Add WASM build target for Web version of glslang
This adds build rules to support generating a WASM binary to be used on the web. The API exposed to web applications is definated in the new glslang.js.cpp file.
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286
glslang/glslang.js.cpp
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286
glslang/glslang.js.cpp
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//
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// Copyright (C) 2019 Google, Inc.
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//
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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//
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// Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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//
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// Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following
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// disclaimer in the documentation and/or other materials provided
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// with the distribution.
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//
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// Neither the name of 3Dlabs Inc. Ltd. nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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// FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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// COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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// BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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// LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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// ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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//
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#include <cstdio>
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#endif // __EMSCRIPTEN__
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#include <memory>
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#include "../SPIRV/GlslangToSpv.h"
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#include "../SPIRV/doc.h"
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#include "./../glslang/Public/ShaderLang.h"
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const TBuiltInResource DefaultTBuiltInResource = {
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/* .MaxLights = */ 32,
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/* .MaxClipPlanes = */ 6,
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/* .MaxTextureUnits = */ 32,
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/* .MaxTextureCoords = */ 32,
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/* .MaxVertexAttribs = */ 64,
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/* .MaxVertexUniformComponents = */ 4096,
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/* .MaxVaryingFloats = */ 64,
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/* .MaxVertexTextureImageUnits = */ 32,
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/* .MaxCombinedTextureImageUnits = */ 80,
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/* .MaxTextureImageUnits = */ 32,
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/* .MaxFragmentUniformComponents = */ 4096,
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/* .MaxDrawBuffers = */ 32,
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/* .MaxVertexUniformVectors = */ 128,
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/* .MaxVaryingVectors = */ 8,
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/* .MaxFragmentUniformVectors = */ 16,
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/* .MaxVertexOutputVectors = */ 16,
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/* .MaxFragmentInputVectors = */ 15,
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/* .MinProgramTexelOffset = */ -8,
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/* .MaxProgramTexelOffset = */ 7,
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/* .MaxClipDistances = */ 8,
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/* .MaxComputeWorkGroupCountX = */ 65535,
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/* .MaxComputeWorkGroupCountY = */ 65535,
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/* .MaxComputeWorkGroupCountZ = */ 65535,
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/* .MaxComputeWorkGroupSizeX = */ 1024,
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/* .MaxComputeWorkGroupSizeY = */ 1024,
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/* .MaxComputeWorkGroupSizeZ = */ 64,
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/* .MaxComputeUniformComponents = */ 1024,
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/* .MaxComputeTextureImageUnits = */ 16,
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/* .MaxComputeImageUniforms = */ 8,
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/* .MaxComputeAtomicCounters = */ 8,
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/* .MaxComputeAtomicCounterBuffers = */ 1,
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/* .MaxVaryingComponents = */ 60,
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/* .MaxVertexOutputComponents = */ 64,
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/* .MaxGeometryInputComponents = */ 64,
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/* .MaxGeometryOutputComponents = */ 128,
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/* .MaxFragmentInputComponents = */ 128,
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/* .MaxImageUnits = */ 8,
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/* .MaxCombinedImageUnitsAndFragmentOutputs = */ 8,
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/* .MaxCombinedShaderOutputResources = */ 8,
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/* .MaxImageSamples = */ 0,
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/* .MaxVertexImageUniforms = */ 0,
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/* .MaxTessControlImageUniforms = */ 0,
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/* .MaxTessEvaluationImageUniforms = */ 0,
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/* .MaxGeometryImageUniforms = */ 0,
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/* .MaxFragmentImageUniforms = */ 8,
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/* .MaxCombinedImageUniforms = */ 8,
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/* .MaxGeometryTextureImageUnits = */ 16,
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/* .MaxGeometryOutputVertices = */ 256,
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/* .MaxGeometryTotalOutputComponents = */ 1024,
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/* .MaxGeometryUniformComponents = */ 1024,
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/* .MaxGeometryVaryingComponents = */ 64,
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/* .MaxTessControlInputComponents = */ 128,
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/* .MaxTessControlOutputComponents = */ 128,
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/* .MaxTessControlTextureImageUnits = */ 16,
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/* .MaxTessControlUniformComponents = */ 1024,
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/* .MaxTessControlTotalOutputComponents = */ 4096,
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/* .MaxTessEvaluationInputComponents = */ 128,
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/* .MaxTessEvaluationOutputComponents = */ 128,
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/* .MaxTessEvaluationTextureImageUnits = */ 16,
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/* .MaxTessEvaluationUniformComponents = */ 1024,
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/* .MaxTessPatchComponents = */ 120,
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/* .MaxPatchVertices = */ 32,
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/* .MaxTessGenLevel = */ 64,
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/* .MaxViewports = */ 16,
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/* .MaxVertexAtomicCounters = */ 0,
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/* .MaxTessControlAtomicCounters = */ 0,
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/* .MaxTessEvaluationAtomicCounters = */ 0,
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/* .MaxGeometryAtomicCounters = */ 0,
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/* .MaxFragmentAtomicCounters = */ 8,
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/* .MaxCombinedAtomicCounters = */ 8,
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/* .MaxAtomicCounterBindings = */ 1,
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/* .MaxVertexAtomicCounterBuffers = */ 0,
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/* .MaxTessControlAtomicCounterBuffers = */ 0,
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/* .MaxTessEvaluationAtomicCounterBuffers = */ 0,
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/* .MaxGeometryAtomicCounterBuffers = */ 0,
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/* .MaxFragmentAtomicCounterBuffers = */ 1,
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/* .MaxCombinedAtomicCounterBuffers = */ 1,
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/* .MaxAtomicCounterBufferSize = */ 16384,
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/* .MaxTransformFeedbackBuffers = */ 4,
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/* .MaxTransformFeedbackInterleavedComponents = */ 64,
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/* .MaxCullDistances = */ 8,
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/* .MaxCombinedClipAndCullDistances = */ 8,
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/* .MaxSamples = */ 4,
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/* .maxMeshOutputVerticesNV = */ 256,
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/* .maxMeshOutputPrimitivesNV = */ 512,
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/* .maxMeshWorkGroupSizeX_NV = */ 32,
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/* .maxMeshWorkGroupSizeY_NV = */ 1,
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/* .maxMeshWorkGroupSizeZ_NV = */ 1,
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/* .maxTaskWorkGroupSizeX_NV = */ 32,
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/* .maxTaskWorkGroupSizeY_NV = */ 1,
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/* .maxTaskWorkGroupSizeZ_NV = */ 1,
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/* .maxMeshViewCountNV = */ 4,
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/* .limits = */ {
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/* .nonInductiveForLoops = */ 1,
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/* .whileLoops = */ 1,
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/* .doWhileLoops = */ 1,
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/* .generalUniformIndexing = */ 1,
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/* .generalAttributeMatrixVectorIndexing = */ 1,
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/* .generalVaryingIndexing = */ 1,
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/* .generalSamplerIndexing = */ 1,
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/* .generalVariableIndexing = */ 1,
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/* .generalConstantMatrixVectorIndexing = */ 1,
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}};
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/*
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* Takes in a GLSL shader as a string and converts it to SPIR-V in binary form.
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*
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* |glsl| Char array created using create_input_buffer and populated
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* with the shader to be converted.
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* This buffer must be destroyed using destroy_input_buffer.
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* |shader_type| Magic number indicating the type of shader being processed.
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* Legal values are as follows:
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* Vertex = 0
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* Geometry = 3
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* Fragment = 4
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* |spirv| Pointer to an output buffer that will be updated with the
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* resulting SPIR-V shader.
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* This buffer must be destroyed using destroy_output_buffer.
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*
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* |spirv_len| Length of the output binary buffer.
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* |gen_debug| Flag to indicate if debug information should be generated.
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*
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* Return 0 on success, non-0 on failure.
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*/
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#ifdef __EMSCRIPTEN__
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EMSCRIPTEN_KEEPALIVE
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#endif // __EMSCRIPTEN__
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int convert_glsl_to_spirv(const char* glsl, int shader_type, unsigned int** spirv, size_t* spirv_len, bool gen_debug)
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{
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int ret_val = 0;
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if (glsl == nullptr || spirv == nullptr) {
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return 1;
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}
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*spirv = nullptr;
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if (shader_type != 0 && shader_type != 3 && shader_type != 4) {
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return 2;
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}
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EShLanguage shader_lang = static_cast<EShLanguage>(shader_type);
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glslang::InitializeProcess();
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{
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glslang::TShader shader(shader_lang);
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shader.setStrings(&glsl, 1);
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shader.setEnvInput(glslang::EShSourceGlsl, shader_lang, glslang::EShClientOpenGL, 100);
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shader.setEnvClient(glslang::EShClientVulkan, glslang::EShTargetVulkan_1_1);
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shader.setEnvTarget(glslang::EShTargetSpv, glslang::EShTargetSpv_1_3);
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shader.parse(&DefaultTBuiltInResource, 100, true, EShMsgDefault);
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glslang::TProgram program;
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program.addShader(&shader);
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program.link(EShMsgDefault);
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std::vector<unsigned int> output;
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std::string warningsErrors;
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glslang::SpvOptions spvOptions;
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spvOptions.generateDebugInfo = gen_debug;
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spvOptions.disableOptimizer = false;
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spvOptions.optimizeSize = false;
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spvOptions.disassemble = false;
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spvOptions.validate = false;
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glslang::GlslangToSpv(*program.getIntermediate(EShLangFragment), output, nullptr, &spvOptions);
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*spirv_len = output.size();
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*spirv = static_cast<unsigned int*>(malloc(*spirv_len * sizeof(unsigned int)));
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if (*spirv != nullptr) {
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memcpy(*spirv, output.data(), *spirv_len);
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} else {
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ret_val = 3;
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}
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}
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glslang::FinalizeProcess();
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return ret_val;
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}
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/*
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* Created a valid input buffer.
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*
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* Must be destroyed later using destroy_input_buffer.
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*/
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#ifdef __EMSCRIPTEN__
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EMSCRIPTEN_KEEPALIVE
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#endif // __EMSCRIPTEN__
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char* create_input_buffer(int count) { return static_cast<char*>(malloc(count * sizeof(char))); }
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/*
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* Destroys a buffer created by create_input_buffer
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*/
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#ifdef __EMSCRIPTEN__
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EMSCRIPTEN_KEEPALIVE
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#endif // __EMSCRIPTEN__
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void destroy_input_buffer(char* p)
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{
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if (p != nullptr)
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free(p);
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}
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/*
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* Destroys a buffer created by convert_glsl_to_spirv
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*/
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#ifdef __EMSCRIPTEN__
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EMSCRIPTEN_KEEPALIVE
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#endif // __EMSCRIPTEN__
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void destroy_ouput_buffer(unsigned int* p)
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{
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if (p != nullptr)
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free(p);
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}
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/*
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* For non-Emscripten builds we supply a generic main, so that the glslang.js
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* build target can generate an executable with a trivial use case instead of
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* generating a WASM binary. This is done so that there is a target that can be
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* built and output analyzed using desktop tools, since WASM binaries are
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* specific to the Emscripten toolchain.
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*/
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#ifndef __EMSCRIPTEN__
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int main() {
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const char* input_text = R"(#version 310 es
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void main() { })";
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char* input;
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unsigned int* output;
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size_t output_len;
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input = create_input_buffer(sizeof(input_text));
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assert(input != nullptr);
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memcpy(input, input_text, sizeof(input_text));
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convert_glsl_to_spirv(input, 4, &output, &output_len, false);
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destroy_ouput_buffer(output);
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destroy_input_buffer(input);
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return 0;
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}
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#endif // !__EMSCRIPTEN__
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