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 128TEMPORARY NOTICE: additionally perform the following to avoid a current 129breakage in googletest: 130 131```bash 132cd External/googletest 133git checkout 0c400f67fcf305869c5fb113dd296eca266c9725 134cd ../.. 135``` 136 137If you wish to assure that SPIR-V generated from HLSL is legal for Vulkan, 138wish to invoke -Os to reduce SPIR-V size from HLSL or GLSL, or wish to run the 139integrated test suite, install spirv-tools with this: 140 141```bash 142./update_glslang_sources.py 143``` 144 145#### 3) Configure 146 147Assume the source directory is `$SOURCE_DIR` and the build directory is 148`$BUILD_DIR`. First ensure the build directory exists, then navigate to it: 149 150```bash 151mkdir -p $BUILD_DIR 152cd $BUILD_DIR 153``` 154 155For building on Linux: 156 157```bash 158cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX="$(pwd)/install" $SOURCE_DIR 159# "Release" (for CMAKE_BUILD_TYPE) could also be "Debug" or "RelWithDebInfo" 160``` 161 162For building on Android: 163```bash 164cmake $SOURCE_DIR -G "Unix Makefiles" -DCMAKE_INSTALL_PREFIX="$(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 165# If on Windows will be -DCMAKE_MAKE_PROGRAM=%ANDROID_NDK_ROOT%\prebuilt\windows-x86_64\bin\make.exe 166# -G is needed for building on Windows 167# -DANDROID_ABI can also be armeabi-v7a for 32 bit 168``` 169 170For building on Windows: 171 172```bash 173cmake $SOURCE_DIR -DCMAKE_INSTALL_PREFIX="$(pwd)/install" 174# The CMAKE_INSTALL_PREFIX part is for testing (explained later). 175``` 176 177The CMake GUI also works for Windows (version 3.4.1 tested). 178 179Also, consider using `git config --global core.fileMode false` (or with `--local`) on Windows 180to prevent the addition of execution permission on files. 181 182#### 4) Build and Install 183 184```bash 185# for Linux: 186make -j4 install 187 188# for Windows: 189cmake --build . --config Release --target install 190# "Release" (for --config) could also be "Debug", "MinSizeRel", or "RelWithDebInfo" 191``` 192 193If using MSVC, after running CMake to configure, use the 194Configuration Manager to check the `INSTALL` project. 195 196### Building (GN) 197 198glslang can also be built with the [GN build system](https://gn.googlesource.com/gn/). 199 200#### 1) Install `depot_tools` 201 202Download [depot_tools.zip](https://storage.googleapis.com/chrome-infra/depot_tools.zip), 203extract to a directory, and add this directory to your `PATH`. 204 205#### 2) Synchronize dependencies and generate build files 206 207This only needs to be done once after updating `glslang`. 208 209With the current directory set to your `glslang` checkout, type: 210 211```bash 212./update_glslang_sources.py 213gclient sync --gclientfile=standalone.gclient 214gn gen out/Default 215``` 216 217#### 3) Build 218 219With the current directory set to your `glslang` checkout, type: 220 221```bash 222cd out/Default 223ninja 224``` 225 226### If you need to change the GLSL grammar 227 228The grammar in `glslang/MachineIndependent/glslang.y` has to be recompiled with 229bison if it changes, the output files are committed to the repo to avoid every 230developer needing to have bison configured to compile the project when grammar 231changes are quite infrequent. For windows you can get binaries from 232[GnuWin32][bison-gnu-win32]. 233 234The command to rebuild is: 235 236```bash 237m4 -P MachineIndependent/glslang.m4 > MachineIndependent/glslang.y 238bison --defines=MachineIndependent/glslang_tab.cpp.h 239 -t MachineIndependent/glslang.y 240 -o MachineIndependent/glslang_tab.cpp 241``` 242 243The above commands are also available in the bash script in `updateGrammar`, 244when executed from the glslang subdirectory of the glslang repository. 245With no arguments it builds the full grammar, and with a "web" argument, 246the web grammar subset (see more about the web subset in the next section). 247 248### Building to WASM for the Web and Node 249### Building a standalone JS/WASM library for the Web and Node 250 251Use the steps in [Build Steps](#build-steps), with the following notes/exceptions: 252* `emsdk` needs to be present in your executable search path, *PATH* for 253 Bash-like environments: 254 + [Instructions located here](https://emscripten.org/docs/getting_started/downloads.html#sdk-download-and-install) 255* Wrap cmake call: `emcmake cmake` 256* Set `-DBUILD_TESTING=OFF -DENABLE_OPT=OFF -DINSTALL_GTEST=OFF`. 257* Set `-DENABLE_HLSL=OFF` if HLSL is not needed. 258* For a standalone JS/WASM library, turn on `-DENABLE_GLSLANG_JS=ON`. 259* For building a minimum-size web subset of core glslang: 260 + turn on `-DENABLE_GLSLANG_WEBMIN=ON` (disables HLSL) 261 + execute `updateGrammar web` from the glslang subdirectory 262 (or if using your own scripts, `m4` needs a `-DGLSLANG_WEB` argument) 263 + optionally, for GLSL compilation error messages, turn on 264 `-DENABLE_GLSLANG_WEBMIN_DEVEL=ON` 265* To get a fully minimized build, make sure to use `brotli` to compress the .js 266 and .wasm files 267 268Example: 269 270```sh 271emcmake cmake -DCMAKE_BUILD_TYPE=Release -DENABLE_GLSLANG_JS=ON \ 272 -DENABLE_HLSL=OFF -DBUILD_TESTING=OFF -DENABLE_OPT=OFF -DINSTALL_GTEST=OFF .. 273``` 274 275## Building glslang - Using vcpkg 276 277You can download and install glslang using the [vcpkg](https://github.com/Microsoft/vcpkg) dependency manager: 278 279 git clone https://github.com/Microsoft/vcpkg.git 280 cd vcpkg 281 ./bootstrap-vcpkg.sh 282 ./vcpkg integrate install 283 ./vcpkg install glslang 284 285The 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. 286 287## Testing 288 289Right now, there are two test harnesses existing in glslang: one is [Google 290Test](gtests/), one is the [`runtests` script](Test/runtests). The former 291runs unit tests and single-shader single-threaded integration tests, while 292the latter runs multiple-shader linking tests and multi-threaded tests. 293 294### Running tests 295 296The [`runtests` script](Test/runtests) requires compiled binaries to be 297installed into `$BUILD_DIR/install`. Please make sure you have supplied the 298correct configuration to CMake (using `-DCMAKE_INSTALL_PREFIX`) when building; 299otherwise, you may want to modify the path in the `runtests` script. 300 301Running Google Test-backed tests: 302 303```bash 304cd $BUILD_DIR 305 306# for Linux: 307ctest 308 309# for Windows: 310ctest -C {Debug|Release|RelWithDebInfo|MinSizeRel} 311 312# or, run the test binary directly 313# (which gives more fine-grained control like filtering): 314<dir-to-glslangtests-in-build-dir>/glslangtests 315``` 316 317Running `runtests` script-backed tests: 318 319```bash 320cd $SOURCE_DIR/Test && ./runtests 321``` 322 323If some tests fail with validation errors, there may be a mismatch between the 324version of `spirv-val` on the system and the version of glslang. In this 325case, it is necessary to run `update_glslang_sources.py`. See "Check-Out 326External Projects" above for more details. 327 328### Contributing tests 329 330Test results should always be included with a pull request that modifies 331functionality. 332 333If you are writing unit tests, please use the Google Test framework and 334place the tests under the `gtests/` directory. 335 336Integration tests are placed in the `Test/` directory. It contains test input 337and a subdirectory `baseResults/` that contains the expected results of the 338tests. Both the tests and `baseResults/` are under source-code control. 339 340Google Test runs those integration tests by reading the test input, compiling 341them, and then compare against the expected results in `baseResults/`. The 342integration tests to run via Google Test is registered in various 343`gtests/*.FromFile.cpp` source files. `glslangtests` provides a command-line 344option `--update-mode`, which, if supplied, will overwrite the golden files 345under the `baseResults/` directory with real output from that invocation. 346For more information, please check `gtests/` directory's 347[README](gtests/README.md). 348 349For the `runtests` script, it will generate current results in the 350`localResults/` directory and `diff` them against the `baseResults/`. 351When you want to update the tracked test results, they need to be 352copied from `localResults/` to `baseResults/`. This can be done by 353the `bump` shell script. 354 355You can add your own private list of tests, not tracked publicly, by using 356`localtestlist` to list non-tracked tests. This is automatically read 357by `runtests` and included in the `diff` and `bump` process. 358 359## Programmatic Interfaces 360 361Another piece of software can programmatically translate shaders to an AST 362using one of two different interfaces: 363* A new C++ class-oriented interface, or 364* The original C functional interface 365 366The `main()` in `StandAlone/StandAlone.cpp` shows examples using both styles. 367 368### C++ Class Interface (new, preferred) 369 370This interface is in roughly the last 1/3 of `ShaderLang.h`. It is in the 371glslang namespace and contains the following, here with suggested calls 372for generating SPIR-V: 373 374```cxx 375const char* GetEsslVersionString(); 376const char* GetGlslVersionString(); 377bool InitializeProcess(); 378void FinalizeProcess(); 379 380class TShader 381 setStrings(...); 382 setEnvInput(EShSourceHlsl or EShSourceGlsl, stage, EShClientVulkan or EShClientOpenGL, 100); 383 setEnvClient(EShClientVulkan or EShClientOpenGL, EShTargetVulkan_1_0 or EShTargetVulkan_1_1 or EShTargetOpenGL_450); 384 setEnvTarget(EShTargetSpv, EShTargetSpv_1_0 or EShTargetSpv_1_3); 385 bool parse(...); 386 const char* getInfoLog(); 387 388class TProgram 389 void addShader(...); 390 bool link(...); 391 const char* getInfoLog(); 392 Reflection queries 393``` 394 395For just validating (not generating code), substitute these calls: 396 397```cxx 398 setEnvInput(EShSourceHlsl or EShSourceGlsl, stage, EShClientNone, 0); 399 setEnvClient(EShClientNone, 0); 400 setEnvTarget(EShTargetNone, 0); 401``` 402 403See `ShaderLang.h` and the usage of it in `StandAlone/StandAlone.cpp` for more 404details. There is a block comment giving more detail above the calls for 405`setEnvInput, setEnvClient, and setEnvTarget`. 406 407### C Functional Interface (original) 408 409This interface is in roughly the first 2/3 of `ShaderLang.h`, and referred to 410as the `Sh*()` interface, as all the entry points start `Sh`. 411 412The `Sh*()` interface takes a "compiler" call-back object, which it calls after 413building call back that is passed the AST and can then execute a back end on it. 414 415The following is a simplified resulting run-time call stack: 416 417```c 418ShCompile(shader, compiler) -> compiler(AST) -> <back end> 419``` 420 421In practice, `ShCompile()` takes shader strings, default version, and 422warning/error and other options for controlling compilation. 423 424## Basic Internal Operation 425 426* Initial lexical analysis is done by the preprocessor in 427 `MachineIndependent/Preprocessor`, and then refined by a GLSL scanner 428 in `MachineIndependent/Scan.cpp`. There is currently no use of flex. 429 430* Code is parsed using bison on `MachineIndependent/glslang.y` with the 431 aid of a symbol table and an AST. The symbol table is not passed on to 432 the back-end; the intermediate representation stands on its own. 433 The tree is built by the grammar productions, many of which are 434 offloaded into `ParseHelper.cpp`, and by `Intermediate.cpp`. 435 436* The intermediate representation is very high-level, and represented 437 as an in-memory tree. This serves to lose no information from the 438 original program, and to have efficient transfer of the result from 439 parsing to the back-end. In the AST, constants are propagated and 440 folded, and a very small amount of dead code is eliminated. 441 442 To aid linking and reflection, the last top-level branch in the AST 443 lists all global symbols. 444 445* The primary algorithm of the back-end compiler is to traverse the 446 tree (high-level intermediate representation), and create an internal 447 object code representation. There is an example of how to do this 448 in `MachineIndependent/intermOut.cpp`. 449 450* Reduction of the tree to a linear byte-code style low-level intermediate 451 representation is likely a good way to generate fully optimized code. 452 453* There is currently some dead old-style linker-type code still lying around. 454 455* Memory pool: parsing uses types derived from C++ `std` types, using a 456 custom allocator that puts them in a memory pool. This makes allocation 457 of individual container/contents just few cycles and deallocation free. 458 This pool is popped after the AST is made and processed. 459 460 The use is simple: if you are going to call `new`, there are three cases: 461 462 - the object comes from the pool (its base class has the macro 463 `POOL_ALLOCATOR_NEW_DELETE` in it) and you do not have to call `delete` 464 465 - it is a `TString`, in which case call `NewPoolTString()`, which gets 466 it from the pool, and there is no corresponding `delete` 467 468 - the object does not come from the pool, and you have to do normal 469 C++ memory management of what you `new` 470 471* Features can be protected by version/extension/stage/profile: 472 See the comment in `glslang/MachineIndependent/Versions.cpp`. 473 474[cmake]: https://cmake.org/ 475[python]: https://www.python.org/ 476[bison]: https://www.gnu.org/software/bison/ 477[googletest]: https://github.com/google/googletest 478[bison-gnu-win32]: http://gnuwin32.sourceforge.net/packages/bison.htm 479[master-tot-release]: https://github.com/KhronosGroup/glslang/releases/tag/master-tot 480