<feed xmlns='http://www.w3.org/2005/Atom'>
<title>slang.git/tests/vkray/anyhit.slang.glsl, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
<id>https://git.yummers.dev/slang.git/atom?h=master</id>
<link rel='self' href='https://git.yummers.dev/slang.git/atom?h=master'/>
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<updated>2025-01-08T06:26:31+00:00</updated>
<entry>
<title>Lower varying parameters as pointers instead of SSA values. (#5919)</title>
<updated>2025-01-08T06:26:31+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2025-01-08T06:26:31+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=c43f6fa55aca23365c86c6ec1737d42be74d9d3e'/>
<id>urn:sha1:c43f6fa55aca23365c86c6ec1737d42be74d9d3e</id>
<content type='text'>
* Add executable test on matrix-typed vertex input.
* Fix emit logic of matrix layout qualifier.
* Pass fragment shader varying input by constref to allow EvaluateAttributeAtCentroid etc. to be implemented correctly.</content>
</entry>
<entry>
<title>SPIR-V image operations (#3163)</title>
<updated>2023-09-05T15:26:59+00:00</updated>
<author>
<name>Ellie Hermaszewska</name>
<email>ellieh@nvidia.com</email>
</author>
<published>2023-09-05T15:26:59+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=2c2294d3310b24fd73cd41ec51338a736f3a2886'/>
<id>urn:sha1:2c2294d3310b24fd73cd41ec51338a736f3a2886</id>
<content type='text'>
* Add __truncate and __sampledType for spirv_asm

Allows some texture tests to start passing

* add __isVector

Currently unused

* Add 1-vector legalization pass (WIP)

* Add capabilities for image types

* neaten instruction dumping

* add 1-vector test

* Add a couple of cases to vec1 legalization

* Remove texture tests from expected failures

* comment

* regenerate vs projects

* Remove redundant define form synchapi emulation

* refactoring image methods

* All sample functions refactored

* Remove incorrect glsl intrinsics

Partially addresses https://github.com/shader-slang/slang/issues/3174

* __subscript image ops via writing funcs

* Extract texture struct writing from core.meta.slang

* Abstract out cuda intrinsic

* Remvoe erroneous call to opDecorateIndex

* spirv asm IR utils

* Correct position of loads for SPIR-V asm inst operands

* Raise constructors to global scope during spir-v legalization

* Correct snippet output

* Implement most texture sampling ops for SPIR-V

* Legalize 1-vectors for glsl too

* Make SPIR-V inst operands non-hoistable

* Better 1-vector legalization

* Put textures in ptrs for spirv

* insert missing break

* Add vec1 legalization test

* Add some missing pieces to slang-ir-insts

* Greatly neaten vec1 legalization

* a

* Neaten vec1 legalization

* Add image read and write intrinsics for spir-v

* Squash warnings

* regenerate vs projects

* Drop redundant guards

* Drop 5 tests from expected failure list

* Inst numbering changes to cross compile tests

* vec1 legalization tests only on vk

* Correct location of asm op emit

* Inline constant in spirv-asm

* Correct signedness for lane in wave intrinsics

* Extract element from float1 for cuda

* squash warnings

* Neaten spirv-emit

* dedupe more capabilities

* warnings

* neaten assert

* comments

* comments</content>
</entry>
<entry>
<title>Various dxc/fxc compatibility fixes. (#2863)</title>
<updated>2023-05-03T03:29:38+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2023-05-03T03:29:38+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=d52376a65f37fcbbb67428b917fd3819436b6dfb'/>
<id>urn:sha1:d52376a65f37fcbbb67428b917fd3819436b6dfb</id>
<content type='text'>
* Various dxc/fxc compatibility fixes.

* Cleanup.

* Fix test cases.

* Fix comments.

---------

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>More control flow simplifications. (#2673)</title>
<updated>2023-02-24T18:01:47+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2023-02-24T18:01:47+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=bd6306cdaa4a49344658bd026721b6532e103d09'/>
<id>urn:sha1:bd6306cdaa4a49344658bd026721b6532e103d09</id>
<content type='text'>
* More control flow and Phi param simplifications.

* Fix.

* Fix gcc error.

* Fix.

* More IR cleanup.

* Fix bug in phi param dce + ifelse simplify.

* Propagate and DCE side-effect-free functions.

* Enhance CFG simplifcation to remove loops with no side effects.

* Fix.

* Fixes.

* Fix tests. Add [__AlwaysFoldIntoUseSite] for rayPayloadLocation.

* More cleanup.

* Fixes.

* Fix.

---------

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Warning on lossy implicit casts. (#2367)</title>
<updated>2022-08-18T06:08:34+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-08-18T06:08:34+00:00</published>
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<id>urn:sha1:adaea0e993fd8db351b5dad92802e47ed6d0ec77</id>
<content type='text'>
* Warning on bool to float conversion.

* Fix test cases.

* Improve.

* LanguageServer: don't show constant value for non constant variables.

* Fix tests.

* Fix warnings in tests.

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Update glslang to 11.1.0 (#1662)</title>
<updated>2021-01-20T17:23:39+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2021-01-20T17:23:39+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=660cf7a639cb0f73e2ea7abc4a4a8ca59e50c88d'/>
<id>urn:sha1:660cf7a639cb0f73e2ea7abc4a4a8ca59e50c88d</id>
<content type='text'>
* Update glslang to 11.1.0

This change pulls new versions of glslang, spirv-headers, and spirv-tools as submodules, and makes the necessary changes to other files in the repository to get it all building (at least on Windows).

This change also enables building of glslang from source by default, so that we can easily generate new binaries for inclusion in the `slang-binaries` repository.

* fixup: missing file</content>
</entry>
<entry>
<title>Use "capability" system to select VKRT extension (#1647)</title>
<updated>2021-01-05T17:00:00+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2021-01-05T17:00:00+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=b4f94629f225b837e7102acc337610c5d4d8a7c1'/>
<id>urn:sha1:b4f94629f225b837e7102acc337610c5d4d8a7c1</id>
<content type='text'>
* Use "capability" system to select VKRT extension

Slang currently supports translation of ray tracing shader code to Vulkan GLSL code that uses the `GL_NV_ray_tracing` extension. A multi-vendor equivalent of that extension has been released as `GL_EXT_ray_tracing` and we want Slang to support that extension as well.

At the simplest, making the change from one extension to the other is just a matter of changing a few strings, since it does not appear that anything of significance was changed at the GLSL level (or even in SPIR-V). Where this gets trickier is when we have users who want us to support *both* extensions, and to be able to switch between them.

The solution we've implemented here more or less amounts to:

* If you don't tell the compiler which extension to use, it will default to `GL_EXT_ray_tracing` (the newer multi-vendor one).

* If you explicitly want the older extension, you can opt into it using the `-profile` option or via a new API for explicitly adding capabilities to your target.

Making that work required a few different kinds of changes:

* The options parsing and public API needed ways to add optional capabilities to a target.

* During GLSL code emit, we can check the capabilities that were added to the target to see if the `GL_NV_ray_tracing` extension was explicitly enabled and, if not, default to using the `GL_EXT_ray_tracing` names for things. This step is needed because some of the modifiers/attributes involved in the extension have to be handled explicitly in the code generator rather than implicitly as part of mapping intrinsic functions.

* We add two different translations to the relevant operatiosn in the stdlib, one marked with each of the extensions. If profile/capability-based overload resolution can be relied on to pick the right one, this should Just Work.

* Next, a bunch of work had to go into making capability-based overloading Just Work for the purposes of this change. There's been a nearly complete reworking of the implementation of `CapabilitySet` here to make it more suitable for our needs.

* The tests that were using ray tracing translation for Vulkan needed to be updated. For some of them I updated their baselines to use `GL_EXT_ray_tracing` so that they can test the new path. For others, I updated the command line for the test case so that it explicitly opts into using `GL_NV_ray_tracing`. The result is that we have some coverage of each extension. I would have liked to have each test run in both modes, but our pass-through glslang support doesn't support `-D` options, so I couldn't take that step easily.

This change does *not* add support for `GL_EXT_ray_query`, the extension that supports "DXR 1.1" style queries under Vulkan. Adding support for that extension should hopefully be a smaller step because it doesn't have the same multiple-extensions issue.

This change does *not* address a lot of possible avenues for improvement or cleanup around the capability system. It focuses only on those changes that are necessary to make the ray tracing feature work and leaves the rest for future work.

* fixup: infinite loop

* Comment-only change to retrigger TC build</content>
</entry>
<entry>
<title>Represent global shader parameters explicitly in the IR (#756)</title>
<updated>2018-12-14T19:00:02+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2018-12-14T19:00:02+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=ec745c032a8dc16c3e689458c20541a4e7aa64d6'/>
<id>urn:sha1:ec745c032a8dc16c3e689458c20541a4e7aa64d6</id>
<content type='text'>
Before this change, global shader parameters were represented in the IR as just being ordinary global variables.
The only indication that a particular global represented a parameter was when it got a layotu attached to it (as part of back-end processing), and we've had a number of bugs related to layouts being dropped so that what should have been a shader parameter turned into an ordinary global variable in the output.

This change is more strongly motivated by the fact that making shader parameters look like globals means that we cannot easily reason about their value when doing IR transformations.
If we see two `load`s from the same global variable can we assume they yield the same value?
In the general case we cannot, and this means that any transformation that wants to rely on the fact that an input `Texture2D` shader parameter can't actually change over the life of the program needs to do extra work.

The fix here is to introduce a new kind of IR instruction that represents a global shader parameter directly (not a pointer to it as a global would), at which point there isn't even such a notion as a "load" from the parameter, since it represents the value directly.

In several cases logic that used to apply to global variables in case they were shader parameters (by looking for a layout) is now moved to apply to these global parameters.

The biggest source of issues in this change was that switching from pointers to plain values to represent these shader parameters stresses different cases in type legalization. I also had to deal with the case of legalization for GLSL where we actually *do* need global shader parameters that are writable (since varying output goes in the global scope), but in that case I borrowed the use of pointer-like `Out&lt;...&gt;` and `InOut&lt;...&gt;` types to represent that intent, which we were already using for function parameters representing outputs.

A few tests started failing because the changes lead to a slightly different order of code emission, which in some HLSL tests resulted in a function parameter named `s` getting emitted before a global parameter named `s`, leading to the latter getting the name `s_1` instead of `s_0`.

A few SPIR-V tests started failing because the new approach means that we no longer end up performing a load from all varying input parameters at the start of `main` and instead reference the varying inputs directly. The resulting code is more idomatic, but it differed from the baselines for those tests.</content>
</entry>
<entry>
<title>Change how buffers are emitted (#741)</title>
<updated>2018-12-07T21:31:06+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2018-12-07T21:31:06+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=135eaff6b892fc91a398714ddcf7ef377cd4cccb'/>
<id>urn:sha1:135eaff6b892fc91a398714ddcf7ef377cd4cccb</id>
<content type='text'>
* Change how buffers are emitted

This is a change with a lot of pieces, which can't always be separated out cleanly. I'm going to walk through them in what I hope is a logical order.

The main goal of this change was to allow arrays of structured buffers to translate to Vulkan. Consider two declarations of structured buffers in HLSL/Slang:

```hlsl
StructuredBuffer&lt;X&gt; single;
StructuredBuffer&lt;Y&gt; multiple[10];
```

The current translation logic was handling `single` by translating it into an *unnamed* GLSL `buffer` block like:

```glsl
layout(std430)
buffer _S1
{
	X single[];
};
```

That syntax allows an expression like `single[i]` in Slang to be translated simply as `single[i]` in GLSL.

But that naive translating doesn't work for `multiple`, since we need to declare a array of blocks in GLSL, which requires giving the whole thing a name:

```glsl
layout(std430)
buffer _S2
{
	Y _data[];
} multiple[10];
```

Now a reference to `multiple[i][j]` in Slang needs to become `multiple[i]._data[j]` in GLSL.

To avoid having way too many special cases around single structured buffers vs. arrays, it makes sense to allows emit things in the latter form, so that we instead lower `single` as:

```glsl
layout(std430)
buffer _S1
{
	X _data[];
} single;
```

So that now a reference to `single[i]` becomes `single._data[i]` in GLSL.
Most of that can be handled in the standard library translation of the structured buffer indexing operations.

The only wrinkle there is that there were some *old* special-case instructions in the IR intended to handle buffer load/store operations (these were added back when I was trying to keep the "VM" path working). These aren't really needed to have structured-buffer operations work; they can be handled as ordinary functions as far as the stdlib is concerned. I removed the old instructions.

Along the way, it became clear that a few other cases follow the same pattern. Byte-addressed buffers are an obvious case. We were lowering HLSL/Slang:

```hlsl
ByteAddressBuffer b;
...
uint x = b.Load(0);
```

to GLSL like:

```glsl
layout(std430)
buffer _S1
{
	uint b[];
};
...
uint x = b[0];
```

That logic would fail for arrays the same way that the structured buffer case was failing. The fix is the same: use named `buffer` blocks and then introduce an explicit `_data` field:

```glsl
layout(std430)
buffer _S1
{
	uint _data[];
} b;
...
uint x = b._data[0];
```

Just like with structured buffers, all of the VK translation for operations on byte-addressed buffers can be implemented directly in teh stdlib, so once the emit logic was changed it was just a matter of adding `._data` to a bunch of VK tranlsations.

It turns out that arrays of constant buffers have more or less the same problem, and furthermore we have some problems with any code that directly uses the modern HLSL `ConstantBuffer&lt;T&gt;` type.

Note: the emit logic around constant buffers sometimes refers to "parameter groups" because that is being used in the compiler as a catch-all term for constant buffers, texture buffers, and parameter blocks.

The existing code was going out of its way to reproduce the way that constant buffer declarations are implicitly referenced in HLSL:

```hlsl
cbuffer C { float f; }
...
float tmp = f; // No reference to `C` here
```

This can be seen in the emit logic with the `isDerefBaseImplicit` function, which is used to take the internal IR representation for a reference to `f` (which is closer to the expression `(*C).f` or `C-&gt;f`) and leave off any reference to `C` so that we emit just `f`.

That kind of logic just flat out doesn't work in some important cases. Arrays of constant buffers are a clear one:

```hlsl
ConstantBuffer&lt;X&gt; cbArray[3];
...
X x = cbArray[0];
```

There is no way to translate that to an ordinary `cbuffer` declaration at all. The same problem can be created without arrays, though:

```hlsl
ConstantBuffer&lt;X&gt; singleCB;
...
X x = singleCB;
```

The current strategy for translating constant buffers was translating `singleCB` into a `cbuffer` declaration that reproduced the fields of `X` as its members, which just wouldn't work:

```hlsl
cbuffer singleCB
{
	float f; // field of `X`
}
...
X x = singleCB; // ERROR: there is nothing named `singleCB` in this HLSL
```

The new strategy is more consistent. We still generate a `cbuffer` declaration for a single constant buffer, but we always give it a single field of the chosen element type:

```hlsl
cbuffer singleCB
{
	X singleCB;
}
...
X x = singleCB; // this works fine!
```

And in the array case we generate code that uses the explicit `ConstantBuffer&lt;T&gt;` type:

```hlsl
ConstantBuffer&lt;X&gt; cbArray[3];
...
X x = cbArray[0];
```

The GLSL output is more complicated because unlike with HLSL there is no implicit conversion from a uniform block to its element type (there is no notion of an element type). The array case thus needs a `_data` field similar to what we do for structured buffers:

```glsl
layout(std140)
uniform _S3
{
	X _data;
} cbArray[3];
...
X x = cbArray[0]._data;
```

And then the non-array case needs to have a similar `_data` field for consistency:

```glsl
layout(std140)
uniform _S1
{
	X _data;
} singleCB;
...
X x = singleCB._data;
```

This is handled by inserting the necessary reference to `_data` whenever we dereference a constant buffer, either as part of a load instruction (loading from the whole CB as a pointer), or an `IRFieldAddress` instruction which forms a pointer into the CB (e.g., `&amp;(singleCB-&gt;f)` becomes `singleCB._data.f`).

The current emit logic handles `ParameterBlock&lt;X&gt;` differently from `ConstantBuffer&lt;X&gt;`, but really only to allow parameter blocks to be explicitly named in the output, while constant buffers were left implicit by default. Thus the only difference was a legacy one (from back when trying to exactly reproduce the HLSL text we got as input was considered an important goal), and the new approach to emitting constant buffers would get rid of it.

I removed the separate logic for emitting `ParameterBlock&lt;X&gt;` and just let the handling for constant buffers deal with it.

Note that any resource types inside of a `ParameterBlock&lt;X&gt;` would have been moved out as part of legalization, so that a parameter block is 100% equivalent to a constant buffer when it comes time to emit code.

Unsurprisingly, changing the way we generate HLSL and GLSL output for all these buffer types meant that any tests that were directly comparing the output of `slangc` against `fxc`, `dxc`, or `glslang` broke.

The basic approach to fixing the breakage in GLSL tests was to update the GLSL baseline to reflect the new output startegy. In some cases I used macros to name the various `_S&lt;digits&gt;` temporaries so that future renaming will hopefully be easier (it would be great if we auto-generated temporary names with a bit more context). There was one GLSL test (`tests/bugs/vk-structured-buffer-binding`) that was using raw GLSL expected output, and this was changed to use a GLSL baseline to generate SPIR-V for comparison.

For HLSL tests we were sometimes running the same input file through `slangc` and `fxc`/`dxc`, and in these cases I macro-ized the various `cbuffer` declarations to generate different declarations depending on the compiler.

I completely dropped the tests coming from the D3D SDK because they aren't providing much coverage, and updating them would change them so far from the original code that the purported benefit (using a body of existing shaders) would be lost.

I also dropped the explicit matrix layout qualifiers in the `matrix-layout` test because the new output strategy breaks those for GLSL (you can't put matrix layout qualifiers on `struct` fields, and now the body of every constant buffer is inside a `struct`). This isn't as big of a loss as it seems, because our handling of those qualifiers wasn't really right to begin with. Slang users should only be setting the matrix layout mode globally (and we should probably switch to error out on the explicit qualifiers for now).

The other thing that got dropped is tests involving `packoffset` modifiers.
Slang already warns that it doesn't support these, and the way they were used in the test cases is actually misleading. For the binding/layout-related tests, the goal was to show that Slang reproduces the same layout as fxc, in which case explicitly enforcing a layout via `packoffset` seems like cheating (are we sure we enforced the layout fxc would have produced?). The real reason was that Slang used to emit explicit `packoffset` on *every* field of a `cbuffer` it would output, because of an `fxc` bug where you couldn't use `register` on textures/samplers declared inside a `cbuffer` unless *every* field in the `cbuffer` used a `register` or `packoffset` modifier. Slang hasn't required that behavior in a while because it now splits textures and samplers, and the one test case where we needed `packoffset` to work around the `fxc` bug in the baseline HLSL has been macro-ified even more to work around the bug.

The amount of churn in the test cases is unfortunate, but it continues to point at the weakness of any testing strategy that checks for exact equivalent between Slang's output and that of other compilers. We need to keep working to replace these tests with better alternatives.

In `check.cpp` there is logic to perform implicit dereferencing, so that if you write `obj.f` where `obj` is a `ConstantBuffer&lt;X&gt;` (or some other "pointer-like" type) and `f` is a field in `X`, then this effectively translates as `(*obj).f`. That is, we dereference the value of type `ConstantBuffer&lt;X&gt;` to get a value of type `X`, and then refer to the field of the `X` value.

There was a problem where the logic to insert that kind of implicit dereference operation was using a reference (`auto&amp; type = ...`) for the type of the expression being dereferenced, and then clobbering it. This would mean that an expression of type `ConstantBuffer&lt;X&gt;` would have its type overwritten to be just `X` and then codegen would break later on.

I'm not sure how we haven't run into that before.

The `array-of-buffers` test case was added to confirm that we now support arrays of constant, structured, and byte-address buffers for both DXIL and SPIR-V output.

Okay, so that was a lot of stuff, but hopefully it is clear how this all works to make the output of the compiler more consistent and explicit, while also supporting the required new functionality.

* fixup: review feedback
</content>
</entry>
<entry>
<title>Update Vulkan ray tracing support to final extension spec (#717)</title>
<updated>2018-11-09T21:24:28+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2018-11-09T21:24:28+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=c07f60af241b1b0f7b7eba62c65d9fe750f8f3b7'/>
<id>urn:sha1:c07f60af241b1b0f7b7eba62c65d9fe750f8f3b7</id>
<content type='text'>
* Update version of glslang used

* Update VK raytracing support for final extension spec

A lot of this change is just plain renaming: The `NVX` suffixes become just `NV`, and the extension name changes from `GL_NVX_raytracing` to `GL_NV_ray_tracing`.
The Slang standard library and the GLSL baselines for the tests are consistently updated.

The other detail is that the final spec requires the "payload" identifier in a `traceNV()` call to be a compile-time constant, which means it cannot be defined as a local variable first, as in:

```glsl
int payloadID = 0;
traceNV(..., payloadID); // ERROR
```

In terms of how the original support was implemented, the payload ID is being computed via a special builtin function that maps each global GLSL payload variable to a unique ID. There are a few ways we could try to resolve the problem here:

1. We could aspire to put our equivalent of the `constexpr` modifier on the output of the function, so that the GLSL variable gets declared `const` and thus fits the GLSL rules for a constant expression.

2. We could introduce a pass to replace the payload-location instructions with literal integers.

3. We could use a special-purpose instruction instead of a builtin function call, and have that instruction indicate that it doesn't have side effects (so it can be folded into the call site)

4. We could somehow mark the builtin function as not having side effects.

We choose option (4) simply because it provides a feature that could have other applications. This change adds a `[__readNone]` attribute that can be applied to function declarations to express a promise on the part of the programmer that the given function has no side effects and computes its result strictly from the bits of its input arguments (and not things they point to, etc.). This mirrors an equivalent function attribute in LLVM.

We mark the function that computes a ray payload location with this attribute, and propagate the attribute through the layers of the IR, so that when the emit logic asks if an operation has side effects (to see if it can be folded into the arguments of a subsequent expression), we get an affirmative response.

This change should get all of the features that were present in the experiemntal `NVX` extension working with the final extension spec. It does not address callable shaders, which will come as a subsequent change.
</content>
</entry>
</feed>
