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* deploy slang-glslang with macos releases
* sign libslang-glslang.dylib and add it to dist package
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Co-authored-by: Yong He <yonghe@outlook.com>
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* Improve capability system.
* Update documentation.
* Tuning semantics.
* LSP: hierarchical diagnostics.
* Fix test.
* Fix test.
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* Unify GLSL and HLSL buffer block parsing.
Automatic GLSL module recognition.
* Fix.
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* Add per-buffer data layout control.
Fixes #3534.
* Fixes.
* Robustness.
* Update test.
* Fix.
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* Implement GLSL texture related built-in functions
Partially resolves #3362
This change implemented GLSL build-in functions described in the
following sections of "OpenGL Spec" document.
8.9.1. Texture Query Functions
8.9.2. Texel Lookup Functions
8.9.4. Texture Gather Functions
8.9.5. Compatibility Profile Texture Functions
About 200 functions are newly implemented.
Most of the functions are calling the HLSL implementation so they are
expected to work for all targets but they haven't been tested throughly
yet.
__TextureImpl got a new generic parameter, "isRectangle", to support
sampler2DRect and sampler2DRectShadow. It is a sampler for rectangular
texture with no mipmaps. For the reason, its "GetDimentions()" doesn't
return mip information. The sampling needs to happen in an integer
coordinate not in a normalized [0,1] range. but this hasn't been
implemenented yet.
Texture functions whose name include "Offset" takes an integer type
parameter and those values are required to be a compile-time constant.
However, our currentl implementation of slangc seems to make the values
not-compile-time constant. As a workaround, the test case uses __LINE__
macro to use a unique numbers so that slangc wouldn't collect them into
a runtime variable. I put "constexpr" on "offset" parameters as much as
possible. But the issue was still reproduced when targetting SPIRV.
Texture functions whose name include "Proj" are emulated by dividing the
coordinate value with its last component. For that reason, they take one
additional component for its coordinate value. As an example, following
function takes two components for sampler1D, instead of one:
vec4 textureProj(sampler1D sampler, vec2 p);
All shadow samplers stores depth-compare-value at the last component.
But sampler1DShadow take one extra component, which is vec3 not vec2.
It is unclear what the reason is but the second component is unused in
this case. Here is an example,
float texture(sampler1DShadow sampler, vec3 p);
samplerCubeArrayShadow takes five components for its coordinate and
the depth-compare-value cannot be stored in the last component of the
cooridnate. It is separated out as an independent parameter,
float texture(samplerCubeArrayShadow sampler, vec4 p, float compare);
TextureGather functions got some modifications. The existing
implementation was calling textureGatherOffset[s] with the parameters in
a wrong order. This mistake is corrected.
* Bring back GatherCmpRed/Green/Blue/Alpha
HLSL has GatherCmpRed/Green/Blue/Alpha functions and it was removed from
my previous change by a mistake.
This change brings them back.
* Disabling two failing tests in intrinsic-texture
The new test file, intrinsic-texture.slang, has five test settings and
two of them are currently failing; they are targetting HLSL and CPP.
This change disables them to avoid confusion.
* Remove "isRectangle" parameter from __TextureInfo
Partially resolves #3362
This commit has a few changes based on the feedback from the code
reviews.
1. Remove "isRectangle" parameter from __TextureInfo, because
"sampler2DRect" can be replaced with "sampler2D" that always uses
lod level 0. All functions associated to "Rect" are also removed.
2. Enabled tests for "samplerBuffer".
3. Removed "__target_intrinsic(glsl)" from glsl.meta.slang, because we
want to stay away from it in the future.
4. Some tests in intrinsic-texture.slang are disabled if the functions
take constant offset values or take MultiSample samplers.
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Co-authored-by: Yong He <yonghe@outlook.com>
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Fixes #3454.
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* Capability type checking.
* Fix.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Fix atomics intrinsics, increase kMaxDescriptorSets.
* Add SPIRVASM to known non-differentiable insts.
* Support fp16 wave ops when targeting glsl.
* Fixes.
* Fix vk validation errors.
* Fix.
* Add to allowed failures.
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* GLSL Passthrough support for SSBO types
* GLSL Passthrough support for SSBO types
* Correctly apply glsl local size layout to entry points during lowering
* Test for glsl layout correctness
* typo
* Reflect GLSL SSBO as raw buffers
* Functional test for glsl ssbo
* Allow allow glsl for render tests
* Functional test for ssbo passthrough
* Functional test for ssbo passthrough with spirv-direct
* fix windows build error
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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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functionality (#3541)
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* FP16 atomics for RWByteAddresBuffer, fp32 atomics for images.
* Fix spelling.
* Add overload.
* Fix test failures.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Add slangc option to specialize entrypoint.
* Auto enable glsl mode when input file has glsl extension name.
* Fix test.
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Co-authored-by: Yong He <yhe@nvidia.com>
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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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