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2022-10-28Fix language server crash on incomplete higher order invoke expr. (#2476)Yong He
Co-authored-by: Yong He <yhe@nvidia.com>
2022-10-27More renaming in jvp pass. (#2475)Yong He
Co-authored-by: Yong He <yhe@nvidia.com>
2022-10-27Rename 'IDifferentiable.zero' -> `IDifferentiable.dzero`. (#2474)Yong He
Co-authored-by: Yong He <yhe@nvidia.com>
2022-10-27Rename `[__custom_jvp]` -> `[ForwardDerivative]`. (#2473)Yong He
* Rename `[__custom_jvp]` -> `[ForwardDerivative]`. * Rename the classes. * More renaming. Co-authored-by: Yong He <yhe@nvidia.com>
2022-10-27Rename `JVPDerivativeModifier` -> `ForwardDifferentiableAttribute`. (#2472)Yong He
Co-authored-by: Yong He <yhe@nvidia.com>
2022-10-27Rename `__jvp`-->`__fwd_diff`. (#2471)Yong He
Co-authored-by: Yong He <yhe@nvidia.com>
2022-10-27Extend test coverage for differential method synthesis. (#2470)Yong He
Co-authored-by: Yong He <yhe@nvidia.com>
2022-10-27Auto synthesis of IDifferntial interface methods. (#2469)Yong He
* Auto synthesis of IDifferntial interface methods. * Add comments. Co-authored-by: Yong He <yhe@nvidia.com>
2022-10-26Adding a differentiable standard library (#2465)Sai Praveen Bangaru
2022-10-26Auto synthesis of Differential type (#2466)Yong He
2022-10-26Legalize array return types. (#2463)Yong He
2022-10-26Fix d3d debug layer error on setting clear value. (#2458)Yong He
2022-10-26Fix D3D12 dispatchRays() when using an empty miss and/or hitgroup table (#2468)skallweitNV
2022-10-24Rework differentiation of member access through ↵Yong He
`[DerivativeMember(DiffType.field)]` (#2460) * wip: remove auto-diff for member access, add diff through property accessors. * Fix getter-setter test. * Fix getter-setter-multi test. * Fix nested-jvp test. * Use [DerivativeMember] attribute to differentiate through member access. * Clean up. * More cleanup. Co-authored-by: Yong He <yhe@nvidia.com>
2022-10-20Modified the new type system to support generic differentiable types … (#2413)Sai Praveen Bangaru
* Modified the new type system to support generic differentiable types and added support for differentiating overloaded functions. * Changed a few asserts to release asserts to avoid unreferenced variable errors * Fixed a naming issue with TypeWitnessBreadcumb::Flavor::Decl * Added logic to avoid tracking differentiable types if the module does not use auto-diff or define differentiable types. * Moved the auto-diff passes to after the specialization step, added a more complex generics test * Added a generics stress test and fixed AST-side logic. IR side needs some more work * Added differential getter and setter logic, fixed multiple issues with DifferentiableTypeDictionary, added support for loops and conditions * Changed differential getters to use pointer types, added getter type checking * Fixed some bugs related to diff type registration and differential getters * Removed some superfluous code * Removed some more unused code. * Fixed an issue with witness substitution * Minor fix Co-authored-by: Yong He <yonghe@outlook.com>
2022-10-20Cache eviction policy test refinement (#2456)lucy96chen
* Refined cache eviction test; Added check to cache file load to ensure only the maximum number of allowed entries is loaded * Fixed logic error in entry count check * Changed getCacheFile to not append the newline at the end of cache files * Refined if check
2022-10-19PersistentShaderCache integration (#2453)lucy96chen
* Shader cache index integrated into RendererBase; Added test for cache eviction policy (which currently does not pass) * Restructured main if block in getEntryPointCodeFromShaderCache; Post-rebase cleanup * undo local testing only change * Fixed issues causing shader cache tests to fail * Edited gfx.slang to reflect structural changes to IDevice::Desc and to include ShaderCacheDesc; Modified how the cache is reading in the file from disk; Added a check to the cache eviction policy test that checks for correct order of entries in the cache as well as eight total expected output files for D3D12 and Vulkan * Removed line in gfx-unit-test.cpp for local testing * Edited .gitignore to ignore all shaders automatically generated by the shader cache tests and removed the test shaders that were previously added; Review changes, most notably with an overhaul of how the cache eviction policy test handles checking order of entries * Ran premake; Removed local testing specific line (again) * Removed expected comparison files from earlier commit; Ran premake * Edited premake5.lua to also ignore the auto-generated shader files from specific shader cache tests * Fixed weird indent in premake5.lua
2022-10-17Shader cache index implementation (#2452)lucy96chen
2022-10-13Allow multi-level breaks to break out of `switch` statements. (#2451)Yong He
* Allow multi-level breaks to break out of `switch` statements. * Rename loop->region. * Add `[ForceInline]` attribute. Co-authored-by: Yong He <yhe@nvidia.com>
2022-10-13Shader cache index header (#2448)lucy96chen
* checkpoint * Added shaderCachePath field to IDevice desc in gfx.slang, gfx-smoke.slang should be functional * ran premake * Revert erroneous commits from rebasing * Added ShaderCacheIndex class header with design details * Header edits * more header edits * Post-rebase premake.bat run to fix solution weirdness; Initialize commitHash to nullptr and check that a commitHash is successfully returned
2022-10-13Add getVersionString() to IDownstreamCompiler (#2446)lucy96chen
* checkpoint * Added shaderCachePath field to IDevice desc in gfx.slang, gfx-smoke.slang should be functional * ran premake * Added getVersionString() to IDownstreamCompiler and implemented it in DownstreamCompilerBase, GlslangDownstreamCompiler, and DXCDownstreamCompiler * Added hashInto to Val and implemented for all subtypes which contain _getHashCodeOverride implementations; nothing hooked up to caching yet * Revert erroneous commits from rebasing * Re-ran premake.bat; changed hashInto implementations to _hashIntoOverride * downstream compiler getVersionString hooked up into shader cache * Rebuild CI, Win32 Release builds successfully locally * Rebuild CI, Win32 and x64 Release build successfully locally * Reverted Val::hashInto changes, deferred for later; modified init() for downstream compilers to fetch, hash, and save the hashes of their corresponding dlls (currently implemented for glslang and dxc), changed getVersionString() to directly return the saved hash for key computation * call site changes post-merge; fixing CI build failures * Removed remaining hashInto; Updated hashToString to produce string one byte at a time * Fixed expected output to match new hashToString output order * Missed string edit in hashing related unit tests * Updated dxcapi.h; Replaced getVersionString implementation in glslang with the shared library timestamp, dxc implementation queries for IDxcVersionInfo and IDxcVersionInfo2 then fetches and returns the relevant values * Fixing CI build failures * Changed RawBlob to StringBlob for strings * Modified getVersionString for dxc to always return either the version plus commit hash or shared library timestamp
2022-10-13Make `optimalClearValue` optional in `ITextureResource::Desc` (#2450)Yong He
Co-authored-by: Yong He <yhe@nvidia.com>
2022-10-13Fix missing implementations in ConjunctionSubtypeWitness. (#2449)Yong He
* Fix missing implementations in ConjunctionSubtypeWitness. * Fix. Co-authored-by: Yong He <yhe@nvidia.com>
2022-10-12Add gfx debug layer trampoline for D3D12 interfaces. (#2445)Yong He
Co-authored-by: Yong He <yhe@nvidia.com>
2022-10-12Allow setting shader model upon d3d device creation. (#2442)Yong He
* Allow setting shader model upon d3d device creation. * Add sm_6_7 profile. * More fixes and cleanups. Co-authored-by: Yong He <yhe@nvidia.com>
2022-10-12Add support for SV_ViewID (#2440)Ellie Hermaszewska
closes https://github.com/shader-slang/slang/issues/2410 Co-authored-by: Yong He <yonghe@outlook.com>
2022-10-12Add specialization args test (#2444)lucy96chen
* Added specialization args test; small cleanup changes to slang-digest.h * Moved slang::Digest inside namespace Slang
2022-10-12Shader caching (#2432)lucy96chen
* Changed all getEntryPointCode calls to use RendererBase::getEntryPointCodeFromShaderCache * Hashing hooked up, tests pass but need to add more to fully test functionality * checkpoint * Checkpoint: File system creation seems functional, saving is broken * checkpoint: Fixed filename generation from MD5 hash, shader blob might be going missing ahead of pipeline state creation * Fixed a lot of bugs related to hash code generation, shader cache is likely working but needs further testing * Added workaround for module loading by re-creating the test device, shader cache test functional * Vulkan shader caching bug fixed, checkpoint commit before more refinement * pre-ToT merge checkpoint * checkpoint commit, improving cache keys * Significantly expanded items included in the dependency hash for Module; Added dependency hash functions to SpecializedComponentType and RenamedEntryPointComponentType * Temporarily disable shader cache test * Mid cleanup changes, solution successfully builds * Added several helper update functions to slang-md5 to help simplify usage; Added a function under ISession to compute a hash for all linkage-related items; Function renames and cleaned up some comments * Ran premake.bat; Renamed getASTBasedHashCode to computeASTBasedHash * Added slang unit tests for Checksum and MD5; Extended gfx shader cache test to test with multiple shader files and one shader file with multiple entry points * Solution builds and shader cache tests pass, but at least a couple other tests now failing * ran premake.bat * More cleanup changes * Added shaderCachePath field to IDevice desc in gfx.slang, gfx-smoke.slang should be functional * ran premake * cleanup changes; Adding test printf to getEntryPointCodeFromShaderCache to see if output can be seen in CI * Removed debugging printfs; Added handling for getEntryPointCode() failing * Cleanup changes; Jonathan's fixes to SerialWriter to zero initialize otherwise uninitialized memory; Change to SwizzleExpr creation to zero initialize elementCount * Changed enable_if_t to enable_if * Fixed enable_if * Added test for import vs include and changes to included and imported files; Fixed build errors in CUDA; Renamed shader cache statistics fields * cleanup changes * Readd removed file * Restructured computeDependencyBasedHash calls, added computeDependencyBasedHashImpl to all classes dervied from ComponentType * Applied same restructuring to the AST hash functions * Cleanup changes; Moved HashBuilder out to slang-digest.h and added some helper functions to streamline the process of adding items to a hash * Cleanup; Fixed incorrect expected results for shader import and include test
2022-10-11Small IR cleanups. (#2441)Yong He
2022-10-11Ignore d3d12 tests on x86. (#2439)Yong He
2022-10-10Support multi-level break + single-return conversion + general inline. (#2436)Yong He
* Support multi-level break. * Single return. * Add test for inlining `void` return-type functions. Co-authored-by: Yong He <yhe@nvidia.com>
2022-10-08Fixes around byte decode lite (#2438)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Small improvements around Lite byte decode. * Missing break.
2022-10-08Fix for issue with user attribute lookup (#2437)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Add handling for root paths. * Fixes around absolute paths. * Add SimplifyStyle * Remove unrequire include. * Fix some details around RelativeFileSystem canonical paths. * For MemoryFileSystem make sure "/a" and "a" maps to same canonical path. * Add test for canonicalPath. * Improve comment. * More testing around canonical paths. * Fix for user attribute lookup issue. * Add a test. * Small improvements in test. * Improve the comments around lookup workaround.
2022-10-07Prevent out of bounds access by unaligned access in decodeLiteUInt32 (#2435)sdawson-nvidia
This prevents memory tools like gflags causing an exception on the out of bound access. Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
2022-10-06Add syntax for multi-level break. (#2431)Yong He
* Add syntax for multi-level break. * Fix. * Fix. Co-authored-by: Yong He <yhe@nvidia.com>
2022-10-06Update README.mdjsmall-nvidia
2022-10-06Improvements around absolute paths and file systems (#2433)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Add handling for root paths. * Fixes around absolute paths. * Add SimplifyStyle * Remove unrequire include. * Fix some details around RelativeFileSystem canonical paths. * For MemoryFileSystem make sure "/a" and "a" maps to same canonical path. * Add test for canonicalPath. * Improve comment. * More testing around canonical paths.
2022-10-05Various gfx fixes. (#2434)Yong He
2022-10-04Fix `ApplyExtensionToType` on own type being extended. (#2430)Yong He
Co-authored-by: Yong He <yhe@nvidia.com>
2022-10-04Squash some warnings from gcc 12.2 (#2428)Ellie Hermaszewska
* Use premake's linkgroups rather than specifying the flags ourselves Fixes linker warning about unterminated --start-group * C++ only warnings only when compiling C++ * compile miniz and l4z as C, not C++ * Use enum over 0 literal Silences enum-literal-compare warning Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
2022-10-04Set slang-tag-version.h on windows builds (#2429)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Create the slang-tag-version.h file on windows. * Add non binary files to the artifact upload for windows. * Add headers/docs to linux artifact.
2022-10-04Shader container proposal (#2387)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * WIP artifact container format. * WIP Artifact/shader cache document. * Some more thoughts around caching system. * Small improvements around source hash. * More improvements to container discussion. * Discussions about naming and combining options. * Small fixes to container format doc. * Small improvements around container doc. * Some more improvements to container doc. * First effort around API and container format. * More improvements around container doc. * First stab at a proposed approach. * Fix some typos. * Some other small improvements.
2022-10-03IMutableFileSystem::saveFileBlob (#2427)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Remove ref count for Entry in RiffFileSystem. Free up backing Entry types (to work around Dictionary not doing this). * Some small improvements to RiffFileSystem. * Add testing for file systems. * Split out MemoryFileSystem. * Add some documentation around different FileSystems. * Small tiry up - removing unused headers, fixing some comments. Use StringBlob::moveCreate where appropriate. * Small improvement to MemoryFileSystem. Improve documentation comments a little. * Added PathKind * * Make MemoryFileSystem not have implicit directories * Make RelativeFileSystem only allow access to files in file system (kind of like chroot) * Added Path::simplifyAbsolute * Special handling for root of MemoryFileSystem * Improvements around paths for different impls * More improvements around RelativeFileSystem. Special case root handling. * Test archive serialization. Move testinf from compression. Remove the implicit directory test -> doesn't work on all file systems. * Small optimization that removes need for check for a parent unless an item is being *created*. * Add implicit path testing. * Add support for saveFileBlob Add testing for saveFileBlob * Removed TemporaryFileSet Added PlatformUtil::outputDebugMessage * Some small improvements around RelativeFileSystem. * Split out ImplicitDirectoryCollector so can use without requiring compression systems. * Split out StringSliceIndexMap into own files.
2022-09-29Don't run aarch64 builds on PR. (#2426)Yong He
Co-authored-by: Yong He <yhe@nvidia.com>
2022-09-29GFX: support D3D12EnableExperimentalFeatures. (#2424)Yong He
* GFX: support D3D12EnableExperimentalFeatures. * Fix. Co-authored-by: Yong He <yhe@nvidia.com>
2022-09-29Split out MemoryFileSystem (#2422)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Remove ref count for Entry in RiffFileSystem. Free up backing Entry types (to work around Dictionary not doing this). * Some small improvements to RiffFileSystem. * Add testing for file systems. * Split out MemoryFileSystem. * Add some documentation around different FileSystems. * Small tiry up - removing unused headers, fixing some comments. Use StringBlob::moveCreate where appropriate. * Small improvement to MemoryFileSystem. Improve documentation comments a little.
2022-09-29Add "wave-ops" feature to D3D12 device (#2423)skallweitNV
2022-09-29RIFF filesystem improvements (#2418)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Remove ref count for Entry in RiffFileSystem. Free up backing Entry types (to work around Dictionary not doing this). * Some small improvements to RiffFileSystem. * Add testing for file systems.
2022-09-28Fix release CI script. (#2421)Yong He
* Fix release CI script. * Fix vs Co-authored-by: Yong He <yhe@nvidia.com>
2022-09-28Fix build script for macos aarch64. (#2420)Yong He
* Fix build script for macos aarch64. * fix1 * Fix2. * update vs files Co-authored-by: Yong He <yhe@nvidia.com>