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authorArielG-NV <159081215+ArielG-NV@users.noreply.github.com>2025-08-07 00:22:22 -0700
committerGitHub <noreply@github.com>2025-08-07 07:22:22 +0000
commit063cbeaaea2fb00a10c6058ea4a9632092772ea5 (patch)
treeb4412347d6c264c3b1a84ec971921a5e2fe76134 /prelude/slang-cpp-types.h
parent9e2685853033f4286feaf22d04a755a7395d95ce (diff)
Initial copy elision pass (#8042)
Fixes #7574 Changes: * Add an initial (fairly simple) optimization pass which is able to eliminate redundant copies. * Our current existing optimizer passes remove redundant load/store very robustly, this pass will focus on other cases of copy elimination * Primary approach is to make all functions which are `in T` and `T` is trivial to copy into a `__constref T`. We then (depending on scenario) manually insert a variable+load if a pass-by-reference is not possible; otherwise we pass by `constref`. * Added optimizations to eliminate redundant code which causes `constref` to fail to compile --------- Co-authored-by: Harsh Aggarwal <haaggarwal@nvidia.com> Co-authored-by: Claude <noreply@anthropic.com> Co-authored-by: slangbot <ellieh+slangbot@nvidia.com> Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
Diffstat (limited to 'prelude/slang-cpp-types.h')
-rw-r--r--prelude/slang-cpp-types.h14
1 files changed, 7 insertions, 7 deletions
diff --git a/prelude/slang-cpp-types.h b/prelude/slang-cpp-types.h
index 010ab8d6c..491438c80 100644
--- a/prelude/slang-cpp-types.h
+++ b/prelude/slang-cpp-types.h
@@ -440,7 +440,7 @@ struct Texture1D
texture->Sample(samplerState, &loc, &out, sizeof(out));
return out;
}
- T SampleLevel(SamplerState samplerState, float loc, float level)
+ T SampleLevel(SamplerState samplerState, float loc, float level) const
{
T out;
texture->SampleLevel(samplerState, &loc, level, &out, sizeof(out));
@@ -500,7 +500,7 @@ struct Texture2D
texture->Sample(samplerState, &loc.x, &out, sizeof(out));
return out;
}
- T SampleLevel(SamplerState samplerState, const float2& loc, float level)
+ T SampleLevel(SamplerState samplerState, const float2& loc, float level) const
{
T out;
texture->SampleLevel(samplerState, &loc.x, level, &out, sizeof(out));
@@ -566,7 +566,7 @@ struct Texture3D
texture->Sample(samplerState, &loc.x, &out, sizeof(out));
return out;
}
- T SampleLevel(SamplerState samplerState, const float3& loc, float level)
+ T SampleLevel(SamplerState samplerState, const float3& loc, float level) const
{
T out;
texture->SampleLevel(samplerState, &loc.x, level, &out, sizeof(out));
@@ -620,7 +620,7 @@ struct TextureCube
texture->Sample(samplerState, &loc.x, &out, sizeof(out));
return out;
}
- T SampleLevel(SamplerState samplerState, const float3& loc, float level)
+ T SampleLevel(SamplerState samplerState, const float3& loc, float level) const
{
T out;
texture->SampleLevel(samplerState, &loc.x, level, &out, sizeof(out));
@@ -680,7 +680,7 @@ struct Texture1DArray
texture->Sample(samplerState, &loc.x, &out, sizeof(out));
return out;
}
- T SampleLevel(SamplerState samplerState, const float2& loc, float level)
+ T SampleLevel(SamplerState samplerState, const float2& loc, float level) const
{
T out;
texture->SampleLevel(samplerState, &loc.x, level, &out, sizeof(out));
@@ -747,7 +747,7 @@ struct Texture2DArray
texture->Sample(samplerState, &loc.x, &out, sizeof(out));
return out;
}
- T SampleLevel(SamplerState samplerState, const float3& loc, float level)
+ T SampleLevel(SamplerState samplerState, const float3& loc, float level) const
{
T out;
texture->SampleLevel(samplerState, &loc.x, level, &out, sizeof(out));
@@ -808,7 +808,7 @@ struct TextureCubeArray
texture->Sample(samplerState, &loc.x, &out, sizeof(out));
return out;
}
- T SampleLevel(SamplerState samplerState, const float4& loc, float level)
+ T SampleLevel(SamplerState samplerState, const float4& loc, float level) const
{
T out;
texture->SampleLevel(samplerState, &loc.x, level, &out, sizeof(out));