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This case now parses after the following PR was merged.
https://github.com/shader-slang/slang/pull/6281
Co-authored-by: Yong He <yonghe@outlook.com>
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Co-authored-by: Yong He <yonghe@outlook.com>
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* Support stage_switch.
* Update proposal status.
* Fix gl_InstanceID.
* Fix.
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(#6292)
When a module consists of multiple source files, the module scope gets over-written for
each source file that's parsed into the module.
The result is that if you do something like the following, where source1.slang contains
an import statement, then the imported module will get imported into the module scope
corresponding to source2.slang, but won't be found from the scope of source1.slang.
slangc source1.slang source2.slang # 1 module from 2 source files
This patch fixes this problem by not over-writing existing container decl scope
when parsing new source files into the container.
This closes $6221.
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* Allow tuples to work with initiailizer list.
* Update definition of C-Style types.
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* add initial proposal
* update proposal
* update proposal
* update proposal
* update proposal
* fix typo
* improve wording
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Co-authored-by: Yong He <yonghe@outlook.com>
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Co-authored-by: Yong He <yonghe@outlook.com>
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* Fix inline markdown rendering
* Fix it in a different way..
* Update 07-autodiff.md
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Co-authored-by: Yong He <yonghe@outlook.com>
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This commit enables "D3D12-experimenta-feature" in render-test.
This is required to use CoopVec feature with dxcompiler.dll.
But it is enabled only when "-dx12-experimental" is used, because it appears that DX12 becomes unstable when the experimental feature is enabled, which causes bunch of tests randomly failing.
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* maxtessfactor attribute should take a floating point value
* Support integer value on maxtessfactor
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* Fix DCE for calls to functions that have associations
* Update slang-ir-util.cpp
* Update slang-ir-util.cpp
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* Use two-stage parsing to disambiguate generic app and comparison.
* Typo fix.
* Update doc.
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This is a follow-up to PR #6058, where we switched to Falcor-new
now we will switch back to Falcor.
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* SP004: implement initialize list translation to ctor
- We synthesize a member-wise constructor for each struct follow
the rules described in SP004.
- Add logic to translate the initialize list to constructor invoke
- Add cuda-host decoration for the synthesized constructor
- Remove the default constructor when we have a valid member init constructor
- Disable -zero-initialize option, will re-implement it in followup (#6109).
- Fix the overload lookup issue
When creating invoke expression for ctor, we need to call
ResolveInvoke() to find us the best candidates, however
the existing lookup logic could find us the base constructor
for child struct, we should eliminate this case by providing
the LookupOptions::IgnoreInheritance to lookup, this requires
us to create a subcontext on SemanticsVisitor to indicate that
we only want to use this option on looking the constructor.
- Do not implicit initialize a struct that doesn't have explicit default
constructor.
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
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* Fix autodiff issue for vector<T, N>
Close #6154
We didn't implement correctly for vector<T, N> regarding the
differentiablity. As we check differentiable before specialization,
however according to the definition of vector, it has to be specialized
to IFloat to know it's conformed to IDifferential type. Therefore for
parameter type vector<T, N> will become no_diff.
Therefore, we change the implementation a to make it explicit conform
to IDifferential type.
* fix typo
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* Fix warning about push constants, shaderRecordEXT
These resources should not warn about missing vk::binding.
* format code
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Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
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entrypoint. (#6260)
* Auto enable `-fvk-use-entrypoint-name` when there is more than one entrypoint.
* Fix.
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* Fix native Windows ARM64 build.
* Fix
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Co-authored-by: Yong He <yongh@outlook.com>
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* initial work
* more work
* more work on glsl intrinsics
* add subgroup broadcast for glsl
* wip add wgsl extension tracking
* enable tests, enable extensions and added some todos
* format and warning fixes
* fix wgsl extension tracker
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Co-authored-by: Yong He <yonghe@outlook.com>
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* Update Slang-RHI and enable any debug layers up-front
As [1] shows, creating a D3D12 device and then enabling debug layers causes future device
creation to fail.
That means enabling debug layers is a process-wide decision that should be done at
startup, and not just before creating an individual device.
Previously, Slang-RHI enabled debug layers as part of device creation.
The new Slang-RHI revision doesn't do that anymore, but instead allows the user to enable
debug layers earlier, with a separate API.
This change calls the mentioned API before creating any device.
This closes #6172.
* Compile fixes needed after updating slang-rhi
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Co-authored-by: Yong He <yonghe@outlook.com>
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* Distribute slang-glsl-module.bin in release packages.
* Fix.
* fix2.
* Build glsl modlue into a dll.
* Notarize glsl-modue.dylib
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* Base compiler options for targets on target-specific compiler options
Before this change, the target compiler options were based on the linkage-wide compiler
options, which where later again inherited from (basically a no-op).
With this change, the target-specific compiler options are added first, and then
the linkage-wide comnpiler options are inherited from.
* Remove debug instructions if target-specific setting is NONE
This helps to address #6092.
* Make sure the linkage debug info level is sufficient for each target
This closes #6092.
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* Distribute slang-glsl-module.bin in release packages.
* Fix.
* fix2.
* Build glsl modlue into a dll.
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* AD: Docs Update
* More documentation
* More documentation
* More docs fixes
* Cleanup documentation
* More docs polish. Add docs for the [Differentiable] attributes
* Fixup code sections
* Fixup
* Address review comments
* regenerate documentation Table of Contents
* Update docs with more playground links
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Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
Co-authored-by: Yong He <yonghe@outlook.com>
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* Support cooperative vector including Vulkan-Header
Adding a Slang support for cooperative vector with vulkan-header update.
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* Support cooperative vector without Vulkan-header update
Adding a Slang support for cooperative vector.
But this commit doesn't have Vulkan-header update.
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* Fix ConstantIntVal::toText when the val is a enum.
* Fix comment.
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* Fix combined sampler documentation and warning
* Update comment, show detailed '-fvk-t-shift' message in warning instead of generic '-fvk-xxx-shift'
* format code
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Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
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* Fix the type coerce issue
When synthesize the default ctor, if there is a base type
we will synthesize an InvokeExpr to call base type's default
ctor as well. But we should use the type of the inheritanceDecl
instead of base struct decl.
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registered for replacement (#6212)
* ix loophole in hoisting where an IRVar's uses might not be properly registered for replacement
* fix formatting
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* fix non-static methods when trying to synthesize method requirement witness
* add tests
* update test
* improve test
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Co-authored-by: Yong He <yonghe@outlook.com>
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* fix calcSubtract on UIntSet
* add test
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Co-authored-by: Yong He <yonghe@outlook.com>
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* Add slangpy proposal
* Fix.
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* Allow requiring glsl language extensions on structs
* format code
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Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
Co-authored-by: Yong He <yonghe@outlook.com>
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Co-authored-by: Yong He <yonghe@outlook.com>
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* Fix geometry shader related modifier lowering.
* Cleanup.
* Delete obselete test.
* Enable geometryShader test on windows only.
* Fix test.
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Co-authored-by: Anders Leino <aleino@nvidia.com>
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* Add an example for reflection of parameter blocks
The example loads a shader program, compiles it for Vulkan, and then uses reflection information to set up descriptor set layouts and a pipeline layout.
It then validates that the pipeline layout that is created is compatible with the compiled code, by using them together to make a pipeline state object with the validation layer enabled.
The basic flow of the application follows the presentation in the companion article, and references its sections.
This is example could be expanded in a few ways:
* A D3D12 path could be added, to show the comparable operations for creating a root signature from reflection data
* The existing shader could be modified to touch/use more of its parameter data, to help ensure that any errors would be caught by the validation layer
* The set of shader files/modules that get loaded automatically could be expanded, to test more cases
* The code could be expanded to handle more than just compute shaders, by allowing for multiple-entry-point files to be loaded for rasterization or ray-tracing pipelines
* format code
* fixup: build errors
* format code
* fixups for build
* fixup
* fixup
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Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
Co-authored-by: Yong He <yonghe@outlook.com>
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