https://github.com/shader-slang/slang
Revision 8f03af5e5b580170fab3fd2fe6144f92038c7701 authored by Sai Praveen Bangaru on 28 March 2023, 19:39:52 UTC, committed by GitHub on 28 March 2023, 19:39:52 UTC
* Create render.slang * Added higher-order differentiability decorators for built-ins + preliminary tests * Update diff.meta.slang * Copy over conformance synthesis code to `DifferentiableTypeConformanceContext` * Update render.slang * Fixed 1D warped-area sampling test * Update warped-sampling-1d.slang * Remove commented line. * Change WAS test to use fixed point * Replaced InterlockedCmpExchange with InterlockedAdd * Increase fixed point precision * Reduce floating-point precision by 2 digits to avoid platform-specific problems * Dropped another digit (just to be safe) --------- Co-authored-by: Yong He <yonghe@outlook.com>
1 parent e22b4db
Tip revision: 8f03af5e5b580170fab3fd2fe6144f92038c7701 authored by Sai Praveen Bangaru on 28 March 2023, 19:39:52 UTC
AD: Warped-Area-Sampling test works now. (#2742)
AD: Warped-Area-Sampling test works now. (#2742)
Tip revision: 8f03af5
premake5.lua
-- premake5.lua
-- This file describes the build configuration for Slang so
-- that premake can generate platform-specific build files
-- using Premake 5 (https://premake.github.io/).
--
-- To update the build files that are checked in to the Slang repository,
-- run a `premake5` binary and specify the appropriate action, e.g.:
--
-- premake5.exe --os=windows vs2015
--
-- If you are trying to build Slang on another platform, then you
-- can try invoking `premake5` for your desired OS and build format
-- and see what happens.
--
-- If you are going to modify this file to change/customize the Slang
-- build, then you may need to read up on Premake's approach and
-- how it uses/abuses Lua syntax. A few important things to note:
--
-- * Everything that *looks* like a declarative (e.g., `kind "SharedLib"`)
-- is actually a Lua function call (e.g., `kind("SharedLib")`) that
-- modifies the behind-the-scenes state that describes the build.
--
-- * Many of these function calls are "sticky" and affect subsequent
-- calls, so ordering matters a *lot*. This file uses indentation to
-- represent some of the flow of state, but it is important to recognize
-- that the indentation is not semantically significant.
--
-- * Because the configuration logic is just executable Lua code, we
-- can capture and re-use bits of configuration logic in ordinary
-- Lua subroutines.
--
-- Now let's move on to the actual build:
-- The "workspace" represents the overall build (the "solution" in
-- Visual Studio terms). It sets up basic build settings that will
-- apply across all projects.
--
-- To output linux will output to linux
-- % premake5 --os=linux gmake2 --build-location="build.linux"
--
-- % cd build.linux
-- % make config=release_x64
-- or
-- % make config=debug_x64
--
-- From in the build directory you can use
-- % premake5 --file=../premake5.lua --os=linux gmake2
-- Fail if we try to use the deprecated 'gmake' generator
if _ACTION == "gmake" then
premake.error "Please use the 'gmake2' generator instead of 'gmake'"
end
--
-- Add the package path for slang-pack/slang-util
-- The question mark is there the name of the module is inserted.
---
local modulePath = "external/slang-binaries/lua-modules/?.lua"
package.path = package.path .. ";" .. modulePath
-- Load the slack package manager module
slangPack = require("slang-pack")
slangUtil = require("slang-util")
-- Load the dependencies from the json file
deps = slangPack.loadDependencies("deps/target-deps.json")
newoption {
trigger = "override-module",
description = "(Optional) Specify a lua file that can override functions",
value = "path"
}
newoption {
trigger = "build-location",
description = "(Optional) Specifiy the location to place solution on root Makefile",
value = "path"
}
newoption {
trigger = "execute-binary",
description = "(Optional) If true binaries used in build will be executed (disable on cross compilation)",
value = "bool",
default = "true",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "build-glslang",
description = "(Optional) If true glslang and spirv-opt will be built",
value = "bool",
default = "false",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "enable-cuda",
description = "(Optional) If true will enable cuda tests, if CUDA is found via CUDA_PATH",
value = "bool",
default = "false",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "enable-nvapi",
description = "(Optional) If true will enable NVAPI, if NVAPI is found via external/nvapi",
value = "bool",
default = "false",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "cuda-sdk-path",
description = "(Optional) Path to the root of CUDA SDK. If set will enable CUDA in build (ie in effect sets enable-cuda=true too)",
value = "path"
}
newoption {
trigger = "enable-optix",
description = "(Optional) If true will enable OptiX build/ tests (also implicitly enables CUDA)",
value = "bool",
default = "false",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "optix-sdk-path",
description = "(Optional) Path to the root of OptiX SDK. (Implicitly enabled OptiX and CUDA)",
value = "path"
}
newoption {
trigger = "enable-profile",
description = "(Optional) If true will enable slang-profile tool - suitable for gprof usage on linux",
value = "bool",
default = "false",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "enable-embed-stdlib",
description = "(Optional) If true build slang with an embedded version of the stdlib",
value = "bool",
default = "false",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "enable-xlib",
description = "(Optional) If true build `gfx` and `platform` with xlib to support windowed apps on linux.",
value = "bool",
default = "true",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "enable-experimental-projects",
description = "(Optional) If true include experimental projects in build.",
value = "bool",
default = "false",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "disable-stdlib-source",
description = "(Optional) If true stdlib source will not be included in binary.",
value = "bool",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "skip-source-generation",
description = "(Optional) If true will skip source generation steps.",
value = "bool",
default = "false",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "deploy-slang-llvm",
description = "(Optional) If true will copy slang-llvm to output directory.",
value = "bool",
default = "true",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "deploy-slang-glslang",
description = "(Optional) If true will copy slang-glslang to output directory.",
value = "bool",
default = "true",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "full-debug-validation",
description = "(Optional) If true will enable full IR validation in debug build. (SLOW!)",
value = "bool",
default = "false",
allowed = { { "true", "True"}, { "false", "False" } }
}
newoption {
trigger = "enable-asan",
description = "(Optional) If true will enable ASAN (address santizier).",
value = "bool",
default = "false",
allowed = { { "true", "True"}, { "false", "False" } }
}
buildLocation = _OPTIONS["build-location"]
executeBinary = (_OPTIONS["execute-binary"] == "true")
buildGlslang = (_OPTIONS["build-glslang"] == "true")
enableCuda = not not (_OPTIONS["enable-cuda"] == "true" or _OPTIONS["cuda-sdk-path"])
enableProfile = (_OPTIONS["enable-profile"] == "true")
optixPath = _OPTIONS["optix-sdk-path"]
enableOptix = not not (_OPTIONS["enable-optix"] == "true" or optixPath)
enableProfile = (_OPTIONS["enable-profile"] == "true")
enableEmbedStdLib = (_OPTIONS["enable-embed-stdlib"] == "true")
enableXlib = (_OPTIONS["enable-xlib"] == "true")
skipSourceGeneration = (_OPTIONS["skip-source-generation"] == "true")
deployLLVM = (_OPTIONS["deploy-slang-llvm"] == "true")
deployGLSLang = (_OPTIONS["deploy-slang-glslang"] == "true")
fullDebugValidation = (_OPTIONS["full-debug-validation"] == "true")
enableAsan = (_OPTIONS["enable-asan"] == "true")
-- If stdlib embedding is enabled, disable stdlib source embedding by default
disableStdlibSource = enableEmbedStdLib
-- If embedding is enabled, and the setting `disable-stdlib-source` setting is set, use it's value
if enableEmbedStdLib and _OPTIONS["disable-stdlib-source"] ~= nil then
disableStdlibSource = (_OPTIONS["disable-stdlib-source"] == "true")
end
-- Determine the target info
targetInfo = slangUtil.getTargetInfo()
--
-- Update the dependencies for the target
--
deps:update(targetInfo.name)
-- Get the target name that can be used as paths that generate for different configurations (ie contains premake Tokens)
targetName = targetInfo.tokenName
-- This is the path where nvapi is expected to be found
nvapiPath = "external/nvapi"
if enableOptix then
optixPath = optixPath or "C:/ProgramData/NVIDIA Corporation/OptiX SDK 7.0.0/"
enableCuda = true
end
-- cudaPath is only set if cuda is enabled, and CUDA_PATH enviromental variable is set
cudaPath = nil
if enableCuda then
-- Get the CUDA path. Use the value set on cuda-sdk-path by default, if not set use the environment variable.
cudaPath = (_OPTIONS["cuda-sdk-path"] or os.getenv("CUDA_PATH"))
end
-- TODO(JS): What's the point in the enable-xlib command line option if it's just overridden here?
if targetInfo.isWindows or os.target() == "macosx" then
enableXlib = false
end
-- Even if we have the nvapi path, we only want to currently enable on windows targets
enableNvapi = not not (os.isdir(nvapiPath) and targetInfo.isWindows and _OPTIONS["enable-nvapi"] == "true")
if enableNvapi then
printf("Enabled NVAPI")
end
overrideModule = {}
local overrideModulePath = _OPTIONS["override-module"]
if overrideModulePath then
overrideModule = require(overrideModulePath)
end
-- This is needed for gcc, for the 'fileno' functions on cygwin
-- _GNU_SOURCE makes realpath available in gcc
if targetInfo.os == "cygwin" then
buildoptions { "-D_POSIX_SOURCE" }
filter { "toolset:gcc*" }
buildoptions { "-D_GNU_SOURCE" }
end
function getPlatforms(targetInfo)
return { "x86", "x64", "aarch64" }
end
workspace "slang"
-- We will support debug/release configuration and x86/x64 builds.
configurations { "Debug", "Release" }
platforms(getPlatforms(targetInfo))
if buildLocation then
location(buildLocation)
end
flags "MultiProcessorCompile"
--
-- Make slang-test the startup project.
--
-- https://premake.github.io/docs/startproject
startproject "slang-test"
-- The output binary directory will be derived from the OS
-- and configuration options, e.g. `bin/windows-x64/debug/`
targetdir("bin/" .. targetName .. "/%{cfg.buildcfg:lower()}")
cppdialect "C++17"
-- Statically link to the C/C++ runtime rather than create a DLL dependency.
staticruntime "On"
-- Turn off edit and continue for all projects. This is needed to avoid
-- linking warnings.
editandcontinue "Off"
-- Once we've set up the common settings, we will make some tweaks
-- that only apply in a subset of cases. Each call to `filter()`
-- changes the "active" filter for subsequent commands. In
-- effect, those commands iwll be ignored when the conditions of
-- the filter aren't satisfied.
-- Our `x64` platform should (obviously) target the x64
-- architecture and similarly for x86.
--
-- https://premake.github.io/docs/architecture/
--
filter { "platforms:x64" }
architecture "x64"
filter { "platforms:x86" }
architecture "x86"
filter { "platforms:aarch64" }
architecture "ARM64"
filter { "platforms:aarch64", "toolset:clang" }
buildoptions { "-arch arm64" }
linkoptions { "-arch arm64" }
filter { "toolset:clang or gcc*" }
-- Makes all symbols hidden by default unless explicitly 'exported'
buildoptions { "-fvisibility=hidden" }
-- Warnings
buildoptions { "-Wno-unused-but-set-variable", "-Wno-unused-parameter", "-Wno-type-limits", "-Wno-sign-compare", "-Wno-unused-variable", "-Wno-switch", "-Wno-return-type", "-Wno-unused-local-typedefs", "-Wno-parentheses" }
filter { "toolset:clang or gcc*", "language:C++" }
buildoptions { "-Wno-reorder", "-Wno-class-memaccess"}
filter { "toolset:gcc*" }
buildoptions { "-Wno-implicit-fallthrough", "-Wno-maybe-uninitialized" }
filter { "toolset:clang" }
buildoptions { "-Wno-deprecated-register", "-Wno-tautological-compare", "-Wno-missing-braces", "-Wno-undefined-var-template", "-Wno-unused-function", "-Wno-return-std-move", "-Wno-ignored-optimization-argument", "-Wno-unknown-warning-option" }
-- When compiling the debug configuration, we want to turn
-- optimization off, make sure debug symbols are output,
-- and add the same preprocessor definition that VS
-- would add by default.
filter { "configurations:debug" }
optimize "Off"
symbols "On"
defines { "_DEBUG" }
-- staticruntime "Off"
-- For the release configuration we will turn optimizations on
-- (we do not yet micro-manage the optimization settings)
-- and set the preprocessor definition that VS would add by default.
filter { "configurations:release" }
optimize "On"
defines { "NDEBUG" }
filter { "system:linux" }
links { "dl" }
--
-- `--no-undefined` - by default if a symbol is not found in a link it will assume it will be resolved at runtime (!)
-- this option ensures that all the referenced symbols exist
--
linkoptions{ "-Wl,-rpath,'$$ORIGIN',--no-as-needed,--no-undefined" }
-- allow libraries to be listed in any order (do not require dependency order)
linkgroups "On"
function dump(o)
if type(o) == 'table' then
local s = '{ '
for k,v in pairs(o) do
if type(k) ~= 'number' then k = '"'..k..'"' end
s = s .. '['..k..'] = ' .. dump(v) .. ','
end
return s .. '} '
else
return tostring(o)
end
end
function dumpTable(o)
local s = '{ '
for k,v in pairs(o) do
if type(k) ~= 'number' then k = '"'..k..'"' end
s = s .. '['..k..'] = ' .. tostring(v) .. ',\n'
end
return s .. '} '
end
function getExecutableSuffix()
if(os.target() == "windows") then
return ".exe"
end
return ""
end
--
-- We are now going to start defining the projects, where
-- each project builds some binary artifact (an executable,
-- library, etc.).
--
-- All of our projects follow a common structure, so rather
-- than reiterate a bunch of build settings, we define
-- some subroutines that make the configuration as concise
-- as possible.
--
-- First, we will define a helper routine for adding all
-- the relevant files from a given directory path:
--
-- Note that this does not work recursively
-- so projects that spread their source over multiple
-- directories will need to take more steps.
function addSourceDir(path)
files
{
path .. "/*.cpp", -- C++ source files
path .. "/*.slang", -- Slang files (for our stdlib)
path .. "/*.h", -- Header files
path .. "/*.hpp", -- C++ style headers (for glslang)
path .. "/*.natvis", -- Visual Studio debugger visualization files
}
removefiles
{
"**/*.meta.slang.h",
"**/slang-*generated*.h",
"**/gfx-unit-test/test-tmp*"
}
end
-- Adds CUDA dependency to a project
function addCUDAIfEnabled()
if type(cudaPath) == "string" and targetInfo.isWindows then
filter {}
includedirs { cudaPath .. "/include" }
includedirs { cudaPath .. "/include", cudaPath .. "/common/inc" }
links { "cuda", "cudart" }
if optixPath then
defines { "RENDER_TEST_OPTIX" }
includedirs { optixPath .. "include/" }
end
filter { "platforms:x86" }
libdirs { cudaPath .. "/lib/Win32/" }
filter { "platforms:x64" }
libdirs { cudaPath .. "/lib/x64/" }
filter {}
return true
elseif enableCuda then
filter {}
if type(cudaPath) == "string" then
includedirs { cudaPath .. "/include" }
includedirs { cudaPath .. "/include" }
if optixPath then
defines { "GFX_OPTIX" }
includedirs { optixPath .. "include/" }
end
filter { "platforms:x86" }
libdirs { cudaPath .. "/lib32/" }
filter { "platforms:x64" }
libdirs { cudaPath .. "/lib64/" }
filter {}
links { "cuda", "cudart" }
else
print "Error: CUDA is enabled but --cuda-sdk-path is not specified."
end
return true
end
return false
end
--
-- Next we will define a helper routine that all of our
-- projects will bottleneck through. Here `name` is
-- the name for the project (and the base name for
-- whatever output file it produces), while `sourceDir`
-- is the directory that holds the source.
--
-- E.g., for the `slangc` project, the source code
-- is nested in `source/`, so we'd (indirectly) call:
--
-- baseSlangProject("slangc", "source/slangc")
--
-- NOTE! This function will add any source from the sourceDir, *if* it's specified.
-- Pass nil if adding files is not wanted.
function baseSlangProject(name, sourceDir)
-- Start a new project in premake. This switches
-- the "current" project over to the newly created
-- one, so that subsequent commands affect this project.
--
project(name)
-- We need every project to have a stable UUID for
-- output formats (like Visual Studio and XCode projects)
-- that use UUIDs rather than names to uniquely identify
-- projects. If we don't have a stable UUID, then the
-- output files might have spurious diffs whenever we
-- re-run premake generation.
if sourceDir then
uuid(os.uuid(name .. '|' .. sourceDir))
else
-- If we don't have a sourceDir, the name will have to be enough
uuid(os.uuid(name))
end
-- Location could do with a better name than 'other' - but it seems as if %{cfg.buildcfg:lower()} and similar variables
-- is not available for location to expand.
location("build/" .. slangUtil.getBuildLocationName(targetInfo) .. "/" .. name)
-- The intermediate ("object") directory will use a similar
-- naming scheme to the output directory, but will also use
-- the project name to avoid cases where multiple projects
-- have source files with the same name.
--
objdir("intermediate/" .. targetName .. "/%{cfg.buildcfg:lower()}/%{prj.name}")
-- Treat C++ as the default language, projects in other languages can
-- override this later
--
language "C++"
-- By default, Premake generates VS project files that
-- reflect the directory structure of the source code.
-- While this is nice in principle, it creates messy
-- results in practice for our projects.
--
-- Instead, we will use the `vpaths` feature to imitate
-- the default VS behavior of grouping files into
-- virtual subdirectories (VS calls them "filters") for
-- header and source files respectively.
--
-- Note: We are setting `vpaths` using a list of key/value
-- tables instead of just a key/value table, since this
-- appears to be an (undocumented) way to fix the order
-- in which the filters are tested. Otherwise we have
-- issues where premake will nondeterministically decide
-- the check something against the `**.cpp` filter first,
-- and decide that a `foo.cpp.h` file should go into
-- the `"Source Files"` vpath. That behavior seems buggy,
-- but at least we appear to have a workaround.
--
vpaths {
{ ["Header Files"] = { "**.h", "**.hpp"} },
{ ["Source Files"] = { "**.cpp", "**.slang", "**.natvis" } },
}
-- Override default options for a project if necessary
if overrideModule.addBaseProjectOptions then
overrideModule.addBaseProjectOptions()
end
--
-- Add the files in the sourceDir
-- NOTE! This doesn't recursively add files in subdirectories
--
if not not sourceDir then
addSourceDir(sourceDir)
end
--
-- Enable ASAN (address sanitizer) if requested.
--
if enableAsan then
if (targetInfo.isWindows) then
buildoptions { "/fsanitize=address" }
flags { "NoIncrementalLink" }
end
end
end
-- We can now use the `baseSlangProject()` subroutine to
-- define helpers for the different categories of project
-- in our source tree.
--
-- For example, the Slang project has several tools that
-- are used during building/testing, but don't need to
-- be distributed. These always have their source code in
-- `tools/<project-name>/`.
--
function tool(name)
-- We use the `group` command here to specify that the
-- next project we create shold be placed into a group
-- named "tools" in a generated IDE solution/workspace.
--
-- This is used in the generated Visual Studio solution
-- to group all the tools projects together in a logical
-- sub-directory of the solution.
--
group "tools"
-- Now we invoke our shared project configuration logic,
-- specifying that the project lives under the `tools/` path.
--
baseSlangProject(name, "tools/" .. name)
-- Finally, we set the project "kind" to produce a console
-- application. This is a reasonable default for tools,
-- and it can be overriden because Premake is stateful,
-- and a subsequent call to `kind()` would overwrite this
-- default.
--
kind "ConsoleApp"
end
-- "Standard" projects will be those that go to make the binary
-- packages for slang: the shared libraries and executables.
--
function standardProject(name, sourceDir)
-- Because Premake is stateful, any `group()` call by another
-- project would still be in effect when we create a project
-- here (e.g., if somebody had called `tool()` before
-- `standardProject()`), so we are careful here to set the
-- group to an emptry string, which Premake treats as "no group."
--
group ""
baseSlangProject(name, sourceDir)
end
function toolSharedLibrary(name)
group "test-tool"
-- specifying that the project lives under the `tools/` path.
--
baseSlangProject(name .. "-tool", "tools/" .. name)
defines { "SLANG_SHARED_LIBRARY_TOOL" }
kind "SharedLib"
end
function exampleLibrary(name)
group "examples"
baseSlangProject(name, "examples/"..name)
kind "StaticLib"
includedirs { ".", "tools" }
links { "gfx", "slang", "platform", "gfx-util", "core"}
addCUDAIfEnabled();
end
exampleLibrary "example-base"
-- Finally we have the example programs that show how to use Slang.
--
function example(name)
-- Example programs go into an "example" group
group "examples"
-- They have their source code under `examples/<project-name>/`
baseSlangProject(name, "examples/" .. name)
-- Set up working directory to be the source directory
debugdir("examples/" .. name)
-- By default, all of our examples are GUI applications. One some
-- platforms there is no meaningful distinction between GUI and
-- command-line applications, but it is significant on Windows and MacOS
--
kind "WindowedApp"
-- Every example needs to be able to include the `slang.h` header
-- if it is going to use Slang, so we might as well set up a suitable
-- include path here rather than make each example do it.
--
-- Most of the examples also need the `gfx` library,
-- which lives under `tools/`, so we will add that to the path as well.
--
includedirs { ".", "tools" }
-- The examples also need to link against the slang library,
-- and the `gfx` abstraction layer (which in turn
-- depends on the `core` library). We specify all of that here,
-- rather than in each example.
links { "example-base", "slang", "gfx", "gfx-util", "platform", "core" }
if targetInfo.isWindows then
else
if enableXlib then
defines { "SLANG_ENABLE_XLIB" }
libdirs { "/usr/X11/lib" }
links {"X11"}
end
end
addCUDAIfEnabled();
end
--
-- Create a project that is used as a build step, typically to
-- build items needed for other dependencies
---
function generatorProject(name, sourcePath, projectKind)
-- We use the `group` command here to specify that the
-- next project we create shold be placed into a group
-- named "generator" in a generated IDE solution/workspace.
--
-- This is used in the generated Visual Studio solution
-- to group all the tools projects together in a logical
-- sub-directory of the solution.
--
group "generator"
-- Set up the project, but do NOT add any source files.
baseSlangProject(name, sourcePath)
-- By default the generator projects run a custom tool and don't
-- require any premake machinery to compile a binary for them.
if projectKind == nil then
kind "Utility"
else
kind (projectKind)
end
end
--
-- With all of these helper routines defined, we can now define the
-- actual projects quite simply. For example, here is the entire
-- declaration of the "Hello, World" example project:
--
example "hello-world"
kind "ConsoleApp"
includedirs {"external/vulkan/include"}
--
-- Note how we are calling our custom `example()` subroutine with
-- the same syntax sugar that Premake usually advocates for their
-- `project()` function. This allows us to treat `example` as
-- a kind of specialized "subclass" of `project`
--
-- Let's go ahead and set up the projects for our other example now.
example "triangle"
example "ray-tracing"
example "ray-tracing-pipeline"
example "autodiff-texture"
example "gpu-printing"
kind "ConsoleApp"
example "shader-toy"
example "model-viewer"
example "shader-object"
kind "ConsoleApp"
example "cpu-com-example"
kind "ConsoleApp"
example "cpu-hello-world"
kind "ConsoleApp"
-- Most of the other projects have more interesting configuration going
-- on, so let's walk through them in order of increasing complexity.
--
-- The `core` project is a static library that has all the basic types
-- and routines that get shared across both the Slang compiler/runtime
-- and the various tool projects. It's build is pretty simple:
--
standardProject("core", "source/core")
uuid "F9BE7957-8399-899E-0C49-E714FDDD4B65"
kind "StaticLib"
-- We need the core library to be relocatable to be able to link with slang.so
pic "On"
-- For our core implementation, we want to use the most
-- aggressive warning level supported by the target, and
-- to treat every warning as an error to make sure we
-- keep our code free of warnings.
--
warnings "Extra"
if targetInfo.isWindows then
addSourceDir "source/core/windows"
else
addSourceDir "source/core/unix"
end
standardProject("compiler-core", "source/compiler-core")
uuid "12C1E89D-F5D0-41D3-8E8D-FB3F358F8126"
kind "StaticLib"
-- We need the compiler-core library to be relocatable to be able to link with slang.so
pic "On"
links { "core" }
-- For our core implementation, we want to use the most
-- aggressive warning level supported by the target, and
-- to treat every warning as an error to make sure we
-- keep our code free of warnings.
--
warnings "Extra"
if targetInfo.isWindows then
addSourceDir "source/compiler-core/windows"
else
addSourceDir "source/compiler-core/unix"
end
standardProject("slang-rt", "source/slang-rt")
uuid "DFC79D72-91DE-434C-871B-B3943B488BEB"
kind "SharedLib"
pic "On"
warnings "Extra"
links {"miniz", "lz4"}
defines { "SLANG_RT_DYNAMIC", "SLANG_RT_DYNAMIC_EXPORT" }
addSourceDir "source/core"
if targetInfo.isWindows then
addSourceDir "source/core/windows"
else
addSourceDir "source/core/unix"
end
--
-- The cpp extractor is a tool that scans C++ header files to extract
-- reflection like information, and generate files to handle
-- RTTI fast/simply
---
tool "slang-cpp-extractor"
uuid "CA8A30D1-8FA9-4330-B7F7-84709246D8DC"
includedirs { "." }
links { "compiler-core", "core" }
tool "slang-lookup-generator"
uuid "3242baa7-fc4c-4f76-83bc-e4403099dc1d"
includedirs { "." }
links { "compiler-core", "core" }
tool "test-process"
uuid "BE412850-4BB9-429A-877C-BFBC4B34186C"
includedirs { "." }
links { "compiler-core", "core" }
tool "test-server"
uuid "23149706-C12F-4329-B6AA-8266407C32D3"
includedirs { "." }
links { "compiler-core", "core", "slang" }
tool "slangd"
uuid "B2D63B45-92B0-40F7-B242-CCA4DFD64341"
includedirs { "." }
links { "compiler-core", "core", "slang" }
--
-- `slang-generate` is a tool we use for source code generation on
-- the compiler. It depends on the `core` library, so we need to
-- declare that:
--
tool "slang-generate"
uuid "66174227-8541-41FC-A6DF-4764FC66F78E"
links { "core" }
tool "slang-embed"
uuid "7F773DD9-EB8F-2403-B43C-B49C2014B99C"
links { "core" }
--
-- The `slang-test` test driver also uses the `core` library, and it
-- currently relies on include paths being set up so that it can find
-- the core headers:
--
tool "slang-test"
uuid "0C768A18-1D25-4000-9F37-DA5FE99E3B64"
includedirs { "." }
links { "compiler-core", "slang", "core", "miniz", "lz4" }
dependson { "slang-reflection-test-tool", "render-test-tool", "slang-unit-test-tool", "gfx-unit-test-tool" }
-- We want to set to the root of the project, but that doesn't seem to work with '.'.
-- So set a path that resolves to the same place.
debugdir("source/..")
if not targetInfo.isWindows then
links { "pthread" }
end
--
-- The reflection test harness `slang-reflection-test` is pretty
-- simple, in that it only needs to link against the slang library
-- to do its job:
--
toolSharedLibrary "slang-reflection-test"
uuid "C5ACCA6E-C04D-4B36-8516-3752B3C13C2F"
includedirs { "." }
kind "SharedLib"
links { "core", "slang" }
--
-- The most complex testing tool we have is `render-test`, but from
-- a build perspective the most interesting thing about it is that for
-- our Windows build it requires a Windows 10 SDK.
--
-- TODO: Try to make the build not require a fixed version of the Windows SDK.
-- Ideally we should just specify a *minimum* version.
--
-- This test also requires Vulkan headers which we've placed in the
-- `external/` directory, and it also includes files from the `core`
-- library in ways that require us to set up `source/` as an include path.
--
-- TODO: Fix that requirement.
--
toolSharedLibrary "render-test"
uuid "61F7EB00-7281-4BF3-9470-7C2EA92620C3"
includedirs { ".", "external", "source", "tools/gfx", "tools/platform" }
links { "core", "compiler-core", "slang", "gfx", "gfx-util", "platform" }
if targetInfo.isWindows then
addSourceDir "tools/render-test/windows"
systemversion "latest"
-- For Windows targets, we want to copy
-- dxcompiler.dll, and dxil.dll from the Windows SDK redistributable
-- directory into the output directory.
-- d3dcompiler_47.dll is copied from the external/slang-binaries submodule.
postbuildcommands { '"$(SolutionDir)tools\\copy-hlsl-libs.bat" "$(WindowsSdkDir)Redist/D3D/%{cfg.platform:lower()}/" "%{cfg.targetdir}/" "windows-%{cfg.platform:lower()}"'}
if (type(cudaPath) == "string") then
addSourceDir "tools/render-test/cuda"
end
end
if addCUDAIfEnabled() then
defines { "RENDER_TEST_CUDA" }
end
--
-- `gfx` is a abstraction layer for different GPU platforms.
--
tool "gfx"
uuid "222F7498-B40C-4F3F-A704-DDEB91A4484A"
-- Unlike most of the code under `tools/`, this is a library
-- rather than a stand-alone executable.
kind "SharedLib"
links { "core", "slang" }
pic "On"
defines { "SLANG_GFX_DYNAMIC", "SLANG_GFX_DYNAMIC_EXPORT" }
includedirs { ".", "external", "source" }
files {"slang-gfx.h"}
-- Will compile across targets
addSourceDir "tools/gfx/cpu"
addSourceDir "tools/gfx/nvapi"
addSourceDir "tools/gfx/cuda"
addSourceDir "tools/gfx/debug-layer"
if targetInfo.isWindows then
postbuildcommands {
'{COPY} "$(SolutionDir)tools/gfx/gfx.slang" "%{cfg.targetdir}"',
'{COPY} "$(SolutionDir)tools/gfx/slang.slang" "%{cfg.targetdir}"'
}
else
postbuildcommands {
'{COPY} "' .. path.getabsolute("tools/gfx/gfx.slang") .. '" "%{cfg.targetdir}"',
'{COPY} "' .. path.getabsolute("tools/gfx/slang.slang") .. '" "%{cfg.targetdir}"',
}
end
-- To special case that we may be building using cygwin on windows. If 'true windows' we build for dx12/vk and run the script
-- If not we assume it's a cygwin/mingw type situation and remove files that aren't appropriate
if targetInfo.isWindows then
systemversion "latest"
-- For Windows targets, we want to copy
-- dxcompiler.dll, and dxil.dll from the Windows SDK redistributable
-- directory into the output directory.
-- d3dcompiler_47.dll is copied from the external/slang-binaries submodule.
postbuildcommands { '"$(SolutionDir)tools\\copy-hlsl-libs.bat" "$(WindowsSdkDir)Redist/D3D/%{cfg.platform:lower()}/" "%{cfg.targetdir}/"'}
addSourceDir "tools/gfx/vulkan"
addSourceDir "tools/gfx/open-gl"
addSourceDir "tools/gfx/d3d"
addSourceDir "tools/gfx/d3d11"
addSourceDir "tools/gfx/d3d12"
elseif targetInfo.os == "mingw" or targetInfo.os == "cygwin" then
-- Don't support any render techs...
elseif os.target() == "macosx" then
--addSourceDir "tools/gfx/open-gl"
else
-- Linux like
addSourceDir "tools/gfx/vulkan"
--addSourceDir "tools/gfx/open-gl"
end
if enableXlib then
defines { "SLANG_ENABLE_XLIB" }
libdirs { "/usr/X11/lib" }
links {"X11"}
end
-- If NVAPI is enabled
if enableNvapi then
-- Add the include path
includedirs { nvapiPath }
-- Add a define so that render-test code can check if nvapi is available
defines { "GFX_NVAPI" }
-- Set the nvapi libs directory
filter { "platforms:x86" }
libdirs { nvapiPath .. "/x86" }
links { "nvapi" }
filter { "platforms:x64" }
libdirs { nvapiPath .. "/amd64" }
links { "nvapi64" }
end
if addCUDAIfEnabled() then
defines { "GFX_ENABLE_CUDA" }
end
--
-- `gfx-util` is a static library containing utilities and helpers for using
-- the `gfx` library.
--
tool "gfx-util"
uuid "F5ADB74E-02A7-44FB-AA3B-FC02F8AC7A4B"
kind "StaticLib"
pic "On"
includedirs { ".", "source" }
addSourceDir "tools/gfx-util"
--
-- `platform` contains all the platform abstractions for a GUI application.
--
tool "platform"
uuid "3565fe5e-4fa3-11eb-ae93-0242ac130002"
kind "SharedLib"
pic "On"
links {"core", "slang", "gfx" }
defines { "SLANG_PLATFORM_DYNAMIC", "SLANG_PLATFORM_DYNAMIC_EXPORT" }
includedirs { ".", "external", "source", "external/imgui", "tools/gfx" }
addSourceDir "tools/platform"
addSourceDir "tools/platform/linux"
addSourceDir "tools/platform/windows"
addSourceDir "tools/platform/placeholder"
-- Include windowing support on Windows.
if targetInfo.isWindows then
systemversion "latest"
else
if enableXlib then
defines { "SLANG_ENABLE_XLIB" }
libdirs { "/usr/X11/lib" }
links {"X11"}
end
end
--
-- The `slangc` command-line application is just a very thin wrapper
-- around the Slang dynamic library, so its build is extermely simple.
-- One windows `slangc` uses the the `core` library for some UTF-16
-- to UTF-8 string conversion before calling into `slang.dll`, so
-- it also depends on `core`:
--
standardProject("slangc", "source/slangc")
uuid "D56CBCEB-1EB5-4CA8-AEC4-48EA35ED61C7"
kind "ConsoleApp"
links { "core", "slang" }
function getBuildDir(isArm64)
return "%{cfg.targetdir}"
end
function astReflectGenerator(isArm64)
local builddir = getBuildDir()
filter("files:**/slang-ast-reflect.h")
buildmessage "C++ Extractor %{file.relpath}"
local sourcePath = "%{file.directory}"
-- Work out the output files
local outputTypes = { "obj", "ast", "value" };
local outputTable = {}
for key, outputType in ipairs(outputTypes) do
table.insert(outputTable, sourcePath .. "/slang-generated-" .. outputType .. ".h")
table.insert(outputTable, sourcePath .. "/slang-generated-" .. outputType .. "-macro.h")
end
-- List all of the input files to be scanned
local inputFiles = { "slang-ast-support-types.h", "slang-ast-base.h", "slang-ast-decl.h", "slang-ast-expr.h", "slang-ast-modifier.h", "slang-ast-stmt.h", "slang-ast-type.h", "slang-ast-val.h" }
local options = { "-strip-prefix", "slang-", "-o", "slang-generated", "-output-fields", "-mark-suffix", "_CLASS"}
-- Specify the actual command to run for this action.
--
-- Note that we use a single-quoted Lua string and wrap the path
-- to the `slang-cpp-extractor` command in double quotes to avoid
-- confusing the Windows shell. It seems that Premake outputs that
-- path with forward slashes, which confused the shell if we don't
-- quote the executable path.
local buildcmd = '"' .. builddir .. '/slang-cpp-extractor" -d ' .. sourcePath .. " " .. table.concat(inputFiles, " ") .. " " .. table.concat(options, " ")
buildcommands { buildcmd }
-- Specify the files output by the extactor - so custom action will run when these files are needed.
--
buildoutputs(outputTable)
-- Make it depend on the extractor tool itself
local buildInputTable = { builddir .. "/slang-cpp-extractor" .. getExecutableSuffix() }
for key, inputFile in ipairs(inputFiles) do
table.insert(buildInputTable, sourcePath .. "/" .. inputFile)
end
--
buildinputs(buildInputTable)
end
function metaSlangGenerator()
local builddir = getBuildDir()
filter("files:**.meta.slang")
-- Specify the "friendly" message that should print to the build log for the action
buildmessage "slang-generate %{file.relpath}"
-- Specify the actual command to run for this action.
--
-- Note that we use a single-quoted Lua string and wrap the path
-- to the `slang-generate` command in double quotes to avoid
-- confusing the Windows shell. It seems that Premake outputs that
-- path with forward slashes, which confused the shell if we don't
-- quote the executable path.
--
buildcommands { '"' .. builddir .. '/slang-generate" %{file.relpath}' }
-- Given `foo.meta.slang` we woutput `foo.meta.slang.h`.
-- This needs to be specified because the custom action will only
-- run when this file needs to be generated.
--
-- Note the use of abspath here, this ensures windows tests the correct file, otherwise
-- triggering doesn't work. The problem still remains on linux, because abspath *isn't* an
-- absolute path, it remains relative.
--
-- TODO(JS):
-- It's not clear how to determine how to create the absolute path on linux, using
-- path.absolutepath, requires knowing the path to be relative to, and it's neither
-- the current path, the source path or the targetpath.
buildoutputs { "%{file.abspath}.h" }
-- We will specify an additional build input dependency on the `slang-generate`
-- tool itself, so that changes to the code for the tool cause the generation
-- step to be re-run.
--
-- In order to get the file name right, we need to know the executable suffix
-- that the target platform will use. Premake might have a built-in way to
-- query this, but I couldn't find it, so I am just winging it for now:
--
--
buildinputs { builddir .. "/slang-generate" .. getExecutableSuffix() }
end
function preludeGenerator()
local builddir = getBuildDir()
filter("files:prelude/*-prelude.h")
buildmessage "slang-embed %{file.relpath}"
buildcommands { '"' .. builddir .. '/slang-embed" %{file.relpath}' }
buildoutputs { "%{file.abspath}.cpp" }
buildinputs { builddir .. "/slang-embed" .. getExecutableSuffix() }
end
if not skipSourceGeneration then
generatorProject("run-generators", nil)
-- We make 'source/slang' the location of the source, to make paths to source
-- relative to that
-- We include these, even though they are not really part of the dummy
-- build, so that the filters below can pick up the appropriate locations.
files
{
"source/slang/*.meta.slang", -- The stdlib files
"source/slang/slang-ast-reflect.h", -- C++ reflection
"prelude/*.h", -- The prelude files
--
-- To build we need to have some source! It has to be a source file that
-- does not depend on anything that is generated, so we take something
-- from core that will compile without any generation.
--
"source/core/slang-string.cpp",
}
-- First, we need to ensure that various source-generation tools
-- get built before `slang`, so we declare a non-linking dependency between
-- the projects here:
dependson { "slang-cpp-extractor", "slang-generate", "slang-embed" }
local executableSuffix = getExecutableSuffix()
-- We need to run the C++ extractor to generate some include files
if executeBinary then
astReflectGenerator()
end
-- Next, we want to add a custom build rule for each of the
-- files that makes up the standard library. Those are
-- always named `*.meta.slang`, so we can select for them
-- using a `filter` and then use Premake's support for
-- defining custom build commands:
--
if executeBinary then
metaSlangGenerator()
preludeGenerator()
end
filter { }
generatorProject("generate-lookup-tables")
tables = {
{
json = "external/spirv-headers/include/spirv/unified1/extinst.glsl.std.450.grammar.json",
header = "spirv/unified1/GLSL.std.450.h",
prefix = "GLSLstd450",
type = "GLSLstd450"
},
{
json = "external/spirv-headers/include/spirv/unified1/spirv.core.grammar.json",
header = "spirv/unified1/spirv.h",
prefix = "Spv",
type = "SpvOp"
}
}
for _, t in pairs(tables) do
files {t.json}
end
dependson { "slang-lookup-generator" }
local builddir = getBuildDir()
if executeBinary then
for _, t in pairs(tables) do
filter("files:" .. t.json)
local inJson = "%{file.abspath}"
local cppFilename = "slang-lookup-" .. t.type:lower() .. ".cpp"
local cppPath = "%{wks.location}/source/slang/" .. cppFilename
local buildcmd = '"' .. builddir .. '/slang-lookup-generator" '
.. inJson .. " "
.. cppPath .. " "
.. t.type .. " "
.. t.prefix .. " "
.. t.header
buildmessage ("slang-lookup-generator for " .. cppFilename)
buildcommands { buildcmd }
buildinputs { inJson, builddir .. "/slang-lookup-generator" .. getExecutableSuffix() }
buildoutputs (cppPath)
end
end
filter { }
if enableEmbedStdLib then
standardProject("slangc-bootstrap", "source/slangc")
uuid "6339BF31-AC99-4819-B719-679B63451EF0"
kind "ConsoleApp"
links { "core", "compiler-core", "miniz", "lz4" }
-- We need to run all the generators to be able to build the main
-- slang source in source/slang
dependson { "run-generators" }
defines {
-- We are going statically link Slang compiler with the slangc command line
"SLANG_STATIC",
-- This is the bootstrap to produce the embedded stdlib, so we disable to be able to bootstrap
"SLANG_WITHOUT_EMBEDDED_STD_LIB"
}
includedirs { "external/spirv-headers/include" }
-- Add all of the slang source
addSourceDir "source/slang"
-- On some tests with MSBuild disabling these made build work.
-- flags { "NoIncrementalLink", "NoPCH", "NoMinimalRebuild" }
-- The `standardProject` operation already added all the code in
-- `source/slang/*`, but we also want to incldue the umbrella
-- `slang.h` header in this prject, so we do that manually here.
files { "slang.h" }
files { "source/core/core.natvis" }
-- We explicitly name the prelude file(s) that we need to
-- compile for their embedded code, since they will not
-- exist at the time projects/makefiles are generated,
-- and thus a glob would not match anything.
files {
"prelude/slang-cuda-prelude.h.cpp",
"prelude/slang-hlsl-prelude.h.cpp",
"prelude/slang-cpp-prelude.h.cpp",
"prelude/slang-cpp-host-prelude.h.cpp",
"prelude/slang-torch-prelude.h.cpp"
}
end
if enableEmbedStdLib then
generatorProject("embed-stdlib-generator", nil, "SharedLib")
-- We include these, even though they are not really part of the dummy
-- build, so that the filters below can pick up the appropriate locations.
files
{
--
-- To build we need to have some source! It has to be a source file that
-- does not depend on anything that is generated, so we take something
-- from core that will compile without any generation.
--
"source/slang/slang-stdlib-api.cpp",
}
-- Only produce the embedded stdlib if that option is enabled
local executableSuffix = getExecutableSuffix()
-- We need slangc-bootstrap to build the embedded stdlib
dependson { "slangc-bootstrap" }
local absDirectory = path.getabsolute("source/slang")
local absOutputPath = absDirectory .. "/slang-stdlib-generated.h"
-- I don't know why I need a filter, but without it nothing works (!)
filter("files:source/slang/slang-stdlib-api.cpp")
-- Note! Has to be an absolute path else doesn't work(!)
buildoutputs { absOutputPath }
filter("files:source/slang/slang-stdlib-api.cpp")
filter(f)
buildinputs { "%{cfg.targetdir}/slangc-bootstrap" .. executableSuffix }
buildcommands { '"%{cfg.targetdir}/slangc-bootstrap" -archive-type riff-lz4 -save-stdlib-bin-source "%{file.directory}/slang-stdlib-generated.h"' }
end
end -- not skipSourceGeneration
--
-- TODO: Slang's current `Makefile` build does some careful incantations
-- to make sure that the binaries it generates use a "relative `RPATH`"
-- for loading shared libraries, so that Slang is not dependent on
-- being installed to a fixed path on end-user machines. Before we
-- can use Premake for the Linux build (or eventually MacOS) we would
-- need to figure out how to replicate this incantation in premake.
--
--
-- Now that we've gotten all the simple projects out of the way, it is time
-- to get into the more serious build steps.
--
-- First up is the `slang` dynamic library project:
--
standardProject("slang", "source/slang")
uuid "DB00DA62-0533-4AFD-B59F-A67D5B3A0808"
kind "SharedLib"
links { "core", "compiler-core", "miniz", "lz4"}
warnings "Extra"
pic "On"
-- The way that we currently configure things through `slang.h`,
-- we need to set a preprocessor definitions to ensure that
-- we declare the Slang API functions for *export* and not *import*.
--
defines { "SLANG_DYNAMIC_EXPORT" }
if disableStdlibSource then
defines { "SLANG_DISABLE_STDLIB_SOURCE" }
end
if fullDebugValidation then
defines { "SLANG_ENABLE_FULL_IR_VALIDATION" }
end
if enableEmbedStdLib then
-- We only have this dependency if we are embedding stdlib
if not skipSourceGeneration then
dependson { "embed-stdlib-generator" }
end
else
-- Disable StdLib embedding
defines { "SLANG_WITHOUT_EMBEDDED_STD_LIB" }
end
includedirs { "external/spirv-headers/include" }
-- On some tests with MSBuild disabling these made build work.
-- flags { "NoIncrementalLink", "NoPCH", "NoMinimalRebuild" }
-- The `standardProject` operation already added all the code in
-- `source/slang/*`, but we also want to incldue the umbrella
-- `slang.h` header in this prject, so we do that manually here.
files { "slang.h" }
files { "source/core/core.natvis" }
-- We explicitly name the prelude file(s) that we need to
-- compile for their embedded code, since they will not
-- exist at the time projects/makefiles are generated,
-- and thus a glob would not match anything.
files {
"prelude/slang-cuda-prelude.h.cpp",
"prelude/slang-hlsl-prelude.h.cpp",
"prelude/slang-cpp-prelude.h.cpp",
"prelude/slang-cpp-host-prelude.h.cpp",
"prelude/slang-torch-prelude.h.cpp"
}
-- Similarly for any generated lookup tables
files {
"source/slang/slang-lookup-spvop.cpp",
"source/slang/slang-lookup-glslstd450.cpp"
}
--
-- The most challenging part of building `slang` is that we need
-- to invoke generators such as slang-cpp-extractor and slang-generate
-- to generate. We do this by executing the run-generators 'dummy' project
-- which produces the appropriate source
if not skipSourceGeneration then
dependson { "run-generators" }
dependson { "generate-lookup-tables" }
end
-- If we have slang-llvm copy it
local slangLLVMPath = deps:getProjectRelativePath("slang-llvm", "../../..")
if slangLLVMPath and deployLLVM then
filter { "system:linux or macosx or windows" }
local sharedLibName = slangUtil.getSharedLibraryFileName(targetInfo, "slang-llvm")
postbuildcommands {
"{COPY} " .. slangLLVMPath .."/bin/" .. targetName .. "/release/" .. sharedLibName .. " %{cfg.targetdir}"
}
end
local slangGlslangPath = deps:getProjectRelativePath("slang-glslang", "../../..")
-- If we are not building glslang from source, then be
-- sure to copy a binary copy over to the output directory
if not buildGlslang and slangGlslangPath~=nil and deployGLSLang then
filter { "system:linux or macosx or windows" }
local sharedLibName = slangUtil.getSharedLibraryFileName(targetInfo, "slang-glslang")
postbuildcommands {
"{COPY} " .. slangGlslangPath .. "/bin/" .. targetName .. "/release/" .. sharedLibName .. " %{cfg.targetdir}"
}
end
filter {"configurations:debug"}
defines { "SLANG_ENABLE_IR_BREAK_ALLOC=1" }
filter {}
toolSharedLibrary "gfx-unit-test"
uuid "092DAB9F-1DA5-4538-ADD7-1A8D1DBFD519"
includedirs { "." }
addSourceDir "tools/unit-test"
links { "core", "slang", "gfx", "gfx-util", "platform" }
toolSharedLibrary "slang-unit-test"
uuid "0162864E-7651-4B5E-9105-C571105276EA"
includedirs { "." }
addSourceDir "tools/unit-test"
links { "lz4", "miniz", "core", "compiler-core", "slang" }
if not targetInfo.isWindows then
links { "pthread" }
end
if enableProfile then
tool "slang-profile"
uuid "375CC87D-F34A-4DF1-9607-C5C990FD6227"
-- gprof needs symbols
symbols "On"
dependson { "slang" }
includedirs { "external/spirv-headers/include" }
defines { "SLANG_STATIC",
-- Disable StdLib embedding
"SLANG_WITHOUT_EMBEDDED_STD_LIB"
}
-- The `standardProject` operation already added all the code in
-- `source/slang/*`, but we also want to incldue the umbrella
-- `slang.h` header in this prject, so we do that manually here.
files { "slang.h" }
files { "source/core/core.natvis" }
-- We explicitly name the prelude file(s) that we need to
-- compile for their embedded code, since they will not
-- exist at the time projects/makefiles are generated,
-- and thus a glob would not match anything.
files {
"prelude/slang-cuda-prelude.h.cpp",
"prelude/slang-hlsl-prelude.h.cpp",
"prelude/slang-cpp-prelude.h.cpp",
"prelude/slang-cpp-host-prelude.h.cpp",
"prelude/slang-torch-prelude.h.cpp"
}
-- Add the slang source
addSourceDir "source/slang"
includedirs { "." }
links { "core", "compiler-core", "miniz", "lz4"}
filter { "system:linux" }
linkoptions{ "-pg" }
buildoptions{ "-pg" }
end
standardProject("miniz", nil)
uuid "E76ACB11-4A12-4F0A-BE1E-CE0B8836EB7F"
kind "StaticLib"
pic "On"
-- Add the files explicitly
language "C"
files
{
"external/miniz/miniz.c",
"external/miniz/miniz_tdef.c",
"external/miniz/miniz_tinfl.c",
"external/miniz/miniz_zip.c"
}
filter { "system:linux" }
defines { "_LARGEFILE64_SOURCE" }
filter { "system:linux or macosx" }
links { "dl"}
standardProject("lz4", nil)
uuid "E1EC8075-823E-46E5-BC38-C124CCCDF878"
kind "StaticLib"
pic "On"
-- Add the files explicitly
language "C"
files
{
"external/lz4/lib/lz4.c",
"external/lz4/lib/lz4.h",
}
filter { "system:linux or macosx" }
links { "dl"}
if buildGlslang then
standardProject("slang-spirv-tools", nil)
uuid "C36F6185-49B3-467E-8388-D0E9BF5F7BB8"
kind "StaticLib"
pic "On"
includedirs { "external/spirv-tools", "external/spirv-tools/include", "external/spirv-headers/include", "external/spirv-tools-generated"}
addSourceDir("external/spirv-tools/source")
addSourceDir("external/spirv-tools/source/opt")
addSourceDir("external/spirv-tools/source/util")
addSourceDir("external/spirv-tools/source/val")
filter { "system:linux or macosx" }
links { "dl"}
--
-- The single most complicated part of our build is our custom version of glslang.
-- Is not really set up to produce a shared library with a usable API, so we have
-- our own custom shim API around it to invoke GLSL->SPIRV compilation.
--
-- Glslang normally relies on a CMake-based build process, and its code is spread
-- across multiple directories with implicit dependencies on certain command-line
-- definitions.
--
-- The following is a tailored build of glslang that pulls in the pieces we care
-- about whle trying to leave out the rest:
--
standardProject("slang-glslang", "source/slang-glslang")
uuid "C495878A-832C-485B-B347-0998A90CC936"
kind "SharedLib"
pic "On"
includedirs { "external/glslang", "external/spirv-tools", "external/spirv-tools/include", "external/spirv-headers/include", "external/spirv-tools-generated", "external/glslang-generated" }
defines
{
-- `ENABLE_OPT` must be defined (to either zero or one) for glslang to compile at all
"ENABLE_OPT=1",
-- We want to build a version of glslang that supports every feature possible,
-- so we will enable all of the supported vendor-specific extensions so
-- that they can be used in Slang-generated GLSL code when required.
--
"AMD_EXTENSIONS",
"NV_EXTENSIONS",
}
-- We will add source code from every directory that is required to get a
-- minimal GLSL->SPIR-V compilation path working.
addSourceDir("external/glslang/glslang/GenericCodeGen")
addSourceDir("external/glslang/glslang/MachineIndependent")
addSourceDir("external/glslang/glslang/MachineIndependent/preprocessor")
addSourceDir("external/glslang/OGLCompilersDLL")
addSourceDir("external/glslang/SPIRV")
addSourceDir("external/glslang/StandAlone")
-- Unfortunately, blindly adding files like that also pulled in a declaration
-- of a main entry point that we do *not* want, so we will specifically
-- exclude that file from our build.
removefiles { "external/glslang/StandAlone/StandAlone.cpp" }
-- Glslang includes some platform-specific code around DLL setup/teardown
-- and handling of thread-local storage for its multi-threaded mode. We
-- don't really care about *any* of that, but we can't remove it from the
-- build so we need to include the appropriate platform-specific sources.
links { "slang-spirv-tools"}
filter { "system:windows" }
-- On Windows we need to add the platform-specific sources and then
-- remove the `main.cpp` file since it tries to define a `DllMain`
-- and we don't want the default glslang one.
addSourceDir( "external/glslang/glslang/OSDependent/Windows")
removefiles { "external/glslang/glslang/OSDependent/Windows/main.cpp" }
filter { "system:linux or macosx" }
addSourceDir( "external/glslang/glslang/OSDependent/Unix")
links { "dl", "pthread" }
--
-- With glslang's build out of the way, we've now covered everything we have
-- to build to get Slang and its tools/examples built.
--
-- What is not included in this file yet is support for any custom `make`
-- targets for:
--
-- * Invoking the test runner
-- * Packaging up binaries
-- * "Installing" Slang on a user's machine
--
end
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