<feed xmlns='http://www.w3.org/2005/Atom'>
<title>slang.git/source/slang/compiler.cpp, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
<id>https://git.yummers.dev/slang.git/atom?h=master</id>
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<updated>2019-05-31T21:20:37+00:00</updated>
<entry>
<title>Use slang- prefix on slang compiler and core source (#973)</title>
<updated>2019-05-31T21:20:37+00:00</updated>
<author>
<name>jsmall-nvidia</name>
<email>jsmall@nvidia.com</email>
</author>
<published>2019-05-31T21:20:37+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=6cbc3929a54d37bd23cb5efa8e3320ba02f78b2f'/>
<id>urn:sha1:6cbc3929a54d37bd23cb5efa8e3320ba02f78b2f</id>
<content type='text'>
* Prefixing source files in source/slang with slang-

* Prefix source in source/slang with slang- prefix.

* Rename core source files with slang- prefix.

* Update project files.

* Fix problems from automatic merge.
</content>
</entry>
<entry>
<title>WIP: Support for other source target language (#971)</title>
<updated>2019-05-31T17:17:34+00:00</updated>
<author>
<name>jsmall-nvidia</name>
<email>jsmall@nvidia.com</email>
</author>
<published>2019-05-31T17:17:34+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=b81ff3ef968d1cc4e954b31a1812b3c391d17b02'/>
<id>urn:sha1:b81ff3ef968d1cc4e954b31a1812b3c391d17b02</id>
<content type='text'>
* WIP: Setting up C/Cpp source compilation targets.

* WIP: Emitting C/CPP.

* WIP: Split out SourceSink, and use it for source output on emit.

* SourceSink -&gt; SourceStream

* * Made SourceStream use m_ prefixing of members.
* Make all methods use lower camel
* Removed methods from SourceStream interface that are not used externally (use _ prefixing)
* Improvements to documentation

* EmitContext is now effectively empty, so just use SharedEmitContext as EmitContext.

* SharedEmitContext -&gt; EmitContext

* Methods to LowerCamel in emit.cpp

* Split out EmitContext and ExtensionUsageTracker into separate files.

* Split out EmitVisitor into slang-c-like-source-emitter files.

* EmitVisitor -&gt; CLikeSourceEmitter

* Tidy up around CLikeSourceEmitter - simplify header.

* Small tidy up - removing repeated comments that are in header.

* Remove EmitContext paramter threading.

* Small tidy up.
Use prefixed macros for slang-c-like-source-emitter.h

* Small tidy up in slang-c-like-source-emitter.cpp

* First pass at splitting out UnmangleContext.

* MangledNameParser -&gt; MangledLexer.

* WIP making EmitOp (EOp) enum available outside of cpp

* Generating EmitOpInfo from macro.

* Split out emit precedence handling.
Don't use kOp_ style anymore, just use an array indexed by EmitOp.

* Disable C simple test for now.

* Keep g++/clang happy with token pasting.

* Fix win32 narrowing warning.
</content>
</entry>
<entry>
<title>String/List closer to conventions, and use Index type (#959)</title>
<updated>2019-04-29T21:03:46+00:00</updated>
<author>
<name>jsmall-nvidia</name>
<email>jsmall@nvidia.com</email>
</author>
<published>2019-04-29T21:03:46+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=4880789e3003441732cca4471091563f36531635'/>
<id>urn:sha1:4880789e3003441732cca4471091563f36531635</id>
<content type='text'>
* List made members m_
Tweaked types to closer match conventions.

* Use asserts for checking conditions on List.
Other small improvements.

* List&lt;T&gt;.Count() -&gt; getSize()

* List&lt;T&gt;
Add -&gt; add
First -&gt; getFirst
Last -&gt; getLast
RemoveLast -&gt; removeLast
ReleaseBuffer -&gt; detachBuffer
GetArrayView -&gt; getArrayView

* List&lt;T&gt;::
AddRange -&gt; addRange
Capacity -&gt; getCapacity
Insert -&gt; insert
InsertRange -&gt; insertRange
AddRange -&gt; addRange
RemoveRange -&gt; removeRange
RemoveAt -&gt; removeAt
Remove -&gt; remove
Reverse -&gt; reverse
FastRemove -&gt; fastRemove
FastRemoveAt -&gt; fastRemoveAt
Clear -&gt; clear

* List&lt;T&gt;
FreeBuffer -&gt; _deallocateBuffer
Free -&gt; clearAndDeallocate
SwapWith -&gt; swapWith

* List&lt;T&gt;
SetSize -&gt; setSize
Reserve -&gt; reserve
GrowToSize growToSize

* UnsafeShrinkToSize -&gt; unsafeShrinkToSize
Compress -&gt; compress
FindLast -&gt; findLastIndex
FindLast -&gt; findLastIndex
Simplify Contains

* List&lt;T&gt;
Removed m_allocator (wasn't used)
Swap -&gt; swapElements
Sort -&gt; sort
Contains -&gt; contains
ForEach -&gt; forEach
QuickSort -&gt; quickSort
InsertionSort -&gt; insertionSort
BinarySearch -&gt; binarySearch

Max -&gt; calcMax
Min -&gt; calcMin

* Initializer::Initialize -&gt; initialize
List&lt;T&gt;::
Allocate -&gt; _allocate
Init -&gt; _init
IndexOf -&gt; indexOf

* * Put #include &lt;assert.h&gt; in common.h, and remove unneeded inclusions
* Small refactor of ArrayView - remove stride as not used

* getSize -&gt; getCount
setSize -&gt; setCount
unsafeShrinkToSize-&gt;unsafeShrinkToCount
growToSize -&gt; growToCount
m_size -&gt; m_count

* Some tidy up around Allocator.

* Use Index type on List.

* Refactor of IntSet.
First tentative look at using Index.

* Made Index an Int
Did preliminary fixes.
Made String use Index.

* Partial refactor of String.

* String::Buffer -&gt; getBuffer
ToWString -&gt; toWString

* Small improvements to String.
String::
Buffer() -&gt; getBuffer()
Equals() -&gt; equals

* Try to use Index where appropriate.

* Fix warnings on windows x86 builds.
</content>
</entry>
<entry>
<title>Add options to control optimization and debug information (#897)</title>
<updated>2019-03-12T19:24:03+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2019-03-12T19:24:03+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=3cfccfd4991df01deaf132f11b4eaa6848a32c4e'/>
<id>urn:sha1:3cfccfd4991df01deaf132f11b4eaa6848a32c4e</id>
<content type='text'>
The short version for command-line users is:

* Use `-g` to get debug info in the output, where supported
* Use `-O0` to disable optimizations, in case that improves debugability
* Use `-O2` for optimized/release builds where you can spend the extra compile time

The command-line options are matched with new API functions `spSetDebugInfoLevel()` and `spSetOptimizationLevel()` that set the equivalent information.

Right now these settings only affect how we invoke fxc and dxc. In the longer run I expect we will want to use them to control other things:

* Once we are emitting our own SPIR-V, the `-g` option should control what source-level name information we include in it.

* Whether or not `-g` is used could be used to decide whether we preserve the "name hints" in the IR, which in  turn decide whether we output GLSL/HLSL source that uses names based on the original program.

* We will eventually need/want to include some amount of optimization passes on the Slang IR, and the `-O` options should control which of those passes are enabled on a particular invocation.

In this change I decided to expose the options at the level of the entire compile request for API users, and to store the actual information on the Linkage. We might want to revisit this decision and instead allow for the level of optimization to be chosen per-target as part of back-end state. Similarly, we might want to have more fine-grained control over the level of debug output per-target (although we'd still need a front-end setting to determine what debug info is generated into the Slang IR).</content>
</entry>
<entry>
<title>Improve support for interfaces as shader parameters (#886)</title>
<updated>2019-03-09T00:24:02+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2019-03-09T00:24:02+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=4f94dd46a2d885e570814dd14a5e46f8e0814802'/>
<id>urn:sha1:4f94dd46a2d885e570814dd14a5e46f8e0814802</id>
<content type='text'>
* Improve support for interfaces as shader parameters

This change adds two main things over the existing support:

1. It is now possible to plug in concrete types that actually contain (uniform/ordinary) fields for the existential type parameters introduced by interface-type shader parameters. The `interface-shader-param2.slang` test shows that this works.

2. There is a limited amount of support for doing correct layout computation and generating output code that matches that layout, so that interface and ordinary-type fields can be interleaved to a limited extent. The `interface-shader-param3.slang` test confirms this behavior.

There are several moving pieces in the change.

* When it comes to terminology, we try to draw a more clear distinction between existial type parameters/arguments and existential/object value parametes/arguments. A simple way to look at it is that an `IFoo[3]` shader parameter introduces a single existential type parameter (so that a concrete type argument like `SomeThing` can be plugged in for the `IFoo`) but introduces three existential object/value parameters (to represent the concrete values for the array elements).

* At the IR level, we support a few new operations. A `BindExistentialsType` can take a type that is not itself an interface/existential type but which depends on interfaces/existentials (e.g., `ConstantBuffer&lt;IFoo&gt;`) and plug in the concrete types to be used for its existential type slots.

* Then a `wrapExistentials` instruction can take a type with all the existentials plugged in (possibly by `BindExistentialsType`) and wrap it into a value of the existential-using type (e.g., turn `ConstantBuffer&lt;SomeThing&gt;` into a `ConstantBuffer&lt;IFoo&gt;`).

* The IR passes for doing generic/existential specialization have been updated to be able to desugar uses of these new operations just enough so that a `ConstantBuffer&lt;IFoo&gt;` can be used.

* When we specialize an IR parameter of an interface type like `IFoo` based on a concrete type `SomeThing`, we turn the parameter into an `ExistentialBox&lt;SomeThing&gt;` to reflect the fact that we are conceptually referring to `SomeThing` indirectly (it shouldn't be factored into the layout of its surrounding type).

* Parameter binding was updated so that it passes along the bound existential type arguments in a `Program` or `EntryPoint` to type layout, so that we can take them into account. The type layout code needs to do a little work to pass the appropriate range of arguments along to sub-fields when computing layout for aggregate types.

* Type layout was updated to have a notion of "pending" items, which represent the concrete types of data that are logically being referenced by existential value slots. The basic idea is that these values aren't included in the layout of a type by default, but then they get "flushed" to come after all the non-existential-related data in a constant buffer, parameter block, etc.

* The logic for computing a parameter group (`ConstantBuffer` or `ParameterBlock`) layout was updated to always "flush" the pending items on the element type of the group, so that the resource usage of specialized existential slots would be taken into account.

* The type legalization pass has been adapted so that we can derive two different passes from it. One does resource-type legalization (which is all that the original pass did). The new pass uses the same basic machinery to legalize `ExistentialBox&lt;T&gt;` types by moving them out of their containing type(s), and then turning them into ordinary variables/parameters of type `T`.

Big things missing from this change include:

- Nothing is making sure that "pending" items at the global or entry-point level will get proper registers/bindings allocated to them. For the uniform case, all that matters in the current compiler is that we declare them in the right order in the output HLSL/GLSL, but for resources to be supported we will need to compute this layout information and start associating it with the existential/interface-type fields.

- Nothing is being done to support `BindExistentials&lt;S, ...&gt;` where `S` is a `struct` type that might have existential-type fields (or nested fields...). Eventually we need to desugar a type like this into a fresh `struct` type that has the same field keys as `S`, but with fields replaced by suitable `BindExistentials` as needed. (The hard part of this would seem to be computing which slots go to which fields). As a practial matter, this missing feature means that interface-type members of `cbuffer` declarations won't work.

The current tests carefully avoid both of these problems. They don't declare any buffer/texture fields in the concrete types, and they don't make use of `cbuffer` declarations or `ConstantBuffer`s over structure types with interface-type fields.

* fixup: add override to methods

* fixup: typos
</content>
</entry>
<entry>
<title>Move enumeration of shader parameters to Program/EntryPoint (#870)</title>
<updated>2019-03-01T17:43:47+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2019-03-01T17:43:47+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=620af1c60a2e84bbbc0e74f11cb9bc6a6976d9e4'/>
<id>urn:sha1:620af1c60a2e84bbbc0e74f11cb9bc6a6976d9e4</id>
<content type='text'>
There's a certain amount of logic in `parameter-binding.cpp` that just has to do with the basic problem of enumerating the shader parameters of a `Program`. The main source of complexity is that for legacy/compatibility reasons we need to consider two shader parameters with the same name as being the "same" parameter for layout purposes, and then we need to do a bunch of validation to ensure that these parameters have compatible types.

The biggest part of this change is moving that logic to `Program`, so that it builds up a list of its shader parameters during the front-end work, so that any errors related to bad redeclarations will now come up even if we aren't generated target-specific layouts/code.

All of the code for `getReflectionName`, `StructuralTypeMatchStack`, etc. is pretty much copy-pasted from `parameter-binding.cpp` over to `check.cpp`, with the `ParameterBindingContext` replaced with a `DiagnosticSink`.

The `Program::_collectShaderParameters` function (renamed from `_collectExistentialParams`) then deals with the enumeration and deduplication logic that used to happen in `collectGlobalScopeParameters()`.

The new declarations in `compiler.h` reveal the underlying reason for this change: by letting `Program` and `EntryPoint` handle the canonical enumeration of parameters, we can associate each parameter with the range of existential type slots it uses, which will simplify certain work around interfaces (not in this change...).

Moving the code out of parameter binding and into `check.cpp` revealed some unused GLSL-related code that I removed while I was at it.

I also found that the `IsDeclaration` case of `VarLayoutFlag` wasn't actually being used, so I went ahead and removed it (we can easily re-add it if we ever find a need for it).

Overall this isn't a big cleanup (mostly just code moving, rather than being eliminated), but it will facilitate other changes, and it seems cleaner overall to do this work once in target-independent logic, rather than per-target.</content>
</entry>
<entry>
<title>Hotfix/device check review (#862)</title>
<updated>2019-02-27T14:14:11+00:00</updated>
<author>
<name>jsmall-nvidia</name>
<email>jsmall@nvidia.com</email>
</author>
<published>2019-02-27T14:14:11+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=15ed4527a28e757ae2617905188ebf19f16cb0a1'/>
<id>urn:sha1:15ed4527a28e757ae2617905188ebf19f16cb0a1</id>
<content type='text'>
* Fix typo on return type.

* * Inverted order of FlagCombiner (to make more 'nested for' like)
* On Dx12 just use D3D_FEATURE_LEVEL_11_0
* Fix typo on dll name
</content>
</entry>
<entry>
<title>First steps toward supporting interface-type parameters on shaders (#852)</title>
<updated>2019-02-19T19:46:05+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2019-02-19T19:46:05+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=32135c5bdfb4d387f8227742a2d2fd555898aca8'/>
<id>urn:sha1:32135c5bdfb4d387f8227742a2d2fd555898aca8</id>
<content type='text'>
* First steps toward supporting interface-type parameters on shaders

What's New
----------

From the perspective of a user, the main thing this change adds is the ability to declare top-level shader parameters (either at global scope, or in an entry-point parameter list) with interface types. For example, the following becomes possible:

```hlsl
// Define an interface to modify values
interface IModifier { float4 modify(float4 val); }

// Define some concrete implementations
struct Doubler : IModifier
{
    float4 modify(float4 val) { return val + val; }
}
struct Squarer : IModifier { ... }

// Define a global shader parameter of interface type
IModifier gGlobalModifier;

// Define an entry point with an interface-type `uniform` parameter
void myShader(
    unifrom IModifier entryPointModifier,
            float4    inColor  : COLOR,
        out float4    outColor : SV_Target)
{
    // Use the interface-type parameters to compute things
    float4 color = inColor;
    color = gGlobalModifier.modify(color);
    color = entryPointModifier.modify(color);
    outColor = color;
}
```

The user can specialize that shader by specifying the concrete types to use for global and entry-point parameters of interface types (e.g., plugging in `Doubler` for `gGlobalModifier` and `Squarer` for `entryPointModifier`).

The "plugging in" process is done in terms of a concept of both global and local "existential slots" which are a new `LayoutResourceKind` that represents the holes where concrete types need to be plugged in for existential/interface types.

In simple cases like the above, each interface-type parameter will yield a single existential slot in either the global or entry-point parameter layout. Users can query the start slot and number of slots for each shader parameter, just like they would for any other resource that a parameter can consume. Before generating specialized code, the user plugs in the name of the concrete type they would like to use for each slot using `spSetTypeNameForGlobalExistentialSlot` and/or `spSetTypeNameForEntryPointExistentialSlot`.

There are some major limitations to the implementation in this first change:

* Parameters must be of interface type (e.g., `IFoo`) and not an array (`IFoo[3]`), or buffer (`ConstantBuffer&lt;IFoo&gt;`) over an interface type. Similarly, `struct` types with interface-type fields still don't work.

* The work on interface-type function parameters still doesn't include support for `out` or `inout` parameters, nor for functions that return interface types (that isn't technically related to this change, but affects its usefullness).

* No work is being done to correctly lay out shader parameters once the concrete types for existential slots are known, so that this change really only works when the concrete type that gets plugged in is empty.

These limitations are severe enough that this feature isn't really usable as implemented in this change, and this merely represents a stepping stone toward a more complete implementation.

Implementation
--------------

The API side of thing largely mirrors what was already done to support passing strings for the type names to use for global/entry-point generic arguments, so there should be no major surprises there.

The logic in `check.cpp` computes the list of existential slots when creating unspecialized `Program`s and `EntryPoint`s (this is logically the "front end" of the compiler), and then checks the supplied argument types against what is expected in each slot when creating specialized `Program`s and `EntryPoint`s. This again mirrors how generic arguments are handled.

Type layout was extended to compute the number of existential slots that a type consumes, and will thus automatically assign ranges of slots to top-level and entry-point shader parameters in the same way it already allocates `register`s and `binding`s. The big missing feature is the ability to specialize a layout to account for the concrete types plugged into the existential-type slots.

IR generation for specialized programs and entry points was slightly extended so that it attaches information about the concrete types plugged into the existential slots, and the witness tables that show how they conform to the interface for that slot. The linking step needed some small tweaks to make sure that information gets copied over to the target-specific program when we start code generation.

The meat of the IR-level work is in `ir-bind-existentials.cpp`, which takes the information that was placed in the IR module by the generation/linking steps and uses it to rewrite shader parameters. For example, if there is a shader parameter `p` of type `IModifier`, and the corresponding existential slot has the type `Doubler` in it, we will rewrite the parameter to have type `Doubler`, and rewrite any uses of `p` to instead use `makeExistential(p, /*witness that Doubler conforms to IModifier*/)`.

Once the replacement is done on the parameters, the existing work for specializing existential-based code when the input type(s) are known kicks in and does the rest.

Testing
-------

A single compute test is added to validate that this feature works. It is narrowly tailored to not require any of the features not supported by the initial implementation (e.g., all of the concrete types used have no members).

The test case *does* include use of an associated type through one of these existential-type parameters, which has exposed a subtle bug in how "opening" of existential values is implemented in the front-end. Rather than fix the underlying problem, I cleaned up the code in the front-end to special case when the existential value being opened is a variable bound with `let`, to directly use a reference to that variable rather than introduce a temporary. Similarly, in the IR generation step, I added an optimization to make variables declared with `let` skip introducing an IR-level variable and just use the SSA value of their initializer directly instead.

* fixup: missing files

* fixup: incorrect type for unreachable return

* fixup: actually comment ir-bind-existentials.cpp
</content>
</entry>
<entry>
<title>Split front- and back-ends (#846)</title>
<updated>2019-02-15T17:08:19+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2019-02-15T17:08:19+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=a3fd4e2bc40cfc77db953b14744c30e7a18e7c1d'/>
<id>urn:sha1:a3fd4e2bc40cfc77db953b14744c30e7a18e7c1d</id>
<content type='text'>
* Split front- and back-ends

This change is a major refactor of several of the types that provide the behind-the-scenes implementation of the public C API.
The goal of this refactor is primarily to allow for future API services that let the user operate both the front- and back-ends of the compiler in a more complex fashion.
For example, as user should be able to compile a bunch of source code into modules, look up types, functions, etc. in those modules, specialize generic types/functions to the types they've looked up, and then finally request target code to be gernerated for specialized entry points.
The back-end code generation they trigger should re-use the front-end compilation work (parsing, semantic checking, IR generation) that was already performed.

The most visible change is that `CompileRequest` has been split up into several smaller types that take responsibility for parts of what it did:

* The `Linkage` type owns the storage for `import`ed modules, and well as the `TargetRequest`s that represent code-generation targets. The intention is that an application could use a single `Linkage` for the duration of its runtime (so long as it was okay with the memory usage), so that each `import`ed module only gets loaded once. For now, this type needs to manage the search paths, file system, and source manager, because of its responsibility for loading files.

* A `FrontEndCompileRequest` owns the stuff related to parsing, semantic checking, and initial IR generation. This most notably includes the `TranslationUnitRequest`s and the `FrontEndEntryPointRequest`s (which used to be just `EntryPointRequest`s). It's main job is to produce AST and IR modules for each translation unit, and to find and validate the entry points. The front-end request does *not* interact with generic arguments for global or entry-point generic parameters.

* The main output of both `import` operations and front-end translation units is the `Module` type, which is just a simple container for both the AST module (to service the reflection/layout APIs, and also for semantic checking of code that `import`s the module) and the IR module (for linking and code generation). This type captures the commonalities between the old `LoadedModule` (which is now just an alias for `Module`) and `TranslationUnitRequest` (which now owns a `Module`).

* The secondary output of front-end compilation is a `Program`, which comprises a list of referenced `Module`s and validated `EntryPoint`s that will be used together. Layout and code generation both need a `Program` to tell them what modules and entry points will be used together (we don't want to just code-gen everythin that has ever been loaded into the linakge). The `Program`s created by the front-end do not include generic arguments, so they may provide incomplete layout information and/or be unsuitable for code generation.

* A `BackEndCompileRequest` owns stuff related to turning a `Program` into output kernels for the targets of a `Linkage`. Most of the data it owns beyond the `Program` to be compiled is minor, so this is a good candidate for demotion from a heap-allocated object to just a `struct` of options that gets passed around.

* The `CompileRequestBase` type is an attempt to wrap up the common functionality of both front-end and back-end compile requests. Most of it is just exposing the availability of a linkage and `DiagnosticSink`, so this type is a good candidate for subsequent removal. The main interesting thing it has is the flags related to dumping and validation of IR, so there is probably a good refactoring still to be made around deciding how options should be handled going forward.

* Behind the scenes, the `Program` type is set up to handle some level of on-line compilation and layout work. The `Program` knows the `Linkage` it belongs to, and allows for a `TargetProgram` to be looked up based on a specific `TargetRequest`. A `TargetProgram` then allows layout information and compiled kernel code to be asked for on-demand, in order to support eventual "live" compilation scenarios.

* The `EndToEndCompileRequest` type is a composition/coordination type that replaces the old `CompileRequest` in a way that uses the services of the various other types. It owns a few pieces of state that only make sense in the context of an end-to-end compile (e.g., there is really no way to "pass through" code when the front- and back-ends are run separately) or a command-line compile (everything to do with specifying output paths for files is really just for the benefit of `slangc`, and might even be moved there over time).

* One important detail is that the `EndToEndCompilRequest` owns all of the string-based generic arguments for both global and entry-point generic parameters. The logic in `check.cpp` for dealing with those arguments has been heavily refactored to separate out the parsings steps that are specific to end-to-end compilation with string-based type arguments, and the semantic checking  steps that result in a specialized `Program` (which can be exposed through new APIs that aren't tied to end-to-end compilation).

It is perhaps not surprising that this change had a lot of consequences, so I'll briefly run over some of the main categories of changes required:

* I changed the way that global generic arguments are passed via API (use `spSetGlobalGenericArgs` instead of the generic arguments for `spAddEntryPointEx`, which are not just for entry-point generics), which has been a change that we've needed for a long time. This is technically a breaking API change, although we should have very few client applications that care about it.

* A bunch of places that used to take "big" objects like `CompileRequest` now just take the sub-pieces they care about (e.g., a function might have only needed a `Linkage` and a `DiagnosticSink`). This makes many subroutines or "context" struct types more generally useful, at the cost of taking more parameters.

* In a few cases the conceptually clean separation of the layers breaks down (often for edge-case or compatibility features), and so we may pass along additional objects that are allowed to be null, but are used when present. A big example of this is how the back-end code generation routines accept an `EndToEndCompileRequest` that is optional, and only used to check whether "pass through" compilation is needed. We should probably look into cleaning this kind of logic up over time so that we don't need to violate the apparent separation of phases of compilation.

* In cases where separation of layers was being broken for the sake of GLSL features, I went ahead and ripped them out, since all of that should be dead code anyway.

* In many cases I increased the encapsulation of data in the core types to help track down use sites and make sure they are following invariants better.

* In cases where code was doing, e.g., `context-&gt;shared-&gt;compileRequest-&gt;session-&gt;getThing()` I have tried to introduce convenience routines so that the usage site is just `context-&gt;getThing()` to improve encapsulation and allow changes to be made more easily going forward.

* The `noteInternalErrorLoc` functionality was moved off of the compile request and into `DiagnosticSink`, since that is the one type you can rely on having around when you want to note an internal error. We may consider going forward if (and how) it should reset the counter used for noting locations on internal errors.

* A few APIs now take `DiagnosticSink*` arguments where they didn't before, and as a result some public APIs need to create `DiagnosticSink`s to pass in, before going ahead and ignoring the messages. In the future there should be variations of these APIs that accept an `ISlangBlob**` parameter for the output.

* fixup: missing include for compilers with accurate template checking (non-VS)

* fixup: review feedback
</content>
</entry>
<entry>
<title>* Improve test coverage of bit cast, particularly for asfloat. Make the values being cast between valid floats. (#832)</title>
<updated>2019-02-08T00:37:26+00:00</updated>
<author>
<name>jsmall-nvidia</name>
<email>jsmall@nvidia.com</email>
</author>
<published>2019-02-08T00:37:26+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=23b36c5cb10c820c0b0f66000711d1013bc009f3'/>
<id>urn:sha1:23b36c5cb10c820c0b0f66000711d1013bc009f3</id>
<content type='text'>
* Typo fix</content>
</entry>
</feed>
