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Bug 57
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Bug 55
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Fixes #57
There were a bunch of issues in how `std430` was being implemented, largely due to just stubbing it in without any test cases. This commit adds a reasonably good test case to ensure that we've got things basically working.
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These are mostly copy-pasted from the existing `cbuffer` support, so there might be details I'm missing.
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Fixes #55
I was incorrectly computing alignment as `elementSize * elementAlignment`, rounded up to a power of two (which works out to be `elementSize` squared), when I should have been using `elementSize * elementCount`, rounded up to a power of two.
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This logic hadn't been updated for Vulkan GLSL.
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`SPECIALIZTION` -> `SPECIALIZATION`
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Fix issues found during testing of v0.4.0 with Falcor
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These were accidentally calling the version of `String::append()` that takes an `int` and prints its decimal value, rather than the version that takes a `char` and appends the corresponding ASCII character.
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- Handle all statement cases explicitly (rather than falling back to the "structural recursion" mess)
- Handle back-references from child statements to their parents
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Most of these are cases we don't expect to encounter, but the big missing one was `TypeDefDecl`.
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The code should now compile cleanly with warnings as errors for VS2015 with `W3`.
Most of the changes had to do with propagating a real pointer-sized integer type through code that had been using `int`.
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Initial work on cross-compilation
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- The big change here is the introduction of a "lowering" pass that takes an input AST from the semantic checker, and produces an output AST suitable for emitting. The intention is that he lowering pass is responsible for:
- Stripping out unused code (when we have enough information to do so), by only outputting declarations that are transitively references from an entry point
- When cross-compiling to GLSL, generating a suitable `void main()` entry point to wrap the user-written entry-point function
- (Eventually) legalizing types in the program, by scalarizing aggregate types that mix uniform and resource types
- (Eventually) instantiating generic declarations so that the resulting code only deals with fully specialized declarations
- (Eventually) de-sugaring OOP constructs into basic "structs and functions" form
- (Eventually) instantiating code that depends on interface types at the concrete types chosen
- It is clear that there is still a lot of work to be done there, to this change is really about getting infrastructure in place without breaking the existing test cases.
- One cleanup here is that we get rid of the idea of whole-translation-unit output, since that was specific to HLSL output, and there is really no strong reason for keeping it. Users should now just ask for the output for each entry point that they wanted to generate.
- The biggest source of complexity for the lowering process is that it needs to produce the same AST structure as the input, to deal with the complexity of the rewriter case. That is, we need the output to be able to reproduce the input exactly in the case where we are rewriting and nothing needs to change, so the output format needs at least the degrees of freedom of the input.
- As a result, we end up having to distinguish "rewriter" and "full" modes in both lowering and code-emit steps, so that we can react appropriately.
- Generating a GLSL `main()` also adds a lot of complexity. Right now I'm using the simplest approach, where we always output the Slang/HLSL entry point as an ordinary function (as written) and then emit a simple GLSL `main()` to call it. I generate globals for all the shader inputs/outputs (these need to be scalarized and have explicit `location`s attached), and then collect these into the `struct` types of the original parameters as needed.
- This approach will start to have some major down-sides once we have to deal with "arrayed" input/output
- A long-term question here is how to replace entry-point parameter types with scalarized and/or "transposed" versions, while still letting the original code work as written (including copying those inputs to temporary arrays)
- Split `BlockStatementSyntaxNode` into:
- `BlockStmt` which just provides a scope around a `body` statement
- `SeqStmt` which just allows multiple statements to be treated as one
- Change how we emit `for` loops, to deal with the case where the initialization part might expand into multiple statements
- Basically `for(A;B;C) {D}` becomes `{A; for(;B;C) {D}}`, so we can handle arbitrary statements for `A`
- As an additional wrinkle, when we are rewriting HLSL, we just generate `A; for(;B;C) {D}` to deal with the broken scoping there
- This change is needed because the lowering pass was sometimes expanding the original initialization statement `A` into a block `{A}`. Certainly if it declared multiple variables we'd need to handle it, and this seemed the easiest way
- A more significant challenge for lowering would come if/when we ever wanted to support true short-circuiting behavior for `&&` and `||`
- For right now I'm not changing the behavior of the "rewriter" mode, so we still have `UnparsedStmt` instances being generated, but it is clear that eventually we need to parse *all* input, even if we can't type-check 100% of it. This is required so that we can rewrite user code that might refer to a shader input with interface type.
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Add meta-definitions for AST types
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- The big change here is that all the definitions for syntax-node classes have been macro-ized, to that we can do light metaprogramming over them
- The use of macros for this has big down-sides, but I'm not quite ready to do anything more heavy-weight right now
- The macro-ized definitions can be included multiple times, to generate different declarations/code as needed
- The first example of using this meta-programming facility is a new visitor system
- The actual visitor base classes and the dispatch logic are all generated from the meta-files
- There was only one visitor left in the code: the semantics checker, so that was ported to the new system.
- All current test cases pass, so *of course* that means all is well.
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Overhaul `RefPtr` and `String`
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- `RefPtr` no longer tries to have distinct cases for interal-vs-external reference counts. Instead we always require an internal reference count.
- Types the used `RefPtr` but weren't `RefObject` were made to inherit `RefObject`
- The `ReferenceCounted` base class was removed, so that only `RefObject` remains
- Implicit conversion from `RefPtr<T>` to `T*` added
- This created some complicates for other types that relied on implicit conversions, so this isn't a net cleanup right now
- The main type that got messed up by the above was `String`, which previously held a `RefPtr<char, ...>`. This change thus *also* includes a major overhaul of `String`:
- `String` now holds all its data via indirection, using a `StringRepresentation` that is a `RefObject`. This object holds a length, capacity, and directly stores the character data in its allocation. This means that `sizeof(String)==sizeof(void*)`
- It is now possible to directly mutate a `String` by appending to its representation (we just need to ensure it has a reference count of `1`, possibly by cloning it). This means that `StringBuilder` is now basically just an idomatic use of `String`
- A couple operations that just return sub-ranges of a `String` now return `StringSlice` to avoid allocation when it isn't needed. This required more work.
- Indices into strings changed from `int` to `UInt` (which is pointer-sized). This had a bunch of follow-on changes because the value `-1` sometimes needs to be special-cased in code that uses indices. Further cleanups are probably needed here.
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Store integer literals at high precision in AST
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The lexer was creating an `unsigned long long` value, and then the AST was storing it in an `int`.
This change makes both use a `long long`.
This is obviously still a stopgap until I can get arbitrary precisions in here.
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Fix handling of literal suffixes
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- Add logic to extract the value and suffix from a numeric literal
- This duplicates some of the lexing logic, but this is hard to avoid without redundant runtime work
- Note that I'm not using and stdlib string-to-number code. This should be more robust once it is working, but it is obviously error prone in the near term. The main up-sides to this are:
- We can handle binary integer literals
- We can handle hexadecimal floating-point literals without stdlib support
- We can hypothetically support digit separators, if we ever wanted
- The parser looks at the suffix characters sliced off by the lexer, and tries to pick a type to use for a literal
- It uses `NULL` if there is no suffix, to avoid some nasty order dependencies where the stdlib might need to parse a number before it has seen the definition of `int`
- Right now I only handle a few cases, so there may be bugs lurking here
- The emit logic needs to handle the fact that a literal node in the AST might have a non-default type attached.
- Right now I just quickly check for the most likely types, and emit the literal with a matching suffix. This doesn't seem robust if any source language supports a suffix for a type where a target has no corresponding suffix. In the long term some amount of casting is probably required.
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These had a typo (`Literial`), so they needed a fix eventually.
I also went ahead and made things a bit more verbose (`IntegerLiteral`, `FloatingPointLiteral`) because these names don't get used often enough for the brevity to pay off.
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Allow "dotted" import paths
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The code:
__import foo.bar;
will try to import from a file matching "foo/bar.slang".
I also went ahead and allowed a raw string literal in and import:
__import "foo/bar";
(In the latter case, an explicit `/` must be used instead of `.`)
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Allow for re-export of an `import` declaration
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If module `A.slang` contains `__exported __import B;` then any declarations from `B.slang` will be visible to any client code that does `__import A;`.
This allows a user to make a single "umbrella" file that encompases a bunch of code files.
Note that this really only affects scoping during Slang compilation/checking; at code generation time everything always gets emitted as raw HLSL/GLSL so that names will be visible whether we want them to be or not.
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Emit global-scope parameters from imported files.
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This fixes up a bug in the earlier change that provided reflection for imported parameters; I'd failed to confirm that the code generation logic can handle imported parameters correctly.
The main fix was to have an `import` declaration automatically use the global-scope layout already determined, sine imported parameters will in general appear there.
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Fix parsing of string literals.
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String literals can be used as part of attributes, but we lacked an actual AST representation for them.
This change adds basic parsing for string literals, as well as emit logic for them.
I also included a fix for parsing of chained right-associative operators.
To test these fixes, I've re-enabled one of the HLSL tests I disabled a while back. It would be good to go through and see how many of those we can re-enable now.
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Add support for `#import`
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Previously the code checked for a duplicate `#import` using a data structure attached to the compile request, but this would fail for nested imports.
It also wouldn't work for a combination of `#import` and `__import`.
This change makes it so that we instead track a set of already-imported modules in the semantic checking visitor, which is instantiated once per translation unit.
We also key this set on the actual module (AST) imported, rather than on path/name/whatever, so hopefully it will be robust to the same thing getting imported multiple ways.
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With this change, there is now a meaningful semantic difference between `__import` and `#import`.
An `__import` compiles the target file in a fresh environment, only providing it any macro definitions passed via command line or API. Any macros defined in the imported file are not made visible at the import site. One can think of an `__import` as a bit like `using namespace` in C++.
A `#import` will tokenize the input in the same preprocessor environment as the importing file, and any macros defined along the way will be visible in the parent file.
It is a *bit* like a `#include` with two big differences:
- The imported code is always parsed as Slang, and as its own module with default flags, etc. (so semantic checks are on even if we are in "rewriter" mode). It is pulled into the outer namespace just as for `__import`.
- A given file will only get `#import`ed once for a translation unit, so it behaves a bit like there is an implicit `#pragma once` in the target file
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Right now `#import` only differs from `#include` in that it takes a string literal for a file name instead of a raw identifier (to which `.slang` gets appended).
The next step is to make `#import` respect preprocessor state, while `__import` doesn't.
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Reflect imported code
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This is the cause of the test failures on AppVeyor.
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- The basic idea is simple: be sure to enumerate code in `__import`ed modules when generating reflection info
- Note that we don't currently allow an entry point to appear in an imported module, so we only consider globlal-scope parameters
- Although there isn't currently a real implementation of namespacing, I went ahead and ensured that parameters in imported modules are treated as distinct from parameters in the user's code, even if they have the same name.
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Standard library additions + supporting features
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These are annoyingly subtle.
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The operator was being declared as `IntrinsicOp::Not` when it should be `IntrinsicOp::BitNot`
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These were being passed over by the emit logic because I didn't have tests that used them.
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The catch with these operations is that they return a vector based on the scalar of the element type of the texture.
That is, given `Texture2D<float> t` the operation `t.GatherRed(...)` should return a `float4`.
The ideal way to solve this would use associated types, but we aren't there yet, so I am using extension declarations.
An extension can "capture" the identity of the element type, like so:
__generic<T, let N : int> __extension Texture2D<vector<T,N> > { ... }
That extension will match `Texture2D<float3>` and correctly capture `T == float`, so that we can use it in other operations.
Getting this working required a bunch of changes:
- Actually emit the relevant extension declarations in the stdlib
- Fix the parser to be able to parse `Texture2D<vector<T,N> >` (that is, a nested generic app).
- I actually went ahead and significantly overhauled the expression parser while I was there, because I just couldn't deal with the existing code any longer.
- Added support for general-case lookup to look through `__extension` declarations. I had logic in place to special-case this for looking up "constructors" but hadn't done anything for general member lookup yet.
- This required some annoying holes to be punched through the layers, because lookup might need to invoke semantic analysis to ensure that an extension has been checked.
- There is some first-pass code trying to support looking up a `typedef` nested inside the `vector` type. This is a nice idea in principle, but the problem is that the `Texture2D<T>` definition would be looking up `T.Element` and not `float4.Element`, and that means we'd need machinery for doing lookup *through* interface conformances for a type parameter like `T`
The big gotcha here is that none of this logic applies to `Texture2D<float>` (the original case I mentioned) because I am matching vector types and not scalars.
Matching scalars *should* be as easy as:
__generic<T : __BuitlinScalarType> __extension Texture2D<T> { ... }
But I'd need to confirm that interface constraints like that actually work, or else that extension would *also* apply to `Texture2D<float4>` and break everything.
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- Vector constructors that take two vectors that add up to the target size (`float4(float2, float2)`)
- I now realize I implemented the general case here, but there really is only the one case...
- Geometry shader output stream types now have `Append()` and `RestartStrip()` methods
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Falcor work
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If the user imports a module along more than one path, we need to make sure we don't emit the code twice.
I handle this by keeping a set of already-emitted modules.
Down the line, a more robust code generation strategy for non-"rewriter" use cases would be handling this at the per-declaration level, and this logic wouldn't really be needed.
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