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2022-02-11gfx: Various Vulkan fixes. (#2129)Yong He
* gfx: Various Vulkan fixes. * Fix test case. * Fix vulkan crash. Co-authored-by: Yong He <yhe@nvidia.com>
2022-02-10gfx: support d3d12 root parameters (#2122)Yong He
* Various fixes to gfx. * Fix. * Fixes. * Fix. * gfx: support root parameter via user-defined attribute. * Fix. * Fix. * Skip d3d12 tests on win x86. * Fixes. Co-authored-by: Yong He <yhe@nvidia.com> Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
2022-02-10Fix MacOSX build issues (#2124)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Small fixes. Added compiler crash with generic defined in a function. Added enum-flags test that works (by limiting backing type to int), and using __EnumType constraint. * Add comment about crash. * Disable crashing test. * Fixes to make compile on OSX. * Add github build for OSX. * Make premake generator a utility. * Fix osx compilation issue. * More fixes for OSX build. * OSX fix due to ambiguity around size_t and integer types. * Disable xlib on build on osx. * Use 'prebuildcommands' to make prebuild make utility projects do something. * Small fixes for premake so utility works on linux/osx. * Another hack to try and make generators run when 'utility' * Fix typo in macos.yml. * Revert premake to old style, and disable stdlib embedding on OSX.
2022-02-09Various fixes to gfx. (#2120)Yong He
* Various fixes to gfx. * Fix. * Fixes. * Fix. Co-authored-by: Yong He <yhe@nvidia.com>
2022-02-09Added a simple test for getFormatSupportedResourceStates() (#2118)lucy96chen
* Checkpoint * Fixed problem with global variables in supported resource states test, test is functional for both Vulkan and D3D12 * Removed a comment * Added a loop over all existing formats * Rerun tests
2022-02-03Fixed naming conflicts in heterogeneous-hello-world (#2114)David Siher
* Fixed naming conflicts in heterogeneous-hello-world Added 3 new modifiers (`__unmangled`, `__exportDirectly`, `__externLib`) `__unmangled` causes mangleName() to return the normal name of the decl. `__exportDirectly` changes parent decl name concatenation behavior to use "::" instead of "." (for Name Hint) and emits the name hint when it exists, otherwise it emits the mangled name. `__externLib` stops Slang from emitting the corresponding struct. Also made necessary changes to heterogeneous-hello-world so that this new functionality is shown off. * Undo unintentional formatting changes Co-authored-by: Yong He <yonghe@outlook.com>
2022-01-27Turn off edit and continue to prevent warnings. (#2097)Yong He
Co-authored-by: Yong He <yhe@nvidia.com> Co-authored-by: Theresa Foley <tfoleyNV@users.noreply.github.com>
2022-01-27Update heterogeneous-hello-world to use gfx changes + delete shader.cpp (#2085)David Siher
* Update heterogeneous-hello-world to use gfx changes + delete shader.cpp * Remove "experimental feature" tag from premake * Add placeholder executeComputation_0() to shader.cpp * Add shader.cpp to heterogeneous-hello-world files in premake * Added project "heterogeneous-first-gen" to address first time build issues * Re-add "experimental feature" tag, clean up generated file structure Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
2022-01-25Add implementations for resolveResource() to D3D12 and Vulkan backends (#2094)lucy96chen
* Added implementations for resolveResource to both D3D and Vulkan backends * Simple test for resolving a multisampled resource written and confirmed to run successfully for D3D12 * Fixed a bug preventing MSAA from working in Vulkan * Changed test format to RGBA32 Float (because swiftshader)
2022-01-19Vulkan implementations for copyTexture, copyTextureToBuffer, and ↵lucy96chen
textureSubresourceBarrier (#2080) * Added preliminary implementations for Vulkan's copyTexture, copyTextureToBuffer, and textureSubresourceBarrier * Simple copyTexture test working * Expanded test to use textureSubresourceBarrier() to change resource states before copying out to a buffer; Changed copyTextureToBuffer() to assert that only a single mip level is being copied; Test passes on Vulkan only * Fixed an incorrect loop condition in D3D12's textureSubresourceBarrier and changed the size of the results buffer to pre-account for padding; Test runs in D3D12 but does not pass * D3D12 test working, compareComputeResult for buffers now takes an offset into the results * Refactored texture copying tests * Second test written but does not copy correctly * Fixed texture creation in D3D12 to take into account the subresource index when copying texture data so it actually copies all slices instead of just the ones in the first array layer; Second test working on both D3D12 and Vulkan * Added a note for future tests to be added for texture copying; Fixed build errors in CUDA Co-authored-by: Yong He <yhe@nvidia.com> Co-authored-by: Theresa Foley <tfoleyNV@users.noreply.github.com>
2022-01-14Various fixes to GFX, nested parameter block test for d3d12. (#2081)Yong He
* Various fixes. * Add nested parameter block test. * Remove slang-llvm licence info * Ingore slang-llvm/ directory. * Fixup. Co-authored-by: Yong He <yhe@nvidia.com>
2022-01-10Various fixes to gfx. (#2074)Yong He
* Various gfx fixes. * Fixup. Co-authored-by: Yong He <yhe@nvidia.com>
2021-12-16gfx: Add tests for instanced, indexed instanced, and indirect draw calls (#2060)lucy96chen
* Implemented instancing for the drawInstanced test and confirmed that test values taken at specific pixel location match expected values * Removed writeImage() helper function as this is for debugging only * Factored out shared test code and wrapped tests inside a base class with derived structs for each individual draw call variant; Added a test for indexed, instanced draws but test is currently not working correctly * Indexed instancing test finish and working; Further refactor to move code that fills the test result array and creates the vertex and color buffers to the base test class * Commented out image dump helper function at the top as it may still be needed for the remaining draw tests * Added a new struct derived from the base test class for testing indirect but non-indexed draws; Moved required command signatures for indirect draws into D3D12Device to ensure they continue to exist outside of their respective draw calls; Moved command signature creation into D3D12Device::initialize(); Small consistency cleanup changes * Added working indexed indirect draw call test * Moved expectedResult and compareComputeResult() call into getTestResults() and renamed to checkTestResults() * Rerun tests
2021-12-09Implement instanced and indirect draw calls (#2053)lucy96chen
* Added implementations of drawInstanced, drawIndexedInstanced, drawIndirect, and drawIndexedIndirect to both render-d3d12 and render-vk * drawInstanced test WIP * Draw calls implemented, working on debugging test * Added new test and accompanying shader file * Fixes. * Fixes. Co-authored-by: Yong He <yhe@nvidia.com> Co-authored-by: Yong He <yonghe@outlook.com>
2021-12-08D3D12 and Vulkan to CUDA Texture Sharing (#2038)lucy96chen
2021-12-07gfx: D3D12 and VK Fence implementation. (#2048)Yong He
* gfx: D3D12 and VK Fence implementation. * Fix. * Update project files. * Revert project file changes. * Remove project files Co-authored-by: Yong He <yhe@nvidia.com>
2021-11-24Remove test-proxy (#2027)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Use 'Process' to communicate with an command line tool. * Remove slang-win-stream * Tidy up windows ProcessUtil. * First version of BufferedReadStream. * Windows working IPC for steams. * Test proxy count option. * Split Process/ProcessUtil. Process is platform dependant. ProcessUtil are functions that are platform independent. * First implementation of Unix Process interface. * Unix process compiles on cygwin. * Fix typo in unix process. * Separate unix pipe stream error of invalid access, from pipe availability. * Fix in standard line extraction. * Make fd non blocking. * Fix issues with Windows Process streams. * Added UnixPipe. * Some fixes around UnixPipeStream. * Make a unix stream closed explicit. * Hack to debug linux process/stream. * Revert to old linux pipe handling. * Pass executable path for unit tests. Split out CommandLine into own source. * Small improvements in process/command line. * Check process behavior with crash. * Make stderr and stdout unbuffered for crash testing. * Only turn disable buffering in crash test. * Disable crash test on CI. * Fix crash on clang/linux. * Enable crash test. Remove _appendBuffer as can use StreamUtil functionality. * Added inital processing for http headers. * Small improvements to HttpHeader. * First pass HTTPPacketConnection working on windows. * Enable other Process communication tests. * Update comments. * WIP JSON RPC. * Add terminate to Process. Made JSONRPC a Util. * Small tidy up around HTTPPacketConnection. * Improve process termination options. * WIP for test-server. * Add diagnostics error handling to test-server. * Improved JSON support. Parsing/creating JSON-RPC messages. * WIP JSONRPC parsing. * First pass RttiInfo support. * WIP converting between JSON/native types. * Project files. * Split out RttiUtil. Made RttiInfo constuction thread safe. * WIP RTTI<->JSON. * Add diagnostics to JSON<->native conversions. * Make RttiInfo for structs globals. Avoids problem around derived types (like pointers), being able to cause an abort. * Add pointer support to RTTI. Fixed some compilation issues on linux. * Add fixed array support. * Added Rtti unit test. * Add rtti unit test. * Split out quoted/unquoted key handling. Fix bugs in JSON value/container. Added JSON native test. * Make default array allocator use malloc/free. Remove the new[] handler (doesn't work on visuals studio). * Fix for linux warning. * Remove some test code. * Fix issues on x86 win. * Fix warning on aarch64. * Fix some bugs in JSON parsing/handling. Make Rtti work copy/dtor/ctor struct types. * Testing JSON<->native with fixed array. Make makeArrayView explicit if it's just a single value. Added array type. * Fix getting arrayView. * Improve JSON diagnostic name. * First pass refactor using Rtti for JSON RPC. * First pass of test server using RTTI/JSON-RPC. * Added JSONRPCConnection. * Fix some naming issues. * First pass of test-server working. * Added unit test support for JSON-RPC test server. * Fix compilation issues on linux around template handling. * Typo fix. * Fix a bug around SourceLoc lookup with JSONContainer. * Set the console type to console for ISlangWriters. * Small improvements to test-server. * Small improvements in test-server. * Small fix. * Remove test-proxy. Make test-process a process that can be used to unit test 'Process'. Adding mechanism to control spawning that will create a new process for every test. * Ability to remove source manager for JSONValue.
2021-11-23JSON-RPC test server (#2026)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Use 'Process' to communicate with an command line tool. * Remove slang-win-stream * Tidy up windows ProcessUtil. * First version of BufferedReadStream. * Windows working IPC for steams. * Test proxy count option. * Split Process/ProcessUtil. Process is platform dependant. ProcessUtil are functions that are platform independent. * First implementation of Unix Process interface. * Unix process compiles on cygwin. * Fix typo in unix process. * Separate unix pipe stream error of invalid access, from pipe availability. * Fix in standard line extraction. * Make fd non blocking. * Fix issues with Windows Process streams. * Added UnixPipe. * Some fixes around UnixPipeStream. * Make a unix stream closed explicit. * Hack to debug linux process/stream. * Revert to old linux pipe handling. * Pass executable path for unit tests. Split out CommandLine into own source. * Small improvements in process/command line. * Check process behavior with crash. * Make stderr and stdout unbuffered for crash testing. * Only turn disable buffering in crash test. * Disable crash test on CI. * Fix crash on clang/linux. * Enable crash test. Remove _appendBuffer as can use StreamUtil functionality. * Added inital processing for http headers. * Small improvements to HttpHeader. * First pass HTTPPacketConnection working on windows. * Enable other Process communication tests. * Update comments. * WIP JSON RPC. * Add terminate to Process. Made JSONRPC a Util. * Small tidy up around HTTPPacketConnection. * Improve process termination options. * WIP for test-server. * Add diagnostics error handling to test-server. * Improved JSON support. Parsing/creating JSON-RPC messages. * WIP JSONRPC parsing. * First pass RttiInfo support. * WIP converting between JSON/native types. * Project files. * Split out RttiUtil. Made RttiInfo constuction thread safe. * WIP RTTI<->JSON. * Add diagnostics to JSON<->native conversions. * Make RttiInfo for structs globals. Avoids problem around derived types (like pointers), being able to cause an abort. * Add pointer support to RTTI. Fixed some compilation issues on linux. * Add fixed array support. * Added Rtti unit test. * Add rtti unit test. * Split out quoted/unquoted key handling. Fix bugs in JSON value/container. Added JSON native test. * Make default array allocator use malloc/free. Remove the new[] handler (doesn't work on visuals studio). * Fix for linux warning. * Remove some test code. * Fix issues on x86 win. * Fix warning on aarch64. * Fix some bugs in JSON parsing/handling. Make Rtti work copy/dtor/ctor struct types. * Testing JSON<->native with fixed array. Make makeArrayView explicit if it's just a single value. Added array type. * Fix getting arrayView. * Improve JSON diagnostic name. * First pass refactor using Rtti for JSON RPC. * First pass of test server using RTTI/JSON-RPC. * Added JSONRPCConnection. * Fix some naming issues. * First pass of test-server working. * Added unit test support for JSON-RPC test server. * Fix compilation issues on linux around template handling. * Typo fix. * Fix a bug around SourceLoc lookup with JSONContainer. * Set the console type to console for ISlangWriters. * Small improvements to test-server. * Small improvements in test-server. * Small fix.
2021-11-18RTTI/JSON (#2021)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Use 'Process' to communicate with an command line tool. * Remove slang-win-stream * Tidy up windows ProcessUtil. * First version of BufferedReadStream. * Windows working IPC for steams. * Test proxy count option. * Split Process/ProcessUtil. Process is platform dependant. ProcessUtil are functions that are platform independent. * First implementation of Unix Process interface. * Unix process compiles on cygwin. * Fix typo in unix process. * Separate unix pipe stream error of invalid access, from pipe availability. * Fix in standard line extraction. * Make fd non blocking. * Fix issues with Windows Process streams. * Added UnixPipe. * Some fixes around UnixPipeStream. * Make a unix stream closed explicit. * Hack to debug linux process/stream. * Revert to old linux pipe handling. * Pass executable path for unit tests. Split out CommandLine into own source. * Small improvements in process/command line. * Check process behavior with crash. * Make stderr and stdout unbuffered for crash testing. * Only turn disable buffering in crash test. * Disable crash test on CI. * Fix crash on clang/linux. * Enable crash test. Remove _appendBuffer as can use StreamUtil functionality. * Added inital processing for http headers. * Small improvements to HttpHeader. * First pass HTTPPacketConnection working on windows. * Enable other Process communication tests. * Update comments. * WIP JSON RPC. * Add terminate to Process. Made JSONRPC a Util. * Small tidy up around HTTPPacketConnection. * Improve process termination options. * WIP for test-server. * Add diagnostics error handling to test-server. * Improved JSON support. Parsing/creating JSON-RPC messages. * WIP JSONRPC parsing. * First pass RttiInfo support. * WIP converting between JSON/native types. * Project files. * Split out RttiUtil. Made RttiInfo constuction thread safe. * WIP RTTI<->JSON. * Add diagnostics to JSON<->native conversions. * Make RttiInfo for structs globals. Avoids problem around derived types (like pointers), being able to cause an abort. * Add pointer support to RTTI. Fixed some compilation issues on linux. * Add fixed array support. * Added Rtti unit test. * Add rtti unit test. * Split out quoted/unquoted key handling. Fix bugs in JSON value/container. Added JSON native test. * Make default array allocator use malloc/free. Remove the new[] handler (doesn't work on visuals studio). * Fix for linux warning. * Remove some test code. * Fix issues on x86 win. * Fix warning on aarch64.
2021-11-16Support around JSON-RPC (#2014)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Use 'Process' to communicate with an command line tool. * Remove slang-win-stream * Tidy up windows ProcessUtil. * First version of BufferedReadStream. * Windows working IPC for steams. * Test proxy count option. * Split Process/ProcessUtil. Process is platform dependant. ProcessUtil are functions that are platform independent. * First implementation of Unix Process interface. * Unix process compiles on cygwin. * Fix typo in unix process. * Separate unix pipe stream error of invalid access, from pipe availability. * Fix in standard line extraction. * Make fd non blocking. * Fix issues with Windows Process streams. * Added UnixPipe. * Some fixes around UnixPipeStream. * Make a unix stream closed explicit. * Hack to debug linux process/stream. * Revert to old linux pipe handling. * Pass executable path for unit tests. Split out CommandLine into own source. * Small improvements in process/command line. * Check process behavior with crash. * Make stderr and stdout unbuffered for crash testing. * Only turn disable buffering in crash test. * Disable crash test on CI. * Fix crash on clang/linux. * Enable crash test. Remove _appendBuffer as can use StreamUtil functionality. * Added inital processing for http headers. * Small improvements to HttpHeader. * First pass HTTPPacketConnection working on windows. * Enable other Process communication tests. * Update comments. * WIP JSON RPC. * Add terminate to Process. Made JSONRPC a Util. * Small tidy up around HTTPPacketConnection. * Improve process termination options. Co-authored-by: Yong He <yonghe@outlook.com>
2021-11-15Http protocol support (#2012)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Use 'Process' to communicate with an command line tool. * Remove slang-win-stream * Tidy up windows ProcessUtil. * First version of BufferedReadStream. * Windows working IPC for steams. * Test proxy count option. * Split Process/ProcessUtil. Process is platform dependant. ProcessUtil are functions that are platform independent. * First implementation of Unix Process interface. * Unix process compiles on cygwin. * Fix typo in unix process. * Separate unix pipe stream error of invalid access, from pipe availability. * Fix in standard line extraction. * Make fd non blocking. * Fix issues with Windows Process streams. * Added UnixPipe. * Some fixes around UnixPipeStream. * Make a unix stream closed explicit. * Hack to debug linux process/stream. * Revert to old linux pipe handling. * Pass executable path for unit tests. Split out CommandLine into own source. * Small improvements in process/command line. * Check process behavior with crash. * Make stderr and stdout unbuffered for crash testing. * Only turn disable buffering in crash test. * Disable crash test on CI. * Fix crash on clang/linux. * Enable crash test. Remove _appendBuffer as can use StreamUtil functionality. * Added inital processing for http headers. * Small improvements to HttpHeader. * First pass HTTPPacketConnection working on windows. * Enable other Process communication tests. * Update comments.
2021-11-10Interprocess communication via pipes (#2009)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Use 'Process' to communicate with an command line tool. * Remove slang-win-stream * Tidy up windows ProcessUtil. * First version of BufferedReadStream. * Windows working IPC for steams. * Test proxy count option. * Split Process/ProcessUtil. Process is platform dependant. ProcessUtil are functions that are platform independent. * First implementation of Unix Process interface. * Unix process compiles on cygwin. * Fix typo in unix process. * Separate unix pipe stream error of invalid access, from pipe availability. * Fix in standard line extraction. * Make fd non blocking. * Fix issues with Windows Process streams. * Added UnixPipe. * Some fixes around UnixPipeStream. * Make a unix stream closed explicit. * Hack to debug linux process/stream. * Revert to old linux pipe handling. * Pass executable path for unit tests. Split out CommandLine into own source. * Small improvements in process/command line. * Check process behavior with crash. * Make stderr and stdout unbuffered for crash testing. * Only turn disable buffering in crash test. * Disable crash test on CI. * Fix crash on clang/linux. * Enable crash test. Remove _appendBuffer as can use StreamUtil functionality.
2021-11-10Fix a bug with CUDA entry-point params (#2007)Theresa Foley
Recent work that added support for translating DXR-style ray tracing shaders to work with OptiX seems to have accidentally applied its transformations even when compute shaders are translated for CUDA. As a result, compute entry points with `uniform` parameters at entry-point scope would be miscompiled to use OptiX calls that are not available for non-OptiX compiles. This change fixes the relevant pass so that it correctly opts-out on compute entry points, and also unifies some pieces of code that were being shared between a few different IR passes but that had gotten copy-pasted for the OptiX case. The fix has been confirmed by running relevant CUDA tests locally, but CUDA is still disabled in the default CI builds, so this change is not yet actively being tested to avoid further regression.
2021-11-09Allow buffers to be shared between D3D12 and CUDA (#2005)lucy96chen
* Added both the SharedHandle struct containing a handle and the API the handle originated from and the getSharedHandle() method to IResource, which returns a Windows system handle for the resource that can then be shared between multiple APIs (currently only fully implemented for D3D12); Added createTextureFromNativeHandle() and createBufferFromNativeHandle() to IDevice, which creates a buffer or texture resource using the provided handle (currently only fully implemented for D3D12); Added createBufferFromSharedHandle() to IDevice, which creates a BufferResource using the provided system handle (currently only fully implemented for the D3D12 to CUDA interface); Provided a proper implementation for CUDADevice::getNativeHandle(); Added several new tests testing the aforementioned implementations; Moved NativeHandle and getNativeHandle() for IBufferResource and ITextureResource up a layer into IResource and renamed to NativeResourceHandle; Modified NativeResourceHandle to be a struct containing the handle and the API it originated from and propagated these changes where appropriate * Combined all native and shared handle representations into a unified InteropHandle struct which tracks the handle's value and source API; Modified all getNativeHandle() and getSharedHandle() variants to operate on InteropHandle and modified all affected files * D3D12 buffers and textures are now responsible for closing their shared handles if they exist; Renamed IDevice::getNativeHandle() to getNativeDeviceHandles() * Fixed getNativeDeviceHandles() in render-cuda to match updated method elsewhere * Temporarily disabling existingDeviceHandleCUDA and sharedHandleD3D12ToCUDA due to currently unreproducable test failures on TC
2021-10-29Use detected shader model in gfx/d3d12. (#1996)Yong He
* Use detected shader model in gfx/d3d12. * Enable all d3d12 tests on Github. * Improve d3d12 software device detection. * Disable d3d12 tests on github for now. Co-authored-by: Yong He <yhe@nvidia.com>
2021-10-26Expanded gfx::Format to include additional formats (#1982)lucy96chen
* Format list updated with additional formats supported by both D3D and Vulkan; D3DUtil::getMapFormat() and VkUtil::getVkFormat() updated to include additional formats; GFX_FORMAT() updated with all additional formats (BC compression unfinished) * Finished updating GFX_FORMAT with newly added formats and sizes; Pixel size is now tracked using the FormatPixelSize struct containing the values for bytes per block and pixels per block to accomodate BC formats; Updated gfxGetFormatSize and associated sub-calls to return FormatPixelSize instead of uint8_t; Most calls to gfxGetFormatSize() updated to reflect changes, a couple calls still unupdated * Changes to accommodate new formats finished, debugging slang-literal unit test * First format unit test working * One test added for BC1Unorm and RGBA8Unorm_SRGB, both passing * Refactored format testing code to merge BC1Unorm and RGBA8Unorm SRGB into a single file * All unit tests added for BC and Srgb formats * Most tests added and working; Added five additional formats (still need tests) and made the appropriate changes to support these; createTextureView() modified for D3D11, D3D12, and Vulkan to take into account the format specified in the texture view desc when the texture's format is typeless * Format enums renamed to more closely match their D3D counterparts; Added a universal float and uint buffer and buffer view for use across all Format tests * Remaining tests added; D3D12 tests pass, but Vulkan crashes in BC1_UNORM and D3D11 spits out a bunch of D3D11 Errors (but supposedly passes) * re-run premake * Added Sint versions of test shaders; Vulkan and D3D11 tests also pass * Size struct for format unit tests no longer use initializer lists * Fixed a Size struct missed in the previous pass * Fixed minor bugs causing tests to fail * Added documentation detailing all currently unsupported formats * Skip tests causing unsupported format warnings due to swiftshader * updated several test using old Format enum names * Revert change to compareComputeResult() that was added for debugging purposes * DEBUGGING: Added prints to identify which formats are failing on CI * Reverted attempted debugging changes; Fixed texture2d-gather.hlsl to use updated Format enums * Fixed incorrect array sizes in d3d11 _initSrvDesc() * Commented out further tests that produce unexpected results when tested for Vulkan with swiftshader * Revert "Merge branch 'expanded-format-support' of https://github.com/lucy96chen/slang into expanded-format-support" This reverts commit 20008f0d3ecc3b1405ecac8c138edaa3cd37ed6b, reversing changes made to 6081e95827315fee50e18409394d5abd62fac787. * Added a fuzzy comparison function for use with floats * submodule update * Revert messed up changes caused by previous revert after automatically merging on github
2021-10-25Enabling slang-llvm for host-callable (#1975)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * First integration of slang-pack. * Use .os * Add optional dependency support. * Update github actions/scripts to update deps. aarch64 needs special handling. * Upgrade to latest slang-pack for ignore-deps support. * Fix linux build issues. * Copying slang-llvm from dependencies. * Add support for LLVM for host callable. Added CodeGenTransitionMap. * Remove hack to enable host callable for LLVM. * Small improvements around transitions/downstream compiler. * Fix typo in method name. * Fix comment. * Update visual studio project. * Updage slang-llvm to include initialization fix. * Fix handling extraction of clang version number. * Fix some formatting problems. * hack - to see if there is a version problem on CI. * Remove progress on github action linux. * Allow version lines to have text before 'prefix'. * Update slang-binaries to include centos-7 premake binaries. * Upgrade slang-binaries. * Upgrade slang-binaries. * Update slang binaries to have certificates. * Fix handling of dependency path. * Update README to include LLVM Update building to include --deps and --arch * Include slang-llvm in packages. * Update building docs.
2021-10-20Selecting downstream compiler on code gen transition (#1980)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Add support for LLVM for host callable. Added CodeGenTransitionMap. * Remove hack to enable host callable for LLVM. * Small improvements around transitions/downstream compiler. * Fix typo in method name. * Fix comment.
2021-10-19Generalize heterogenous code emit (#1968)David Siher
* Bring heterogeneous-hello-world back up to date. * Reintroduced heterogeneous-hello-world into the premake * No longer uses compiled bytecode for entry point, instead a loadModule call is hardocoded with the slang file name. * Entry point is, similarly, hardcoded for now. * Added a bypass to slang-legalize-types for an unneeded GPUForeach check * Run premake and change to relative path * Removed experimental and added README * Add prebuild command to premake for heterogeneous example * Pass in entry point as parameter (also remove shader bytecode) * Pass in module name as parameter * Squashed commit of the following: commit 5b13b57fe600724344c556fe4309a5d6bb3d39ab Author: Kai Yao <kyao@nvidia.com> Date: Thu Oct 7 23:38:50 2021 -0700 Return diagnostics data when encountering module load error by exception (#1966) commit 112e1515c30fa972ff56f91514b70946153c718c Author: jsmall-nvidia <jsmall@nvidia.com> Date: Thu Oct 7 16:12:29 2021 -0400 Disable test crashing CI (#1965) * #include an absolute path didn't work - because paths were taken to always be relative. * Disable test that appears to be crashing. commit da32069a0c1c8c723d7ef45100049a8f0dd5d9c4 Author: Kai Yao <kyao@nvidia.com> Date: Mon Oct 4 13:58:51 2021 -0700 Modified barrier API to accept multiple resources per call (#1959) Co-authored-by: Yong He <yonghe@outlook.com> commit 97bb82ebcdf8f1391b9d93b5a8d7b1dfc4e88e52 Author: jsmall-nvidia <jsmall@nvidia.com> Date: Mon Oct 4 14:15:51 2021 -0400 Removing exceptions from core/compiler-core (#1953) * #include an absolute path didn't work - because paths were taken to always be relative. * Refactor Stream. Working on all tests. * Split out CharEncode. * Make method names lower camel. m_prefix in Writer/Reader * Tidy up around CharEncode interface. * Small improvements around encode/decode. * Better use of types. * Remove readLine from TextReader. * Remove exceptions from Stream/Text handling. * Fix some typos. * Fix tabbing. * Fix missing override. * Remove remaining exception throw/catch via using signal mechanism. * Remove exceptions that are not used anymore. * Document the Stream interface. * Remove index for decoding 'get byte' function. * Fix CharReader -> ByteReader. commit b3dfe383c6d31ff3dbd76dcfb32de8d536382f3e Author: lucy96chen <47800040+lucy96chen@users.noreply.github.com> Date: Mon Oct 4 09:46:33 2021 -0700 Get native handles for TextureResource and BufferResource (#1960) * Added getNativeHandle() to TextureResource and BufferResource; Implemented getNativeHandle() in Vulkan and D3D12; Added new unit test files for the aforementioned implementation * Added missing getNativeHandle() implementations to renderer-shared.cpp and CUDA * Finished new getNativeHandle() unit tests for ITextureResource and IBufferResource; Modified ICommandQueue and ICommandBuffer unit tests to call QueryInterface to convert to IUnknown then back and compare resulting pointers for equality * Unit tests updated and pass locally * Cast m_buffer.m_buffer and m_image to uint64_t commit 35bca4cc432613af3926da3bed217a6baa9cbd26 Author: lucy96chen <47800040+lucy96chen@users.noreply.github.com> Date: Fri Oct 1 13:08:25 2021 -0700 Add getNativeHandle() to ICommandQueue and ICommandBuffer (#1952) * Added support for getting command buffer and command queue handles to ICommandBuffer and ICommandQueue; D3D12Device, VkDevice, and DebugDevice modifieid to implement this new functionality; immediate-renderer-base.cpp also modified to implement the new functions * Removed excess boilerplate * Changed readRef() to get() in D3D12 getNativeHandle() implementation for ICommandBuffer and ICommandQueue * Added unit tests for new getNativeHandle() implementations, unfinished * Queue test added; Minor cleanup changes * getBufferHandleTestImpl() now closes the command buffer before returning * Added getNativeHandle() implementations to CUDADevice * Added comment clarifying that the Vulkan check is checking for a null handle, which is defined to be 0 commit 6c6200f547c7387598743b23bb3c8f0d375d9494 Author: Kai Yao <kyao@nvidia.com> Date: Thu Sep 30 20:25:34 2021 -0700 VK Resource Barrier (#1955) * Resource barrier API and VK implementation * Stub implementations * Handle VK Acceleration Structure flag * Add a couple more cases to pipeline barrier stages commit 627fc976bac5c2381dbace9c7925cb6a68b8de12 Author: Yong He <yonghe@outlook.com> Date: Thu Sep 30 19:48:47 2021 -0700 Fix aarch64 build on github (#1957) Co-authored-by: Yong He <yhe@nvidia.com> commit 122d701513e116856bd59c999221ce36a373d7db Author: Yong He <yonghe@outlook.com> Date: Thu Sep 30 17:51:56 2021 -0700 Fix GitHub release (#1956) * Fix aarch64 release build config. * Fix for WinAarch64 build. * Update premake for embed-std-lib build on aarch64. * `platform` fix for aarach64 build. * Try revert back to use absolute output path for slang-stdlib-generated.h * Fix * fix Co-authored-by: Yong He <yhe@nvidia.com> commit aa8f7b899b7b562b3d3c6e25c3da41569505e70c Author: Chad Engler <englercj@live.com> Date: Wed Sep 29 13:02:47 2021 -0700 Fix ARM64 detection for MSVC (#1951) commit 6736b0c1c5fa3e89bc561eb7965a1a0d17af3466 Author: Yong He <yonghe@outlook.com> Date: Wed Sep 29 11:29:46 2021 -0700 Add ISession::loadModuleFromSource. (#1950) Co-authored-by: Yong He <yhe@nvidia.com> commit d8e452412e14a6a8ba137f2adcae13b398e5cecb Author: Yong He <yonghe@outlook.com> Date: Tue Sep 28 15:03:03 2021 -0700 Fix AbortCompilationException leaking through loadModule API. (#1949) * Fix AbortCompilationException leaking through loadModule API. * Update. * Fix. Co-authored-by: Yong He <yhe@nvidia.com> commit cdf1b2c007fefdca128584d2a9f63dec3d350e16 Author: Yong He <yonghe@outlook.com> Date: Tue Sep 28 11:54:24 2021 -0700 Improvements to the unit test framework. (#1948) commit af788b62e18bbd55cd748ad60400a74cf1bc93ee Author: lucy96chen <47800040+lucy96chen@users.noreply.github.com> Date: Fri Sep 24 16:53:41 2021 -0700 Add existing device handle support unit test (#1946) commit bec8e6aec85b6e3f875c58bdd59eb15613978358 Author: Yong He <yonghe@outlook.com> Date: Fri Sep 24 11:33:44 2021 -0700 Move existing unit tests to a standalone dll. (#1945) commit f2a3c933bc11a498c622fa18694c84beca8ca031 Author: lucy96chen <47800040+lucy96chen@users.noreply.github.com> Date: Thu Sep 23 12:19:49 2021 -0700 Add method to retrieve native handles (#1944) * Added a getNativeHandle() method that retrieves the natively created handles; Modified RendererBase, VKDevice, D3D12Device, and DebugDevice to implement this new method * Moved ExistingDeviceHandles out of Desc directly inside IDevice and renamed to NativeHandles; Modified calls accessing the struct accordingly in RendererBase, DebugDevice, VKDevice, and D3D12Device * Minor cleanup changes (renames, etc.) commit b9b398d038b524f15a86ff27cd6888d54e8754e0 Author: Yong He <yonghe@outlook.com> Date: Wed Sep 22 10:06:59 2021 -0700 Add gfx unit testing framework. (#1943) * Add gfx unit testing framework. * Fix compilation error. * Reset gfxDebugCallback after render_test. * Pass enabledApi flags through. * Fix for code review suggestions. Co-authored-by: Yong He <yhe@nvidia.com> commit 6e9cee69b3588ddae09b08b9f580f59ad899983f Author: lucy96chen <47800040+lucy96chen@users.noreply.github.com> Date: Tue Sep 21 18:46:32 2021 -0700 Support for existing device/instance handles in Vulkan (#1942) commit b1f04c8544c650de3947955ca68f679535d249aa Author: lucy96chen <47800040+lucy96chen@users.noreply.github.com> Date: Wed Sep 15 20:22:45 2021 -0700 Allow D3D12Device to use an existing device handle (#1940) * Added a new field for an existing device handle to IDevice::Desc; Modified D3D12Device::initialize to set the device stored in desc if it already exists instead of creating a new one * Turned existingDeviceHandle into a struct containing an array of two elements; Updated D3D12Device::initialize to match changes to existingDeviceHandle; Updated comments * Fixed style error for ExistingDeviceHandles struct commit 2f7b9f5ae8be21c6c1d75ae9caefbc7b3f8986a9 Author: Pablo Delgado <private@pablode.com> Date: Thu Sep 16 01:17:57 2021 +0200 Fix incorrect WIN32 macros and missing Windows.h inclusion (#1939) * Replace WIN32 preprocessor macros with _WIN32 * Add missing Windows.h include for InterlockedIncrement commit 11d43642008905ac69a3832eb8a9b2ae7b785f86 Author: Yong He <yonghe@outlook.com> Date: Tue Sep 14 11:36:44 2021 -0700 Avoid upcasting to f32 in 16bit float-uint bit cast. (#1938) Co-authored-by: Yong He <yhe@nvidia.com> commit 502aa3812a82cf0d091cff0c67804e4ee448ac78 Author: David Siher <32305650+dsiher@users.noreply.github.com> Date: Tue Sep 14 12:59:55 2021 -0400 Bring heterogeneous-hello-world back up to date. (#1935) * Bring heterogeneous-hello-world back up to date. * Reintroduced heterogeneous-hello-world into the premake * No longer uses compiled bytecode for entry point, instead a loadModule call is hardocoded with the slang file name. * Entry point is, similarly, hardcoded for now. * Added a bypass to slang-legalize-types for an unneeded GPUForeach check * Run premake and change to relative path * Removed experimental and added README Co-authored-by: Yong He <yonghe@outlook.com> * Revert "Squashed commit of the following:" This reverts commit 4f665858d65f7c332c616ef6db9fdafa1c5e0b9f. * Run premake * Remove prebuild command (only works on Windows?) * Rerun premake * Fix heterogeneous prebuild command * Remove linux specific prebuild command * Fix prebuild command (again) * Change target from dxbc to hlsl to see if that fixes linux issues * Use Path::getFileNameWithoutExt * Change string-literal.slang.expected to have extra filename in decoration Co-authored-by: Yong He <yonghe@outlook.com>
2021-10-18GFX: implement mutable shader objects. (#1963)Yong He
* GFX: implement mutable shader objects. * Revert unnecessary changes * Revert more changes. * Fix clang errors. * Fix clang/gcc errors. * Fix clang errors. * Remove CPU test. * Fix after merge. * Fix after merge. * Remove gl test * Code review fixes. * Fixing all vk validation errors. * Flush test output more often. * Fix a crash in `specializeDynamicAssociatedTypeLookup`. * temporarily disable std-lib-serialize test to see what happens * Fix crashes. * Make sure cpu gfx unit tests are properly disabled on TeamCity. * Disable cpu test. * Fix. * Fix cuda. * Disable nv-ray-tracing-motion-blur Co-authored-by: Yong He <yhe@nvidia.com>
2021-10-08Basic VK buffer barrier test (#1967)Kai Yao
* Allow specifying entry point name in gfx unit test util * Add buffer barrier test
2021-10-04Removing exceptions from core/compiler-core (#1953)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Refactor Stream. Working on all tests. * Split out CharEncode. * Make method names lower camel. m_prefix in Writer/Reader * Tidy up around CharEncode interface. * Small improvements around encode/decode. * Better use of types. * Remove readLine from TextReader. * Remove exceptions from Stream/Text handling. * Fix some typos. * Fix tabbing. * Fix missing override. * Remove remaining exception throw/catch via using signal mechanism. * Remove exceptions that are not used anymore. * Document the Stream interface. * Remove index for decoding 'get byte' function. * Fix CharReader -> ByteReader.
2021-10-04Get native handles for TextureResource and BufferResource (#1960)lucy96chen
* Added getNativeHandle() to TextureResource and BufferResource; Implemented getNativeHandle() in Vulkan and D3D12; Added new unit test files for the aforementioned implementation * Added missing getNativeHandle() implementations to renderer-shared.cpp and CUDA * Finished new getNativeHandle() unit tests for ITextureResource and IBufferResource; Modified ICommandQueue and ICommandBuffer unit tests to call QueryInterface to convert to IUnknown then back and compare resulting pointers for equality * Unit tests updated and pass locally * Cast m_buffer.m_buffer and m_image to uint64_t
2021-10-01Add getNativeHandle() to ICommandQueue and ICommandBuffer (#1952)lucy96chen
* Added support for getting command buffer and command queue handles to ICommandBuffer and ICommandQueue; D3D12Device, VkDevice, and DebugDevice modifieid to implement this new functionality; immediate-renderer-base.cpp also modified to implement the new functions * Removed excess boilerplate * Changed readRef() to get() in D3D12 getNativeHandle() implementation for ICommandBuffer and ICommandQueue * Added unit tests for new getNativeHandle() implementations, unfinished * Queue test added; Minor cleanup changes * getBufferHandleTestImpl() now closes the command buffer before returning * Added getNativeHandle() implementations to CUDADevice * Added comment clarifying that the Vulkan check is checking for a null handle, which is defined to be 0
2021-09-29Fix ARM64 detection for MSVC (#1951)Chad Engler
2021-09-24Add existing device handle support unit test (#1946)lucy96chen
2021-09-24Move existing unit tests to a standalone dll. (#1945)Yong He
2021-09-22Add gfx unit testing framework. (#1943)Yong He
* Add gfx unit testing framework. * Fix compilation error. * Reset gfxDebugCallback after render_test. * Pass enabledApi flags through. * Fix for code review suggestions. Co-authored-by: Yong He <yhe@nvidia.com>
2021-09-14Bring heterogeneous-hello-world back up to date. (#1935)David Siher
* Bring heterogeneous-hello-world back up to date. * Reintroduced heterogeneous-hello-world into the premake * No longer uses compiled bytecode for entry point, instead a loadModule call is hardocoded with the slang file name. * Entry point is, similarly, hardcoded for now. * Added a bypass to slang-legalize-types for an unneeded GPUForeach check * Run premake and change to relative path * Removed experimental and added README Co-authored-by: Yong He <yonghe@outlook.com>
2021-09-10First Slang LLVM integration (#1934)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * First integration with 'slang-llvm'. * Fix project. * Fix test output. * First pass assert support. * Add inline impls for min and max. * Add abs inline abs impl for llvm. * Make abs not use ternary op * Fix typo in slang-llvm.h * Sundary fixes to make remaining tests using llvm backend pass.
2021-09-09`reinterpret` and 16-bit value packing. (#1933)Yong He
* `reinterpret` and 16-bit value packing. * Update `half-texture` cross-compile test reference result. * Revert inadvertent reformatting of slang-ir-inst-defs.h Co-authored-by: Yong He <yhe@nvidia.com>
2021-08-12Further implementation of SPIRV direct emit. (#1920)Yong He
* Further implementation of SPIRV direct emit. This change implements: - Struct, Vector, Matrix and Unsized Array types. - Basic arithmetic opcodes, vector construct, swizzle etc. - getElementPtr, getElement, fieldAddress, extractField. - SPIRV target intrinsics with SPIRV asm code in stdlib. - RWStructuredBuffer and StructuredBuffer. - Pointer storage class propagation. - Control flow. * Fix.
2021-08-10Enable reading OptiX SBT records via uniform parameters on ray tracing entry ↵Nathan V. Morrical
points (#1917) * optix SBT record data can now be accessed using uniform parameters on ray tracing entry points * Update slang-emit.cpp
2021-07-28Experimental DXR1.0 support in gfx. (#1915)Yong He
* Experimental DXR1.0 support in gfx. - Add `dispatchRays` command. - Add `createRayTracingPipelineState` method to construct a D3D ray tracing state object from a linked slang program and user specified shader table. Limitations/simplifications: no local root signature support, shader table entries contains only shader identifiers and is specified at pipeline creation time, owned by the pipeline state object. * Root object binding for raytracing pipelines. * `maybeSpecializePipeline` implementation for raytracing pipelines. * Add ray-tracing-pipeline example. * Fixes. * Update README.md * Update comments on the lifespan of specialized pipelines Co-authored-by: Yong He <yhe@nvidia.com> Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
2021-07-21Work to mitigate SPIR-V bloat (#1914)Theresa Foley
* Work to mitigate SPIR-V bloat SPIR-V is not an especially compact format, but some patterns in how Slang generates code and then runs it through `spirv-opt` lead to many redundant field-by-field copy operations being emitted. This change attempts to address some of the resulting bloat from the Slang side of things. Note: experimentation shows that the bloat is less pronounced when running either *no* SPIR-V optimizations or *full* SPIR-V optimizations, so it is also likely that the bloat should be addressed by changing which `spirv-opt` passes the Slang compiler runs in default (`-O1`) builds. Such changes should come as a distinct pull request. This change primarily does two things: First, the code generation strategy for passing arguments to `out` and `inout` parameters has been changed. In the past, the compiler would *always* copy the argument value into a temporary, then pass the address of the temporary, and then write back the value after the call. The new code generation strategy attempts to identify when an argument value already has a simple address in memory and passes that address directly when possible. This eliminates many copy operations that occur before/after calls to functions with `out`/`inout` parameters. Second, we introduce an IR optimization pass that detects call sites where the entire contents of a buffer (usually a constant buffer) is being passed to a callee function, such that many bytes are loaded and then passed even if only very few are used in the callee. The pass moves the load operations from the caller to a specialized version of the the callee where possible (e.g., when the constant buffer in question is a global shader parameter). Doing this eliminates another major category of copies. Notes: * The IR lowering logic is complicated by the fact that several kinds of l-values (values that are usable as the desitnation of assignment, or for `out`/`inout` arguments) are not actually addressable. An easy example is a non-contiguous swizzle like `v.xwz` on a `float4`, where the value occupies 12 bytes, but not 12 consecutive bytes with a single address. There are many more corner cases like that and the IR lowering pass carries a lot of complexity to deal with them. A more systematic overhaul is due some time soon. * The IR representation of `out` and `inout` parameters deserves some careful scrutiny when making these kinds of changes. The official semantics of `inout` in HLSL has been "copy in copy out" (and `out` is just "copy out") which is observably different from any solution that passes in the address of an l-value directly. By making this change we are saying that Slang's semantics are not precisely those of legacy HLSL, and that our semantics for `inout` parameters are closer to those of `inout` in Swift or of a mutable borrow in Rust. In the Swift case the implementation can freely pass the underlying storage of an l-value or the address of a temporary, and valid programs may not observe the different. It is thus illegal to observe the value in a storage local while a mutation to that location is "in flight." All of this is way more detailed and technical than 99% of Slang users will ever care about, but importantly it gives us semantic cover to eliminate these copies in the IR, and also to emit output C++ code that implements `out` and `inout` as by-reference parameter passing. * There was an exsting generic pass for specializing functions based on call sites that uses a "template method" style of pattern to customize its behavior. That pass needed to be generalized to handle this use case because it had previously operated on the assumption that the "desire" to specialize a callee function must be driven by the parameter declarations of that function, and not on the argument values passed in. The code has been slightly refactored to allow the policy for specialization to consider both parameters and arguments. * Unsurprisingly, a bunch of the GLSL (and thus SPIR-V) generated has changed with this work, so several baseline `.slang.glsl` files needed to be updated. * This change is incomplete in that it does not address broader cases of buffer loads, including both partial loads from constant buffers (just loading one field, but a field that uses a "large" structure type), and loads from multi-element buffers (a lot from a structured buffer where the element type is "large"). The main question in each of those cases is how to define how "large" a structure needs to be before we decide to try and sink loads into callee functions like this. In the worst case, sinking loads in this way may actually create *more* memory traffic (because the same values get loaded in multiple callee functions). * fixup: run premake * fixup: typo
2021-07-08Update VS projects to 2019. (#1901)Yong He
* Update VS projects to 2019. * Empty commit to trigger build
2021-06-30[gfx] Add inline ray tracing support. (#1899)Yong He
2021-06-24Remove StructTag and associated systems (#1895)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Remove StructTag and associated systems. * Fix typo and remove unit test for StructTag.
2021-06-23Change default VS version to 2017. (#1893)Yong He
2021-06-18StructTag versioning (#1888)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * WIP Abi struct. * Use AbiSystem on SessionDesc. * Use mask/shift constants. * Fix issue causing warning on linux. * Abi -> Api. * Fix typo. * Refactor to use StructTag. * Mechanism to be able to follow fields. * Field adding is working. * WIP with StructTagConverter. * First pass of StructTag appears to work. Still needs diagnostics. * Small tidy up around Field. * Use bit field to record what fields are recorded to remove allocation around the m_stack. Use ScopeStack for RAII. * Return SlangResult instead of pointers. * Use SlangResult with copy. * Split StructTagConverter implementations. * Fix some bugs around lazy converting. * First pass at unit test for StructTag. * Testing StructTag going backwards in time. * First pass as StructTag diagnostics. * Make Traits a namespace. * Fix some issues with Traits not being a class. * Fix 32 bit warning.