mirror of
https://github.com/KhronosGroup/glslang
synced 2024-11-09 12:00:05 +00:00
Standalone: Implement -D and -U for preprocessor macros.
Works for both GLSL and HLSL. Fixes #87.
This commit is contained in:
parent
04acb1b7c9
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a931366f56
@ -157,6 +157,53 @@ std::array<unsigned int, EShLangCount> baseSsboBinding;
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std::array<unsigned int, EShLangCount> baseUavBinding;
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std::array<std::vector<std::string>, EShLangCount> baseResourceSetBinding;
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// Add things like "#define ..." to a preamble to use in the beginning of the shader.
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class TPreamble {
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public:
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TPreamble() { }
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bool isSet() const { return text.size() > 0; }
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const char* get() const { return text.c_str(); }
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// #define...
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void addDef(std::string def)
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{
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text.append("#define ");
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fixLine(def);
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// The first "=" needs to turn into a space
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int equal = def.find_first_of("=");
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if (equal != def.npos)
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def[equal] = ' ';
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text.append(def);
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text.append("\n");
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}
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// #undef...
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void addUndef(std::string undef)
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{
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text.append("#undef ");
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fixLine(undef);
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text.append(undef);
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text.append("\n");
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}
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protected:
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void fixLine(std::string& line)
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{
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// Can't go past a newline in the line
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int end = line.find_first_of("\n");
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if (end != line.npos)
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line = line.substr(0, end);
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}
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std::string text; // contents of preamble
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};
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TPreamble UserPreamble;
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//
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// Create the default name for saving a binary if -o is not provided.
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//
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@ -391,7 +438,10 @@ void ProcessArguments(std::vector<std::unique_ptr<glslang::TWorkItem>>& workItem
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Options |= EOptionCascadingErrors;
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break;
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case 'D':
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Options |= EOptionReadHlsl;
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if (argv[0][2] == 0)
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Options |= EOptionReadHlsl;
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else
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UserPreamble.addDef(getStringOperand("-D<macro> macro name"));
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break;
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case 'E':
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Options |= EOptionOutputPreprocessed;
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@ -412,7 +462,7 @@ void ProcessArguments(std::vector<std::unique_ptr<glslang::TWorkItem>>& workItem
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}
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break;
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case 'I':
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IncludeDirectoryList.push_back(getStringOperand("-I include path"));
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IncludeDirectoryList.push_back(getStringOperand("-I<dir> include path"));
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break;
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case 'S':
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shaderStageName = argv[1];
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@ -422,6 +472,9 @@ void ProcessArguments(std::vector<std::unique_ptr<glslang::TWorkItem>>& workItem
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} else
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Error("no <stage> specified for -S");
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break;
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case 'U':
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UserPreamble.addUndef(getStringOperand("-U<macro>: macro name"));
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break;
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case 'V':
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Options |= EOptionSpv;
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Options |= EOptionVulkanRules;
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@ -584,7 +637,7 @@ struct ShaderCompUnit {
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EShLanguage stage;
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static const int maxCount = 1;
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int count; // live number of strings/names
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char* text[maxCount]; // memory owned/managed externally
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const char* text[maxCount]; // memory owned/managed externally
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std::string fileName[maxCount]; // hold's the memory, but...
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const char* fileNameList[maxCount]; // downstream interface wants pointers
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@ -601,7 +654,7 @@ struct ShaderCompUnit {
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}
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}
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void addString(std::string& ifileName, char* itext)
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void addString(std::string& ifileName, const char* itext)
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{
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assert(count < maxCount);
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fileName[count] = ifileName;
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@ -640,6 +693,8 @@ void CompileAndLinkShaderUnits(std::vector<ShaderCompUnit> compUnits)
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shader->setEntryPoint(entryPointName);
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if (sourceEntryPointName)
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shader->setSourceEntryPoint(sourceEntryPointName);
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if (UserPreamble.isSet())
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shader->setPreamble(UserPreamble.get());
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shader->setShiftSamplerBinding(baseSamplerBinding[compUnit.stage]);
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shader->setShiftTextureBinding(baseTextureBinding[compUnit.stage]);
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@ -806,8 +861,10 @@ void CompileAndLinkShaderFiles(glslang::TWorklist& Worklist)
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glslang::OS_DumpMemoryCounters();
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}
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// free memory from ReadFileData, which got stored in a const char*
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// as the first string above
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for (auto it = compUnits.begin(); it != compUnits.end(); ++it)
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FreeFileData(it->text[0]);
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FreeFileData(const_cast<char*>(it->text[0]));
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}
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int C_DECL main(int argc, char* argv[])
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@ -966,6 +1023,9 @@ void CompileFile(const char* fileName, ShHandle compiler)
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EShMessages messages = EShMsgDefault;
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SetMessageOptions(messages);
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if (UserPreamble.isSet())
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Error("-D and -U options require -l (linking)\n");
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for (int i = 0; i < ((Options & EOptionMemoryLeakMode) ? 100 : 1); ++i) {
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for (int j = 0; j < ((Options & EOptionMemoryLeakMode) ? 100 : 1); ++j) {
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// ret = ShCompile(compiler, shaderStrings, NumShaderStrings, lengths, EShOptNone, &Resources, Options, (Options & EOptionDefaultDesktop) ? 110 : 100, false, messages);
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@ -1008,6 +1068,8 @@ void usage()
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"Options:\n"
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" -C cascading errors; risk crash from accumulation of error recoveries\n"
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" -D input is HLSL\n"
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" -D<macro=def>\n"
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" -D<macro> define a pre-processor macro\n"
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" -E print pre-processed GLSL; cannot be used with -l;\n"
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" errors will appear on stderr.\n"
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" -G create SPIR-V binary, under OpenGL semantics; turns on -l;\n"
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@ -1017,6 +1079,7 @@ void usage()
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" is searched first, followed by left-to-right order of -I\n"
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" -S <stage> uses specified stage rather than parsing the file extension\n"
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" choices for <stage> are vert, tesc, tese, geom, frag, or comp\n"
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" -U<macro> undefine a pre-precossor macro\n"
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" -V create SPIR-V binary, under Vulkan semantics; turns on -l;\n"
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" default file name is <stage>.spv (-o overrides this)\n"
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" -c configuration dump;\n"
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47
Test/baseResults/glsl.-D-U.frag.out
Normal file
47
Test/baseResults/glsl.-D-U.frag.out
Normal file
@ -0,0 +1,47 @@
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glsl.-D-U.frag
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Shader version: 450
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0:? Sequence
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0:7 Function Definition: main( ( global void)
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0:7 Function Parameters:
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0:10 Sequence
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0:10 move second child to first child ( temp 4-component vector of float)
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0:10 'color' (layout( location=0) out 4-component vector of float)
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0:10 Constant:
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0:10 1.000000
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0:10 1.000000
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0:10 1.000000
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0:10 1.000000
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0:16 Post-Increment ( temp 4-component vector of float)
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0:16 'color' (layout( location=0) out 4-component vector of float)
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0:24 vector scale second child into first child ( temp 4-component vector of float)
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0:24 'color' (layout( location=0) out 4-component vector of float)
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0:24 Constant:
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0:24 3.000000
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0:? Linker Objects
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0:? 'color' (layout( location=0) out 4-component vector of float)
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Linked fragment stage:
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Shader version: 450
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0:? Sequence
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0:7 Function Definition: main( ( global void)
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0:7 Function Parameters:
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0:10 Sequence
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0:10 move second child to first child ( temp 4-component vector of float)
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0:10 'color' (layout( location=0) out 4-component vector of float)
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0:10 Constant:
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0:10 1.000000
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0:10 1.000000
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0:10 1.000000
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0:10 1.000000
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0:16 Post-Increment ( temp 4-component vector of float)
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0:16 'color' (layout( location=0) out 4-component vector of float)
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0:24 vector scale second child into first child ( temp 4-component vector of float)
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0:24 'color' (layout( location=0) out 4-component vector of float)
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0:24 Constant:
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0:24 3.000000
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0:? Linker Objects
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0:? 'color' (layout( location=0) out 4-component vector of float)
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65
Test/baseResults/hlsl.-D-U.frag.out
Normal file
65
Test/baseResults/hlsl.-D-U.frag.out
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@ -0,0 +1,65 @@
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hlsl.-D-U.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:7 Function Definition: @main( ( temp void)
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0:7 Function Parameters:
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0:? Sequence
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0:9 move second child to first child ( temp 4-component vector of float)
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0:9 'color' ( global 4-component vector of float)
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0:9 Constant:
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0:9 1.000000
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0:9 1.000000
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0:9 1.000000
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0:9 1.000000
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0:15 subtract second child into first child ( temp 4-component vector of float)
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0:15 'color' ( global 4-component vector of float)
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0:15 Constant:
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0:15 5.000000
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0:21 Post-Increment ( temp 4-component vector of float)
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0:21 'color' ( global 4-component vector of float)
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0:29 vector scale second child into first child ( temp 4-component vector of float)
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0:29 'color' ( global 4-component vector of float)
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0:29 Constant:
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0:29 3.000000
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0:7 Function Definition: main( ( temp void)
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0:7 Function Parameters:
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0:? Sequence
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0:7 Function Call: @main( ( temp void)
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0:? Linker Objects
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0:? 'color' ( global 4-component vector of float)
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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:7 Function Definition: @main( ( temp void)
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0:7 Function Parameters:
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0:? Sequence
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0:9 move second child to first child ( temp 4-component vector of float)
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0:9 'color' ( global 4-component vector of float)
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0:9 Constant:
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0:9 1.000000
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0:9 1.000000
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0:9 1.000000
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0:9 1.000000
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0:15 subtract second child into first child ( temp 4-component vector of float)
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0:15 'color' ( global 4-component vector of float)
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0:15 Constant:
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0:15 5.000000
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0:21 Post-Increment ( temp 4-component vector of float)
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0:21 'color' ( global 4-component vector of float)
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0:29 vector scale second child into first child ( temp 4-component vector of float)
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0:29 'color' ( global 4-component vector of float)
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0:29 Constant:
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0:29 3.000000
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0:7 Function Definition: main( ( temp void)
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0:7 Function Parameters:
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0:? Sequence
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0:7 Function Call: @main( ( temp void)
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0:? Linker Objects
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0:? 'color' ( global 4-component vector of float)
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32
Test/glsl.-D-U.frag
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32
Test/glsl.-D-U.frag
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@ -0,0 +1,32 @@
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#version 450
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#define IN_SHADER
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layout(location=0) out vec4 color;
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void main()
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{
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#if FOO==200
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color = vec4(1.0);
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#else
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#error expected FOO 200
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#endif
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#ifdef IN_SHADER
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color++;
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#else
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#error IN_SHADER was undef
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#endif
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#ifdef UNDEFED
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#error UNDEFED defined
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#else
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color *= 3.0;
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#endif
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#if MUL == 400
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color *= MUL;
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#else
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#error bad MUL
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#endif
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}
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Test/hlsl.-D-U.frag
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31
Test/hlsl.-D-U.frag
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@ -0,0 +1,31 @@
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#define IN_SHADER
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static float4 color;
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void main()
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{
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#if FOO==200
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color = 1.0;
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#else
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#error expected FOO 200
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#endif
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#ifdef FOO
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color -= 5.0;
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#else
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#error expected FOO 200
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#endif
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#ifdef IN_SHADER
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color++;
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#else
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#error IN_SHADER was undef
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#endif
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#ifdef UNDEFED
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#error UNDEFED defined
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#else
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color *= 3.0;
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#endif
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}
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@ -119,6 +119,14 @@ diff -b $BASEDIR/include.vert.out $TARGETDIR/include.vert.out || HASERROR=1
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$EXE -D -e main -H -Iinc1/path1 -Iinc1/path2 hlsl.dashI.vert > $TARGETDIR/hlsl.dashI.vert.out
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diff -b $BASEDIR/hlsl.dashI.vert.out $TARGETDIR/hlsl.dashI.vert.out || HASERROR=1
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#
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# Testing -D and -U
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#
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$EXE -DUNDEFED -UIN_SHADER -DFOO=200 -i -l -UUNDEFED -DMUL=FOO*2 glsl.-D-U.frag > $TARGETDIR/glsl.-D-U.frag.out
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diff -b $BASEDIR/glsl.-D-U.frag.out $TARGETDIR/glsl.-D-U.frag.out || HASERROR=1
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$EXE -D -e main -V -i -DUNDEFED -UIN_SHADER -DFOO=200 -UUNDEFED hlsl.-D-U.frag > $TARGETDIR/hlsl.-D-U.frag.out
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diff -b $BASEDIR/hlsl.-D-U.frag.out $TARGETDIR/hlsl.-D-U.frag.out || HASERROR=1
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#
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# Final checking
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#
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@ -588,7 +588,7 @@ bool ProcessDeferred(
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const char* customPreamble,
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const EShOptimizationLevel optLevel,
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const TBuiltInResource* resources,
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int defaultVersion, // use 100 for ES environment, 110 for desktop; this is the GLSL version, not SPIR-V or Vulkan
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int defaultVersion, // use 100 for ES environment, 110 for desktop; this is the GLSL version, not SPIR-V or Vulkan
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EProfile defaultProfile,
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// set version/profile to defaultVersion/defaultProfile regardless of the #version
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// directive in the source code
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@ -628,7 +628,7 @@ bool ProcessDeferred(
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const char** names = new const char*[numTotal];
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for (int s = 0; s < numStrings; ++s) {
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strings[s + numPre] = shaderStrings[s];
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if (inputLengths == 0 || inputLengths[s] < 0)
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if (inputLengths == nullptr || inputLengths[s] < 0)
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lengths[s + numPre] = strlen(shaderStrings[s]);
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else
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lengths[s + numPre] = inputLengths[s];
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@ -643,12 +643,14 @@ bool ProcessDeferred(
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// First, without using the preprocessor or parser, find the #version, so we know what
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// symbol tables, processing rules, etc. to set up. This does not need the extra strings
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// outlined above, just the user shader.
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glslang::TInputScanner userInput(numStrings, &strings[numPre], &lengths[numPre]); // no preamble
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// outlined above, just the user shader, after the system and user preambles.
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glslang::TInputScanner userInput(numStrings, &strings[numPre], &lengths[numPre]);
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int version = 0;
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EProfile profile = ENoProfile;
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bool versionNotFirstToken = false;
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bool versionNotFirst = (messages & EShMsgReadHlsl) ? true : userInput.scanVersion(version, profile, versionNotFirstToken);
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bool versionNotFirst = (messages & EShMsgReadHlsl) ?
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true :
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userInput.scanVersion(version, profile, versionNotFirstToken);
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bool versionNotFound = version == 0;
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if (forceDefaultVersionAndProfile && (messages & EShMsgReadHlsl) == 0) {
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if (! (messages & EShMsgSuppressWarnings) && ! versionNotFound &&
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@ -675,7 +677,8 @@ bool ProcessDeferred(
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spvVersion.vulkan = 100; // TODO: eventually have this come from the outside
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else if (spvVersion.spv != 0)
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spvVersion.openGl = 100; // TODO: eventually have this come from the outside
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bool goodVersion = DeduceVersionProfile(compiler->infoSink, compiler->getLanguage(), versionNotFirst, defaultVersion, source, version, profile, spvVersion);
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bool goodVersion = DeduceVersionProfile(compiler->infoSink, compiler->getLanguage(),
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versionNotFirst, defaultVersion, source, version, profile, spvVersion);
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bool versionWillBeError = (versionNotFound || (profile == EEsProfile && version >= 300 && versionNotFirst));
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bool warnVersionNotFirst = false;
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if (! versionWillBeError && versionNotFirstToken) {
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@ -696,7 +699,7 @@ bool ProcessDeferred(
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if (messages & EShMsgDebugInfo) {
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intermediate.setSourceFile(names[numPre]);
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for (int s = 0; s < numStrings; ++s)
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intermediate.addSourceText(strings[numPre]);
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intermediate.addSourceText(strings[numPre + s]);
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}
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SetupBuiltinSymbolTable(version, profile, spvVersion, source);
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@ -726,7 +729,7 @@ bool ProcessDeferred(
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compiler->getLanguage(), compiler->infoSink,
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spvVersion, forwardCompatible, messages, false, sourceEntryPointName);
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TPpContext ppContext(*parseContext, names[numPre]? names[numPre]: "", includer);
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TPpContext ppContext(*parseContext, names[numPre] ? names[numPre] : "", includer);
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// only GLSL (bison triggered, really) needs an externally set scan context
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glslang::TScanContext scanContext(*parseContext);
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