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authorArielG-NV <159081215+ArielG-NV@users.noreply.github.com>2024-05-16 00:04:12 -0400
committerGitHub <noreply@github.com>2024-05-16 00:04:12 -0400
commit1b89f78cd1762aa08402bd656e807b66833b11d0 (patch)
tree2be71c9d97af8d28d440981d0c5adc726d9eac56 /tests/language-feature/capability/specializeTargetSwitch.slang
parent3b0de8b6ea484091146f61e663c63beeac5b4798 (diff)
Capabilities System, CapabilitySet Logic Overhaul (#4145)
* Capabilities System, Backing Logic Overhaul Fixes #4015 Problems to address: 1. Currently the capabilities system spends anywhere from 25-50% of compile time on the CapabilityVisitor. Most of this time is spent on join logic: 1. Finding abstract atoms 2. Comparing list1<->list2. This should and can be made significantly faster. 2. Error system does not produce errors with auxiliary information. This will require a partial redesign to provide more useful semantic information for debugging. What was addressed: 1. Array backed `CapabilityConjunctionSet` was replaced in-favor for a `UIntSet` backed `CapabilityTargetSets`. The design is described below. Design: * `CapabilityTargetSets` is a `Dictionary<targetAtom, CapabilityTargetSet>`. This is not an array for 2 reasons: 1. Easy to figure out which target is missing between two `CapabilityTargetSets` 2. To statically allocate an array requires the preprocessor to manually annotate which Capability is a target and link that Capability to an index. This means a dictionary is required for lookup regardless of implementation. * `CapabilityTargetSet` is an intermediate representation of all capabilities for a singular `target` atom (`glsl`, `hlsl`, `metal`, ...). This structure contains a dictionary to all stage specific capability sets for fast lookup of stage capabilities supported by a `CapabilitySet` for a `target` atom. This reduces number of sets searched. * `CapabilityStageSet` is an intermediate representation of all capabilities for a singular `stage` atom (`vertex`, `fragment`, ...). This structure holds all disjoint capability sets for a `stage`. A disjoint set is rare, but may exist in some scenarios (as an example): `{glsl, EXT_GL_FOO}{glsl, _GLSL_130, _GLSL_150}`. This reduces the number of sets searched. * `UIntSet` is the main reason for the redesign for better performance and memory usage. All set operations only require a few operations, making all set logic trivial and with minimal cost to run. All algorithms were modified to focus around `UIntSet` operations. 2. Errors * Semantic information are now better linked to the calling function to provide a connection of function<->function_body for when saving semantic information for errors. * Missing targets now print errors much like other error code by finding code which could be a cause of incompatibility. What is missing: 1. Add non naive support for non-stage specific capabilities such as `{hlsl, _sm_5_0}`. Currently non stage specific targets emulate the behavior through assigning such capabilities to every stage: `{hlsl, _sm_5_0, vertex} {hlsl, _sm_5_0, fragment}...`. Removal of this behavior would remove redundant shader stage sets being made at construction time (~80% of new implementation runtime). This is an addition, not an overhaul. 2. Optionally: `UIntSet` should be modified to support SIMD operations for significantly faster operations. This is not required immediately since `UIntSet` is already not a performance constraint. Notes: * UIntSet had implementation bugs which were fixed in this PR. * The old capabilities system had bugs which were fixed in this PR when transforming to the new implementation. * fix .natvis debug view * Small optimizations I found while working on the addition the AST building pass looks like so now: 1% = ~capabilitySet 2% = capabilitySet() 1.5% capabilitySet::unionWith() 0.8% capabilitySet::join() 1.5% auxillary info for debugging ~0.5-1% extra visitor overhead ~5% total for the visitor ~6.5% for total runtime costs * fix caps which were wrong but worked * push minor syntax fix (still looking for why other tests fail) * perf & bug fixes 1. did not properly remake isBetterForTarget for this->empty case with that as Invalid. This is best case in this senario. 2. Remade seralizer for stdlib generation. Faster (more direct) & cleaner code. NOTE: did not address review comments * fix glsl.meta caps error * fixing findBest logic again & UIntSet wrapper findBest was not checking for 'more specialized' targets & was element counter was flawed * faster getElements algorithm + natvis for UIntSet + wrong warning * type incompatability of bitscanForward implementations * try to fix warnings again * remove ptr for clang intrinsic * add missing header * ifdef to allow clang compile * compiler hackery to fix up platform/type independent operations * bracket * fix MSVC error * missing template * change types out again * changes to fix compiling * adjustment to parameter for Clang/GCC * added iterator to delay processing all atomSets of a CapabilitySet * add a few missing consts's * ensure we never have more than 1 disjointSet Added a wrapper + assert + union functionality to all possible disjoint sets. This was done in favor of a removal of the LinkedList for 2 reasons: 1. We still need 0-1 set functionality. 2. Might as well keep the code, just disallow the problematic functionality. * address review comments non linked-list refactor review comments addressed; add doc comments + remove redundant code * comments + remove isValid for bool operator * push removal of linkedlist for capabilities * add missing break * address review comments minor adjustments of syntax * push a fix to the `CapabilitySet({shader, missing target})` code * quality + error 1. add iterator to UIntSet 2. do not specialize target_switch if profile is derived from case (GLSL_150 is not compatable with GLSL_400) * fix target_switch erroring + temporarily remove UIntSet::Interator temporarily remove UIntSet::Interator. It will be added after, testing code on CI first so I can multi-task fixing the UIntSet Iterator * fix the UIntSet iterator * Revert "fix the UIntSet iterator" temporarily to pull from master * add metal error as per texture.slang (took a while I realize this was why things were breaking, likely should adjust errors to reflect this) * Rework UIntSet to have a template for output type This is done so it is reasonable to debug the iterator output and not just dealing with messy int's Fix problems with the iterators implemented + invalid capabilities handling * removed incorrect `__target_switch` capability barycentric was being used with anticipation of `profile glsl450`, this does not expand into `GL_EXT_fragment_shader_barycentric`, this instead caused an error which is hidden during cross-compile. * remove some uses of getElements * remove undeclared_stage for now * remove redundant code associated with `undeclared_stage` * remove unused variable * address review specifically to note removed static in a thread dangerous scope. Now using a `const static` for read only (thread safe) which precompile steps generate * move GLSL_150 capdef change to sm_4_1 (more accurate) * address most review comments did not address: https://github.com/shader-slang/slang/pull/4145#discussion_r1602256776 * revert incorrect code review suggestion * push changes for all code review suggestions
Diffstat (limited to 'tests/language-feature/capability/specializeTargetSwitch.slang')
-rw-r--r--tests/language-feature/capability/specializeTargetSwitch.slang59
1 files changed, 59 insertions, 0 deletions
diff --git a/tests/language-feature/capability/specializeTargetSwitch.slang b/tests/language-feature/capability/specializeTargetSwitch.slang
new file mode 100644
index 000000000..251adfaf8
--- /dev/null
+++ b/tests/language-feature/capability/specializeTargetSwitch.slang
@@ -0,0 +1,59 @@
+//TEST:SIMPLE(filecheck=CHECK_HLSL): -target hlsl -entry main -stage compute -capability _sm_5_1
+//TEST:SIMPLE(filecheck=CHECK_GLSL1): -target glsl -entry main -stage compute -capability _GLSL_420
+//TEST:SIMPLE(filecheck=CHECK_GLSL2): -target glsl -entry main -stage compute -capability _GLSL_330
+//TEST:SIMPLE(filecheck=CHECK_METAL): -target cpp -entry main -stage compute -capability image_loadstore
+//TEST:SIMPLE(filecheck=CHECK_WILL_ERROR1): -target glsl -entry main -stage compute -capability image_loadstore -DWILL_ERROR1
+//TEST:SIMPLE(filecheck=CHECK_WILL_ERROR2): -target glsl -entry main -stage compute -capability _GLSL_130 -DWILL_ERROR2
+//TEST:SIMPLE(filecheck=CHECK_GLSL3): -target glsl -entry main -stage compute -capability _GLSL_130
+
+RWTexture1D<int> tex;
+
+//CHECK_HLSL: {{.*}}21{{.*}};
+//CHECK_GLSL1: {{.*}}13{{.*}}
+//CHECK_GLSL2: {{.*}}11{{.*}}
+//CHECK_METAL: {{.*}}30{{.*}}
+//CHECK_WILL_ERROR1: error 36109
+//CHECK_WILL_ERROR2: error 41011
+//CHECK_GLSL3: {{.*}}30{{.*}}
+
+int specialize()
+{
+ __target_switch
+ {
+ case spirv_1_0:
+ return 1;
+ case spirv_1_1:
+ return 2;
+ case spirv_1_2:
+ return 3;
+
+ case _GLSL_150:
+ return 10;
+ case _GLSL_330:
+ return 11;
+ case _GLSL_400:
+ return 12;
+ case _GLSL_410:
+ return 13;
+#ifdef WILL_ERROR1
+ case image_loadstore:
+ return 14;
+#endif
+ case _sm_5_0:
+ return 20;
+ case _sm_5_1:
+ return 21;
+ case _sm_6_0:
+ return 21;
+#ifndef WILL_ERROR2
+ default:
+ return 30;
+#endif
+ }
+}
+
+[numthreads(1,1,1)]
+void main()
+{
+ tex[0] = specialize();
+}