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2022-04-28Fix errors when building with the latest Xcode (#2215)Vincent Isambart
* Fix errors when building with the latest Xcode * Bring back unused variable to better match comments Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
2022-04-28Fix the way IR "regions" store conditions (#2216)Theresa Foley
As part of generating high-level-language code, we have a pass that builds a data structure representing structured control-flow `Region`s and their nesting relationship. That data structure is then used when emitting control-flow statements for the body of a function. There are `Region` subtypes coresponding to different kinds of control flow constructs. Both the `IfElseRegion` and `SwitchRegion` subtypes were implemented to store a reference to the branch condition direclty in the `Region`. This turns out to be the root cause of the problem. After the nested `Region` structure is constructed, we have an IR pass that uses the region hierarchy to detect and fix problems where the implicit "scoping" rules of SSA form are incompatible with the scoping rules that will be in effect when those regions are emitted as high-level-language control-flow statements. A bug arose when one of the SSA values that required the scoping fix was the branch condition of an `if` statement. While the IR pass did what it was supposed to and replaced the operand to the `IRIfElse` instruction, doing so did not change the cached condition in the corresponding `IfElseRegion`, and thus didn't effect the way code got emitted for the `if(...)` condition in HLSL. The fix here is simple: the relevant `Region` subtypes now store a pointer to the relevant control-flow instruction rather than to the branch condition. The emit logic can thus fetch the correct condition from the control-flow instruction at the time it emits an `if` or `switch`. Note: We do not need to have the same worries around the `IRIfElse` or `IRSwitch` instructions, nor for the `IRBlock`s that the `Region`s still store. The passes that come after the `Region`s get created are not supposed to alter the CFG in any way, because otherwise they would risk changing/invalidating the `Region` structure. Similarly, this change doesn't modify the `IRInst`s refernced in the `Case`s for a `SwitchRegion` under the assumption that these must always be literal integer constants, and thus cannot be changed out. Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
2022-04-28Disable `class` keyword to define a new type (#2212)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Disable class keyword. * Add class keyword test. * Fix test diagnostic.
2022-04-27Make artifact an interface (#2195)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Compile to a dxil library. * Added CompileProduct. * Support handling of ModuleLibrary. * CacheBehavior -> Cache * Use CompileProduct for -r references. * CompileProduct -> Artifact. * Determining an artifact type on binding. * Determine binary linkability. * Added Artifact::exists. * Added ArtifactKeep. * Small fixes. * Small improvements to Artifact. * Add zip extension. * Fix some comments. * Fix multiple adding of PublicDecoration. Make public output export for DXIL/lib. Add checking for simpleDecorations such that only added once. * Use 'whole program' to identify library build. * Move slang-artifact into compiler-core. * Split out Keep free functions. * Artifact::Keep -> ArtifactKeep. * Handle libraries as artifacts. * Add -target dxil so test infrastructure knows it needs DXC. * Linking working in DXC. * Improve handling around emit for 'export'. * Add comment around Artifact name. * Render test working with linking. * Improvements around Artifact handling. * Add ArtifactPayloadInfo. * Small tidy up around artifact. * Split out code to get info about Artifacts into artifact-info.cpp/.h * IArtifact interface and IArtifactInstance interface. * Fix small issues. * Fix compilation warning issue. * Fix missing SLANG_OVERRIDE. * Small fixes to make compilation work on Visual Studio 2022. * Small improvements to Artifact interface/naming. * Added Desc with each element in IArchive to allow more flexibility in usage. * Fix clang warning issue. * Add ArtifactPayload::Diagnostics * More discussion around IArtifact usage. * Re-add slang-artifact.h which was removed during merge. * Fix typo identified in review.
2022-04-27gfx: Add interop API to control descriptor heap binding. (#2211)Yong He
Co-authored-by: Yong He <yhe@nvidia.com>
2022-04-27Split out Artifact info (#2193)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Compile to a dxil library. * Added CompileProduct. * Support handling of ModuleLibrary. * CacheBehavior -> Cache * Use CompileProduct for -r references. * CompileProduct -> Artifact. * Determining an artifact type on binding. * Determine binary linkability. * Added Artifact::exists. * Added ArtifactKeep. * Small fixes. * Small improvements to Artifact. * Add zip extension. * Fix some comments. * Fix multiple adding of PublicDecoration. Make public output export for DXIL/lib. Add checking for simpleDecorations such that only added once. * Use 'whole program' to identify library build. * Move slang-artifact into compiler-core. * Split out Keep free functions. * Artifact::Keep -> ArtifactKeep. * Handle libraries as artifacts. * Add -target dxil so test infrastructure knows it needs DXC. * Linking working in DXC. * Improve handling around emit for 'export'. * Add comment around Artifact name. * Render test working with linking. * Improvements around Artifact handling. * Add ArtifactPayloadInfo. * Small tidy up around artifact. * Split out code to get info about Artifacts into artifact-info.cpp/.h * Re-add slang-artifact.cpp * Readd artifact.cpp.
2022-04-26Improvements around Artifacts (#2192)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Compile to a dxil library. * Added CompileProduct. * Support handling of ModuleLibrary. * CacheBehavior -> Cache * Use CompileProduct for -r references. * CompileProduct -> Artifact. * Determining an artifact type on binding. * Determine binary linkability. * Added Artifact::exists. * Added ArtifactKeep. * Small fixes. * Small improvements to Artifact. * Add zip extension. * Fix some comments. * Fix multiple adding of PublicDecoration. Make public output export for DXIL/lib. Add checking for simpleDecorations such that only added once. * Use 'whole program' to identify library build. * Move slang-artifact into compiler-core. * Split out Keep free functions. * Artifact::Keep -> ArtifactKeep. * Handle libraries as artifacts. * Add -target dxil so test infrastructure knows it needs DXC. * Linking working in DXC. * Improve handling around emit for 'export'. * Add comment around Artifact name. * Render test working with linking. * Improvements around Artifact handling.
2022-04-26Linking in DXC (#2190)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Compile to a dxil library. * Added CompileProduct. * Support handling of ModuleLibrary. * CacheBehavior -> Cache * Use CompileProduct for -r references. * CompileProduct -> Artifact. * Determining an artifact type on binding. * Determine binary linkability. * Added Artifact::exists. * Added ArtifactKeep. * Small fixes. * Small improvements to Artifact. * Add zip extension. * Fix some comments. * Fix multiple adding of PublicDecoration. Make public output export for DXIL/lib. Add checking for simpleDecorations such that only added once. * Use 'whole program' to identify library build. * Move slang-artifact into compiler-core. * Split out Keep free functions. * Artifact::Keep -> ArtifactKeep. * Handle libraries as artifacts. * Add -target dxil so test infrastructure knows it needs DXC. * Linking working in DXC. * Improve handling around emit for 'export'. * Add comment around Artifact name. * Render test working with linking. Co-authored-by: Theresa Foley <10618364+tangent-vector@users.noreply.github.com>
2022-04-26Overloaded name lookup fix (#2199)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Fix for overloaded name lookup. * Small improvements.
2022-04-25Fixed the implementation of RayQuery flags passed through the generic ↵Alexey Panteleev
parameter on GLSL. (#2207) Improved the trace-ray-inline test to check that the flag is not ignored anymore.
2022-04-25README: fix url of the linux build badge, and add the macOS build badge (#2204)Eric Engestrom
* README: fix url of the linux build badge * README: add macOS build badge
2022-04-21Treat warnings as errors in slang-gfx (#2201)lucy96chen
* Enable treating warnings as errors * Changed tab to spaces
2022-04-21GFX renaming work part 2: slang-gfx.h renames (#2194)lucy96chen
* Fixed all build errors and type conversion warnings from renames in slang-gfx.h * Made necessary build fixes to the CUDA implementation * Renamed ITextureResource::Size to ITextureResource::Extents * More rename changes based on CI errors * More renames to fix CI build errors * Rerun tests
2022-04-21Made translation units visible to transitive `import`s. (#2197)Yong He
2022-04-21`export` support in HLSL (#2188)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Compile to a dxil library. * Added CompileProduct. * Support handling of ModuleLibrary. * CacheBehavior -> Cache * Use CompileProduct for -r references. * CompileProduct -> Artifact. * Determining an artifact type on binding. * Determine binary linkability. * Added Artifact::exists. * Added ArtifactKeep. * Small fixes. * Small improvements to Artifact. * Add zip extension. * Fix some comments. * Fix multiple adding of PublicDecoration. Make public output export for DXIL/lib. Add checking for simpleDecorations such that only added once. * Use 'whole program' to identify library build. * Add -target dxil so test infrastructure knows it needs DXC.
2022-04-21Example for compiler crash with recursive function calling (#2196)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Add crash when lowering a recursive function. * Add simplified recursive crash example. * Fix typos/tabs.
2022-04-19Make translation units in the same CompileReq visible to `import`. (#2184)Yong He
* Make translation unitts in the same CompileReq visible to `import`. * Fix code review comments. Co-authored-by: Yong He <yhe@nvidia.com> Co-authored-by: Theresa Foley <10618364+tangent-vector@users.noreply.github.com>
2022-04-15DXIL library support and Artifact type (#2186)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Compile to a dxil library. * Added CompileProduct. * Support handling of ModuleLibrary. * CacheBehavior -> Cache * Use CompileProduct for -r references. * CompileProduct -> Artifact. * Determining an artifact type on binding. * Determine binary linkability. * Added Artifact::exists. * Added ArtifactKeep. * Small fixes. * Small improvements to Artifact. * Add zip extension. * Fix some comments.
2022-04-14GFX renaming work part 1 (#2183)lucy96chen
* Added new typedefs for Size, Offset, Count, and Index; Replaced numerous instances of size_t in slang-gfx.h, render-d3d12, render-vk, and renderer-shared with either Size or Offset; Fixed compiler warnings for mismatched numerical types * Renamed Index and Count to GfxIndex and GfxCount, changed to 32 bit from 64 bit
2022-04-13Callable shader fix and explicit payload locations for GLSL (#2185)Alexey Panteleev
* Fixed the callable shader payload type for GLSL. * Added location parameters to the __vulkanRayPayload and __vulkanCallablePayload attributes. The default value is -1 which means use the old auto-assignment logic. * Fixed the vkray/callable-caller test.
2022-04-12Small doc improvement around 8/16 bit types. (#2180)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Added information of 8 and 16 bit types. * Link to target compatibility. * Updated 8-bit support added via #2182
2022-04-12Support `[DllImport]` (#2181)Yong He
* Support `[DllImport]` * Fix. * Fix. * Fix array type emit in cpp. * Fix. * Fix. * Fix Co-authored-by: Yong He <yhe@nvidia.com>
2022-04-11Added GLSL extensions for 8-bit types (int8_t, uint8_t) (#2182)Alexey Panteleev
2022-04-11Refactor: eliminate BackEndCompileRequest (#2178)Theresa Foley
An earlier refactoring pass over the compiler codebase split the type that had been called `CompileRequest` into three distinct pieces: * `FrontEndCompileRequest` which was supposed to own state and options related to running the compiler front end and producing IR + reflection (e.g., what translation units and source files/strings are included). * `BackEndCompileRequest` which was supposed to own state and options related to running the compiler back end to translate the IR for a `ComponentType` (program) into output code. (Note that the `BackEndCompileRequest` was conceived of as orthogonal to the `TargetRequest`s, which store per-target and target-specific options.) * `EndToEndCompileRequest` which was an umbrella object that owns separate front-end and back-end requests, plus any state that is only relevant when doing a true end-to-end compile (such as the kinds of compiles initiated with `slangc`). As originally conceived, the only state that this type was supposed to own was stuff related to "pass-through" compilation, as well as state related to writing of generated code to output files. That refactoring work was very useful at the time, because it allowed us to "scrub" the back end compilation steps to remove all dependencies on front-end and AST state (this was important for our goals of enabling linking and codegen from serialized Slang IR). At this point, however, it is clear that the hierarchy that was built up serves very little purpose: * The `BackEndCompileRequest` type is only used in two places: * As part of an `EndToEndCompileRequest`, where the settings on the `BackEndCompileRequest` can be configured, but only through the `EndToEndCompileRequest` * As part of on-demand code generation through the `IComponentType` APIs. In this case, the settings stored on the `BackEndCompileRequest` are not accessible to the application at all, and will always use their default values, so that instantiating a "request" object doesn't really make any sense. * The `FrontEndCompileRequest` type has a similar situation: * Front-end compilation as part of an `EndToEndCompileRequest` supports user configuration of `FrontEndCompileRequest` settings, but only through the `EndToEndCompileRequest` * Front-end compilation triggered by an `import` or a `loadModule()` call does not support user configuration of settings at all. It will always derive all relevant settings from thsoe on the session ("linkage"). In addition, subsequent changes have been made to the compiler that show a bit of a "code smell" and/or forward-looking worries for this decomposition: * In some cases we've had to add the same setting to multiple types in the breakdown (front-end, back-end, end-to-end, linkage, target, etc.) which makes it harder for us to validate that all the possible mixtures of state work correctly. * Related to the above, in some cases we have manual logic that copies state from one of the objects in the breakdown to another, in order to ensure that the user's intention is actually followed. * As a forward-looking concern, it seems that developers have sometimes added new configuration options and state to places that don't really make sense according to the rationale of the original decomposition (e.g., we probably don't want to have a lot of state that is only available via end-to-end requests, given that the API structure is meant to push users *away* from end-to-end compiles). As a result of all of the above, I've been planning a large refactor with the following big-picture goals: * Eliminate `BackEndCompileRequest` * Move all relevant state/options from the back-end request to the end-to-end request, since that is the only place they could be set anyway. * Introduce a transient "context" type to be used for the duration of code generation that serves the main functions that back-end requests really served in the codebase * Make `EndToEndCompileRequest` be a subclass of `FrontEndCompileRequest` * Consider addding a transient "context" type for front-end compiles that can be used in `import`-like cases rather than needing a full front-end request object. If this works, then eliminate `FrontEndCompileRequest` and be back to world with just a single `CompileRequest` type * Move *all* compiler configuration options to a distinct type (named something like `CompilerConfig` or `CompilerOptions` or whatever) which stores setting as key-value pairs, and has a notion of "inheritance" such that one configuration can extend or build on top of another. Make all the relevant types use this catch-all structure instead of redundantly storing flags in many places. This change deals with the first of those bullets: removeal of `BackEndCompileRequest`. The addition of the `CodeGenContext` type is perhaps an unncessary additional step, but making that change helps clean up a bunch of the code related to per-target code generation, so I think it is the right choice. Co-authored-by: Yong He <yonghe@outlook.com>
2022-04-07Texture views/shapes tests part 1 (#2179)lucy96chen
* Framework for texture views testing working; Small tweaks to texture testing utils; Changed D3D12 readTextureResource to account for non-1 depth * Basic framework for texture views tests working; Test file needs a rename at some point * 1D, 2D, and 3D textures working for ShaderResource, UnorderedAccess, and RenderTarget tests; Fixed some small issues with handling the depth field of 3D textures in Vulkan causing incorrectly cleared textures
2022-04-06Fixed the mapping of the ray tracing instance functions to GLSL (#2177)Alexey Panteleev
* Fixed the mapping of the *InstanceID() and *InstanceIndex() functions to GLSL. * Fixed and somewhat improved the vkray/closesthit test.
2022-04-05Fix issue with multiple namespace openings (#2176)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Added sample-grad-clamp-lod sample. * Fix handling multiple reopenings of namespaces.
2022-04-05Handling static const variables in generics (#2171)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Meta-2 test works. * Add new generic test for static const variable in a function in a generic. * Generic function with static const variable doesn't work.
2022-04-05Added sample-grad-clamp-lod test. (#2173)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Added sample-grad-clamp-lod sample.
2022-04-01Improved type printing (#2172)Alexey Panteleev
Improved the type printing function to include the generic substitutions and parent types. Added a test for it, mismatching-types.slang
2022-03-28Allow slangc to generate exe from .slang file. (#2170)Yong He
2022-03-24Separated out new texture-related structures and texture data generation ↵lucy96chen
from texture copying tests into a new util file to make them accessible to all gfx unit tests (#2169)
2022-03-24Fix for default initialization with generic field (#2168)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Fix for = {} initialization with a field that is generic type parameter. * Handling for if a non type is passed to a generic parameter which requires a type. * Small comment improvements. Fix some tab issues. * This fixes the matrix.slang issue. Move the matrix.slang test into bugs as generic-default-matrix.slang
2022-03-24C++ extractor parsing slang.h (#2162)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Split doc extractor such that can be used in C++ extractor. * Compiles. Update the stdlib docs. * Fix issue on release builds. * Add support for extracting documentation to C++ extractor. * Dump out markup. Make enum value backing type take tokens. * Node::Type -> Node::Kind * More improvements around Node::Type -> Node::Kind * Support for parsing callable types. * Fix issue params for callable, and default value for variable. * Add support for static. * Improve handling parsing of contained types. * Small improvements around template consumption. * Improve dumping with markup/static. * Small improvements around reflection. * Add more flexible handling of markers. Allow reflection without markers. * Handling external "C" unsigned/signed
2022-03-21Add additional texture to texture copying tests (#2165)lucy96chen
* Working on finding a better way to do result comparisons in order to accommodate testing different formats and texture types, copying small to large texture currently half broken * All tests except copying into a buffer with an offset working with new code for results comparison, support for most formats WIP * Replaced SubresourceStuff with ValidationTextureData; Added implementation for ValidationTextureFormat::initializeTexel() and changed generateTextureData() to call this * All implemented formats work on D3D12, a few broken for Vulkan * Fixed numerous locations in render-vk.cpp to set aspect masks based on either the format or the provided TextureAspect; All tests except copy to buffer with offset working on new code structure * All texture to texture copying tests work for all non-compressed formats; Test code cleaned up to minimize the amount of stuff needing to be passed between functions * All tests working with all texture types except TextureCube and all non-compressed formats; Temporarily removing test for copying to a buffer at an offset, will likely return in a separate test file * Small cleanup changes * build fixes
2022-03-18Fix type truncation during SCCP. (#2163)Yong He
2022-03-16Add -depfile option to save dependency info (#2161)Alexey Panteleev
2022-03-15C++ extractor callable support (#2159)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Split doc extractor such that can be used in C++ extractor. * Compiles. Update the stdlib docs. * Fix issue on release builds. * Add support for extracting documentation to C++ extractor. * Dump out markup. Make enum value backing type take tokens. * Node::Type -> Node::Kind * More improvements around Node::Type -> Node::Kind * Support for parsing callable types. * Fix issue params for callable, and default value for variable. * Add support for static. * Improve handling parsing of contained types. * Small improvements around template consumption. * Improve dumping with markup/static. * Small improvements around reflection. * Add more flexible handling of markers. Allow reflection without markers.
2022-03-14Small fix in d3d12 transient heap. (#2160)Yong He
Use `ShortList` instead of `Array` for `m_waitHandles`. Co-authored-by: Yong He <yhe@nvidia.com>
2022-03-11gfx: Add `ITransientResourceHeap::finish()` to avoid `Signal` after every ↵Yong He
queue submit. (#2158) Co-authored-by: Yong He <yhe@nvidia.com>
2022-03-09gfx: restructure render-vk.cpp (#2157)Yong He
Co-authored-by: Yong He <yhe@nvidia.com>
2022-03-09Initial support for documentation extraction in C++ (#2156)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Split doc extractor such that can be used in C++ extractor. * Compiles. Update the stdlib docs. * Fix issue on release builds. * Add support for extracting documentation to C++ extractor. * Dump out markup. Make enum value backing type take tokens. * Node::Type -> Node::Kind * More improvements around Node::Type -> Node::Kind
2022-03-09gfx: restructure render-d3d12.cpp (#2154)Yong He
* Vulkan: deferred shader compilation and pipeline creation. * Fix 32bit build. * gfx: restructure the code in render-d3d12.cpp * Move `Submitter`. * Fix. * merge with master. * Revert dictionary change in previous PR. Co-authored-by: Yong He <yhe@nvidia.com>
2022-03-08GFX Vulkan: deferred shader compilation and pipeline creation. (#2153)Yong He
* Vulkan: deferred shader compilation and pipeline creation. * Fix 32bit build. Co-authored-by: Yong He <yhe@nvidia.com>
2022-03-08Expose API-specific row alignment values (#2151)lucy96chen
* Added function to IDevice that retrieves the row alignment for the particular API; Added rowDstStride argument to copyTextureToBuffer and changed D3D12 footprint row pitch to check that the user-supplied stride is correctly aligned before assigning to the footprint's row pitch * Changed alignment from Uint to size_t Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
2022-03-08Slangc improvements: help message, downstream error passthrough (#2152)Alexey Panteleev
* Pass through the downstream compiler error messages if they are not recognized. * Added a help message that is printed on -h, -help, --help. Added -version as an alias for -v. * Fixed the bug in -lang option processing.
2022-03-02Small fix to use SlangResult (#2149)jsmall-nvidia
* Use SlangResult value. Make legacy SLANG_ERROR_ macros use SlangResult values.
2022-03-01Fix some typos in command line docs. (#2150)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Fix some typos around command line docs.
2022-03-01Fix folding of no-arg constructs in SCCP pass (#2148)Theresa Foley
2022-02-28Use GLSL scalar layout for constant buffers. (#2147)Yong He