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* Migrate examples (#4920)kaizhangNV2024-08-27
| | | | | | | | | | | | | | | | | | | | | | | | | | | | * Migrate cpu-hello-world to new slang API Migrate cpu-hello-world to new slang API, and also convert this example as one of the unit test. * Add 'shader-object' to slang-unit-test * Convert ray-tracing example into unit-test Convert ray-tracing example into unit-test * Fix some replay bugs: - Wrong decode type in 'getEntryPointHostCallable'. - Mistakes in computing the output buffer size. - Wrong decode type in array size in specialize() call. - When capture entrypoint, we should increase the reference count for the allocated entrypoint recorder object, because that is allocated by record layer, it should be owned by the layer, user should not be able to free it. - Improve json consumer on the prelude text. * Test verify change: In our test, we add a "callIdx" string at beginning of the hash-code string, as there could be more than one modules in the example, so they could call 'getEntryPointHash' multiple times, in order for the test can identify them, add "callIdx: <number>" as the key word.
* Move the file public header files to `include` dir (#4636)kaizhangNV2024-07-17
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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
* Resource searching for examples (#4518)venkataram-nv2024-07-01
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* Various fixes to gfx. (#2120)Yong He2022-02-09
| | | | | | | | | | | * Various fixes to gfx. * Fix. * Fixes. * Fix. Co-authored-by: Yong He <yhe@nvidia.com>
* Various fixes to gfx. (#2074)Yong He2022-01-10
| | | | | | | * Various gfx fixes. * Fixup. Co-authored-by: Yong He <yhe@nvidia.com>
* Buffer allocation backend. (#2045)ZanderMajercik2022-01-04
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * removed initialization of upload resource for CPU visible buffers (D3D12, Vulkan) * reverted slang-gfx.h change * declared DescBase::hasCpuAccessFlag() const to make backend changes compile under gcc * commit before checking master branch * commit before merge * commit before checking master * commit before merging upstream * revert vulkan changes * commit before testing on master * commit before merge with master * reverted bad merge changes * reverted more bad merge changes in render-d3d12.cpp * reverted buffer transition in _uploadBufferData * implemented bufferBarrier() in render-d3d12.cpp * reverted uneccesary transition in createBuffer * create staging buffer even when AccessFlag::None passed to D3D11 createBufferResource * renamed AccessFlags to MemoryType Co-authored-by: Yong He <yonghe@outlook.com>
* Remove `PipelineType` from gfx header. (#2051)Yong He2021-12-09
| | | Co-authored-by: Yong He <yhe@nvidia.com>
* gfx: D3D12 and VK Fence implementation. (#2048)Yong He2021-12-07
| | | | | | | | | | | | | * 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>
* Fix typo in comment. (#1907)Andrew Adams2021-07-09
| | | Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
* [gfx] Add inline ray tracing support. (#1899)Yong He2021-06-30
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* [gfx] Support StructuredBuffer<IInterface>. (#1851)Yong He2021-05-21
| | | Co-authored-by: T. Foley <tfoleyNV@users.noreply.github.com>
* Remove resource `Usage` from `gfx` interface. (#1813)Yong He2021-04-24
| | | | | | | | | | | | | * Fix `model-viewer` crash when using Vulkan. Fixing an issue in shader object layout creation for to make sure a correct descriptor set layout is calculated for types that need an implicit constant buffer. * Fix formatting. * Fixes. * Fix memory leak in vulkan. * Remove resource `Usage` from `gfx` interface.
* Transient root shader object. (#1782)Yong He2021-04-05
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* `gfx` explicit transient resource management. (#1774)Yong He2021-03-31
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* Improve Vulkan shader-objects implementation. (#1765)Yong He2021-03-25
| | | | | | | | | | | | | | | | | | * Improve Vulkan shader-objects implementation. 1. Null bindings no longer crashes. 2. No longer copies push constants to staging CPU buffer before setting it into command buffer. The entry-point shader object now directly sets it into command buffer upon `bindObject` call. * Update comments * Fix * Re-enable 3 tests. Improved vulkan implementation so that each shader object is responsible for creating descriptor sets on-demand. Fixed slang reflection to correctly report `ParameterBlock` binding. * Fix gcc compile error.
* Reimplement Vulkan shader objects. (#1764)Yong He2021-03-24
| | | | | | | | | | | * Reimplement Vulkan shader objects. This change reimplements Vulkan shader objects in the `gfx` layer so that it is no longer layered on top of the `DescriptorSet` abstraction. Since this is the last implementation that uses `DescriptorSet`, the change also removes all `DescriptorSet` related API from public `gfx` interface. The Vulkan implementation now passes all test cases, but it still have two issues: 1. The PushConstant setting is not correct, this is because we don't seem to be able to get correct reflection data about the size of push constants for an entry-point. 2. The `shader-toy` example can't run on Vulkan, because it currently sets nullptr to `Texture` bindings, and this change doesn't properly handle setting resource to null in `ShaderObject`s yet. If we can use the `nullDescriptor` feature on vulkan, this implementation will be simple. However we still want to decide whether we want to use a Vulkan 1.2 feature for this. * Fix up
* `gfx` D3D12 shader objects rewrite. (#1763)Yong He2021-03-22
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* Remove `DescriptorSet` from D3D11 and GL devices. (#1761)Yong He2021-03-18
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* Swapchain resize and rename to `IDevice` (#1741)Yong He2021-03-10
| | | | | * Swapchain resize * Fix.
* Refactor `gfx` to surface `CommandBuffer` interface. (#1735)Yong He2021-03-04
| | | | | | | | | | | | | * 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>
* Explicit swapchain interface in `gfx`. (#1726)Yong He2021-02-24
| | | | | | | | | * Explicit swapchain interface in `gfx`. * Correctly return nullptr when `IRenderer` creation failed. * Fix crashes on CUDA tests. * Cleanups.
* Make gfx library visible to external user. (#1719)Yong He2021-02-19
| | | | | * Make gfx library visible to external user. * Fixup
* Streamline shader object creation (#1717)Tim Foley2021-02-17
| | | | | | | | | | | | | | | | | | | This change kind of rolls together two different simplifications: 1. The `createShaderObject()` shouldn't really need to take an `IShaderObjectLayout` because it could just take the `slang::TypeLayoutReflection` instead and create the shader-object layout behind the scenes. 2. For that matter, it needn't take a `slang::TypeLayoutReflection` either, becaues it could just take a `slang::TypeReflection` and query the layout of that type behind the scenes. The combination of these two changes means: * `IShaderObjectLayout` is gone from the public API, as is `createShaderObjectLayout()` * `createShaderObject()` directly takes a `slang::TypeReflection` and allocates a shader object of that type The result is simpler and more streamlined application code. Note that under the hood the implementation still has shader-object layouts, using the `ShaderObjectLayoutBase` class. A few locations had to change to use `RefPtr`s instead of `ComPtr`s now that the class is no longer a public COM-lite API type. The hope is that this change makes it easier to allocate/cache layouts for things like specialized types "under the hood," as is needed to implement parameter setting for static specialization.
* Shader-Object example (#1694)Yong He2021-02-05