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differentiable functions (#5866)
* Overhauled the auto-diff system for dynamic dispatch
* More fixes
* remove intermediate dumps
* Update slang-ast-type.h
* More fixes + add a workaround for existential no-diff
* Update reverse-control-flow-3.slang
* remove dumps
* remove more dumps
* Delete working-reverse-control-flow-3.hlsl
* Cleanup comments + unused variables
* More comment cleanup
* Add support for lowering `DiffPairType(TypePack)` & `MakePair(MakeValuePack, MakeValuePack)`
* Fix array of issues in Falcor tests.
* Update slang-ir-autodiff-pairs.cpp
* More fixes for Falcor image tests
* Small fixups.
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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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* Add parentheses to make precedence explicit
Add parentheses for a few cases that Dawn/Tint (WGSL compiler) complains about.
Closes #6005.
* 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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* add SampleCmpLevel intrinsics
* update tests
* fix typo
* fix broken glsl test
* refactor SampleCmpLevelZero
* fix metallib test
* fix broken test on dx12
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Co-authored-by: Yong He <yonghe@outlook.com>
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I hit issue #5305 again after re-generating the build directory, building and then running
slang-test.
In other words, D3D12 and Slang-RHI/WebGPU/D3D12 failed to create a device due to the
runtime being incosistent. Bilding copy-prebuilt-binaries fixed it, and so it's best to
make this step a dependency of slang-test.
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* examples: Log stack trace on exceptions
For now, this is only implemented on Windows.
This helps to address #5520.
* examples: Print log file if there is any
* 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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* Add executable test on matrix-typed vertex input.
* Fix emit logic of matrix layout qualifier.
* Pass fragment shader varying input by constref to allow EvaluateAttributeAtCentroid etc. to be implemented correctly.
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* Check whether array element is fully specialized
close #5776
When we start specialize a "specialize" IR, we should
make sure all the elements are fully specialized, but
we miss checking the elements of an array. This change
will check the it.
* add test
* add all wrapper types into the check
* add utility function to check if the type is wrapper type
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Co-authored-by: zhangkai <zhangkai@zhangkais-MacBook-Pro.local>
Co-authored-by: Yong He <yonghe@outlook.com>
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This closes #5656.
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* examples: Make hello-world example exit gracefully if VK cannot be initialized
- Check if VK API function pointers are valid before using them
- Return 0 and exit if VK initialization fails
- Enable hello-world example
* examples: Fixes for ray-tracing examples
- Assert that accelleration structure buffer is not nullptr
- Check if buffer creation succeeded before proceeding
- This makes initialization not hang, but it still fails.
Therefore, the test expectations are just updated to point to another issue.
- Enable ray-tracing tests on Windows
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* Use disassemble API from SPIRV-Tools
This commit uses C API version of SPIRV disassemble function rather than
calling spirv-dis.exe.
This allows us to use a correct version of SPIRV disassble function that
Slangc.exe is using.
The implementation is mostly copied from external/spirv-tools/tools/dis/dis.cpp, which is a source file for building spirv-dis.exe.
This commit also includes a fix for a bug in RPC communication to `test-server`.
When an RPC connection to `test-server.exe` is reused and the second
test abruptly fails due to a compile error or SPIRV validation error,
the output from the first test run was incorrectly reused as the output
for the second test.
This commit resets the RPC result before waiting for the response so
that even when the RPC connection is erratically disconnected, the
result from the previous run will not be reused incorrectly.
Some of the tests appear to be relying on this type of behavior. By
using an option, `-skip-spirv-validation`, the RPC connection will
continue without an interruption.
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* Properly set D3D12SDKPath
Closes https://github.com/shader-slang/slang/issues/5992
This commit have an effect on slang-test.exe and test-server.exe.
When we run slang-test.exe, it uses D3D12Core.DLL located at
`build/{Release,Debug}/bin/D3D12`, which is `D3D12` from where the
executable file is located at.
This has been working fine but we found a case where it doesn't work
properly. This commit sets D3D12SDKPath value explicitly to avoid
potential problems.
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* Add `Bindless<T>` proposal.
* Clarify on what happesn if native bindless T has different size/alignment.
* Add discussion on alternatives.
* Update reviewer.
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library. (#5998)
A recent build breakage for slang-wasm.[js|wasm] was not noticed by CI since it built the
slang library target instead of the slang-wasm.js "executable" target.
(We added a that used objcopy to split debug info from executables. objcopy does not
report errors when it finds object files with unexpected format inside static libraries,
but it *does* report errors when it's run on an exceutable of unexpected format, such as
in the case of slang-wasm.js.)
This closes #5959.
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* Create DirectDeclRef when creating Decl to prevent invalid dedup.
* Fix test.
* fix
* update slang-rhi
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* Correct IR generation for no-diff pointer type
Close #5805
There is an issue on checking whether a pointer type parameter
is no_diff, we should first check whether this parameter is
an Attribute type first, then check the data type.
In the back-propagate pass, for the pointer type parameter, we should
load this parameter to a temp variable, then pass it to the primal
function call. Otherwise, the temp variable will no be initialized,
which will cause the following calculation wrong.
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An AND operator was used where an OR should have been used.
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Co-authored-by: Yong He <yonghe@outlook.com>
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(#5964)
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inheritance decl. (#5965)
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* Add a basic WebGPU example
This helps to address #5656.
* Use serial await rather than Promise.all
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* Fix parsing GLSL SSBO arrays / bindless descriptors
* Clean up SSBO array parsing
* Fix mutable SSBO arrays not being detected as such
* Allow sized SSBO arrays
* 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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* Add packed bytes builtin type
* fix test
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for Vulkan (#5929)
* Support gfx ComputeCommandEncoder::dispatchComputeIndirect for Vulkan
* Support count buffer for Vulkan in gfx RenderCommandEncoder::drawIndirect and RenderCommandEncoder::drawIndexedIndirect
* Fix an unintended change
* Fix format issue
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Co-authored-by: Yong He <yonghe@outlook.com>
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* add a lot of missing classes, functios and enums
* typescript defintion generation
* formatting
* format code
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Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
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There is no objcopy and strip for WASM, so disable debug info stripping.
This closes #5924.
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* Add base vertex and base instance system values
* Fixed incorrect stage in tests
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* CI: examples: Add support for filtering on platform
* Add platform field to example run IDs
- Remove the reflection-api entry for Windows.
- Add 'aarch64' as platform for all 'macos' entries.
- Add 'x86_64' as platform for all other entries.
- This will implicitly enable all aarch64 tests for Linux.
This helps to address issue #5520.
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* Implement HLSL texture sample with status intrinsics
* fix test and cleanup
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Co-authored-by: Yong He <yonghe@outlook.com>
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Closes https://github.com/shader-slang/slang/issues/4806
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