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* Correctly apply glsl local size layout to entry points during lowering
* Test for glsl layout correctness
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* [LSP] compatibility logic for Visual Studio.
* [LSP] Fix diagnostic rank parsing.
* [LSP] Fix semantic highlighting of cbuffer types.
* Fix.
* Fix.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Fix type checking of enum cases.
* Allow decl to have same name as module.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Fix spirv legalization generating duplicate array types.
* Fix intrinsics.
* Update CI build config.
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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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* [SPIRV] Support `globallycoherent` modifier.
* Fix.
* Disable executable cooperative vector tests.
* Update expected failure.
* [SPIRV] Emit varying output index decoration.
* Add test.
* Update tests.
* Fix test.
* Emit `SpvExecutionModeEarlyFragmentTests`.
* Lower `StructuredBuffer<bool>`.
* Support globallycoherent on ByteAddressBuffer.
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Co-authored-by: Yong He <yhe@nvidia.com>
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parent. Previously special case was added to handle IRDecoration similarly. Replace this with a common method getBlock that traverses the parent chain till it gets to the Block (#3486)
Fixes bug #3432
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The user guide refers to `SlangComPtr`, but the type is actually called
`ComPtr` and resides in the `Slang` namespace.
Co-authored-by: Yong He <yonghe@outlook.com>
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It is not required to specify a pixel shader when rasterizing with D3D11.
Omitting it is useful when writing to the depth buffer without writing to any
render targets.
Co-authored-by: Yong He <yonghe@outlook.com>
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* Generate lookup tables from cmake
* Correct add_custom_command generator dependencies
* set options for lookup table source
* include path
* use slang_add_target for capability generated targets
* vs project regenerate
* ci wobble
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Co-authored-by: Yong He <yonghe@outlook.com>
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Fix CFG legalization for SPIRV backend.
* Emit DepthReplacing execution mode.
* Fix do-while lowering.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Adding CONTRIBUTION.md
Fixes #3372
Adding CONTRIBUTION.md that describes the workflow for the contributors
at more details.
* Add instructions for PR process in CONTRIBUTE.me
This commit adds an instruction of how to handle the case when you got
feedbacks during Pull Request process.
* Fix a formatting problem for Code Style
When a word is wrapped with "lessThen" and "greaterThan" characters, it
may disappear on the result based on the formatting syntax of .MD file.
They need to be wrapped with a single back-tick character to avoid the
problem.
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Co-authored-by: Yong He <yonghe@outlook.com>
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* Fix incorrect behavior of operator%
Fixes #1059.
This change fixes the incorrect translation of "operator%" from
HLSL to SPIRV.
The issue stems from the fact that the behavior of "operator%" in
GLSL differs from that in HLSL. In HLSL it behaves as "remainder"
where as it behaves as "modulus" in GLSL.
We have been using SpvOpFMod for operator% when Slang compiles
from HLSL to SPRIV, which is incorrect. This change switches it
to SpvOpFRem.
The tests are slightly modified to reveal any potential issues.
* Change output type of test/compute/frem
For testing the operator%, we are using "int" as the output type of the
test, "test/compute/frem.slang".
Since the operands are in float type, it is more preferable to have a
float type as the resulting type. This can be done with an option,
"-output-using-type".
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Co-authored-by: Yong He <yonghe@outlook.com>
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Add a member function to RayQuery<RAY_FLAG> class
GetIntersectionTriangleVertexPositions to support the GLSL built-int
rayQueryGetIntersectionTriangleVertexPositionsEXT.
Also add new test file under tests/vkray/rayquery-closesthit.slang
to test this functionality.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Fix GLSL legalization bug that leads to crash.
* Update diagnostic id to avoid conflict.
* Fix std140 layout logic.
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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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* Add `-fspv-reflect` support.
Closes #3462.
* Fix.
* Fix.
* Remove use of `SPV_GOOGLE_hlsl_functionality1`.
* Fix spirv validation error.
* Fix test.
* Update typename hints.
* Update commandline options doc.
* Remove superfluous empty lines.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Capability def parsing & codegen + disjoint sets
This change adds a capability definition file, and a code generator
to produce C++ code that defines the capability enums and necessary
data structures around the capabilities.
Extends the existing CapabilitySet class to support expressing
disjoint sets of capabilities. This sets up for the next change
that will enhance our type checking with reasoning of capability
requirements.
* Fix cmake.
* Fix warning.
* Fix.
* Fix isBetterForTarget to prefer less specialized option.
* Fix.
* Fix premake.
* Fix intrinsic.
* Fix vs sln file.
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Co-authored-by: Yong He <yhe@nvidia.com>
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the target platform (#3458)
Co-authored-by: Yong He <yonghe@outlook.com>
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Add test to closesthit.slang and anyhit.slang
to test the slang stdlib API: HitTriangleVertexPosition.
The new test will add the checking for extension declaration,
built-in declaration, and built-in variable access.
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Update spirv-tools, spirv-headers and spirv-tools-generated repos.
spirv-tools is updated to
tag: v2023.6.rc1, branch: vulkan-sdk-1.3.275
commit: 3bb36c2a3f1a72f14e931cc2daca4311733b0014
spirv-headers is updated to
branch: vulkan-sdk-1.3.275
commit:1c6bb2743599e6eb6f37b2969acc0aef812e32e3
spirv-tools-generated/*inc, *.h are generated from spirv-tools repo.
source/slang/slang-spirv-core-grammar-embed.cpp is generated during
slang build.
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* Support for gl_HitTriangleVertexPositionsEXT (#3405)
Adding float3 HitTriangleVertexPositions(uint) to slang stdlib
to support GLSL gl_HitTriangleVertexPositionsEXT builtin variable
under extension of GL_EXT_ray_tracing_position_fetch.
This function support emitting GLSL code and spir-V directly.
* Update the function name
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Co-authored-by: Yong He <yonghe@outlook.com>
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Co-authored-by: Yong He <yhe@nvidia.com>
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`spGetEntryPointCodeBlob` if defined in a serialized module. (#3431)
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combined sampled image needs an OpImage to be generated. (#3424)
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(#3419)
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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 <yhe@nvidia.com>
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* Squash warnings and fix build with SLANG_EMBED_STDLIB
* Add GLSLShaderStorageBuffer magic wrapper
* Make GLSLSSBO not a uniform type
* Buffers are global variables
* Allow creating ssbo aggregate types
* Allow reading from RWSB using builder
* Nicer debug printing for ssbos
* Lower SSBO to RWSB
* Parse interface blocks into wrapped structs
* Lower Interface Block Decls to structs
* remove comment
* Two simple ssbo tests
* Move ssbo pass earlier
* Correct mutable buffer detection
* Do not replace ssbo usages outside of blocks
* Treat GLSLSSBO as a mutable buffer for type layouts
* regenerate vs projects
* Correctly detect ssbo types
* Diagnose illegal ssbo
* remove unreachable code
* neaten
* ci wobble
* Make GLSLSSBO ast handling more uniform
* Add modifier cases for glsl
* Use empty val info for unhandled interface blocks
necessary for ./tests/glsl/out-binding-redeclaration.slang
* more sophisticated modifier check
* Correct ssbo wrapper name
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Fix GLSL static initialization bug.
Fixes #3408.
* Update comment.
* Fold global var initializer as an expression if possible.
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Co-authored-by: Yong He <yhe@nvidia.com>
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Fixes #3305.
Fixes #3404.
Co-authored-by: Yong He <yhe@nvidia.com>
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* Define `Texture::Sample` for float element types only.
* Fixes #490.
* Fix checking of groupshared.
* Add test.
* Fix.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Add check for invalid use of modifiers.
* Fixes.
* Add test.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Diagnose for invalid decl nesting.
* Fix.
* Fix.
* Fix.
* Fix `namespace` lookup and `using` resolution.
* fix project files.
* revert project files.
* Enhance namespace syntax, docs.
* Fixes.
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Co-authored-by: Yong He <yhe@nvidia.com>
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