TYPE) could also be "Debug" or "RelWithDebInfo"
151```
152
153For building on Android:
154```bash
155cmake $SOURCE_DIR -G "Unix Makefiles" -DCMAKE_INSTALL_PREFIX="$(pwd)/install" -DANDROID_ABI=arm64-v8a -DCMAKE_BUILD_TYPE=Release -DANDROID_STL=c++_static -DANDROID_PLATFORM=android-24 -DCMAKE_SYSTEM_NAME=Android -DANDROID_TOOLCHAIN=clang -DANDROID_ARM_MODE=arm -DCMAKE_MAKE_PROGRAM=$ANDROID_NDK_ROOT/prebuilt/linux-x86_64/bin/make -DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK_ROOT/build/cmake/android.toolchain.cmake
156# If on Windows will be -DCMAKE_MAKE_PROGRAM=%ANDROID_NDK_ROOT%\prebuilt\windows-x86_64\bin\make.exe
157# -G is needed for building on Windows
158# -DANDROID_ABI can also be armeabi-v7a for 32 bit
159```
160
161For building on Windows:
162
163```bash
164cmake $SOURCE_DIR -DCMAKE_INSTALL_PREFIX="$(pwd)/install"
165# The CMAKE_INSTALL_PREFIX part is for testing (explained later).
166```
167
168The CMake GUI also works for Windows (version 3.4.1 tested).
169
170Also, consider using `git config --global core.fileMode false` (or with `--local`) on Windows
171to prevent the addition of execution permission on files.
172
173#### 4) Build and Install
174
175```bash
176# for Linux:
177make -j4 install
178
179# for Windows:
180cmake --build . --config Release --target install
181# "Release" (for --config) could also be "Debug", "MinSizeRel", or "RelWithDebInfo"
182```
183
184If using MSVC, after running CMake to configure, use the
185Configuration Manager to check the `INSTALL` project.
186
187### Building (GN)
188
189glslang can also be built with the [GN build system](https://gn.googlesource.com/gn/).
190
191#### 1) Install `depot_tools`
192
193Download [depot_tools.zip](https://storage.googleapis.com/chrome-infra/depot_tools.zip),
194extract to a directory, and add this directory to your `PATH`.
195
196#### 2) Synchronize dependencies and generate build files
197
198This only needs to be done once after updating `glslang`.
199
200With the current directory set to your `glslang` checkout, type:
201
202```bash
203./update_glslang_sources.py
204gclient sync --gclientfile=standalone.gclient
205gn gen out/Default
206```
207
208#### 3) Build
209
210With the current directory set to your `glslang` checkout, type:
211
212```bash
213cd out/Default
214ninja
215```
216
217### If you need to change the GLSL grammar
218
219The grammar in `glslang/MachineIndependent/glslang.y` has to be recompiled with
220bison if it changes, the output files are committed to the repo to avoid every
221developer needing to have bison configured to compile the project when grammar
222changes are quite infrequent. For windows you can get binaries from
223[GnuWin32][bison-gnu-win32].
224
225The command to rebuild is:
226
227```bash
228m4 -P MachineIndependent/glslang.m4 > MachineIndependent/glslang.y
229bison --defines=MachineIndependent/glslang_tab.cpp.h
230      -t MachineIndependent/glslang.y
231      -o MachineIndependent/glslang_tab.cpp
232```
233
234The above commands are also available in the bash script in `updateGrammar`,
235when executed from the glslang subdirectory of the glslang repository.
236With no arguments it builds the full grammar, and with a "web" argument,
237the web grammar subset (see more about the web subset in the next section).
238
239### Building to WASM for the Web and Node
240### Building a standalone JS/WASM library for the Web and Node
241
242Use the steps in [Build Steps](#build-steps), with the following notes/exceptions:
243* `emsdk` needs to be present in your executable search path, *PATH* for
244  Bash-like environments:
245  + [Instructions located here](https://emscripten.org/docs/getting_started/downloads.html#sdk-download-and-install)
246* Wrap cmake call: `emcmake cmake`
247* Set `-DBUILD_TESTING=OFF -DENABLE_OPT=OFF -DINSTALL_GTEST=OFF`.
248* Set `-DENABLE_HLSL=OFF` if HLSL is not needed.
249* For a standalone JS/WASM library, turn on `-DENABLE_GLSLANG_JS=ON`.
250* For building a minimum-size web subset of core glslang:
251  + turn on `-DENABLE_GLSLANG_WEBMIN=ON` (disables HLSL)
252  + execute `updateGrammar web` from the glslang subdirectory
253    (or if using your own scripts, `m4` needs a `-DGLSLANG_WEB` argument)
254  + optionally, for GLSL compilation error messages, turn on
255    `-DENABLE_GLSLANG_WEBMIN_DEVEL=ON`
256* To get a fully minimized build, make sure to use `brotli` to compress the .js
257  and .wasm files
258
259Example:
260
261```sh
262emcmake cmake -DCMAKE_BUILD_TYPE=Release -DENABLE_GLSLANG_JS=ON \
263    -DENABLE_HLSL=OFF -DBUILD_TESTING=OFF -DENABLE_OPT=OFF -DINSTALL_GTEST=OFF ..
264```
265
266## Building glslang - Using vcpkg
267
268You can download and install glslang using the [vcpkg](https://github.com/Microsoft/vcpkg) dependency manager:
269
270    git clone https://github.com/Microsoft/vcpkg.git
271    cd vcpkg
272    ./bootstrap-vcpkg.sh
273    ./vcpkg integrate install
274    ./vcpkg install glslang
275
276The glslang port in vcpkg is kept up to date by Microsoft team members and community contributors. If the version is out of date, please [create an issue or pull request](https://github.com/Microsoft/vcpkg) on the vcpkg repository.
277
278## Testing
279
280Right now, there are two test harnesses existing in glslang: one is [Google
281Test](gtests/), one is the [`runtests` script](Test/runtests). The former
282runs unit tests and single-shader single-threaded integration tests, while
283the latter runs multiple-shader linking tests and multi-threaded tests.
284
285### Running tests
286
287The [`runtests` script](Test/runtests) requires compiled binaries to be
288installed into `$BUILD_DIR/install`. Please make sure you have supplied the
289correct configuration to CMake (using `-DCMAKE_INSTALL_PREFIX`) when building;
290otherwise, you may want to modify the path in the `runtests` script.
291
292Running Google Test-backed tests:
293
294```bash
295cd $BUILD_DIR
296
297# for Linux:
298ctest
299
300# for Windows:
301ctest -C {Debug|Release|RelWithDebInfo|MinSizeRel}
302
303# or, run the test binary directly
304# (which gives more fine-grained control like filtering):
305<dir-to-glslangtests-in-build-dir>/glslangtests
306```
307
308Running `runtests` script-backed tests:
309
310```bash
311cd $SOURCE_DIR/Test && ./runtests
312```
313
314If some tests fail with validation errors, there may be a mismatch between the
315version of `spirv-val` on the system and the version of glslang.  In this
316case, it is necessary to run `update_glslang_sources.py`.  See "Check-Out
317External Projects" above for more details.
318
319### Contributing tests
320
321Test results should always be included with a pull request that modifies
322functionality.
323
324If you are writing unit tests, please use the Google Test framework and
325place the tests under the `gtests/` directory.
326
327Integration tests are placed in the `Test/` directory. It contains test input
328and a subdirectory `baseResults/` that contains the expected results of the
329tests.  Both the tests and `baseResults/` are under source-code control.
330
331Google Test runs those integration tests by reading the test input, compiling
332them, and then compare against the expected results in `baseResults/`. The
333integration tests to run via Google Test is registered in various
334`gtests/*.FromFile.cpp` source files. `glslangtests` provides a command-line
335option `--update-mode`, which, if supplied, will overwrite the golden files
336under the `baseResults/` directory with real output from that invocation.
337For more information, please check `gtests/` directory's
338[README](gtests/README.md).
339
340For the `runtests` script, it will generate current results in the
341`localResults/` directory and `diff` them against the `baseResults/`.
342When you want to update the tracked test results, they need to be
343copied from `localResults/` to `baseResults/`.  This can be done by
344the `bump` shell script.
345
346You can add your own private list of tests, not tracked publicly, by using
347`localtestlist` to list non-tracked tests.  This is automatically read
348by `runtests` and included in the `diff` and `bump` process.
349
350## Programmatic Interfaces
351
352Another piece of software can programmatically translate shaders to an AST
353using one of two different interfaces:
354* A new C++ class-oriented interface, or
355* The original C functional interface
356
357The `main()` in `StandAlone/StandAlone.cpp` shows examples using both styles.
358
359### C++ Class Interface (new, preferred)
360
361This interface is in roughly the last 1/3 of `ShaderLang.h`.  It is in the
362glslang namespace and contains the following, here with suggested calls
363for generating SPIR-V:
364
365```cxx
366const char* GetEsslVersionString();
367const char* GetGlslVersionString();
368bool InitializeProcess();
369void FinalizeProcess();
370
371class TShader
372    setStrings(...);
373    setEnvInput(EShSourceHlsl or EShSourceGlsl, stage,  EShClientVulkan or EShClientOpenGL, 100);
374    setEnvClient(EShClientVulkan or EShClientOpenGL, EShTargetVulkan_1_0 or EShTargetVulkan_1_1 or EShTargetOpenGL_450);
375    setEnvTarget(EShTargetSpv, EShTargetSpv_1_0 or EShTargetSpv_1_3);
376    bool parse(...);
377    const char* getInfoLog();
378
379class TProgram
380    void addShader(...);
381    bool link(...);
382    const char* getInfoLog();
383    Reflection queries
384```
385
386For just validating (not generating code), substitute these calls:
387
388```cxx
389    setEnvInput(EShSourceHlsl or EShSourceGlsl, stage,  EShClientNone, 0);
390    setEnvClient(EShClientNone, 0);
391    setEnvTarget(EShTargetNone, 0);
392```
393
394See `ShaderLang.h` and the usage of it in `StandAlone/StandAlone.cpp` for more
395details. There is a block comment giving more detail above the calls for
396`setEnvInput, setEnvClient, and setEnvTarget`.
397
398### C Functional Interface (original)
399
400This interface is in roughly the first 2/3 of `ShaderLang.h`, and referred to
401as the `Sh*()` interface, as all the entry points start `Sh`.
402
403The `Sh*()` interface takes a "compiler" call-back object, which it calls after
404building call back that is passed the AST and can then execute a back end on it.
405
406The following is a simplified resulting run-time call stack:
407
408```c
409ShCompile(shader, compiler) -> compiler(AST) -> <back end>
410```
411
412In practice, `ShCompile()` takes shader strings, default version, and
413warning/error and other options for controlling compilation.
414
415## Basic Internal Operation
416
417* Initial lexical analysis is done by the preprocessor in
418  `MachineIndependent/Preprocessor`, and then refined by a GLSL scanner
419  in `MachineIndependent/Scan.cpp`.  There is currently no use of flex.
420
421* Code is parsed using bison on `MachineIndependent/glslang.y` with the
422  aid of a symbol table and an AST.  The symbol table is not passed on to
423  the back-end; the intermediate representation stands on its own.
424  The tree is built by the grammar productions, many of which are
425  offloaded into `ParseHelper.cpp`, and by `Intermediate.cpp`.
426
427* The intermediate representation is very high-level, and represented
428  as an in-memory tree.   This serves to lose no information from the
429  original program, and to have efficient transfer of the result from
430  parsing to the back-end.  In the AST, constants are propagated and
431  folded, and a very small amount of dead code is eliminated.
432
433  To aid linking and reflection, the last top-level branch in the AST
434  lists all global symbols.
435
436* The primary algorithm of the back-end compiler is to traverse the
437  tree (high-level intermediate representation), and create an internal
438  object code representation.  There is an example of how to do this
439  in `MachineIndependent/intermOut.cpp`.
440
441* Reduction of the tree to a linear byte-code style low-level intermediate
442  representation is likely a good way to generate fully optimized code.
443
444* There is currently some dead old-style linker-type code still lying around.
445
446* Memory pool: parsing uses types derived from C++ `std` types, using a
447  custom allocator that puts them in a memory pool.  This makes allocation
448  of individual container/contents just few cycles and deallocation free.
449  This pool is popped after the AST is made and processed.
450
451  The use is simple: if you are going to call `new`, there are three cases:
452
453  - the object comes from the pool (its base class has the macro
454    `POOL_ALLOCATOR_NEW_DELETE` in it) and you do not have to call `delete`
455
456  - it is a `TString`, in which case call `NewPoolTString()`, which gets
457    it from the pool, and there is no corresponding `delete`
458
459  - the object does not come from the pool, and you have to do normal
460    C++ memory management of what you `new`
461
462* Features can be protected by version/extension/stage/profile:
463  See the comment in `glslang/MachineIndependent/Versions.cpp`.
464
465[cmake]: https://cmake.org/
466[python]: https://www.python.org/
467[bison]: https://www.gnu.org/software/bison/
468[googletest]: https://github.com/google/googletest
469[bison-gnu-win32]: http://gnuwin32.sourceforge.net/packages/bison.htm
470[master-tot-release]: https://github.com/KhronosGroup/glslang/releases/tag/master-tot
471