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<title>slang.git/tests/compute/transitive-interface.slang, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
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<updated>2025-08-25T05:19:56+00:00</updated>
<entry>
<title>Fix#8083: Batch-7: Enable cuda tests (#8267)</title>
<updated>2025-08-25T05:19:56+00:00</updated>
<author>
<name>Harsh Aggarwal (NVIDIA)</name>
<email>haaggarwal@nvidia.com</email>
</author>
<published>2025-08-25T05:19:56+00:00</published>
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<id>urn:sha1:7b4d02803344d52af8d979da1d0f42936d360f00</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Warnings function parameters (#4626)</title>
<updated>2024-07-16T21:54:53+00:00</updated>
<author>
<name>venkataram-nv</name>
<email>vedavamadath@nvidia.com</email>
</author>
<published>2024-07-16T21:54:53+00:00</published>
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<id>urn:sha1:05547e25353dd797791c2937679468d529d832d5</id>
<content type='text'>
* Handle out/inout functions with separate consideration

* Fixing bug with passing aliasable instructions

* Handle autodiff functions (fwd and rev) in warning system

* Handling interface methods

* Handling ref parameters like out/inout

* Temporary fix to remaining bugs

* Refactoring methods and tests

* Recursive check for empty structs

* Using default initializable interface in tests

* Resolving CI fail</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>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>Move mangled name out of IRGlobalValue (#752)</title>
<updated>2018-12-13T20:13:58+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2018-12-13T20:13:58+00:00</published>
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<id>urn:sha1:822ed708364b257b7d2f61ecb8a51a4c96f7edaa</id>
<content type='text'>
* Move mangled name out of IRGlobalValue

Previously the `IRGlobalValue` type was used as a root for all IR instructions that can have "linkage," in the sense that a definition in one module can satisfy a use in another module.
The mangled symbol name was stored in state directly on each `IRGlobalValue`, which created some complications, and also forced IR instructions that wanted to support linkage to wedge into the hierarchy at that specific point.

This change moves the mangled name out into a decoration: either an `IRImportDecoration` or an `IRExportDecoration`, both of which inherit from `IRLinkageDecoration` which exposes the mangled name.
This change has a few benefits:

* We can now have any kind of instruction be exported/imported, without having to inherit from `IRGlobalValue`. This could potentially let `IRStructType` and `IRWitnessTable` be simplified to just have operand lists instead of dummy chldren as they do today.

* We can now easily have "global values" like functions that explicitly *don't* get linkage, instead of using a null or empty mangled name as a marker.

* We can use the exact opcode on a linkage decoration to distinguish imports from exports, which could be used to more accurately resolve symbols during the linking step.

Other than adding the decorations and making sure that AST-&gt;IR lowering adds them, the main changes here are around any code that used `IRGlobalValue`. Variables and parameters of type `IRGlobalValue*` were changed to `IRInst*` easily, so the main challenge was around code that *casts* to `IRGlobalValue*.

In cases where a cast to `IRGlobalValue` also performed a test for the mangled name being non-null/non-empty, we simply switched the code to check for the presence of an `IRLinkageDecoration`, since that is the new way of indicating a value with linakge.

Most of the serious complications arose in `ir.cpp` around the "linking"/target-specialization and generic specialization steps.

The "linking" logic was checking for `IRGlobalValue` to opt into some more complicated cloning logic, and just checking for a linkage decoration here wasn't sufficient since the front-end *does* produce global values without linkage in some cases (e.g., for a function-`static` variable we produce a global variable without linkage). This logic was updated to just check for the cases that used to amount to `IRGlobalValue`s directly by opcode. It might be simpler in the short term to have kept `IRGlobalValue` around to make the existing casts Just Work, but I'm confident that this logic could actually be rewritten for much greater clarity and simplicity and that is the better way forward.

The generic specialization logic was using some really messy code to generate a new mangled name to represent the specialized symbol, and then searching for an existing match for that name.
The original idea there was that an IR module could include "pre-specialized" versions of certain generics to speed up back-end compilation by eliminating the need to specialize in some cases, but this feature has never been implemented so the overhead here is just a waste.
Instead, I moved generic specialization to use a simpler dictionary to map the operands to a `specialize` instruction over to the resulting specialized value.
This allows for some simplifications in the name mangling logic, because it no longer needs to figure out how to produce mangled names from IR instructions representing types/values.

As part of this change I also overhauled the IR emit logic to produce cleaner output by default, borrowing some of the ideas from the logic in `emit.cpp`. IR values are now automatically given names based on their "name hint" decoration, if any, to make the code easier to follow, and I also made it so that types and literals get collapsed into their use sites in a new "simplified" IR dump mode (which is currently the default, with no way to opt into the other mode without tweaking the code). The resulting IR dumps are much nicer to look at, but as a result the one test that involves IR dumping (`ir/string-literal`) doesn't really test what it used to.

One weird issue that came up during testing is that the `transitive-interface` test had previously been producing output that made no sense (that is, the expected output file wasn't really sensible), and somehow these changes were altering its behavior. Changing the test to use `int` values instead of `float` was enough to make the output be what I'd expect, and hand inspection of generating DXBC has me convinced we were compiling the `float` case correctly too. There appears to be some issue around tests with floating-point outputs that we should investigate.

* fixup: C++ declaration order
</content>
</entry>
<entry>
<title>Remove non-IR codegen paths (#398)</title>
<updated>2018-02-03T15:30:54+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2018-02-03T15:30:54+00:00</published>
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<id>urn:sha1:662f43fff6721c6cd013a8f1b2639c2e29fe6be3</id>
<content type='text'>
The basic change is simple: remove support for all code generation paths other than the IR.
There is a lot of vestigial code left, but the main logic in `ast-legalize.*` is gone.

Doing this breaks a *lot* of tests, for various reasons:

- We can no longer guarantee exactly matching DXBC or SPIR-V output after things pass through out IR

- Many builtins don't have matching versions defined for GLSL output via IR (even when they had versions defined via the earlier approach that worked with the AST)

- A lot of code creates intermediate values of opaque types in the IR, which turn into opaque-type temporaries that aren't allowed (this breaks many GLSL tests, but also some HLSL)

I implemented some small fixes for issues that I could get working in the time I had, but most of the above are larger than made sense to fix in this commit.

For now I'm disabling the tests that cause problems, but we will need to make a concerted effort to get things working on this new substrate if we are going to make good on our goals.</content>
</entry>
<entry>
<title>Support transitive interfaces</title>
<updated>2018-01-15T23:18:25+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2018-01-15T23:15:49+00:00</published>
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<id>urn:sha1:3d4eaf3c9b13e32c4e4d7737f17805503cddcb0b</id>
<content type='text'>
This commit is a bunch of quick hacks to get transitive interfaces to work. The idea is for each concrete type we create one giant witness table that contains entries for all the transitively reachable interface requirements, and then create one copy of that witness table for each interface it implements.

`DoLocalLookupImpl` now also looks up in inherited interface decles when looking up for a symbol in an interface decl.

When visiting `InheritanceDecl` in `lower-to-ir`, create copies of the giant witness table for each transitively inherited interface, so that these witness tables can be found later when the IR is specialized.

Re-enable the `copy all witness tables` hack in `specializeIRForEntryPoint` to ensure those transitive witness tables are copied over.
</content>
</entry>
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