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