1Also see the Khronos landing page for glslang as a reference front end: 2 3https://www.khronos.org/opengles/sdk/tools/Reference-Compiler/ 4 5The above page includes where to get binaries, and is kept up to date 6regarding the feature level of glslang. 7 8glslang 9======= 10 11[![Build Status](https://travis-ci.org/KhronosGroup/glslang.svg?branch=master)](https://travis-ci.org/KhronosGroup/glslang) 12[![Build status](https://ci.appveyor.com/api/projects/status/q6fi9cb0qnhkla68/branch/master?svg=true)](https://ci.appveyor.com/project/Khronoswebmaster/glslang/branch/master) 13 14An OpenGL and OpenGL ES shader front end and validator. 15 16There are several components: 17 181. A GLSL/ESSL front-end for reference validation and translation of GLSL/ESSL into an AST. 19 202. 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. 21 223. A SPIR-V back end for translating the AST to SPIR-V. 23 244. A standalone wrapper, `glslangValidator`, that can be used as a command-line tool for the above. 25 26How to add a feature protected by a version/extension/stage/profile: See the 27comment in `glslang/MachineIndependent/Versions.cpp`. 28 29Tasks waiting to be done are documented as GitHub issues. 30 31Execution of Standalone Wrapper 32------------------------------- 33 34To use the standalone binary form, execute `glslangValidator`, and it will print 35a usage statement. Basic operation is to give it a file containing a shader, 36and it will print out warnings/errors and optionally an AST. 37 38The 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 46There is also a non-shader extension 47* `.conf` for a configuration file of limits, see usage statement for example 48 49Building 50-------- 51 52Instead of building manually, you can also download the binaries for your 53platform directly from the [master-tot release][master-tot-release] on GitHub. 54Those binaries are automatically uploaded by the buildbots after successful 55testing and they always reflect the current top of the tree of the master 56branch. 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 70The following steps assume a Bash shell. On Windows, that could be the Git Bash 71shell or some other shell of your choosing. 72 73#### 1) Check-Out this project 74 75```bash 76cd <parent of where you want glslang to be> 77git clone https://github.com/KhronosGroup/glslang.git 78``` 79 80#### 2) Check-Out External Projects 81 82```bash 83cd <the directory glslang was cloned to, "External" will be a subdirectory> 84git clone https://github.com/google/googletest.git External/googletest 85``` 86 87If 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 91cd External/googletest 92git checkout 440527a61e1c91188195f7de212c63c77e8f0a45 93cd ../.. 94``` 95 96If you wish to assure that SPIR-V generated from HLSL is legal for Vulkan, 97or wish to invoke -Os to reduce SPIR-V size from HLSL or GLSL, install 98spirv-tools with this: 99 100```bash 101./update_glslang_sources.py 102``` 103 104#### 3) Configure 105 106Assume 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 110mkdir -p $BUILD_DIR 111cd $BUILD_DIR 112``` 113 114For building on Linux: 115 116```bash 117cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX="$(pwd)/install" $SOURCE_DIR 118# "Release" (for CMAKE_BUILD_TYPE) could also be "Debug" or "RelWithDebInfo" 119``` 120 121For building on Windows: 122 123```bash 124cmake $SOURCE_DIR -DCMAKE_INSTALL_PREFIX="$(pwd)/install" 125# The CMAKE_INSTALL_PREFIX part is for testing (explained later). 126``` 127 128The CMake GUI also works for Windows (version 3.4.1 tested). 129 130Also, consider using `git config --global core.fileMode false` (or with `--local`) on Windows 131to prevent the addition of execution permission on files. 132 133#### 4) Build and Install 134 135```bash 136# for Linux: 137make -j4 install 138 139# for Windows: 140cmake --build . --config Release --target install 141# "Release" (for --config) could also be "Debug", "MinSizeRel", or "RelWithDebInfo" 142``` 143 144If using MSVC, after running CMake to configure, use the 145Configuration Manager to check the `INSTALL` project. 146 147### If you need to change the GLSL grammar 148 149The grammar in `glslang/MachineIndependent/glslang.y` has to be recompiled with 150bison if it changes, the output files are committed to the repo to avoid every 151developer needing to have bison configured to compile the project when grammar 152changes are quite infrequent. For windows you can get binaries from 153[GnuWin32][bison-gnu-win32]. 154 155The command to rebuild is: 156 157```bash 158bison --defines=MachineIndependent/glslang_tab.cpp.h 159 -t MachineIndependent/glslang.y 160 -o MachineIndependent/glslang_tab.cpp 161``` 162 163The above command is also available in the bash script at 164`glslang/updateGrammar`. 165 166Testing 167------- 168 169Right now, there are two test harnesses existing in glslang: one is [Google 170Test](gtests/), one is the [`runtests` script](Test/runtests). The former 171runs unit tests and single-shader single-threaded integration tests, while 172the latter runs multiple-shader linking tests and multi-threaded tests. 173 174### Running tests 175 176The [`runtests` script](Test/runtests) requires compiled binaries to be 177installed into `$BUILD_DIR/install`. Please make sure you have supplied the 178correct configuration to CMake (using `-DCMAKE_INSTALL_PREFIX`) when building; 179otherwise, you may want to modify the path in the `runtests` script. 180 181Running Google Test-backed tests: 182 183```bash 184cd $BUILD_DIR 185 186# for Linux: 187ctest 188 189# for Windows: 190ctest -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 197Running `runtests` script-backed tests: 198 199```bash 200cd $SOURCE_DIR/Test && ./runtests 201``` 202 203### Contributing tests 204 205Test results should always be included with a pull request that modifies 206functionality. 207 208If you are writing unit tests, please use the Google Test framework and 209place the tests under the `gtests/` directory. 210 211Integration tests are placed in the `Test/` directory. It contains test input 212and a subdirectory `baseResults/` that contains the expected results of the 213tests. Both the tests and `baseResults/` are under source-code control. 214 215Google Test runs those integration tests by reading the test input, compiling 216them, and then compare against the expected results in `baseResults/`. The 217integration tests to run via Google Test is registered in various 218`gtests/*.FromFile.cpp` source files. `glslangtests` provides a command-line 219option `--update-mode`, which, if supplied, will overwrite the golden files 220under the `baseResults/` directory with real output from that invocation. 221For more information, please check `gtests/` directory's 222[README](gtests/README.md). 223 224For the `runtests` script, it will generate current results in the 225`localResults/` directory and `diff` them against the `baseResults/`. 226When you want to update the tracked test results, they need to be 227copied from `localResults/` to `baseResults/`. This can be done by 228the `bump` shell script. 229 230You can add your own private list of tests, not tracked publicly, by using 231`localtestlist` to list non-tracked tests. This is automatically read 232by `runtests` and included in the `diff` and `bump` process. 233 234Programmatic Interfaces 235----------------------- 236 237Another piece of software can programmatically translate shaders to an AST 238using one of two different interfaces: 239* A new C++ class-oriented interface, or 240* The original C functional interface 241 242The `main()` in `StandAlone/StandAlone.cpp` shows examples using both styles. 243 244### C++ Class Interface (new, preferred) 245 246This interface is in roughly the last 1/3 of `ShaderLang.h`. It is in the 247glslang namespace and contains the following. 248 249```cxx 250const char* GetEsslVersionString(); 251const char* GetGlslVersionString(); 252bool InitializeProcess(); 253void FinalizeProcess(); 254 255class 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 263class TProgram 264 void addShader(...); 265 bool link(...); 266 const char* getInfoLog(); 267 Reflection queries 268``` 269 270See `ShaderLang.h` and the usage of it in `StandAlone/StandAlone.cpp` for more 271details. 272 273### C Functional Interface (orignal) 274 275This interface is in roughly the first 2/3 of `ShaderLang.h`, and referred to 276as the `Sh*()` interface, as all the entry points start `Sh`. 277 278The `Sh*()` interface takes a "compiler" call-back object, which it calls after 279building call back that is passed the AST and can then execute a backend on it. 280 281The following is a simplified resulting run-time call stack: 282 283```c 284ShCompile(shader, compiler) -> compiler(AST) -> <back end> 285``` 286 287In practice, `ShCompile()` takes shader strings, default version, and 288warning/error and other options for controlling compilation. 289 290Basic 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