| Commit message (Collapse) | Author | Age |
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* Add command-line arguments to triangle example
- Add -h/--help flag to show usage information
- Add -api flag to select rendering API (d3d11 < /dev/null | d3d12|vulkan|metal|cpu|cuda|webgpu)
- Platform-specific API availability (D3D on Windows, Metal on macOS)
- Output works for both console and WIN32 applications
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* Port first gfx unit test to slang-rhi
* port triangle example to use slang-rhi
* port platform-test to slang-rhi
* Update platform-test to throttle mouse move events
* port gpu-printing example to use slang-rhi
* port model-viewer example to use slang-rhi
* port ray-tracing example to use slang-rhi
* port ray-tracing pipeline example to use slang-rhi
* port reflection parameter blocks example to use slang-rhi
* port shader-object example to use slang-rhi
* port shader-toy example to use slang-rhi
* Port most of tests to slang-rhi
* port link-time-constant-array-size to use slang-rhi
* Fix tests and find matching tests in slang-rhi
* port autodiff-texture
* remove gfx target; port nv-aftermath-example
* update include path for shader-cursor.h
* Disabled 2 more ported tests
* fix build error
* remove gfx test
* put slang-rhi (static-lib) before slang (shared)
* format code (#7621)
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
* add debug callback
* format code (#7649)
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
* Address review comments; revert back to use SLANG_CHECK_MSG
---------
Co-authored-by: slangbot <ellieh+slangbot@nvidia.com>
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
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* examples: Log stack trace on exceptions
For now, this is only implemented on Windows.
This helps to address #5520.
* examples: Print log file if there is any
* format code
---------
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
Co-authored-by: Yong He <yonghe@outlook.com>
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* Examples: Don't proceed if 'initializeBase' fails
* Examples: Only access gWindow if it's been initialized
* Examples: Free memory from CommandLineToArgvW
* Add example run step to CI
Lots of examples are still unexpectedly failing, but is one small step towards addressing
issue #5520.
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This stops adding the repo root to the include path for anything linking
with slang. This enabled a bunch of convenient includes, but might lead
to confusing behavior for anyone including slang. Not to mention
differences including it from an install vs source.
Co-authored-by: Yong He <yonghe@outlook.com>
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* Move switch statement bodies to their own lines
* format
---------
Co-authored-by: Yong He <yonghe@outlook.com>
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* format
* Minor test fixes
* enable checking cpp format in ci
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* Convert 'ray-tracing-pipeline' example into slang-test
* Convert model-view and 'autodiff-texture' examples to slang-test
* Add more error message in RecordReplay test
* Fix a shader issue in autodiff-texture
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* Move the file public header files to `include` dir
Close the issue (#4635).
Move the following headers files to a `include` dir
located at root dir of slang repo:
slang-com-helper.h -> include/slang-com-helper.h
slang-com-ptr.h -> include/slang-com-ptr.h
slang-gfx.h -> include/slang-gfx.h
slang.h -> include/slang.h
Change cmake/SlangTarget.cmake to add include path to
every target, and change the source file to use
"#include <slang.h>" to include the public headers.
The source code update is by the script like follow:
```
fileNames_slang=$(grep -r "\".*slang\.h\"" source/ -l)
for fileName in "${fileNames_slang[@]}"
do
echo "$fileName"
sed -i "s/\".*slang\.h\"/\"slang\.h\"/" $fileName
done
```
* Fix the test issues
* Fix cpu test issues by adding include seach path
* Update cmake to not add include path for every target
Also change "#include <slang.h>" to "include "slang.h" " to
make the coding style consistent with other slang code.
* Change public include to private include for unit-test and slang-glslang
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* #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.
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* Various fixes to gfx.
* Fix.
* Fixes.
* Fix.
Co-authored-by: Yong He <yhe@nvidia.com>
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* Added instancing support to Vulkan, drawInstanced() test image is upside-down
* Fixed inverted drawInstanced() test output by changing Vulkan viewport convention
* Replaced vkCmdDraw with vkCmdDrawIndexed in all non-indirect indexed draws, drawIndexedIndirect test now working for Vulkan
* Moved index and vertex buffer binding into setIndexBuffer and setVertexBuffers; Defaulted countBuffer to nullptr and countOffset to 0 and added a check for non-null countBuffer to drawIndirect and drawIndexedIndirect in Vulkan; All Vulkan draw tests working (but D3D12 tests broken)
* Added support for drawInstanced and drawIndexedInstanced to D3D11 and added tests for both, however D3D11 tests are currently disabled due to readTextureResource assuming a fixed pixel size (among other possible problems); Fixed issues causing D3D12 tests to fail after major back-end fixes to get Vulkan up and running
* Removed testing function for dumping images and some other commented out code
* Removed some commented out code
* Fix initializer list causing builds to fail (attempt 1)
* Removed initializer list for VertexStreamDesc in createInputLayout() and fill in struct fields normally (build fix attempt 2)
* Removed default values from VertexStreamDesc and changed all initializer lists to reflect this change
* Moved applyBinding before setVertexBuffer in RenderTestApp::renderFrame() to ensure the pipeline has already been bound before vertex buffers are
* Changed D3D11's readTextureResource to calculate pixel size using format-specific size information; Removed wrapper around D3D11 instanced and indexed instanced draw tests
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Co-authored-by: Yong He <yhe@nvidia.com>
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* 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
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* Update gfx back-ends to handle static specialization
The main goal here is to make the D3D11, D3D12 and Vulkan back-ends support static specialization of interface types in the case where the data for the type won't "fit" in the pre-allocated space for existential values. This includes all cases where the concrete type being specialized to has resources/samplers/etc., as well as any cases where its ordinary/uniform data exceeds the space available.
(Note that the CPU and CUDA targets don't need this work since they can (in theory) support arbitrary-size data in the fixed-size existential payload by using pointer indirection. Actually supporting indirection in those cases should be a distinct change)
The Slang compiler already performs layout for programs that have this kind of data that doesn't "fit," and it lays them out using an idea of "pending" type layouts. Basically, a type that contains some amount of specialized interface-type fields will produce both a "primary" type layout that just covers the data for the unspecialized case, as well as "pending" type layout that describes the layout for all the extra data needed by specialization.
When laying out a `ConstantBuffer<X>` or `ParameterBlocK<X>` ("CB" or "PB"), the front-end will try to place as much of that "pending" data into the layout of the buffer/block itself as is possible. That means that both CBs and PBs will be able to allocate trailing bytes for any ordinary data in the "pending" layout. PBs will be able to allocate any trailing resources/samplers into their layout, but for CBs they will spill out to be part of the pending layout for the buffer itself.
In order for the back-ends to properly handle pending data, they need to *either* assume the exact layout rules used by the front-end and try to reproduce them (e.g., by iterating over binding ranges and sub-objects in the exact same order that front-end layout would enumerate them), *or* they need to respect the reflection information produced by the front-end. This change takes the latter approach, trying to make only minimal assumptions about the layout rules being used. This choice is motivated by wanting to decouple the `gfx` implementation from the compiler front-end, especially insofar as this work has made me question whether the current layout rules are the best ones possible.
A common theme across all the implementations is to have a fixed-size type that can represent "binding offsets" for the chosen back-end. The offset type has fields that depend on the API-specific way bindings are indexed; e.g., for D3D11 it has offsets for CBV, SRV, UAV, and sampler bindings. This fixed-size offset type can be filled in based on Slang reflecton information, and then used to compute derived offsets with just a few add operations.
The simple offset type for each API is then extended to produce an offset type that includes both the offsets for "primary" data and also the offsets for "pending" data. Most logic that traffics in offsets doesn't have to know about this more complicated representation.
Making consistent use of these offsets required that I pretty much rewrite the logic that actually applies shader objects to the API state. Doing so might be lowering the efficiency of the system in the near term, but the increase in clarity was important for getting the work done, and it seems like it will also be important if/when we start trying to perform special-case optimizations around root and entry-point parameter setting.
While there are many API-specific differences, we can identify a repeated pattern where many steps, whether applying parameters to the pipeline stage or constructing signatures / layouts, can be broken down into three main operations on `ShaderObject`s or their layouts:
* `*AsValue()` is the core operation, and is the one used for the `ExistentialValue` case most of the time. It ignores the ordinary data in the object, and instead processes all nested binding ranges (for resources/smaplers) and sub-objects.
* `*AsConstantBuffer()` handles the `ConstntBuffer<X>` case, by dealing with the implicit buffer for ordinary data (if it is needed) and then delegates to the `*AsValue()` case.
* `*AsParameterBlock()` handles the `ParameterBlock<X>` case, by allocating/preparing/etc. any descriptor tables/sets that would be required for the current object/layout and then delegating to `*AsConstantBuffer()` to do the rest
The idea is that by having the parameter block case delegate to the constant buffer case, which delegates to the value/existential case, we can streamline a lot of the logic so that it doesn't seem quite as full of special cases.
Note: When preparing this pull request I spent a reasonable amount of time trying to clean up the D3D11 and Vulkan implementations, so they are probably the easiest to read and understand when it comes to the new code. Doing the cleanup work also helped to work out some weird corner case bugs/issues. In contrast, the D3D12 path hasn't had as much attention given to cleanliness and comments, so it really needs some attention down the line to get things into a state that is easier to understand.
* fixup: remove debugging code spotted in review
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* Fixing `PseudoPtr` legalization and `gfx` lifetime issues.
* Fixing `model-viewer` example.
This change contains various fixes to bring `model-viewer` example to fully functional. These fixes include:
1. Add `spReflectionTypeLayout_getSubObjectRangeSpaceOffset` function to return the space index for a sub object referenced through a `ParameterBlock` binding.
2. Make sure `D3D12Device` specifies column major matrix order creating a Slang session.
3. Fix `platform::Window::close()` and `platform::Application::quit()`.
4. Fix memory leak during `model-viewer''s model loading.
5. Fix command buffer recording in `model-viewer`.
With these changes, model viewer can now produce an image with a gray cube. The lighting is still incorrect becuase the `gfx` shader object implementation still does not handle "pending layout" resulting from global existential parameters.
* Fix d3d12 root signature creation.
* Use row-major matrix layout in model-viewer
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* Refactor `gfx` to surface `CommandBuffer` interface.
* Fixes.
* Fix code review issues, and make vulkan runnable on devices without VK_EXT_extended_dynamic_states.
* Update solution files
* Move out-of-date examples to examples/experimental
Co-authored-by: Yong He <yhe@nvidia.com>
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* Explicit swapchain interface in `gfx`.
* Correctly return nullptr when `IRenderer` creation failed.
* Fix crashes on CUDA tests.
* Cleanups.
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* Make gfx library visible to external user.
* Fixup
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* Make `gfx` compile to a DLL.
* Fix cuda
* Fix cuda build
* Bug gl screen capture bug.
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* COM-ify all slang-gfx interfaces.
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* Make `gfx::Renderer` a COM interface.
This is a first step towards making the `gfx` library expose a COM compatible DLL interface. Remaining classes will come as separate PRs.
* Fixup project files
* Fix calling conventions
* Make gfx::create*Renderer() functions increase ref count by 1
* Make renderer createFunc return via out parameter
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Fields from upper to lower case in slang-ast-decl.h
* Lower camel field names in slang-ast-stmt.h
* Fix fields in slang-ast-expr.h
* slang-ast-type.h make fields lowerCamel.
* slang-ast-base.h members functions lowerCamel.
* Method names in slang-ast-type.h to lowerCamel.
* GetCanonicalType -> getCanonicalType
* Substitute -> substitute
* Equals -> equals
ToString -> toString
* ParentDecl -> parentDecl
Members -> members
* * Make hash code types explicit
* Use HashCode as return type of GetHashCode
* Added conversion from double to int64_t
* Split Stable from other hash functions
* toHash32/64 to convert a HashCode to the other styles.
GetHashCode32/64 -> getHashCode32/64
GetStableHashCode32/64 -> getStableHashCode32/64
* Other Get/Stable/HashCode32/64 fixes
* GetHashCode -> getHashCode
* Equals -> equals
* CreateCanonicalType -> createCanonicalType
* Catches of polymorphic types should be through references otherwise slicing can occur.
* Fixes for newer verison of gcc.
Fix hashing problem on gcc for Dictionary.
* Another fix for GetHashPos
* Fix signed issue around GetHashPos
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* First pass of render-test refactor.
* Make window construction a function that can choose an implementation.
* Remove OpenGL as currently has windows dependency.
* Disable Vulkan as Renderer impl has dependency on windows.
* Pass Window in as parameter of 'update'.
* Add win-window.cpp as was missing.
* Fix warning on windows about signs during comparison.
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* Improve support for interfaces as shader parameters
This change adds two main things over the existing support:
1. It is now possible to plug in concrete types that actually contain (uniform/ordinary) fields for the existential type parameters introduced by interface-type shader parameters. The `interface-shader-param2.slang` test shows that this works.
2. There is a limited amount of support for doing correct layout computation and generating output code that matches that layout, so that interface and ordinary-type fields can be interleaved to a limited extent. The `interface-shader-param3.slang` test confirms this behavior.
There are several moving pieces in the change.
* When it comes to terminology, we try to draw a more clear distinction between existial type parameters/arguments and existential/object value parametes/arguments. A simple way to look at it is that an `IFoo[3]` shader parameter introduces a single existential type parameter (so that a concrete type argument like `SomeThing` can be plugged in for the `IFoo`) but introduces three existential object/value parameters (to represent the concrete values for the array elements).
* At the IR level, we support a few new operations. A `BindExistentialsType` can take a type that is not itself an interface/existential type but which depends on interfaces/existentials (e.g., `ConstantBuffer<IFoo>`) and plug in the concrete types to be used for its existential type slots.
* Then a `wrapExistentials` instruction can take a type with all the existentials plugged in (possibly by `BindExistentialsType`) and wrap it into a value of the existential-using type (e.g., turn `ConstantBuffer<SomeThing>` into a `ConstantBuffer<IFoo>`).
* The IR passes for doing generic/existential specialization have been updated to be able to desugar uses of these new operations just enough so that a `ConstantBuffer<IFoo>` can be used.
* When we specialize an IR parameter of an interface type like `IFoo` based on a concrete type `SomeThing`, we turn the parameter into an `ExistentialBox<SomeThing>` to reflect the fact that we are conceptually referring to `SomeThing` indirectly (it shouldn't be factored into the layout of its surrounding type).
* Parameter binding was updated so that it passes along the bound existential type arguments in a `Program` or `EntryPoint` to type layout, so that we can take them into account. The type layout code needs to do a little work to pass the appropriate range of arguments along to sub-fields when computing layout for aggregate types.
* Type layout was updated to have a notion of "pending" items, which represent the concrete types of data that are logically being referenced by existential value slots. The basic idea is that these values aren't included in the layout of a type by default, but then they get "flushed" to come after all the non-existential-related data in a constant buffer, parameter block, etc.
* The logic for computing a parameter group (`ConstantBuffer` or `ParameterBlock`) layout was updated to always "flush" the pending items on the element type of the group, so that the resource usage of specialized existential slots would be taken into account.
* The type legalization pass has been adapted so that we can derive two different passes from it. One does resource-type legalization (which is all that the original pass did). The new pass uses the same basic machinery to legalize `ExistentialBox<T>` types by moving them out of their containing type(s), and then turning them into ordinary variables/parameters of type `T`.
Big things missing from this change include:
- Nothing is making sure that "pending" items at the global or entry-point level will get proper registers/bindings allocated to them. For the uniform case, all that matters in the current compiler is that we declare them in the right order in the output HLSL/GLSL, but for resources to be supported we will need to compute this layout information and start associating it with the existential/interface-type fields.
- Nothing is being done to support `BindExistentials<S, ...>` where `S` is a `struct` type that might have existential-type fields (or nested fields...). Eventually we need to desugar a type like this into a fresh `struct` type that has the same field keys as `S`, but with fields replaced by suitable `BindExistentials` as needed. (The hard part of this would seem to be computing which slots go to which fields). As a practial matter, this missing feature means that interface-type members of `cbuffer` declarations won't work.
The current tests carefully avoid both of these problems. They don't declare any buffer/texture fields in the concrete types, and they don't make use of `cbuffer` declarations or `ConstantBuffer`s over structure types with interface-type fields.
* fixup: add override to methods
* fixup: typos
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* Split front- and back-ends
This change is a major refactor of several of the types that provide the behind-the-scenes implementation of the public C API.
The goal of this refactor is primarily to allow for future API services that let the user operate both the front- and back-ends of the compiler in a more complex fashion.
For example, as user should be able to compile a bunch of source code into modules, look up types, functions, etc. in those modules, specialize generic types/functions to the types they've looked up, and then finally request target code to be gernerated for specialized entry points.
The back-end code generation they trigger should re-use the front-end compilation work (parsing, semantic checking, IR generation) that was already performed.
The most visible change is that `CompileRequest` has been split up into several smaller types that take responsibility for parts of what it did:
* The `Linkage` type owns the storage for `import`ed modules, and well as the `TargetRequest`s that represent code-generation targets. The intention is that an application could use a single `Linkage` for the duration of its runtime (so long as it was okay with the memory usage), so that each `import`ed module only gets loaded once. For now, this type needs to manage the search paths, file system, and source manager, because of its responsibility for loading files.
* A `FrontEndCompileRequest` owns the stuff related to parsing, semantic checking, and initial IR generation. This most notably includes the `TranslationUnitRequest`s and the `FrontEndEntryPointRequest`s (which used to be just `EntryPointRequest`s). It's main job is to produce AST and IR modules for each translation unit, and to find and validate the entry points. The front-end request does *not* interact with generic arguments for global or entry-point generic parameters.
* The main output of both `import` operations and front-end translation units is the `Module` type, which is just a simple container for both the AST module (to service the reflection/layout APIs, and also for semantic checking of code that `import`s the module) and the IR module (for linking and code generation). This type captures the commonalities between the old `LoadedModule` (which is now just an alias for `Module`) and `TranslationUnitRequest` (which now owns a `Module`).
* The secondary output of front-end compilation is a `Program`, which comprises a list of referenced `Module`s and validated `EntryPoint`s that will be used together. Layout and code generation both need a `Program` to tell them what modules and entry points will be used together (we don't want to just code-gen everythin that has ever been loaded into the linakge). The `Program`s created by the front-end do not include generic arguments, so they may provide incomplete layout information and/or be unsuitable for code generation.
* A `BackEndCompileRequest` owns stuff related to turning a `Program` into output kernels for the targets of a `Linkage`. Most of the data it owns beyond the `Program` to be compiled is minor, so this is a good candidate for demotion from a heap-allocated object to just a `struct` of options that gets passed around.
* The `CompileRequestBase` type is an attempt to wrap up the common functionality of both front-end and back-end compile requests. Most of it is just exposing the availability of a linkage and `DiagnosticSink`, so this type is a good candidate for subsequent removal. The main interesting thing it has is the flags related to dumping and validation of IR, so there is probably a good refactoring still to be made around deciding how options should be handled going forward.
* Behind the scenes, the `Program` type is set up to handle some level of on-line compilation and layout work. The `Program` knows the `Linkage` it belongs to, and allows for a `TargetProgram` to be looked up based on a specific `TargetRequest`. A `TargetProgram` then allows layout information and compiled kernel code to be asked for on-demand, in order to support eventual "live" compilation scenarios.
* The `EndToEndCompileRequest` type is a composition/coordination type that replaces the old `CompileRequest` in a way that uses the services of the various other types. It owns a few pieces of state that only make sense in the context of an end-to-end compile (e.g., there is really no way to "pass through" code when the front- and back-ends are run separately) or a command-line compile (everything to do with specifying output paths for files is really just for the benefit of `slangc`, and might even be moved there over time).
* One important detail is that the `EndToEndCompilRequest` owns all of the string-based generic arguments for both global and entry-point generic parameters. The logic in `check.cpp` for dealing with those arguments has been heavily refactored to separate out the parsings steps that are specific to end-to-end compilation with string-based type arguments, and the semantic checking steps that result in a specialized `Program` (which can be exposed through new APIs that aren't tied to end-to-end compilation).
It is perhaps not surprising that this change had a lot of consequences, so I'll briefly run over some of the main categories of changes required:
* I changed the way that global generic arguments are passed via API (use `spSetGlobalGenericArgs` instead of the generic arguments for `spAddEntryPointEx`, which are not just for entry-point generics), which has been a change that we've needed for a long time. This is technically a breaking API change, although we should have very few client applications that care about it.
* A bunch of places that used to take "big" objects like `CompileRequest` now just take the sub-pieces they care about (e.g., a function might have only needed a `Linkage` and a `DiagnosticSink`). This makes many subroutines or "context" struct types more generally useful, at the cost of taking more parameters.
* In a few cases the conceptually clean separation of the layers breaks down (often for edge-case or compatibility features), and so we may pass along additional objects that are allowed to be null, but are used when present. A big example of this is how the back-end code generation routines accept an `EndToEndCompileRequest` that is optional, and only used to check whether "pass through" compilation is needed. We should probably look into cleaning this kind of logic up over time so that we don't need to violate the apparent separation of phases of compilation.
* In cases where separation of layers was being broken for the sake of GLSL features, I went ahead and ripped them out, since all of that should be dead code anyway.
* In many cases I increased the encapsulation of data in the core types to help track down use sites and make sure they are following invariants better.
* In cases where code was doing, e.g., `context->shared->compileRequest->session->getThing()` I have tried to introduce convenience routines so that the usage site is just `context->getThing()` to improve encapsulation and allow changes to be made more easily going forward.
* The `noteInternalErrorLoc` functionality was moved off of the compile request and into `DiagnosticSink`, since that is the one type you can rely on having around when you want to note an internal error. We may consider going forward if (and how) it should reset the counter used for noting locations on internal errors.
* A few APIs now take `DiagnosticSink*` arguments where they didn't before, and as a result some public APIs need to create `DiagnosticSink`s to pass in, before going ahead and ignoring the messages. In the future there should be variations of these APIs that accept an `ISlangBlob**` parameter for the output.
* fixup: missing include for compilers with accurate template checking (non-VS)
* fixup: review feedback
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* * Remove dispose from IRInst
* Use MemoryArena instead of MemoryPool
* Make all IRInst not require Dtor - by having ref counted array store ptrs that need freeing
* Increase block size - typically compilation is 2Mb of IR space(!)
* Fix issues around StringRepresentation::equal because null has special meaning.
* Don't bother to construct as String to compare StringRepresentation, just used UnownedStringSlice.
* Added fromLiteral support to UnownedStringSlice and use instead of strlen version.
* Use more conventional way to test StringRepresentation against a String.
* Fix gcc/clang template problem with cast.
* Fix warnings.
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* Improve model-viewer support for lights
The main visible change here is that the model-viewer example supports
multiple light sources, with a basic UI for adding new light sources to
the scene, and for manipulating the ones that are there.
Along the way I also refactored the `IMaterial` decomposition to be a
bit less naive, while still only including a completely naive
Blinn-Phong implementation.
I also went ahead and spruced up the `cube.obj` file so that it has
multiple materials, although it is still a completely uninteresting
asset.
* Fixup: Windows SDK version
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This isn't being made visible just yet, but it will allow us to have a simple UI for loading models into the model-viewer example.
In order to support rendering with IMGUI I had to add the following to the `Renderer` layer:
* viewports
* scissor rects
* blend support
These are really only fully implemented for D3D11, but adding them to the other back-ends should be a reasonably small task.
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The original goal here was to bring up a second example program: `model-viewer`.
While the existing `hello-world` example is enough to get somebody up to speed with the basics of the Slang API (as a drop-in replacement for `D3DCompile` or similar), it doesn't really show any of the big-picture stuff that Slang is meant to enable.
There wasn't any use of D3D12/Vulkan descriptor tables/sets, and there wasn't any use of interfaces, generics, or `ParameterBlock`s in the shader code.
The `model-viewer` example addresses these issues. Its shader code involves generics, interfaces, and multiple `ParameterBlock`s, and the host-side code demonstrates a few key things for working with Slang:
* There is an application-level abstraction for parameter blocks, that combines the graphics-API descriptor set object with Slang type information
* There is a shader cache layer used to look up an appropriate variant of a rendering effect by using parameter block types to "plug in" global type variables
* There is a clear separation between the phases of compilation: a first phase that does semantic checking and enables reflection-based allocation of graphics API objects, followed by one or more code generation passes for specialized kernels.
This example is certainly not perfect, and it will need to be revamped more going forward. In particular:
* The output picture is ugly as sin. We need a plan for how to get this to load better content, perhaps even popping up an error message to note that the required input data isn't present in the basic repository.
* The shader code is too simplistic. There isn't any real material variety, and the `IMaterial` abstraction is completely wrong.
* The use of parameter blocks is facile because there are no resource parameters right now. Fixing that will likely expose issues around interfacing with Slang's reflection API.
* The whole example exposes the issue that Slang's current APIs aren't really designed for the benefit of two-phase compilation (since our many client application has been stuck on one-phase compilation).
* Global type parameters are actually a Bad Idea that we only did for compatibility with existing codebases. We should not be showing them off in an example of the Right Way to use Slang, but the language support for type parameters on entry points is still not complete.
Of course, the majority of the changes here are *not* inside the example applications, and instead involve a major overhaul of the `Renderer` abstraction that is used for both tests and examples. The main thrust of the change is to make the abstraction layer be closer to the D3D12/Vulkan model than to a D3D11-style model. This is important for the `model-viewer` example, since it aspires to show how Slang can be incorporated into a renderer that targets a modern API. The most important bit is actually the use of descriptor sets and "pipeline layouts" a la Vulkan, since without these Slang's `ParameterBlock` abstraction won't make a lot of sense.
Implementation of the abstraction for the various APIs has very much been on an as-needed basis. The current implementation is just enough for the two examples to work, plus enough to get all the tests to pass in both debug and release builds on Windows.
A big missing feature in the API abstraction right now is memory lifetime management. The code had been trending toward something D3D11-like where a constant buffer could be mapped per-frame with the implementation doing behind-the-scenes allocation for targets like D3D12/Vulkan. I'd like to shift more toward a model of just exposing "transient" allocations that are only valid for one frame, because these are more representation of how an efficient renderer for next-generation APIs will work. That transition isn't actually complete, though, so there are problems with the existing examples where `hello-world` is actually scribbling into memory that the GPU might still be using, while `model-viewer` is doing full-on heavy-weight allocations on a per-frame basis with no real concern for the performance implications.
All together, there are a lot of things here that need more work, but this branch has been way too long-lived already, and so I'd like to get this checked in as long as all the tests pass.
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