| Age | Commit message (Collapse) | Author |
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* Fix confused definitions of pre/post increment/decrement
We somehow have been compiling `++i` as `i++` (and vice versa) for a long time without noticing.
This change fixes the implementation of these pseudo-ops in IR codegen, and adds a comment to explain the rationale for why their definitions should be what they are.
* fixup: typo
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If I write:
```
struct Foo : IDoesntExist
{}
```
Then currently Slang complains first that `IDoesntExist` is an undefined identifier, then it complains that it expected an interface type in the inheritance clause. The second ("cascading") error isn't really helpful, because of *course* if something isn't defined it isn't an interface.
This change detects the case where the type expression is erroneous so that we avoid the cascading error.
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* Use 'is' over 'as' where appropriate.
* dynamic_cast -> dynamicCast
* Replace 'dynamicCast' with 'as' where has no change in behavior/ambiguity.
* Replace dynamicCast with as where doesn't change behavior/non ambiguous.
* Keep a per view path to the file loaded - such that diagnostic messages always display the path to the requested file.
* Add simplifyPath to ISlangFileSystemExt
Simplify (if possible) paths that are set on SourceFile and SourcView - doing so makes reading paths simpler.
* Fix small typo.
* Improve documentation in source for getFileUniqueIdentity
* Fix override warning.
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* Use 'is' over 'as' where appropriate.
* dynamic_cast -> dynamicCast
* Replace 'dynamicCast' with 'as' where has no change in behavior/ambiguity.
* Replace dynamicCast with as where doesn't change behavior/non ambiguous.
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* Replace dynamicCast with as where does not change behavior (ie not Type derived).
Use free function where scoping is clear.
* Replace uses of dynamicCast with as when there is no difference in behavior.
* Remove the IsXXXX methods from Type.
* Don't have separate smart pointer to store canonicalType on Type.
* Simplify Slang.FilteredMemberRefList.Adjust, such does the cast directly.
* Use free as where appropriate.
* Use free function version of casts where appropriate.
* Fix text in casting.md
* Fix typos in decl-refs.md
* Remove the uses of free function as on RefDecl.
Add 'canAs' to RefDecl as a way to test if a cast is possible.
Moved 'as' into RefDeclBase.
* Use 'is' to test for as cast on smart pointers.
Fix small scope issue.
* * Cache stringType and enumTypeType on the Session
* Make DeclRefType::Create return a RefPtr
* Make casting of result use the *method* .as (cos using free function would mean objects being wrongly destroyed)
* Make results from createInstance ref'd to avoid possible leaks.
* Fix typo in template parameter for is on RefPtr.
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Fixes crashes at source error
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* Initial support for uniform parameters on entry points
The basic feature this work adds is the ability to define a shader entry point like:
```hlsl
[shader("fragment")]
float4 main(
uniform Texture2D t,
uniform SamplerState s,
float2 uv : UV)
{
return t.Sample(s,uv);
}
```
In this example, the `uniform` keyword is used to mark that the given entry point parameters are *not* varying input/output flowing through the pipeline, but rather uniform shader parameters that should function as if the shader was declared more like:
```hlsl
Texture2D t,
SamplerState s,
[shader("fragment")]
float4 main(
float2 uv : UV)
{
return t.Sample(s,uv);
}
```
Allowing `uniform` parameters on entry points makes it easier to define multiple entry points in one file without accidentally polluting the global scope with shader parameters that only certain entry points care about.
This feature is also more or less a prerequisite for allowing generic type parameters directly on entry point functions, since the main use case for those type parameters is for determining what goes in various `ConstantBuffer`s or `ParameterBlock`s.
There are two main pieces to the implementation.
First, we need to be able to compute appropriate layout information for entry points that include `uniform` parameters.
Second, we need to transform the entry point function to move any `uniform` parameters to be ordinary global-scope shader parameters, to make sure that all other back-end passes don't need to worry about this special case.
The latter piece of the implementation is, relatively speaking, simpler.
The pass in `ir-entry-point-uniforms.{h,cpp}` converts entry point parameters that are determined to be uniform (using the already-computed layout information) into fields of a `struct` type and then declares a global shader parameter based on that `struct` type (and applies already-computed layout information to that parameter).
After that, the remaining IR passes (notably including type legalization) will handle things just as for any other global shader parameter.
The changes to the layout step are more significant, but most of the changes are just cleanups and fixes to enable the feature.
The two major changes that enable entry-point `uniform` parameters are:
* In `collectEntryPointParameters` we now dispatch out to a new `computeEntryPointParameterTypeLayout` function, which decided whether to compute the type layout for a `uniform` parameter, or for a varying parameter (what used to be the default behavior handled by `processEntryPointParameterDecl`).
* The main `generateParameterBindings` routine was extended so that it allocates registers/bindings to the resources required by each entry point (using `completeBindingsForParameter`) after it has allocated registers/binding to all of the global-scope parameters (this addition is mirrored in `specializeProgramLayout`).
The effect of these changes is that the `uniform` parameters of any entry points specified in a compile request will be laid out after the global-scope parameters, in the order the entry points were specified in the compile request.
A bunch of smaller changes were made around parameter layout that are worth enumerating so that the diffs make some sense:
* The `EntryPointLayout` type was changed so that instead of trying to *be* a `StructTypeLayout`, it instead *owns* one, in the same fashion as `ProgramLayout`. This commonality was factored into a base class `ScopeLayout`, and a bunch of edits followed from that change.
* Because `uniform` parameters are moved out of the entry point parameter list early in the IR transformations, the logic in `ir-glsl-legalize.cpp` that tried to look up parameter layout information by index would no longer work if the entry point parameter list had been altered. Instead, that logic now looks for the decorations directly on the parameters.
* The `UsedRange` type in `parameter-binding.cpp` was tracking the existing parameter associated with a range using a `ParameterInfo*` (which accounts for the possibility of multiple `VarDecl`s mapping to the same logical shader parameter), when just using a `VarLayout*` is sufficient for all current use cases. The overhead of allocating a `ParameterInfo` seems like overkill for entry-point parameters, where there can't possibly be multiple declarations of the "same" parameter, so avoiding these overheads was a focus when trying to deduplicate code between the global and entry-point parameter cases.
* A bunch of parameter binding logic that was specific to GLSL input has been deleted completely. There was no way to even execute this code in the compiler today, and there is pretty much zero chance of us needing (or wanting) to deal with GLSL input in the future. This includes custom `UsedRangeSet`s specific to each translation unit, which were only needed for global-scope `in` and `out` varying declarations in GLSL.
* A bunch of functions with `EntryPointParameter` in their names were renamed to use `EntryPointVaryingParameter` to help distinguish that they only apply to the varying case, while entry point `uniform` parameters are handled elsewhere.
* The `completeBindingsForParameter` function was re-worked into something that can be used for both global-scope shader parameters (where we have a `ParameterInfo` and possibly explicit bindings) and entry-point parameters (where we expect to have neither). This helps unify the (fairly subtle) logic for how we allocate and assign bindings for resources, constant buffers, parameter blocks, etc.
* A small change was made so that the entry-point stage is attached directly to top-level parameters of the entry point, and *not* recursively to every field along the way. This could be a breaking change for some applications, but it makes more logical sense (to me); we'll have to check if this affects Falcor. This change produces different output for several of the reflection tests, but the changes are consistent with no longer attaching stage information to sub-fields of varying `struct`-type parameters.
* Because there is a bunch of repeated logic in `parameter-binding.cpp` that has to do with computing a `struct` layout for ordinary/uniform data, I tried to factor that into a single `ScopeLayoutBuilder` type, which handles computing the offsets for any parameters with ordinary data, and then also handles wrapping up the layout in a constant buffer layout if there was any ordinary data at the end.
* A similar convenience routine `maybeAllocateConstantBufferBinding` was added because I noticed multiple places in `parameter-binding.cpp` that were trying to allocate a constant buffer binding for global uniforms, and they were wildly inconsistent (and in most cases used logic that would only work for D3D).
* The main `generateParameterBindings` routine is significantly shortened by using all of these utilities that were introduced. I tried to comment the places that changed to explain the overall flow correctly.
* The `specializeProgramLayout` routine (used to take a `ProgramLayout` from `generateParameterBindings` and specialize it based on knowledge of global generic arguments) had basically been rewritten with more explicit commenting/rationale for what happens in each step. It makes use of the same shared utilities as `generateParameterBindings` and `collectEntryPointParameters`.
In terms of testing:
* I added a test case to specifically test the new behavior, and in particular I made sure to include a mix of both global and entry-point parameters and also to have entry-point parameters of both ordinary and resource/object types.
* I tweaked an existing test for global type parameters to use an entry-point `uniform` parameter instead of a global one, in an effort to migrate it toward being able to use an explicitly generic entry point.
* fixups from merge
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* Made dynamicCast a free function.
* Replace As with as or dynamicCast depending on if it is a type.
* Fix problem with using non smart pointer cast.
* Removed legacy asXXXX methods.
* Remove As from Type.
* Removed As from Qual type -> made coercable into Type*, such that can just use free 'as'.
* Remove left over QualType::As() impl.
* Remove As from SyntaxNodeBase.
* Made as for instructions implemented by dynamicCast.
* Replace As on DeclRef. Use the global as<> to do the cast.
* Add const safe versions of dynamicCast and as for IRInst
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Fixing IR-lowering not properly registering func decl
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The way we handle generics in the AST is to have a `GenericDecl` AST node that can wrap an arbitrary "inner" `Decl`.
This representation has proved valuable, but it also creates some gotchas because a `GenericDecl` is also a `Decl`.
One example of where this can be tricky is for attributes and other modifiers attached to something generic:
```hlsl
[special]
void foo<T>(...) { ... }
```
In this case, the current parser logic was gobbling up a list of `Modifier`s (including the `[special]` attribute here), then parsing the declaration that follows, and then attaching those modifiers to the resulting declaration.
In this case, however, the "resulting declaration" is not a `FuncDecl` as one might expect, but the `GenericDecl` that wraps it.
The solution is pretty simple: when we are done parsing a declaration and are going to attach the modifiers we parsed to it, we should first "unwrap" any outer `GenericDecl` and apply the modifiers to the thing inside instead.
This logic presumes that modifiers always want to apply to the inner declaration and not to the generic, an that seems reasonable for now. If we wanted we could add some special-case logic later in the compiler to implicitly "float" certain modifiers up to the generic, in cases where they are found to be inappropriate for the inner declaration.
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Add support for user defined attributes
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Escaped expression cannot start with '('.
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Fix type legalization to correctly handle nested empty struct fields
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* Support function parameters of existential (interface) type
The basic idea here is that you can define a function that takes an interface-type parameter:
```hlsl
interface IThing { void doSOmething(); }
void coolFunction(IThing thing) { ... thing.doSomething() ... }
```
and call it with a concrete value that implements the given interface:
```hlsl
struct Stuff : IThing { void doSomething() { /* secret sauce */ } }
...
Stuff stuff;
coolFunction(stuff);
```
The compiler implementation will specialize `coolFunction` based on the concrete type that was actually passed in, resulting in output code along the lines of:
```hlsl
struct Stuff { ... }
void Stuff_doSomething(Stuff this) { /* secret sauce */ }
void coolFunction_Stuff(Stuff thing) { ... Stuff_doSomething(thing); }
```
In terms of implementation the new specialization approach has been integrated into the existing pass for generic specialization (which has been refactored significantly along the way), because generic specialization can open up opportunities for existential/interface simplification and vice versa, so there is no fixed interleaving of the two passes that can clean up everything.
The new logic therefore subsumes the old code for simplifying existential types (which only worked on local variables) in `ir-existential.{h,cpp}`. The local simplification rules from that implementation have become part of the core specialization pass instead, so that they can open up further transformation opportunities enabled by existential-type simplifications.
This code in place right now only handles the basic case of a function parameter that directly uses an interface type, and not one that wraps up an interface type in an array, structure, etc. Additional simplifications need to be introduced to deal with those cases as well.
* fixup: typos
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Add GLSL translation rules for SampleCmp and bit reinterpretation functions
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More fixes to empty-struct parameters
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* First attempt at asint, asuint, asfloat intrinsics.
* Test with countbits
* Placing glsl definitions first makes them get picked up.
* Some more improvements around asint.
* Add support for vector versions of asint/asunit
* Fix some typos in asuint/asint intrinsics for glsl.
Simplified and increased coverage of as/u/int tests.
* Added bit-cast-double test.
Added notional support for asdouble bit casts to glsl - but couldn't test because glslang doesn't seem to support the extension.
* Try to get double bit casts working - doesn't work cos of block issue.
* Only output parents on intrinic replacement if return type is not void.
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This allows generic types to be used in entry point parameters.
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A user found that the `Texture2D<float2>.Load(...)` operation was not being compiled to GLSL properly, such that it returned a `vec4` instead of the expected `vec2`.
The GLSL texture-related functions always return (and take) 4-component vectors, and we already have infrastructure in `emit.cpp` for recognizing a `$z` operator in the GLSL intrinsic definition to stand in for an appropriate swizzle based on teh number of components in the texture result type.
This change just adds that `$z` operator to the GLSL code for several more texture operations (including `Load()`) that are defined on a `Texture*<T>` and that return `T`.
This change doesn't try to add additional GLSL translations for texture-related operations (e.g., additional variations like `SampleCmp` that we have defined in the stdlib but not given GLSL translations for). That work still needs to be done.
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It's missing will be detected later in processing and output as a warning. (#799)
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* Fixup handling of empty structs in function return types and parameters.
* Bug fix in legalizeFunc()
* More comprehensive empty struct test
* Fix `legalizeFieldExtract` for empty struct field.
* Add empty struct handling for construct inst
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* Support "modern" declaration syntax as an option
Fixed #202
This change adds four new declaration keywords:
The `let` and `var` keywords introduce immutable and mutable variables, respectively. They can only be used to declare a single variable at a time (unlike C declaration syntax), and they support inference of the variable's type from its initial-value expression.
Examples:
```
let a : int = 1; // immutable with explicit type and initial-value expression
let b = a + 1; // immutable, with type inferred
var c : float; // mutable, with explicit type
var d = b + c; // mutable, with type inferred
```
These declaration forms can be used wherever ordinary global, local, or member variable declarations appeared before. Right now they do not change rules about what is or is not considered a shader parameter. The `static` modifier should work on these forms as expected, but a `static let` variable is *not* the same as a `static const`, so an explicit `const` is still needed if you want that behavior.
A `typealias` declaration introduces a named type alias, similar to `typedef`, but with more reasonable syntax. It inherits from the same AST class that `typedef` uses, so all of the code after parsing should be able to treat them as equivalent. To give a simple example:
```
// typedef int MyArray[3];
typealais MyArray = int[3];
```
A `func` declaration introduces a function. Like `typealias` it re-uses the existing AST class, so there is no need for major changes after parsing. A `func` declaration uses a syntax similar to `let` variables for its parameters, and takes the (optional) result type in a trailing position. For example:
```
func myAdd(a: int, b: int) -> int { return a + b; }
```
If a `func` declaration leaves of the return type clause, the return type is assumed to be `void`.
The main difference (beyond the trailing return type) is that the parameters of a `func`-declared function are immutable (unless they are `out`/`inout`).
This change doesn't add support for declaring operator overloads with `func`, but that should be added later, and I'd like to make that the only way to declare such operations:
```
func +(left: MyType, right: MyType) -> MyType { ... }
```
The use of `:` for declaring parameter types here means that a function declared with modern syntax currently cannot include HLSL-style semantics on its parameters (or its result).
We might consider introducing an `[attribute]`-based syntax for adding semantics to parameters if we think this is important, but for now it is fine to insist that users declare their entry points using traditional syntax.
This change strives to avoid unecessary changes after parsing, but if the new syntax catches on with users there are some small ways we can take advantage of it for performance. In particular, since `let` declarations and parameters of modern-style functions are immutable, we do not need to generate read/write local temporaries for them during lowering to the IR (technically we can make the same optimization for `const` locals).
In the process of implementing these new forms I also added a few subroutines to help share code better between existing cases in the parser. In particular, parsing of generic parameter lists on declarations that can be generic is now simplified and more unified.
* Fixup: remove leftover debugging code
* fixup: typos
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The underlying problem here was that legalization of entry point parameters for GLSL eliminates all the parameters to `main()`, but we still left a dangling reference to one of those parameters if it was a geometry shader output stream. The un-parented parameter would lead to an infinite loop in a later IR step, because it would never be reached by the transformation, and thus could never change its status to the one for "visited" instructions.
The fix here is to simply replace any refernces to the GS input stream parameter with an `undefined` instruction in the IR, and then rely on the fact that the downstream GLSL emit logic wouldn't actually reference that value anyway (hence why the danlging reference wasn't originally an issue).
I included a basic cross-compilation test case for geometry shaders to try to avoid subsequent regressions like this (Vulkan GS support is one of the most commonly recurring regressions we've had).
The comment I put into the IR legalization logic makes it clear that the strategy used there isn't 100% rock-solid anyway (it only works in all the `EmitVertex()` calls come from the shader entry point function, and not subroutines. Adding a better (more robust) translation strategy for geometry shaders would be a nice bit of future work.
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Fix handling of GLSL sign function
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fixes #602
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There was a bug in the logic for emitting initial IR, such that it was neglecting to emit "methods" (member functions) unless they were also referenced by a non-member (global) function, or were needed to satisfy an interface requirement. This would only matter for `import`ed modules, since for non-`import`ed code, anything relevant would be referenced by the entry point so that the problem would never surface.
This change fixes the underlying problem by adding a step to the IR lowering pass called `ensureAllDeclsRec` that makes sure that not only global-scope declarations, but also anything nested under a `struct` type gets emitted to the initial IR module.
There are also a few unrelated fixes in this PR, which are things I ran into while making the fix:
* Deleted support for the (long gone) `IRDeclRef` type in our `slang.natvis` file
* Added support for visualizing the value of IR string and integer literals when they appear in the debugger
* Fixed IR dumping logic to not skip emitting `struct` and `interface` instructions. Switching those to inherit from `IRType` accidentally affected how they get printed in IR dumps by default.
* Fixed up the IR linking logic so that it correctly takes `[export]` decorations into account, so that an exported definition will always be taken over any other (unless the latter is more specialized for the target). I initially implemented this in an attempt to fix the original issue, but found it wasn't a fix for the root cause. It is still a better approach than what was implemented previously, so I'm leaving it in place.
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The AST class hierarchy for variable declarations had a few messy bits.
First, there are more subclasses of `VarDeclBase` than seem strictly necessary; especially for stuff like `struct` member variable which use `StructField` even for `static` fields (which are effectively globals).
Second, the AST node type for the "cases" within an `enum` was made a subclass of `VarDeclBase` for expediency, but this isn't really semantically accurate (and doesn't seem to be paying off much in deduplication of code).
This change tries to address both of those problems.
First, we replace the existing `Variable` and `StructField` cases with a single `VarDecl` case that covers globals, locals, and member variables.
I haven't gone so far as to replace function parameters or generic value parameters, but that might be worth considering as a further clean-up.
Second, we change `EnumCaseDecl` to inherit directly from `Decl` instead of `VarDeclBase` and add an explicit case for handling them where they were previously handled as if they were variable declarations (this was done by manually surveying all locations in the code that referenced `VarDeclBase`).
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* Only output a 'verbose path' if it's different from the already output nominal path
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* * Fix memory bug around expanding va_args - needed buffer to have space for terminating 0
* Fix problem with FileWriter defaults being globals, as memory they allocate, will only be freed after return from main - work around by making StdWriters RefObject derived, and kept in scope such the writers are destroyed before checks for leaks is found
* Added SimplifyPathAndHash mode for CacheFileSystem - will simplify the path and see if simplified path is in cache before reading file (limiting amout of underlying file requests)
* * Added calcReplaceChar
* Renamed DefaultFileSystem to OSFileSystem
* Made OSFileSystem convert windows \ to / on linux
* Simplified logic for caching in CacheFileSystem.
* Added pragma-once-c to add extra test, but also so there is an 'include' directory in preprocessor tests.
* Small fixes in pragma once test.
* Simplified cache handling path, so that paths/simplified paths area always added.
* Improve naming of methods for different caches.
* Removed references to 'canonicalPath' and made 'uniqueIdentity'
* * Re-add support for canonicalPath to ISlangFileSystem -> not for uniqueIdentifier but as a way to display 'canonicalPath'
* Added peliminary support for being able to display verbose paths in a diagnostic
* Added 'clearCache' support
* Added verbose path support to SourceManager (now needs a ISlangFileSystemExt to do this)
* Added support for '-verbose-path' option to slangc and slang-test.
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* * Fix memory bug around expanding va_args - needed buffer to have space for terminating 0
* Fix problem with FileWriter defaults being globals, as memory they allocate, will only be freed after return from main - work around by making StdWriters RefObject derived, and kept in scope such the writers are destroyed before checks for leaks is found
* Added SimplifyPathAndHash mode for CacheFileSystem - will simplify the path and see if simplified path is in cache before reading file (limiting amout of underlying file requests)
* * Added calcReplaceChar
* Renamed DefaultFileSystem to OSFileSystem
* Made OSFileSystem convert windows \ to / on linux
* Simplified logic for caching in CacheFileSystem.
* Added pragma-once-c to add extra test, but also so there is an 'include' directory in preprocessor tests.
* Small fixes in pragma once test.
* Simplified cache handling path, so that paths/simplified paths area always added.
* Improve naming of methods for different caches.
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The code for options validation had something like:
```c++
{
if(rawTarget.redundantProfileSet)
if(rawTarget.conflictingProfileSet)
{ ... }
else if(rawTarget.redundantProfileSet)
{ ... }
}
```
The first `if` there seems to be stray code left over from some edit to this logic, since its case is handled later on.
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* * Added COMMAND_LINE_SIMPLE test type
* Made how spawning works controllable by paramter/type SpawnType
* Made break-outside-loop and global-uniform run command line slangc
* calcRelativePath -> calcCombinedPath
* Add 64 bit version of GetHash.
* Add support for Hash based mode for CacheFileSystem.
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Somehow the work to support output redirection when running things in `slang-test` ended up interfering with the API-specified diagnostic callback in the `slangc` code.
This change doesn't include fixes to the testing infrastructure to prevent a regression like this happening again.
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* * Allow dxc compilation to take place if dxil is not found.
* Output a warning that output will not be signed.
* Remove .dll from dxil in warning so more applicable cross platform.
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