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<title>slang.git/tests/bugs/gh-775.slang, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
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<updated>2024-12-06T03:33:55+00:00</updated>
<entry>
<title>Implement explciit binding for metal and wgsl. (#5778)</title>
<updated>2024-12-06T03:33:55+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2024-12-06T03:33:55+00:00</published>
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<id>urn:sha1:7dabfa76ccfb396e9d2019e2b6e01259d1661dc5</id>
<content type='text'>
* Respect explicit bindings in wgsl emit.

* Implement explciit binding generation for metal and wgsl.

* Update toc.

* Fix warnings in tests.

* Fix tests.

---------

Co-authored-by: Ellie Hermaszewska &lt;ellieh@nvidia.com&gt;</content>
</entry>
<entry>
<title>Convert more tests to use shader objects (#1659)</title>
<updated>2021-01-15T20:10:06+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2021-01-15T20:10:06+00:00</published>
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<id>urn:sha1:2a5d5b32348c33aac7ca62aa9a4c2bb7cff8e08a</id>
<content type='text'>
This change converts a large number of our existing tests to use the `ShaderObject` support that was added to the `gfx` layer.

In many cases, tests were just updated to pass `-shaderobj` and the result Just Worked.
In other cases, a `name` attribute had to be added to one or more `TEST_INPUT` lines.

For tests that did not work with shader objects "out of the box," I spent a little bit of time trying to get them work, but fell back to letting those tests run in the older mode.
Future changes to the infrastructure will be needed to get those additional tests working in the new path.

Along with the changes to test files, the following implementation changes were made to get additional tests working:

* Because the shader object mode uses explicit register bindings (from reflection), the hacky logic that was offseting `u` registers for D3D12 based on the number of render targets gets disabled (by another hack).

* The "flat" reflection information coming from Slang was not correctly reporting "binding ranges" for things that consumed only uniform data (which would be everything on CUDA/CPU), so it was refactored to properly include binding ranges for anything where the type of the field/variable implied a binding range should be created (even if the `LayoutResourceKind` was `::Uniform`).

* A few fixes were made to the CUDA implementation of `Renderer`, in order to get additional tests up and running. Most of these changes had to do with texture bindings, which hadn't really been tested previously.

In addition, a few changes were made that were attempts at getting more tests working, but didn't actually help. These could be dropped if requested:

* As a quality-of-life feature (not being used) the `object` style of `TEST_INPUT` line is upgraded to support inferring the type to use from the type of the input being set.

* Any `object` shader input lines get ignored in non-shader-object mode.</content>
</entry>
<entry>
<title>Add shader object parameter binding to renderer_test. (#1622)</title>
<updated>2020-12-03T16:23:05+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2020-12-03T16:23:05+00:00</published>
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<id>urn:sha1:44c0a56974b664e50b2cb8cb6f10740b19c4e02f</id>
<content type='text'>
* Add shader object parameter binding to renderer_test.

* remove multiple-definitions.hlsl

* Fix cuda implementation.

Co-authored-by: Tim Foley &lt;tfoleyNV@users.noreply.github.com&gt;</content>
</entry>
<entry>
<title>Remove support for explicit register/binding syntax on TEST_INPUT (#1132)</title>
<updated>2019-11-21T22:06:19+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2019-11-21T22:06:19+00:00</published>
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<id>urn:sha1:2ea64ff4f2c7c43b72ff24650330fca79a87500f</id>
<content type='text'>
The `TEST_INPUT` facility allows textual Slang test cases to provide two kinds of information to the `render-test` tool:

1. Information on what shader inputs exist
2. Information on what values/objects to bind into those shader inputs

Under the first category of information, there exists supporting for attaching a `dxbinding(...)` annotation to a `TEST_INPUT` which seemingly indicates what HLSL `register` the input uses. There is a similar `glbinding(...)` annotation, used for OpenGL and Vulkan.

It turns out that these annotations were, in practice, completely ignored and had no bearing on how `render-test` allocates or bindings graphics API objects. There was some amount of code attempting to validate that explicit registers/bindings were being set appropriately, but the actual values were being ignored.

The visible consequence of the `dxbinding` and `glbinding` annotations being ignored is issue #1036: the order of `TEST_INPUT` lines was *de facto* determining the registers/bindings that were being used by `render-test`.

This change simply removes the placebo features and strips things down to what is implemented in practice: the `TEST_INPUT` lines do not need target-API-specific binding/register numbers, because their order in the file implicitly defines them.

I added logic to the parsing of `TEST_INPUT` lines to make sure I got an error message on any leftover annotations, and went ahead and systematicaly deleted all of the placebo annotations from our test cases.

If we decide to make `TEST_INPUT` lines *not* depend on order of declaration in the future, we can build it up as a new and better considered feature.

The main alternative I considered was to keep the annotations in place, and change `render-test` and the `gfx` abstraction layer to properly respect them, but that path actually creates much more opportunity for breakage (since every single test case would suddenly be specifying its root signature / pipeline layout via a different path using data that has never been tested). The approach in this change has the benefit of giving me high confidence that all the test cases continue to work just as they had before.</content>
</entry>
<entry>
<title>Improve handling of {} initializer list expressions (#778)</title>
<updated>2019-01-16T19:50:14+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2019-01-16T19:50:14+00:00</published>
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<id>urn:sha1:8e47a3802d4d74eb11620f147ef5b29b8e931d35</id>
<content type='text'>
Fixes #775

It was reported (in #775) that Slang doesn't handle initializer-list syntax when initializing matrix variables. When starting on a fix for that it became apparent that the time was right to fix two broad issues in the compiler's current handling of `{}`-enclosed initializer lists.

The first issue was that the front-end checking of initializer lists wasn't handling the C-style behavior where an initializer list can either contain nested `{}`-enclosed lists for sub-arrays/-structures, or directly contain "leaf" values for initializing those aggregates. For example, the following two variable declarations ought to be equivalent:

```hlsl
int4 a[] = { {1, 2, 3, 4}, {5, 6, 7, 8} };
int4 b[] = {  1, 2, 3, 4,   5, 6, 7, 8 };
```

Getting this distinction right is important because we want to support initializing a matrix either from a list of vectors for its rows, or a list of scalars for its elements (in row-major order).

The front-end semantic checking logic for initializer lists was revamped so that it conceptually tries to "read" an expression of a desired type from the initializer list, and decides at each step whether to consume a single expression by coercing it to the desired type, or to recursively read multiple sub-values to construct the type as an aggregate. The logic for deciding between direct vs aggregate initialization could potentially use some tweaking, but luckily it should always handle the case where users introduce explicit `{}`-enclosed sub-lists to make their intention clear, so that existing Slang code should continue to work as before.

The second issue was that initializers without the expected number of elements weren't implemented in code generation, so they would lead to internal compiler errors. This change revamps the codegen logic for initializer lists so that it can synthesize default values for fields/elements that were left out during initialization. This includes an attempt to support default initialization of `struct` fields based on explicitly written initialization expressions.</content>
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