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* Bottleneck DeclRef creation through ASTBuilder.
* Fix clang error.
* Fix.
* Fix.
* More fix.
* Rebase on top of tree.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* restrict -Wno-assume to clang (gcc does not have this warning)
* Add move where possible
Annoyingly this warns for c++17, but will not be necessary with c++20
* Do not partially initialize struct
* Remove unused variable
* Silence unused var warning
It is actually still referenced from an uninstantiated (for now) template
* Use unused var
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Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
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* Make lvalue coercion not work for ref, to stop problem with atomics (for GLSL output).
* Improve some comments.
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* Initial sizeof implementation.
* Small macro improvement.
* Fix some typos.
* Refactor NaturalSize.
Add more sizeof tests.
* Use _makeParseExpr to add sizeof support.
* Add size-of.slang diagnostic result.
* Fix typo in folding with macro change.
* Add a sizeof test of This.
* Some more NaturalSize coverage.
* Simple alignof support.
* Testing for alignof.
* Added 8 bit enum to check enums values are correctly sized.
* Add alignof to completion.
* Lower sizeof/alignof to IR.
sizeof/alignof IR pass.
Tests for simple generic scenarios.
* Make append handle invalid properly.
Improve comments.
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Co-authored-by: Theresa Foley <10618364+tangent-vector@users.noreply.github.com>
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We use some ad-hoc "template engine" code generation / metaprogramming
to generate many of the declarations in the Slang standard library.
In many cases the level of meta-ness is (relatively) manageable, but
one of the biggest tangles in the whole thing is the generation of
the texture-related types. We basically have a single set of nested
`for` loops that generate all types of the form:
(RW|RasterizerOrdered|/**/)(Texture|Sampler)(1D|2D|...)Array?MS?
Inside that loop we then have tons of conditional logic to determine:
* Which points in the cross-product space should be skipped, rather
than emitted as a type.
* Which methods to emit, or not.
* The type signature(s) of those methods.
* The translation of those methods for each target (via
`__target_intrinsic`)
The code ends up being long, complicated, and very hard to maintain
or extend.
This change takes a first small step to try to help us get the
complexity more under control. The basic approach is that the data that
defines each point in the cross-product space is aggregated into a
`TextureTypeInfo` structure in the meta-level code, and then the logic
for emitting the declarations related to a given texture type is
expressed as a member function of that type.
The intention is that this design will more easily allow the meta-level
code to be factored into distinct subroutines, and enable us to clean
up and re-use recurring bits of text that need to appear in the output.
It is possible (though I am not yet predicting it) that we will end
up wanting to utilize a bit of an inheritance hierarchy on
`TextureTypeInfo` to allow us to more cleanly factor out code that
is specific to certain cases (e.g., there is only a small amount of
sharing between `RW`/`RasterizerOrdered` and read-only texture types).
It is intentional that this step introduces no significant changes to
the logic that used to be inside the loop (and is now inside of a
method). Instead, the goal is to minimize the scale of the diffs that
reviewers might be expectecd to deal with in follow-on changes.
Co-authored-by: Yong He <yonghe@outlook.com>
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Co-authored-by: Yong He <yhe@nvidia.com>
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* WIP handling LValue coercion via LValueImplicitCast
* Need to have the ptr type for the cast.
* Casting conversion working on C++.
* Make the LValue casts record if in or in/out as we can produce better code if we know the difference.
* WIP LValueCast pass
* Fix tests so we don't fail because downstream compilers detect use of uninitialized variable.
* Do conversions through through tmp for l-value scenarios that can't work other ways.
* Fix a typo.
* Change diagnostic implicit-cast-lvalue for a type that still exhibits the issue.
* Add matrix test.
* Added a bit more clarity around LValue casting choices.
* Small comment improvements.
Improvements based on comments on PR.
* Use findOuterGeneric.
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defining custom derivatives (#2947)
* Issue diagnostic for incorrect directionality when defining custom derivative
* Better diagnostics on invalid custom derivatives
* Avoid duplicating `getParameterDirection()`
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Co-authored-by: Yong He <yonghe@outlook.com>
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* Apply SCCP on global scope before unrolling loops.
* Fix.
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Co-authored-by: Yong He <yhe@nvidia.com>
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Co-authored-by: Yong He <yhe@nvidia.com>
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Co-authored-by: Yong He <yonghe@outlook.com>
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* Warn on semicolon after `if`.
* add test result
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Fix parameter block loads in GLSL emit.
* Revert `[NoSideEffect]` declarations in DXR1.1 API.
* fix.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* WIP looking at reflection with pointers.
* Added GetPointerLayout.
* Initial test via reflection with layout of ptr type.
* WIP handles ptrs to types that have layout that hasn't been completed.
* Move tests to ptr.
* WIP try to take into account lowering correctly between AggTypeDecl and Type, but doesn't quite work.
* WIP a different path to handling recursive lowering problem with Ptr.
* Fix issues with reflection output.
* Small tidy.
* Fix for infinite recursion issue.
* Lower IRPointerTypeLayout
* Working with generics.
Has a hack to work around Layout around Ptr in IR.
The reflection around the generic - the name isn't much use, it should probably have the generic parameters, but that would require getName to do something more sophisticated.
* Fix issue around calling finishOuterGenerics to early.
* Remove feature/ptr test.
* Fix type legalization being an infinite loop with Ptr self referencing.
* Disable the pointer self reference test because produces an infintie loop on emit.
* Fixed comment based on review.
* Fix for issue with emit and pointers causing infinite recursion.
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* Fix DCE on mutable calls in a loop.
* More accurate in-loop test.
* code review fixes.
* Fix.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Small fixes and improvements around reflection tool.
* Make PrettyWriter printing a class.
* WIP support for gl_ClipDistance
* Working but doesn't have layout.
* Check out param works with gl_ClipDistance.
* Test clip distance works with out parameters.
* Enable file check.
* Add a test that splits clip distance writing.
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Co-authored-by: Yong He <yonghe@outlook.com>
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* Small fixes and improvements around reflection tool.
* Make PrettyWriter printing a class.
* WIP parens casting issue.
* Fix issue with multiple casts.
* Match previous location point for casting, with 'fast' path.
* Removed logic to output the found decl, as not needed to construct ExplicitCastExpr.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Small fixes and improvements around reflection tool.
* Make PrettyWriter printing a class.
* Allow attributes without comma separation.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Small fixes and improvements around reflection tool.
* Make PrettyWriter printing a class.
* Add HLSL output support for [flatten] and [branch]
* Handle [branch] on switch.
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* Small fixes and improvements around reflection tool.
* Make PrettyWriter printing a class.
* Sundary improvements around StringBlob.
* Fix for generic scope issue.
* Fix expected output.
* Add scope-generic test.
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Co-authored-by: Theresa Foley <10618364+tangent-vector@users.noreply.github.com>
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* Fixes for Shader Execution Reordering on VK
There are some mismatches between the way that hit objects are
handled between the current NVAPI/HLSL and proposed GLSL extensions
for shader execution reordering. These mismatches create complications
for generating valid GLSL/SPIR-V code from input Slang.
Many of the problems that apply to `HitObject` also apply to the
existing `RayQuery<>` type used for "inline" ray tracing.
In the case of `RayQuery<>` we have that for *both* HLSL and
GLSL/SPIR-V:
* A `RayQuery` (or `rayQueryEXT`) is an opaque handle to underlying
mutable storage
* The storage that backs a `RayQuery` is allocated as part of the
"defualt constructor" for a local variable declared with type
`RayQuery`.
* The `RayQuery` API provides numerous operations that mutate the
storage referred to by the opaque handle.
The key difference between HLSL and GLSL/SPIR-V for the case of a
`RayQuery` amounts to:
* In HLSL, local variables of type `RayQuery` can be assigned to,
and assignment has by-reference semantics. It is possible to create
multiple aliased handles to the same underlying storage.
* In GLSL/SPIR-V, local variables of type `rayQueryEXT` cannot be
assigned to, returned from functions, etc. It is impossible to
create multiple aliased handles to the same underlying storage.
The case for `HitObject`s is signicantly *more* messy, because:
* In NVAPI/HLSL a `HitObject` is effectively a "value type" in that
it only exposes constructors, and there is no way to mutate the
state of a `HitObject` other than by assignment to a variable of that
type. It makes no semantic difference whether a `HitObject` directly
stores the value(s), or if it is a handle, since there is no way
to introduce aliasing of mutable state. Assignment of `HitObject`s
semantically creates a copy.
* In GLSL/SPIR-V, a `hitObjectNV` is, like a `rayQueryEXT`, a handle
to underlying mutable state. These handles cannot be assigned,
returned from functions, etc. There is no way to make a copy of
a hit object.
This change includes several changes to how *both* `RayQuery<>` and
`HitObject` are implemented, with the intention of getting more cases
to work correctly when compiling for GLSL/SPIR-V, and to set up a
more clear mental model for the semantics we want to give to these
types in Slang, and how those semantics can/should map to our targets.
An overview of important changes:
* Marked a few operations on `RayQuery` as `[mutating]` that
realistically should have already been that way.
* Marked the `HitObject` type as being non-copyable (an attribute we
do not currently enforce), and marked the various GLSL operations that
construct a hit object as having an `out` parameter of the `HitObject`
type (even if they are nominally specified in GLSL as not writing
to the correspondign parameter).
* Added a distinct IR opcode (`allocateOpaqueHandle`) to represent the
implicit allocation that happens when declaring a variable of type
`HitObject` or `RayQuery`, and made the "implicit constructor" for
those types map to the new op. This operation took a lot of tweaking
to get emitting in a reasonable way, and I'm still not 100% sure that
all of the emission-related logic for it is strictly required
(or correct).
* Added new IR instructions for `HitObject` and `RayQuery` types, and
made the stdlib types map to those IR instructions.
* Treat `HitObject` and `RayQuery` as resource types for the purpose
of our existing pass that specializes calls to functions that have
outputs of resource type
* Added a new test case that includes a function that returns a
`HitObject` as its result.
* Many test cases saw slight changes in their output (especially around
the relative ordering of declarations of `HitObject`s and `RayQuery`s
with other instructions)
* Remove debugging logic
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Fix comment which no longer applies.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Small fixes and improvements around reflection tool.
* Make PrettyWriter printing a class.
* Sundary improvements around StringBlob.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Small fixes and improvements around reflection tool.
* Make PrettyWriter printing a class.
* Improvements around handling StringBlob and storing stdlib source in ISlangBlob.
* Fix some issues with comments around StringBlob.
* Default initialize StringBlob fields.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Small fixes and improvements around reflection tool.
* Make PrettyWriter printing a class.
* Change the std intrinsics example, so that building docs works.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Small fixes and improvements around reflection tool.
* Make PrettyWriter printing a class.
* Update to DXC binaries 2023_03_01
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the primal-inst availability pass (#2918)
* add test case
* Fix out-of-scope indexing rules for loop header blocks
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Co-authored-by: Yong He <yhe@nvidia.com>
Co-authored-by: Yong He <yonghe@outlook.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Small fixes and improvements around reflection tool.
* Make PrettyWriter printing a class.
* WIP documentation around stdlib intrinsics.
* Preliminary docs around stdlib mechanisms.
* Small fixes.
* Fix some issues with stdlib intrinsics not generating.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Small fixes and improvements around reflection tool.
* Make PrettyWriter printing a class.
* WIP documentation around stdlib intrinsics.
* Preliminary docs around stdlib mechanisms.
* Small fixes.
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* Be lenient on same-size unsigend->signed conversion.
* Fix tests.
* Use 250.
* wip
* Fix.
* Fix tests.
* Fix.
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Co-authored-by: Yong He <yhe@nvidia.com>
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Preserve type cast during AST constant folding.
Fixes #2891.
* Fix.
* Fix truncating.
* fix test.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Diagnose on div-by-zero during sccp.
* fix
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Co-authored-by: Yong He <yhe@nvidia.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Small fixes and improvements around reflection tool.
* Make PrettyWriter printing a class.
* Confirm reflection output is valid JSON.
* Fix issue with diagnostic tests.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Small fixes and improvements around reflection tool.
* Make PrettyWriter printing a class.
* Small improvements due to using StringBuilder.
* Make << available.
* Use streaming style.
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* Fix type checking crash in language server.
* Fix loop var hoisting logic.
Fixes #2903.
* fix.
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Co-authored-by: Yong He <yhe@nvidia.com>
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Fixes https://github.com/shader-slang/slang/issues/2895
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* Fix bug in legalizeFuncType that leads to invalid IR.
* Diagnose on functions that never returns when differentiate it.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Add API for querying total compile time.
* Optimize.
* Remove redundant simplifyIR calls.
* Fix.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* fixed incorrect handling of D3D12_RENDER_TARGET_VIEW_DESC.ViewDimension for arrays (needs to be set based on the underlying resource and not the requested view. Otherwise members like FirstArraySlice can not be set properly).
Also fixes problems with D3D12_RENDER_TARGET_VIEW_DESC.PlaneSlice since Texture2DArray.PlaneSlice and Texture2D.PlaneSlice do not share the same memory location (unlike the MipSlice).
* fixed isArray definition for d3d12 texture views
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Co-authored-by: Yong He <yonghe@outlook.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Fix typo.
* Add options for source embedding.
* Small improvements.
* Working with tests.
* Add check for supported language types for embedding.
* Try and remove assume warning.
* Fix warning on MacOSX.
* Some extra checking around Style::Text.
* Some small improvements to docs/handling for headers extensions.
* Fix md issue.
* Small fixes around zeroing partial last element.
* Another small fix....
* Small improvement in hex conversion.
* Add an assert for unsignedness.
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