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authorTim Foley <tfoley@nvidia.com>2017-08-31 12:47:39 -0700
committerTim Foley <tfoley@nvidia.com>2017-09-06 13:52:04 -0700
commit5900f32fff9970b4221ce7fb7e94133e387ff9de (patch)
treefd83b7e861dbc6a0d442d5a913a1bcd9df547408 /source/slang/slang-stdlib.cpp
parente59a1b39317c10815baaed3b70c4a6580dbe1e63 (diff)
Continue work on IR-based codegen
This gets us far enough that we can convert a single test case to use the IR, under the new `-use-ir` flag. Getting this merged into mainline will at least ensure that we keep the IR path working in a minimal fashion, even when we have to add functionality the existing AST-based path There is definitely some clutter here from keeping both IR-based and AST-based translation around, but I don't want to have a long-lived branch for the IR that gets further and further away from the `master` branch that is actually getting used and tested. Summary of changes: - Add pointer types and basic `load` operation to be able to handle variable declarations - Add basic `call` instruction type - Add simple address math for field reference in l-value - Always add IR for referenced decls to global scope - Add notion of "intrinsic" type modifier, which maps a type declaration directly to an IR opcode (plus optional literal operands to handle things like texture/sampler flavor) - Improve printing of IR instructions, types, operands - Add constant-buffer type to IR - Allow any instruction to be detected as "should be folded into use sites" and use this to tag things of constant-buffer type - Also add logic for implicit base on member expressions, to handle references to `cbuffer` members - Add connection back to original decl to IR variables (including global shader parameters...) - Use reflection name instead of true name when emitting HLSL from IR (so that we can match HLSL output) - Make IR include decorations for type layout - Re-use existing emit logic for HLSL semantics to output `register` semantics for IR-based code - Make IR-based codegen be an option we can enable from the command line - It still isn't on by default (it can barely manage a trivial shader), but it seems better to enable it always instead of putting it under an `#ifdef` - Fix up how we check for intrinsic operations suring AST-based cross compilation so that adding new intrinsic ops for the IR won't break codegen.
Diffstat (limited to 'source/slang/slang-stdlib.cpp')
-rw-r--r--source/slang/slang-stdlib.cpp31
1 files changed, 26 insertions, 5 deletions
diff --git a/source/slang/slang-stdlib.cpp b/source/slang/slang-stdlib.cpp
index 89fcd0800..afcca4d7f 100644
--- a/source/slang/slang-stdlib.cpp
+++ b/source/slang/slang-stdlib.cpp
@@ -1,6 +1,7 @@
// slang-stdlib.cpp
#include "compiler.h"
+#include "ir.h"
#include "syntax.h"
#define STRINGIZE(x) STRINGIZE2(x)
@@ -1393,8 +1394,15 @@ namespace Slang
// Declare additional built-in generic types
// EMIT_LINE_DIRECTIVE();
- sb << "__generic<T> __magic_type(ConstantBuffer) struct ConstantBuffer {};\n";
- sb << "__generic<T> __magic_type(TextureBuffer) struct TextureBuffer {};\n";
+
+
+ sb << "__generic<T>\n";
+ sb << "__intrinsic_type(" << kIROp_ConstantBufferType << ")\n";
+ sb << "__magic_type(ConstantBuffer) struct ConstantBuffer {};\n";
+
+ sb << "__generic<T>\n";
+ sb << "__intrinsic_type(" << kIROp_TextureBufferType << ")\n";
+ sb << "__magic_type(TextureBuffer) struct TextureBuffer {};\n";
static const char* kComponentNames[]{ "x", "y", "z", "w" };
@@ -1527,8 +1535,15 @@ namespace Slang
// Declare built-in texture and sampler types
- sb << "__magic_type(SamplerState," << int(SamplerStateType::Flavor::SamplerState) << ") struct SamplerState {};";
- sb << "__magic_type(SamplerState," << int(SamplerStateType::Flavor::SamplerComparisonState) << ") struct SamplerComparisonState {};";
+
+
+ sb << "__magic_type(SamplerState," << int(SamplerStateType::Flavor::SamplerState) << ")\n";
+ sb << "__intrinsic_type(" << kIROp_SamplerType << ", " << int(SamplerStateType::Flavor::SamplerState) << ")\n";
+ sb << "struct SamplerState {};";
+
+ sb << "__magic_type(SamplerState," << int(SamplerStateType::Flavor::SamplerComparisonState) << ")\n";
+ sb << "__intrinsic_type(" << kIROp_SamplerType << ", " << int(SamplerStateType::Flavor::SamplerComparisonState) << ")\n";
+ sb << "struct SamplerComparisonState {};";
// TODO(tfoley): Need to handle `RW*` variants of texture types as well...
static const struct {
@@ -1582,7 +1597,9 @@ namespace Slang
// TODO: allow for multisample count to come in as well...
sb << "__generic<T = float4> ";
- sb << "__magic_type(Texture," << int(flavor) << ") struct ";
+ sb << "__magic_type(Texture," << int(flavor) << ")\n";
+ sb << "__intrinsic_type(" << kIROp_TextureType << ", " << flavor << ")\n";
+ sb << "struct ";
sb << kBaseTextureAccessLevels[accessLevel].name;
sb << name;
if (isMultisample) sb << "MS";
@@ -1787,6 +1804,10 @@ namespace Slang
// `Sample()`
sb << "__intrinsic(glsl, \"texture($p, $1)\")\n";
+
+ // TODO: only enable if IR is being used?
+ sb << "__intrinsic_op(sample_t_s_u)\n";
+
sb << "__intrinsic\n";
sb << "T Sample(SamplerState s, ";
sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location);\n";