1
2VERSION
3--------------------------------------------------------------------------------
4spirv-remap 0.97
5
6INTRO:
7--------------------------------------------------------------------------------
8spirv-remap is a utility to improve compression of SPIR-V binary files via
9entropy reduction, plus optional stripping of debug information and
10load/store optimization. It transforms SPIR-V to SPIR-V, remapping IDs. The
11resulting modules have an increased ID range (IDs are not as tightly packed
12around zero), but will compress better when multiple modules are compressed
13together, since compressor's dictionary can find better cross module
14commonality.
15
16Remapping is accomplished via canonicalization. Thus, modules can be
17compressed one at a time with no loss of quality relative to operating on
18many modules at once. The command line tool operates on multiple modules
19only in the trivial repetition sense, for ease of use. The remapper API
20only accepts a single module at a time.
21
22There are two modes of use: command line, and a C++11 API. Both are
23described below.
24
25spirv-remap is currently in an alpha state. Although there are no known
26remapping defects, it has only been exercised on one real world game shader
27workload.
28
29
30FEEDBACK
31--------------------------------------------------------------------------------
32Report defects, enhancements requests, code improvements, etc to:
33 spvremapper@lunarg.com
34
35
36COMMAND LINE USAGE:
37--------------------------------------------------------------------------------
38Examples are given with a verbosity of one (-v), but more verbosity can be
39had via -vv, -vvv, etc, or an integer parameter to --verbose, such as
40"--verbose 4". With no verbosity, the command is silent and returns 0 on
41success, and a positive integer error on failure.
42
43Pre-built binaries for several OSs are available. Examples presented are
44for Linux. Command line arguments can be provided in any order.
45
461. Basic ID remapping
47
48Perform ID remapping on all shaders in "*.spv", writing new files with
49the same basenames to /tmp/out_dir.
50
51 spirv-remap -v --map all --input *.spv --output /tmp/out_dir
52
532. Perform all possible size reductions
54
55 spirv-remap-linux-64 -v --do-everything --input *.spv --output /tmp/out_dir
56
57Note that --do-everything is a synonym for:
58
59 --map all --dce all --opt all --strip all
60
61API USAGE:
62--------------------------------------------------------------------------------
63
64The public interface to the remapper is defined in SPIRV/SPVRemapper.h as follows:
65
66namespace spv {
67
68class spirvbin_t
69{
70public:
71 enum Options { ... };
72 spirvbin_t(int verbose = 0); // construct
73
74 // remap an existing binary in memory
75 void remap(std::vector<std::uint32_t>& spv, std::uint32_t opts = DO_EVERYTHING);
76
77 // Type for error/log handler functions
78 typedef std::function<void(const std::string&)> errorfn_t;
79 typedef std::function<void(const std::string&)> logfn_t;
80
81 // Register error/log handling functions (can be c/c++ fn, lambda fn, or functor)
82 static void registerErrorHandler(errorfn_t handler) { errorHandler = handler; }
83 static void registerLogHandler(logfn_t handler) { logHandler = handler; }
84};
85
86} // namespace spv
87
88The class definition is in SPVRemapper.cpp.
89
90remap() accepts an std::vector of SPIR-V words, modifies them per the
91request given in 'opts', and leaves the 'spv' container with the result.
92It is safe to instantiate one spirvbin_t per thread and process a different
93SPIR-V in each.
94
95The "opts" parameter to remap() accepts a bit mask of desired remapping
96options. See REMAPPING AND OPTIMIZATION OPTIONS.
97
98On error, the function supplied to registerErrorHandler() will be invoked.
99This can be a standard C/C++ function, a lambda function, or a functor.
100The default handler simply calls exit(5); The error handler is a static
101member, so need only be set up once, not once per spirvbin_t instance.
102
103Log messages are supplied to registerLogHandler(). By default, log
104messages are eaten silently. The log handler is also a static member.
105
106BUILD DEPENDENCIES:
107--------------------------------------------------------------------------------
108 1. C++11 compatible compiler
109 2. cmake
110 3. glslang
111
112
113BUILDING
114--------------------------------------------------------------------------------
115The standalone remapper is built along side glslangValidator through its
116normal build process.
117
118
119REMAPPING AND OPTIMIZATION OPTIONS
120--------------------------------------------------------------------------------
121API:
122 These are bits defined under spv::spirvbin_t::, and can be
123 bitwise or-ed together as desired.
124
125 MAP_TYPES = canonicalize type IDs
126 MAP_NAMES = canonicalize named data
127 MAP_FUNCS = canonicalize function bodies
128 DCE_FUNCS = remove dead functions
129 DCE_VARS = remove dead variables
130 DCE_TYPES = remove dead types
131 OPT_LOADSTORE = optimize unneeded load/stores
132 MAP_ALL = (MAP_TYPES | MAP_NAMES | MAP_FUNCS)
133 DCE_ALL = (DCE_FUNCS | DCE_VARS | DCE_TYPES)
134 OPT_ALL = (OPT_LOADSTORE)
135 ALL_BUT_STRIP = (MAP_ALL | DCE_ALL | OPT_ALL)
136 DO_EVERYTHING = (STRIP | ALL_BUT_STRIP)
137
138
README.md
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[](https://ci.appveyor.com/project/Khronoswebmaster/glslang/branch/master)
23
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
88For ray tracing pipeline shaders:
89* `.rgen` for a ray generation shader
90* `.rint` for a ray intersection shader
91* `.rahit` for a ray any-hit shader
92* `.rchit` for a ray closest-hit shader
93* `.rmiss` for a ray miss shader
94* `.rcall` for a callable shader
95
96There is also a non-shader extension:
97* `.conf` for a configuration file of limits, see usage statement for example
98
99## Building (CMake)
100
101Instead of building manually, you can also download the binaries for your
102platform directly from the [master-tot release][master-tot-release] on GitHub.
103Those binaries are automatically uploaded by the buildbots after successful
104testing and they always reflect the current top of the tree of the master
105branch.
106
107### Dependencies
108
109* A C++11 compiler.
110 (For MSVS: use 2015 or later.)
111* [CMake][cmake]: for generating compilation targets.
112* make: _Linux_, ninja is an alternative, if configured.
113* [Python 3.x][python]: for executing SPIRV-Tools scripts. (Optional if not using SPIRV-Tools and the 'External' subdirectory does not exist.)
114* [bison][bison]: _optional_, but needed when changing the grammar (glslang.y).
115* [googletest][googletest]: _optional_, but should use if making any changes to glslang.
116
117### Build steps
118
119The following steps assume a Bash shell. On Windows, that could be the Git Bash
120shell or some other shell of your choosing.
121
122#### 1) Check-Out this project
123
124```bash
125cd <parent of where you want glslang to be>
126git clone https://github.com/KhronosGroup/glslang.git
127```
128
129#### 2) Check-Out External Projects
130
131```bash
132cd <the directory glslang was cloned to, "External" will be a subdirectory>
133git clone https://github.com/google/googletest.git External/googletest
134```
135
136TEMPORARY NOTICE: additionally perform the following to avoid a current
137breakage in googletest:
138
139```bash
140cd External/googletest
141git checkout 0c400f67fcf305869c5fb113dd296eca266c9725
142cd ../..
143```
144
145If you wish to assure that SPIR-V generated from HLSL is legal for Vulkan,
146wish to invoke -Os to reduce SPIR-V size from HLSL or GLSL, or wish to run the
147integrated test suite, install spirv-tools with this:
148
149```bash
150./update_glslang_sources.py
151```
152
153#### 3) Configure
154
155Assume the source directory is `$SOURCE_DIR` and the build directory is
156`$BUILD_DIR`. First ensure the build directory exists, then navigate to it:
157
158```bash
159mkdir -p $BUILD_DIR
160cd $BUILD_DIR
161```
162
163For building on Linux:
164
165```bash
166cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX="$(pwd)/install" $SOURCE_DIR
167# "Release" (for CMAKE_BUILD_TYPE) could also be "Debug" or "RelWithDebInfo"
168```
169
170For building on Android:
171```bash
172cmake $SOURCE_DIR -G "Unix Makefiles" -DCMAKE_INSTALL_PREFIX="$(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=$ANDROID_NDK_HOME/prebuilt/linux-x86_64/bin/make -DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK_HOME/build/cmake/android.toolchain.cmake
173# If on Windows will be -DCMAKE_MAKE_PROGRAM=%ANDROID_NDK_HOME%\prebuilt\windows-x86_64\bin\make.exe
174# -G is needed for building on Windows
175# -DANDROID_ABI can also be armeabi-v7a for 32 bit
176```
177
178For building on Windows:
179
180```bash
181cmake $SOURCE_DIR -DCMAKE_INSTALL_PREFIX="$(pwd)/install"
182# The CMAKE_INSTALL_PREFIX part is for testing (explained later).
183```
184
185The CMake GUI also works for Windows (version 3.4.1 tested).
186
187Also, consider using `git config --global core.fileMode false` (or with `--local`) on Windows
188to prevent the addition of execution permission on files.
189
190#### 4) Build and Install
191
192```bash
193# for Linux:
194make -j4 install
195
196# for Windows:
197cmake --build . --config Release --target install
198# "Release" (for --config) could also be "Debug", "MinSizeRel", or "RelWithDebInfo"
199```
200
201If using MSVC, after running CMake to configure, use the
202Configuration Manager to check the `INSTALL` project.
203
204### Building (GN)
205
206glslang can also be built with the [GN build system](https://gn.googlesource.com/gn/).
207
208#### 1) Install `depot_tools`
209
210Download [depot_tools.zip](https://storage.googleapis.com/chrome-infra/depot_tools.zip),
211extract to a directory, and add this directory to your `PATH`.
212
213#### 2) Synchronize dependencies and generate build files
214
215This only needs to be done once after updating `glslang`.
216
217With the current directory set to your `glslang` checkout, type:
218
219```bash
220./update_glslang_sources.py
221gclient sync --gclientfile=standalone.gclient
222gn gen out/Default
223```
224
225#### 3) Build
226
227With the current directory set to your `glslang` checkout, type:
228
229```bash
230cd out/Default
231ninja
232```
233
234### If you need to change the GLSL grammar
235
236The grammar in `glslang/MachineIndependent/glslang.y` has to be recompiled with
237bison if it changes, the output files are committed to the repo to avoid every
238developer needing to have bison configured to compile the project when grammar
239changes are quite infrequent. For windows you can get binaries from
240[GnuWin32][bison-gnu-win32].
241
242The command to rebuild is:
243
244```bash
245m4 -P MachineIndependent/glslang.m4 > MachineIndependent/glslang.y
246bison --defines=MachineIndependent/glslang_tab.cpp.h
247 -t MachineIndependent/glslang.y
248 -o MachineIndependent/glslang_tab.cpp
249```
250
251The above commands are also available in the bash script in `updateGrammar`,
252when executed from the glslang subdirectory of the glslang repository.
253With no arguments it builds the full grammar, and with a "web" argument,
254the web grammar subset (see more about the web subset in the next section).
255
256### Building to WASM for the Web and Node
257### Building a standalone JS/WASM library for the Web and Node
258
259Use the steps in [Build Steps](#build-steps), with the following notes/exceptions:
260* `emsdk` needs to be present in your executable search path, *PATH* for
261 Bash-like environments:
262 + [Instructions located here](https://emscripten.org/docs/getting_started/downloads.html#sdk-download-and-install)
263* Wrap cmake call: `emcmake cmake`
264* Set `-DBUILD_TESTING=OFF -DENABLE_OPT=OFF -DINSTALL_GTEST=OFF`.
265* Set `-DENABLE_HLSL=OFF` if HLSL is not needed.
266* For a standalone JS/WASM library, turn on `-DENABLE_GLSLANG_JS=ON`.
267* For building a minimum-size web subset of core glslang:
268 + turn on `-DENABLE_GLSLANG_WEBMIN=ON` (disables HLSL)
269 + execute `updateGrammar web` from the glslang subdirectory
270 (or if using your own scripts, `m4` needs a `-DGLSLANG_WEB` argument)
271 + optionally, for GLSL compilation error messages, turn on
272 `-DENABLE_GLSLANG_WEBMIN_DEVEL=ON`
273* To get a fully minimized build, make sure to use `brotli` to compress the .js
274 and .wasm files
275
276Example:
277
278```sh
279emcmake cmake -DCMAKE_BUILD_TYPE=Release -DENABLE_GLSLANG_JS=ON \
280 -DENABLE_HLSL=OFF -DBUILD_TESTING=OFF -DENABLE_OPT=OFF -DINSTALL_GTEST=OFF ..
281```
282
283## Building glslang - Using vcpkg
284
285You can download and install glslang using the [vcpkg](https://github.com/Microsoft/vcpkg) dependency manager:
286
287 git clone https://github.com/Microsoft/vcpkg.git
288 cd vcpkg
289 ./bootstrap-vcpkg.sh
290 ./vcpkg integrate install
291 ./vcpkg install glslang
292
293The 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.
294
295## Testing
296
297Right now, there are two test harnesses existing in glslang: one is [Google
298Test](gtests/), one is the [`runtests` script](Test/runtests). The former
299runs unit tests and single-shader single-threaded integration tests, while
300the latter runs multiple-shader linking tests and multi-threaded tests.
301
302### Running tests
303
304The [`runtests` script](Test/runtests) requires compiled binaries to be
305installed into `$BUILD_DIR/install`. Please make sure you have supplied the
306correct configuration to CMake (using `-DCMAKE_INSTALL_PREFIX`) when building;
307otherwise, you may want to modify the path in the `runtests` script.
308
309Running Google Test-backed tests:
310
311```bash
312cd $BUILD_DIR
313
314# for Linux:
315ctest
316
317# for Windows:
318ctest -C {Debug|Release|RelWithDebInfo|MinSizeRel}
319
320# or, run the test binary directly
321# (which gives more fine-grained control like filtering):
322<dir-to-glslangtests-in-build-dir>/glslangtests
323```
324
325Running `runtests` script-backed tests:
326
327```bash
328cd $SOURCE_DIR/Test && ./runtests
329```
330
331If some tests fail with validation errors, there may be a mismatch between the
332version of `spirv-val` on the system and the version of glslang. In this
333case, it is necessary to run `update_glslang_sources.py`. See "Check-Out
334External Projects" above for more details.
335
336### Contributing tests
337
338Test results should always be included with a pull request that modifies
339functionality.
340
341If you are writing unit tests, please use the Google Test framework and
342place the tests under the `gtests/` directory.
343
344Integration tests are placed in the `Test/` directory. It contains test input
345and a subdirectory `baseResults/` that contains the expected results of the
346tests. Both the tests and `baseResults/` are under source-code control.
347
348Google Test runs those integration tests by reading the test input, compiling
349them, and then compare against the expected results in `baseResults/`. The
350integration tests to run via Google Test is registered in various
351`gtests/*.FromFile.cpp` source files. `glslangtests` provides a command-line
352option `--update-mode`, which, if supplied, will overwrite the golden files
353under the `baseResults/` directory with real output from that invocation.
354For more information, please check `gtests/` directory's
355[README](gtests/README.md).
356
357For the `runtests` script, it will generate current results in the
358`localResults/` directory and `diff` them against the `baseResults/`.
359When you want to update the tracked test results, they need to be
360copied from `localResults/` to `baseResults/`. This can be done by
361the `bump` shell script.
362
363You can add your own private list of tests, not tracked publicly, by using
364`localtestlist` to list non-tracked tests. This is automatically read
365by `runtests` and included in the `diff` and `bump` process.
366
367## Programmatic Interfaces
368
369Another piece of software can programmatically translate shaders to an AST
370using one of two different interfaces:
371* A new C++ class-oriented interface, or
372* The original C functional interface
373
374The `main()` in `StandAlone/StandAlone.cpp` shows examples using both styles.
375
376### C++ Class Interface (new, preferred)
377
378This interface is in roughly the last 1/3 of `ShaderLang.h`. It is in the
379glslang namespace and contains the following, here with suggested calls
380for generating SPIR-V:
381
382```cxx
383const char* GetEsslVersionString();
384const char* GetGlslVersionString();
385bool InitializeProcess();
386void FinalizeProcess();
387
388class TShader
389 setStrings(...);
390 setEnvInput(EShSourceHlsl or EShSourceGlsl, stage, EShClientVulkan or EShClientOpenGL, 100);
391 setEnvClient(EShClientVulkan or EShClientOpenGL, EShTargetVulkan_1_0 or EShTargetVulkan_1_1 or EShTargetOpenGL_450);
392 setEnvTarget(EShTargetSpv, EShTargetSpv_1_0 or EShTargetSpv_1_3);
393 bool parse(...);
394 const char* getInfoLog();
395
396class TProgram
397 void addShader(...);
398 bool link(...);
399 const char* getInfoLog();
400 Reflection queries
401```
402
403For just validating (not generating code), substitute these calls:
404
405```cxx
406 setEnvInput(EShSourceHlsl or EShSourceGlsl, stage, EShClientNone, 0);
407 setEnvClient(EShClientNone, 0);
408 setEnvTarget(EShTargetNone, 0);
409```
410
411See `ShaderLang.h` and the usage of it in `StandAlone/StandAlone.cpp` for more
412details. There is a block comment giving more detail above the calls for
413`setEnvInput, setEnvClient, and setEnvTarget`.
414
415### C Functional Interface (original)
416
417This interface is in roughly the first 2/3 of `ShaderLang.h`, and referred to
418as the `Sh*()` interface, as all the entry points start `Sh`.
419
420The `Sh*()` interface takes a "compiler" call-back object, which it calls after
421building call back that is passed the AST and can then execute a back end on it.
422
423The following is a simplified resulting run-time call stack:
424
425```c
426ShCompile(shader, compiler) -> compiler(AST) -> <back end>
427```
428
429In practice, `ShCompile()` takes shader strings, default version, and
430warning/error and other options for controlling compilation.
431
432## Basic Internal Operation
433
434* Initial lexical analysis is done by the preprocessor in
435 `MachineIndependent/Preprocessor`, and then refined by a GLSL scanner
436 in `MachineIndependent/Scan.cpp`. There is currently no use of flex.
437
438* Code is parsed using bison on `MachineIndependent/glslang.y` with the
439 aid of a symbol table and an AST. The symbol table is not passed on to
440 the back-end; the intermediate representation stands on its own.
441 The tree is built by the grammar productions, many of which are
442 offloaded into `ParseHelper.cpp`, and by `Intermediate.cpp`.
443
444* The intermediate representation is very high-level, and represented
445 as an in-memory tree. This serves to lose no information from the
446 original program, and to have efficient transfer of the result from
447 parsing to the back-end. In the AST, constants are propagated and
448 folded, and a very small amount of dead code is eliminated.
449
450 To aid linking and reflection, the last top-level branch in the AST
451 lists all global symbols.
452
453* The primary algorithm of the back-end compiler is to traverse the
454 tree (high-level intermediate representation), and create an internal
455 object code representation. There is an example of how to do this
456 in `MachineIndependent/intermOut.cpp`.
457
458* Reduction of the tree to a linear byte-code style low-level intermediate
459 representation is likely a good way to generate fully optimized code.
460
461* There is currently some dead old-style linker-type code still lying around.
462
463* Memory pool: parsing uses types derived from C++ `std` types, using a
464 custom allocator that puts them in a memory pool. This makes allocation
465 of individual container/contents just few cycles and deallocation free.
466 This pool is popped after the AST is made and processed.
467
468 The use is simple: if you are going to call `new`, there are three cases:
469
470 - the object comes from the pool (its base class has the macro
471 `POOL_ALLOCATOR_NEW_DELETE` in it) and you do not have to call `delete`
472
473 - it is a `TString`, in which case call `NewPoolTString()`, which gets
474 it from the pool, and there is no corresponding `delete`
475
476 - the object does not come from the pool, and you have to do normal
477 C++ memory management of what you `new`
478
479* Features can be protected by version/extension/stage/profile:
480 See the comment in `glslang/MachineIndependent/Versions.cpp`.
481
482[cmake]: https://cmake.org/
483[python]: https://www.python.org/
484[bison]: https://www.gnu.org/software/bison/
485[googletest]: https://github.com/google/googletest
486[bison-gnu-win32]: http://gnuwin32.sourceforge.net/packages/bison.htm
487[master-tot-release]: https://github.com/KhronosGroup/glslang/releases/tag/master-tot
488