Revision 5298ccf7da486d0010c6157974d5dd9a5556f265 authored by Tim Foley on 05 April 2018, 23:15:45 UTC, committed by GitHub on 05 April 2018, 23:15:45 UTC
* Don't emit interpolation modifiers on GLSL fields The previous change that started passing through interpolation modifiers didn't account for the fact that the GLSL grammar doesn't allow interpolation modifiers on `struct` fields, so we shouldn't emit them in that case (and our legalization strategy for GLSL guarantees that varying input will never use a `struct` type anyway). * Try to handle SV_Position semantic on GS input HLSL allows `SV` semantics to be used for ordinary inter-stage dataflow in some cases (e.g., a VS can output `SV_Position` and it can then be read from a GS). GLSL allows similar things with `gl_Position`, but there are some wrinkles. One fix here is to correctly identify that `gl_FragCoord` should only be used as the translation of `SV_Position` for a fragment shader input (and not in the general case of *any* input). The other "fix" here is a kludge to handle the fact that the right translation for a GS input is not to an array called `gl_Position`, but to the syntax `gl_in[index].gl_Position` (array-of-structs style). I am doing this by attaching a custom decoration to the global variable we create for `gl_Position` and then intercepting it during code emit. I'm not proud of this, and would like to do something better given time. * Fix GLSL output for matrix-scalar multiplication The output logic was assuming that any use of `operator*` in the input code that yields a value of matrix type must be translated to a `matrixCompMult()` call in GLSL, but this should really only apply if both of the *operands* are matrices (not just based on the result type). As a result matrix-times-scalar operations were emitting a call to `matrixCompMult()` and GLSL was complaining because it won't implicitly promote scalars to matrices.
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appveyor.yml
# Our solution file is currently set up for VS2015
image: Visual Studio 2015
init:
# Construct a version number suitable for using as a release name
- ps: >-
if ($env:APPVEYOR_REPO_TAG -eq "true")
{
$env:SLANG_VERSION = "$($env:APPVEYOR_REPO_TAG_NAME.TrimStart("v"))"
}
else
{
$env:SLANG_VERSION = "dev-$($env:APPVEYOR_REPO_COMMIT.Substring(0, 7))"
}
# The project uses a submodule for the "glslang" dependency,
# so we need to make sure to pull that before building.
install:
- git submodule update --init --recursive
# We want to build the full matrix of platforms and configurations
# that we support on Windows.
#
# Put Release|x64 first since that is the target which runs the most tests.
platform:
- x64
- Win32
configuration:
- Release
- Debug
# In the interests of time, go ahead and immediately fail a build
# if any job fails, rather than keep on building to discover the
# full set of failures.
matrix:
fast_finish: true
# MSBUILD should ideally be able to find our solution file
# automatically, but it seems to get confused, so we specify
# the file name to use here.
build:
project: slang.sln
parallel: true
verbosity: minimal
# Testing
# We only run tests on the Release build for now, just to speed
# up the build process.
#
# TODO: We should really define different levels of tests, and
# at least run some "smoke" tests across all builds.
test_script:
- ps: |
if ($env:CONFIGURATION -eq "Debug")
{
$testCategory = "smoke"
}
elseif($env:PLATFORM -eq "x64")
{
$testCategory = "full"
}
else
{
$testCategory = "quick"
}
.\test.bat -platform %PLATFORM% -configuration %CONFIGURATION% -appveyor -category $testCategory
# Package up the stuff we want to deploy into a single .zip file
after_build:
- ps: |
if ($env:PLATFORM -eq "x64")
{
$env:SLANG_DEPLOY_PLATFORM = "win64"
}
else
{
$env:SLANG_DEPLOY_PLATFORM = "win32"
}
$env:SLANG_BINARY_ARCHIVE = "slang-$($env:SLANG_VERSION)-$($env:SLANG_DEPLOY_PLATFORM).zip"
$env:SLANG_SOURCE_ARCHIVE = "slang-$($env:SLANG_VERSION)-source.zip"
7z a "$env:SLANG_BINARY_ARCHIVE" slang.h
7z a "$env:SLANG_BINARY_ARCHIVE" bin\*\*\slang.dll
7z a "$env:SLANG_BINARY_ARCHIVE" bin\*\*\slang.lib
7z a "$env:SLANG_BINARY_ARCHIVE" bin\*\*\slang-glslang.dll
7z a "$env:SLANG_BINARY_ARCHIVE" bin\*\*\slangc.exe
7z a "$env:SLANG_BINARY_ARCHIVE" docs\*.md
7z a "$env:SLANG_SOURCE_ARCHIVE" slang.h
7z a "$env:SLANG_SOURCE_ARCHIVE" source\*\*.h
7z a "$env:SLANG_SOURCE_ARCHIVE" source\*\*.cpp
7z a "$env:SLANG_SOURCE_ARCHIVE" docs\*.md
7z a "$env:SLANG_SOURCE_ARCHIVE" README.md
7z a "$env:SLANG_SOURCE_ARCHIVE" LICENSE
# Register the created .zip file as an artifact with AppVeyor
artifacts:
- path: $(SLANG_BINARY_ARCHIVE)
name: binary_archive
- path: $(SLANG_SOURCE_ARCHIVE)
name: source_archive
# On a successful build of a tag, push archices to GitHub releases
deploy:
release: v$(SLANG_VERSION)
description: 'Slang $(SLANG_VERSION)'
provider: GitHub
auth_token:
secure: +FukP7TA9F+fofZRZnu2FSqPcrQ1u4r8r4pl+/83owiY6M1R4ykg+8RcSzXi2f63
artifact: 'binary_archive,source_archive'
draft: false
prerelease: false
force_update: true # TODO: consider if we can avoid this
on:
configuration: Release
appveyor_repo_tag: true # deploy on tag push only
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