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@shaderfrog/glsl-parser

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A GLSL ES 1.0 and 3.0 parser and preprocessor that can preserve whitespace and comments

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# Shaderfrog GLSL Compiler The [Shaderfrog](https://shaderfrog.com/app) GLSL compiler is an open source GLSL 1.00 and 3.00 parser and preprocessor that compiles [back to GLSL](src/parser/generator.ts). Both the parser and preprocessor can preserve comments and whitespace. The parser is built with a PEG grammar, via the [Peggy](https://peggyjs.org) Javascript library. The PEG grammars for both the preprocessor and parser are available [on Github](https://github.com/ShaderFrog/glsl-parser). See [the state of this library](#state-of-this-library) for limitations and goals of this compiler. # Table of Contents - [Installation](#installation) - [Parsing](#parsing) - [The program type](#the-program-type) - [Scope](#scope) - [Errors](#errors) - [Preprocessing](#preprocessing) - [Manipulating and Searching ASTs](#manipulating-and-searching-asts) - [Visitors](#visitors) - [Utility Functions](#utility-functions) - [What are "parsing" and "preprocessing"?](#what-are-parsing-and-preprocessing) - [State of this library](#state-of-this-library) - [Limitations of the Parser and Preprocessor](#limitations-of-the-parser-and-preprocessor) - [Local Development](#local-development) # Usage ## Installation ```bash npm install --save @shaderfrog/glsl-parser ``` ## Parsing ```typescript import { parser, generate } from '@shaderfrog/glsl-parser'; // To parse a GLSL program's source code into an AST: const program = parser.parse('float a = 1.0;'); // To turn a parsed AST back into a source program const transpiled = generate(program); ``` The parser accepts an optional second `options` argument: ```js parser.parse('float a = 1.0;', options); ``` Where `options` is: ```typescript type ParserOptions = { // Hide warnings. If set to false or not set, then the parser logs warnings // like undefined functions and variables. If `failOnWarn` is set to true, // warnings will still cause the parser to raise an error. Defaults to false. quiet: boolean; // An optional string representing the origin of the GLSL, for debugging and // error messages. For example, "main.js". If the parser raises an error, the // grammarSource shows up in the error.source field. If you format the error // (see the errors section), the grammarSource shows up in the formatted error // string. Defaults to undefined. grammarSource: string; // If true, sets location information on each AST node, in the form of // { column: number, line: number, offset: number }. Defaults to false. includeLocation: boolean; // If true, causes the parser to raise an error instead of log a warning. // The parser does limited type checking, and things like undeclared variables // are treated as warnings. Defaults to false. failOnWarn: boolean; } ``` ## The program type `parser.parse()` returns a `Program`, which is a special AST Node: ```typescript interface Program { // Hard coded AST node type of "program" type: 'program'; // The AST itself is an array of the top level statements program: AstNode[]; // All of the scopes found during parsing scopes: Scope[]; // Leading whitespace of the source code wsStart?: string; // Trailing whitespace of the source code wsEnd?: string; } ``` ## Scope `parse()` returns a [`Program`](#the-program-type), which has a `scopes` array on it. A scope looks like: ```typescript type Scope = { name: string; parent?: Scope; bindings: ScopeIndex; types: TypeScopeIndex; functions: FunctionScopeIndex; location?: LocationObject; } ``` The `name` of a scope is either `"global"`, the name of the function that introduced the scope, or in anonymous blocks, `"{"`. In each scope, `bindings` represents variables, `types` represents user-created types (structs in GLSL), and `functions` represents functions. For `bindings` and `types`, the scope index looks like: ```typescript type ScopeIndex = { [name: string]: { declaration?: AstNode; references: AstNode[]; } } ``` Where `name` is the name of the variable or type. `declaration` is the AST node where the variable was declared. In the case the variable is used without being declared, `declaration` won't be present. If you set the [`failOnWarn` parser option](#Parsing) to `true`, the parser will throw an error when encountering an undeclared variable, rather than allow a scope entry without a declaration. For `functions`, the scope index is slightly different: ```typescript type FunctionScopeIndex = { [name: string]: { [signature: string]: { returnType: string; parameterTypes: string[]; declaration?: FunctionNode; references: AstNode[]; } } }; ``` Where `name` is the name of the function, and `signature` is a string representing the function's return and parameter types, in the form of `"returnType: paramType1, paramType2, ..."` or `"returnType: void"` in the case of no arguments. Each `signature` in this index represents an "overloaded" function in GLSL, as in: ```glsl void someFunction(int x) {}; void someFunction(int x, int y) {}; ``` With this source code, there will be two entries under `name`, one for each overload signature. The `references` are the uses of that specific overloaded version of the function. `references` also contains the function prototypes for the overloaded function, if present. In the case there is only one declaration for a function, there will still be a single entry under `name` with the function's `signature`. ⚠️ Caution! This parser does very limited type checking. This leads to a known case where a function call can match to the wrong overload in scope: ```glsl void someFunction(float, float); void someFunction(bool, bool); someFunction(true, true); // This will be attributed to the wrong scope entry ``` The parser doesn't know the type of the operands in the function call, so it matches based on the name and arity of the functions. See also [Utility-Functions](#Utility-Functions) for renaming scope references. ## Errors If you have invalid GLSL, the parser throws a `GlslSyntaxError`. The parser uses Peggy under the hood, so `GlslSyntaxError` is a convenience type alias for a `peggy.SyntaxError`. ```ts import { parser, GlslSyntaxError } from '@shaderfrog/glsl-parser'; let error: GlslSyntaxError | undefined; try { // Line without a semicolon c.parse(`float a`); } catch (e) { error = e as GlslSyntaxError; } ``` If you want to check if a caught error is an `instanceof` a `GlslSyntaxError`, then you need to use the Peggy `SyntaxError` error object, which lives on the parser: ```ts console.log(error instanceof parser.SyntaxError) // true ``` The only error the parser intentionally throws is a `GlslSyntaxError`. You should be safe to cast it to a `GlslSyntaxError` with `as` in Typescript. The error message string is automatically generated by Peggy: ```ts console.log(error.message) // 'Expected ",", ";", "=", or array specifier but end of input found' ``` The error object includes the location of the error. It is not printed in the error message by default. ```ts console.log(error.location) /* { source: undefined, start: { offset: 7, line: 1, column: 8 }, end: { offset: 7, line: 1, column: 8 } } */ ``` Note the `source` field on the error object is the `grammarSource` string provided to the parser options, which is `undefined` by default. If you pass in a `grammarSource` to `parser.parse()`, it shows up in the error object. This is meant to help you track which source file you're parsing, for example you could enter `"myfile.glsl"` as an argument to `parser.parse()` so that the error includes that your source GLSL came from your application's `myfile.glsl` file. The error object also has a fairly confusing `format()` method, which comes from the underlying Peggy error object. It produces an ASCII formatted string with arrows and underlines. The `source` option passed to `.format()` **must** match your `grammarSource` in parser options (which is `undefined` by default). This API is awkward and I might override it in future versions of the parser. ```ts console.log(error.format([{ text, source: undefined }]) /* Error: Expected ",", ";", "=", or array specifier but "f" found. --> undefined:2:1 | 2 | float b | ^ */ ``` ## Preprocessing The parser also ships with a `preprocess()` function. The preprocessor takes in a program source code string and produces a preprocessed program source code string. If you want to access and manipulate the AST produced by preprocessing, see the next sections. ```typescript import preprocess from '@shaderfrog/glsl-parser/preprocessor'; // Preprocess a program console.log(preprocess(` #define a 1 float b = a; `, options)); ``` Where `options` is: ```typescript type PreprocessorOptions = { // Don't strip comments before preprocessing preserveComments: boolean, // Macro definitions to use when preprocessing defines: { SOME_MACRO_NAME: 'macro body' }, // A list of callbacks evaluated for each node type, and returns whether or not // this AST node is subject to preprocessing preserve: { ast_node_name: (path) => boolean } } ``` A preprocessed program string can be handed off to the main GLSL parser. Preprocessing is optional, but a program string may not be valid until it is preprocessed. If you want more control over preprocessing, the `preprocess` function above is a convenience method for approximately the following: ```typescript import { preprocessAst, preprocessComments, generate, parser, } from '@shaderfrog/glsl-parser/preprocessor'; // Remove comments before preprocessing const commentsRemoved = preprocessComments(`float a = 1.0;`); // Parse the source text into an AST const ast = parser.parse(commentsRemoved); // Then preprocess it, expanding #defines, evaluating #ifs, etc preprocessAst(ast); // Then convert it back into a program string, which can be passed to the // core glsl parser const preprocessed = generate(ast); ``` ## Manipulating and Searching ASTs ### Visitors The Shaderfrog parser provides a AST visitor function for manipulating and searching an AST. The visitor API loosely follows the [Babel visitor API](https://github.com/jamiebuilds/babel-handbook/blob/master/translations/en/plugin-handbook.md#toc-visitors). A visitor object looks like: ```typescript const visitors = { function_call: { enter: (path) => {}, exit: (path) => {}, } } ``` Where every key in the object is a node type, and every value is an object with optional `enter` and `exit` functions. What's passed to each function is **not** the AST node itself, instead it's a "path" object, which gives you information about the node's parents, methods to manipulate the node, and the node itself. The path object: ```typescript { // Properties: // The node itself node: AstNode; // The parent of this node parent: AstNode | null; // The parent path of this path parentPath: Path | null; // The key of this node in the parent object, if node parent is an object key: string | null; // The index of this node in the parent array, if node parent is an array index: number | null; // Methods: // Don't visit any children of this node skip: () => void; // Stop traversal entirely stop: () => void; // Remove this node from the AST remove: () => void; // Replace this node with another AST node. See replaceWith() documentation. replaceWith: (replacer: any) => void; // Search for parents of this node's parent using a test function findParent: (test: (p: Path) => boolean) => Path | null; } ``` Visit an AST by calling the visit method with an AST and visitors: ```typescript import { visit } from '@shaderfrog/glsl-parser/ast'; visit(ast, visitors); ``` The visit function doesn't return a value. If you want to collect data from the AST, use a variable in the outer scope to collect data. For example: ```typescript let numberOfFunctionCalls = 0; visit(ast, { function_call: { enter: (path) => { numberOfFunctionCalls += 1; }, } }); console.log('There are ', numberOfFunctionCalls, 'function calls'); ``` You can also visit the preprocessed AST with `visitPreprocessedAst`. Visitors follow the same convention outlined above. ```typescript import { parser, visitPreprocessedAst, } from '@shaderfrog/glsl-parser/preprocessor'; // Parse the source text into an AST const ast = parser.parse(`float a = 1.0;`); visitPreprocessedAst(ast, visitors); ``` ### Stopping traversal To skip all children of a node, call `path.skip()`. To stop traversal entirely, call `path.stop()` in either `enter()` or `exit()`. No future `enter()` nor `exit()` callbacks will fire. ### Visitor `.replaceWith()` Behavior When you visit a node and call `path.replaceWith(otherNode)` inside the visitor's `enter()` method: 1. `otherNode` and its children **are** visited by the same visitors. 2. The `exit()` function of the visitor **is not called.** Notes: - Calling `.replaceWith()` in a visitor's `exit()` method is undefined behavior. - Replacing a node with the same type can cause infinite recursion, as the visitor will continue to visit the replaced node of the same type. You must handle this case manually. These rules apply to all visitors, both GLSL AST visitors and preprocessor AST visitors. ### Utility Functions #### Rename variables / identifiers in a program You can rename bindings (aka variables), functions, and types (aka structs) with `renameBindings`, `renameFunctions`, and `renameTypes` respectively. The signature for these methods: ```ts const renameBindings = ( // The scope to rename the bindings in. ast.scopes[0] is the global scope. // Passing this ast.scopes[0] renames all global variables bindings: ScopeIndex, // The rename function. This is called once per scope entry with the original // name in the scope, to generate the renamed variable. mangle: (name: string) => string ): ScopeIndex ``` These scope renaming functions, `renameBindings`, `renameFunctions`, and `renameTypes`, do two things: 1. Each function *mutates* the AST to rename identifiers in place. 2. They *return* an *immutable* new ScopeIndex where the scope references themselves are renamed. If you want your ast.scopes array to stay in sync with your AST, you need to re-assign it to the output of the functions! Examples: ```typescript import { renameBindings, renameFunctions, renameTypes } from '@shaderfrog/glsl-parser/parser/utils'; // Suffix top level variables with _x, and update the scope ast.scopes[0].bindings = renameBindings(ast.scopes[0].bindings, (name) => `${name}_x`); // Suffix function names with _x ast.scopes[0].functions = renameFunctions(ast.scopes[0].functions, (name) => `${name}_x`); // Suffix struct names and usages (including constructors) with _x ast.scopes[0].types = renameTypes(ast.scopes[0].types, (name) => `${name}_x`); ``` There are also functions to rename only one variable/identifier in a given scope. Use these if you know specifically which variable you want to rename. ```typescript import { renameBinding, renameFunction, renameType } from '@shaderfrog/glsl-parser/parser/utils'; // Replace all instances of "oldVar" with "newVar" in the global scope, and // creates a new global scope entry named "newVar" ast.scopes[0].bindings.newVar = renameBinding( ast.scopes[0].bindings.oldVar, 'newVar', ); // You need to manually delete the old scope entry if you want the scope to stay // in sync with your program AST delete ast.scopes[0].bindings.oldVar; // Rename a specific function ast.scopes[0].functions.newFn = renameFunction( ast.scopes[0].functions.oldFn, 'newFn', ); delete ast.scopes[0].functions.oldFn; // Rename a specific type/struct ast.scopes[0].functions.newType = renametype( ast.scopes[0].functions.oldType, 'newType', ); delete ast.scopes[0].functions.oldType; ``` #### Debugging utility functions The parser also exports a debugging function, useful for logging information about the AST. ```ts import { debugScopes } from '@shaderfrog/glsl-parser/parser/utils'; // Print a condensed representation of the AST scopes to the console debugScopes(ast); ``` ## What are "parsing" and "preprocessing"? In general, a parser is a computer program that analyzes source code and turn it into a data structure called an "abstract syntax tree" (AST). The AST is a tree representation of the source program, which can be analyzed or manipulated. A use of this GLSL parser could be to parse a program into an AST, find all variable names in the AST, rename them, and generate new GLSL source code with renamed variables. Preprocessing is a text manipulation step supported in shader source code. One way to think about preprocessing is it's a glorified find and replace language that's also part of your program's source code. Special lines starting with `#` tell the preprocessor how to manipulate other text in the program source code. Some programs are not parsable until they are preprocessed, because the source code may be invalid until the text find and replacements are done. During preprocessing, the source code is treated purely as text. Said another way, there is no consideration for the GLSL source code structure, like `float`, `vec2`, etc. Preprocessing only handles special lines and rules starting with `#`. See the [GLSL Langauge Spec](https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.4.60.pdf) to learn more about GLSL preprocessing. Some notable differences from the C++ parser are no "stringize" operator (`#`), no `#include` operator, and `#if` expressions can only operate on integer constants, not other types of data. The Shaderfrog GLSL preprocessor can't be used as a C/C++ preprocessor without modification. Parsing, preprocessing, and code generation, are all phases of a compiler. This library is technically a source code > source code compiler, also known as a "transpiler." The input and output source code are both GLSL. # State of this library The Shaderfrog compiler [has tests](parser/parse.test.ts) for the more complex parts of the GLSL ES 3.00 grammar. This library is definitively the most complete GLSL compiler written in **Javascript.** This library is used by the experimental [Shaderfrog 2.0 shader composer](https://twitter.com/andrewray/status/1558307538063437826). The compiler has wide expoure to different GLSL programs. This library also exposed: - [A typo](https://github.com/KhronosGroup/GLSL/issues/161) in the official GLSL grammar specification. - [A bug](https://bugs.chromium.org/p/angleproject/issues/detail?id=6338#c1) in Chrome's ANGLE compiler. This library doesn't support full "semantic analysis" required by the Khronos GLSL specification. For example, some tokens are only valid in GLSL 1.00 vs 3.00, like `texture()` vs `texture2D()`. This parser considers both valid as they're both part of the grammar. However if you send compiled source code off to a native compiler like ANGLE with the wrong `texture` function, it will fail to compile. This library is mainly for manipulating ASTs before handing off a generated program to a downstream compilers like as ANGLE. The preprocessor supports full macro evaluations and expansions, with the exceptions of `__LINE__`. Additional control lines like `#error` and `#pragma` and `#extension` have no effect, and can be fully preserved as part of parsing. # Limitations of the Parser and Preprocessor ## Known Issues - There's probably some bugs in the preprocessor logic. I haven't yet verified all of the evaluations of "binary" expressions in `preprocessor.ts` - `preprocessor.ts` has lots of yucky typecasting ## Known missing semantic analysis compared to the specification - Compilers are supposed to raise an error if a switch body ends in a case or default label. - Currently no semantic analysis of vertex vs fragment shaders ## Deviations from the Khronos Grammar - The parser allows for programs to contain top level preprocessor statements, like `#define X`, as a convenience to avoid preprocessing some programs, and for simple programs lets you preserve preprocessor lines in the AST if you want to do something specific with them. However, preprocessor statements at any other part of the program are not allowed. The Khronos grammar does not include preprocessor statements. - `selection_statement` is renamed to `if_statement` - The grammar specifies `declaration` itself ends with a semicolon. I moved the semicolon into the `declaration_statement` rule. - The grammar has a left paren "(" in the function_call production. Due to how I de-left-recursed the function_call -> postfix_expression loop, I moved the left paren into the function_identifier production. - Function calls in the grammar are TYPE_NAME LEFT_PAREN, in my grammar they're IDENTIFIER LEFT_PAREN, because TYPE_NAME is only used for structs, and function names are stored in their own separate place in the scope. # Local Development To work on the tests, run `npx jest --watch`. The GLSL grammar definition lives in `src/parser/glsl-grammar.pegjs`. Peggy supports inlining Javascript code in the `.pegjs` file to define utility functions, but that means you have to write in vanilla Javascript, which is terrible. Instead, I've pulled out utility functions into the `grammar.ts` entrypoint. Some functions need access to Peggy's local variables, like `location(s)`, so the `makeLocals()` function uses a closure to provide that access. To submit a change, please open a pull request. Tests are appreciated! See [the Github workflow](.github/workflows/main.yml) for the checks run against each PR.