The types are built with the correct attributes before any expressions
see them, so any necessary duplication is done early and guaranteed to
be only once. Now my compute shaders pass spirv-val.
However, other shaders are broken. But I think I know where to look.
I forgot to set the symbol type of the members and the number of symbols
in the struct. Fixes the excessive initializers when writing to a block
struct.
Also ensure the type name has "tag " in it.
SPIR-V buffer block members need to be fully decorated with offsets
(recursively), which means that any members with struct or array types
need their own types in order to support having different offset and
stride (arrays) decorations. This breaks struct assignment at the
language level, but that is intentional as I want to deal with the
member copying needed to implement struct assignment before emitting
code. It also removes the need for some of the complication in
target_spirv.c, but I'll deal with that later.
The recursively built tag for nested structs might be a bit too
aggressive, but that too can wait until I have a better idea of what's
needed.
Any matrix, array or struct member in a uniform/buffer block requires
offset and stride annotations. These seem to be calculated correctly
(tricky due to qfcc's internal size system, which I should probably
adjust based on target (I think type_size() and type_align() should help
here). Now I've got fun with incompatible structs that are the same type
in the source (thus pass type checks), but different in the target (due
to concrete vs abstract addressing).
They should now work in generic contexts, but the pressing need to work
on arrays was due to constant expressions for element counts breaking.
As a side effect, function pointers are now a thing (and seem to work
like they do in C)
Because the glsl front-end uses Ruamoko to compile its builtins, it
needs to switch languages, and the cleanest way to do so is to use a
context object that gets passed around. This removes not only the
current_language global, but also (as a bonus) any real references to
flex's scanner object (there's still a pointer in rua_ctx_t, but it's no
longer a parameter (which caused some pain in the change)).
Arrays done via the field code since they use the same opcode and logic.
For now swizzles are just swizzles and don't support zeroing or negating
(but doing one or the other (not both) should be easy).
Now declarations can be deferred too, thus things like generic/template
and inline functions should be possible. However, the most important
thing is this is a step towards a cleaner middle layer for compilation,
separating front-end language from back-end code-gen.
I plan to do this eventually for Ruamoko, but I need it to keep working
for now; it's rather nice having multiple languages. I expect this will
open up a lot of options for inlining, generic/template function
instantiation, etc. Right now, it's helping with specialization
constants in glsl.
It's nowhere near complete, but unary and binary expressions that are
marked as constant will not be subject to constant folding. This is
necessary for proper support of specialization constants.
I'm not sure I got all the checks right, but bsp_gbuf.geom passes the
validity (but failes due to not having implemented the application of
the qualifiers).
Attributes seem appropriate as GLSL's qualifiers affect variables rather
than types (since there's no typedef).
Not much is done with the attributes yet other than some basic error
checking (duplicates of non-layout attributes) and debug output, but
most (if not all) declarations get to the declaration code with
attributes intact.