diff options
| author | Tim Foley <tfoley@nvidia.com> | 2017-06-15 11:16:10 -0700 |
|---|---|---|
| committer | Tim Foley <tfoley@nvidia.com> | 2017-06-15 12:42:52 -0700 |
| commit | 367edf757aff609b72de48732113ea756d878f52 (patch) | |
| tree | 493fd248f57444120588d4d0979d391875d7f5bb /tests | |
| parent | 3491d3578c7fa3e88e7c16c394ec64238c636f04 (diff) | |
Add basic support for `interface` declarations
- Add a test case for `interface` declarations and the exected implicit type conversion rules around them
- Rename exising "trait" declaration kind to "interface"
- There was already basic syntax for `__trait` declarations, and a bunch of related machinery.
- Not all of it worked as needed, but it was clearly a start at solving the problem
- Change `InterfaceConformanceDecl` to a more general `InheritanceDecl` that covers inheritance from any type expression (leave it to other code to validate the cases that should be allowed)
- Instead of keeping a raw `bases` array on interface/trait declarations, turn all inheritance clauses into `IheritanceDecl` members
- Add support for inheritance clause on `struct` types
- Remove the `__conforms` syntax only used in the stdlib, in favor of conentional `: Base` style syntax already in place for aggregate types
- Make sure that the parser pushes a new scope around he member declarations of an aggregate type, so that lookup in member functions will correctly find members of the enclosing type
- In `TryCoerceImpl`, allow a type that conforms to an interface to be implicitly conveted to the corresponding interface type.
This leaves out a lot of major functionality:
- There is no validation that a type provides all the members it is supposed to as part of fulfilling a claimed interface conformance
- The lookup process needs to deal with inherited members at some point.
- We can avoid this for now if we don't allow inheritance for concrete types
- When it comes time to handle it, it *might* be possible to implement by considering an `InheritanceDecl` to be, conceptually, a member of the inherited type, with a `__transparent` modifier
- The lookup rules member functions do *not* deal with a lot of stuff:
- There is no `this` expression right now
- The semantic checker does not rewrite `foo` to `this.foo`, so downstream stages aren't going to get things in a clean format
- There is no handling of mutability currently
- The right answer there is probably to make member functions on `struct` types non-mutating by default, and add a qualifier to opt in to mutability. I believe this is actually what the OOP syntax in HLSL did way back when.
- There is no handling of `static` members, and thus no checking to make sure that non-static members aren't referenced in static functions
- None of this affects down-stream code generation right now, so it probably won't actually produce anything valid.
- This is where we start needing a suitable IR to use for lowering, to manage the complexity.
Diffstat (limited to 'tests')
| -rw-r--r-- | tests/front-end/interface.slang | 65 |
1 files changed, 65 insertions, 0 deletions
diff --git a/tests/front-end/interface.slang b/tests/front-end/interface.slang new file mode 100644 index 000000000..754addf61 --- /dev/null +++ b/tests/front-end/interface.slang @@ -0,0 +1,65 @@ +//TEST:SIMPLE: + +// Confirm that basic `interface` syntax stuff type-checks. + +// The example here is adapted from examples in Matt Pharr's +// chapter in GPU Gems: "An Introduction to Shader Interaces" + +struct LightSample +{ + float3 C; // radiance + float3 L; // direction +}; + +interface Light +{ + LightSample illuminate(float3 P_world); +} + +struct PointLight : Light +{ + float3 Plight_world; + float3 C; + + LightSample illuminate(float3 P_world) + { + float3 delta = Plight_world - P_world; + float3 L = normalize(delta); + float distance = length(delta); + + LightSample result; + result.L = L; + result.C = C * (1 / (distance*distance)); + return result; + } +}; + +// using the concrete type directly +float3 A( float3 P_world, PointLight light ) +{ + return light.illuminate(P_world).L; +} + +// using the abstract interface type +float3 B( float3 P_world, Light light ) +{ + return light.illuminate(P_world).L; +} + +// +float3 Test(float3 P_world, PointLight pointLight, Light light) +{ + // dconcrete type expected, concrete type provided + float3 a = A(P_world, pointLight); + + // abstract type expected, abstract type provided + float3 b = B(P_world, light); + + // abstract type expected, concrete type provided + float3 c = B(P_world, pointLight); + + // The remaining case (passing `Light` where `PointLight` is expected) + // should be an error, so we want a distinct test for that. + + return a + b + c; +}
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