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* 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>
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* 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>
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Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Update VS projects to 2019.
* Empty commit to trigger build
* Implement gfx inline ray tracing on D3D12.
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* #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.
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Co-authored-by: T. Foley <tfoleyNV@users.noreply.github.com>
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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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* `gfx` DebugCallback and debug layer.
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* 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.
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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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The landing page (`README.md`) has been growing larger and less tidy over time as we try to cram more and more information into it.
This change makes a few edits to try to make the landing page shorter and more to the point:
* Streamline the opening lines and try to make them focus on the credibility of the system
* Break off the list of major features into its own subsection and try to highlight the ones that our current users say they benefit from the most
* Move a lot of the information about documentation, examples, Shader Playground, etc. into their own sub-pages to avoid clutter
* Break out the list of dependencies in the `License` section to make sure we are being accurate
With this change the landing page links to the User's Guide directly, so we probably need to get that rendering nicely ASAP.
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* 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.
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* 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
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* Swapchain resize
* Fix.
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* Refactor window library.
* Fix project file
* Fix warnings.
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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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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.
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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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* PR to fix issue #1638. This change introduces a diagnostic sink to the
emitModule function, and updates all associated calls to that function.
Additionally, this commit updates the heterogeneous hello world example
to not need the entry and stage flags for simplicity.
* Updated emit-cpp per suggested changes
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
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* "Shader Toy" example and related fixes
This change introduces a new `shader-toy` example program that is primarily designed to show how Slang's features for type-based encapsulation and modularity can be applied to modularity for effects along the lines of those from `shadertoy.com`.
The Example
-----------
The example is being checked in with an example "toy" effect that I hastily put together, so that it would not be encumbered with any IP concerns. I wrote the effect using the shadertoy.com editor, so I can be sure it is valid GLSL. During bringup of the application I used a pre-existing and larger effect for testing, so some of the support code that was added is not being used at present.
The big-picture idea here is to have an exmaple that shows how to modularize things using Slang interfaces and generics, and then to use the Slang compiler API to manage the compilation, composition, specialization, and linking steps. For better or worse this leads to the sequence of API calls involved being much longer than what was in something like the `hello-world` example.
Future Work (Example)
---------------------
There is a lot of room for improvement and expansion here, so this should be viewed as a checkpoint of work in progress rather than something I'm claiming as a finalized demonstration of all we'd like to achieve. Areas for future work include:
* We need to copy the integration of "Dear, IMGUI" that was already done for the `model-viewer` example so that this example can have a UI.
* Now that the compilation flow is broken into all these additional steps, it should be possible to have the application load multiple effects as distinct modules, and then provide a UI for switching between them. The chosen effect module would be used to specialize the top-level shader(s) before kernel generation.
* The checked-in logic includes a compute shader that can execute an effect, but that hasn't been tested nor has it been wired up to any kind of UI. We should have a way to switch between multiple execution methods, with a goal of eventually including CPU execution.
* The "GLSL compatibility" code needs a lot of improvements before it is likely to be usable for a nontrivial number of shaders. Some of that work is waiting on Slang compiler fixes, though.
* We should consider allowing the individual "toy" effects to define their own uniform parameters and expose those via a UI and reflection. The catch in this case is not that this would be difficult to do, but that it would be a semantic change to how shader toy effects currently work.
The Compiler Fixes
------------------
Doing this work exposed a few bugs in Slang, and this change includes fixes for the ones that were quick to address.
We already had logic in `slang-check-shader.cpp` that was validating the entry points in a compile request - either by checking the explicitly-listed entry points, or by scanning for `[shader("...")]` attributes. The problem is that the routine that did that checking was not being invoked on all compiles. The logic that handled entry points was only being run for manual compiles using `SlangCompileRequest`, while anything using `import` or `loadModule` would ignore entry points. I refactored the relevant code into a subroutine that will be invoked in all compilation scenarios.
There were already `TODO` comments in `SpecializedComponentType` which made the point about how a specialized entry point like `myShader<YourType>` would need to properly show that it has dependencies on both the module that defines `myShader` *and* the module that defines `YourType`, while only the former was being handled at present. I went ahead and implemented the logic to scan the generic arguments for a specialized compoment type in order to determine what module(s) the arguments depend on (both type arguments and witness tables). With that change, using `IComponentType::link` on a specialized component will properly pull in the module(s) that the generic arguments come from.
In `slang-ir-legalize-types.cpp` we could run into assertion failures in debug builds because of code trying to legalize layout `IRAttr`s for fields or parameters with types that need legalization. In practice it is safe to skip these layout attributes, because legalization of the fields/parameters they pertain to would result in creation of entirely new layout attributes, and the old ones would then be unreferenced.
Future Work (Fixes)
-------------------
There are other compiler bugs that this work exposed, but which this change does not address. These will need to be resolved as part of subsequent changes:
* Slang allows for default-initialization of variables of a generic type. That is, given `<T : ISomething>` a user is allowed to declare `T x = {};` and the Slang front-end does not complain. Instead, this leads to an internal compiler error during IR lowering.
* The Slang `__init()` feature probably needs to be upgraded to a properly supported feature, and we probably need a way to make implementing default-initialization an easy thing (e.g., any `struct` type that has initial-value expressions for all its fields should automatically and implicitly satsify an `init();` requirement declared in an interface)
* Iniside an `__init()` definition, code has mutable access to members of the enclosing type, but for some reason the front-end is incorrectly treating `this` as immutable in those contexts. As a result you can write to `someField` but not `this.someField`.
* User-defined operator overloads flat out don't work (which isn't surprising given that no clients have decided to use them yet, and we have no test coverage for them). This is actually due to the shadowing rules being used for lookup right now, so a fix for this issue is going to have far-reaching consequences around what overloads are visible where (and anything that impacts overload resolution is a big can of worms, including around performance).
* fixup: test case had missing main function
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Move reflection to reflection-api.
* Slight reorg to pull out potentially Slang internal functions from the reflection API impls.
* Remove visual studio projects
* Fix for slang-binaries copy.
* Add the visual studio projects in build/visual-studio
* Remove miniz project.
* Differentiate the linePath from the filePath.
* Improve comment in premake5.lua + to kick of CI.
* Kick CI.
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* Add API for whole program compilation.
This change exposes a new target flag: `SLANG_TARGET_FLAG_GENERATE_WHOLE_PROGRAM` that can be set on a target with `spSetTargetFlags`. When this flag is set, `spCompile` function generates target code for the entire input module instead of just the specified entrypoints. The resulting code will include all the entrypoints defined in the input source.
The resulting whole program code can be retrieved with two new functions: `spGetTargetCodeBlob` and `spGetTargetHostCallable`.
This change also cleans up the unnecessary `entryPointIndices` parameter of `TargetProgram::getOrCreateWholeProgramResult`, and modifies the `cpu-hello-world` example to make use of the new whole-program compilation API to simplify its logic.
* Update comments.
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* First pass at incorporating nvapi into test harness.
* D3d12 Atomic Float Add via NVAPI working
* Dx12 atomic float appears to work.
* Atomic float add on Dx12.
* Added atomic64 feature addition to vk.
Fix correct output for atomic-float-byte-address.slang
* Disable atomic float failing tests.
* Upgraded VK headers.
* Detect atomic float availability on VK.
* Try to get test working for in64 atomic.
* Made HLSL prelude controlled via the render-test requirements.
* Added -enable-nvapi to premake.
* Fix D3D12Renderer when NVAPI is not available.
* Small improvements to VKRenderer.
* Improve atomic documentation in target-compatibility.md.
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* GPU Foreach Loop
This PR introduces the completed GPU foreach loop and updates the
heterogeneous-hello-world example to use it. This PR builds on the
previous introduction of the GPU Foreach loop parsing and semantic
checking PR (#1482) by introducing IR lowering and emmitting. THe new
feature can be used by having a GPU_Foreach loop interacting with a
named non-CPP entry point, and using the -heterogeneous flag.
* Fix to path
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
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This PR introduces parsing and semantic checking for a GPU foreach loop
for heterogeneouis programming. A GPU foreach loop takes the form:
```
__GPU_FOREACH(renderer, gridDims, LAMBDA(uint3 dispatchThreadID) {
kernelCall(args, ...); });
```
And will allow the host code to call into a kernel with the correct
renderer and grid dimensions. This commit also introduces a hack to
unify types in the heterogeneous hello world file, which will hopefully
be amended in the future.
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
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* Binary Heterogeneous Example
This PR introduces the ability to insert the binary of a non-CPU target
by using the -heterogeneous flag. Specifically, this PR updates the
emitting logic to produce a variable of name `__[name_of_entryPoint]`
when the heterogeneous flag is present.
* Prelude path fix
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
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* Baseline Heterogeneous Example
This PR introduces a baseline heterogeneous example, including both a
Slang file and an associated C++ helper file. This refactoring
primarily moves the Slang file "into the driver's seat" while
maintaining that the C++ side still does most of the actual work.
* Fix to prelude path
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* CPU/GPU Compute Shader Example
This PR introduces an example to run a simple compute shader on the GPU
in the heterogeneous-hello-world example. All loading code is currently run in
C++, so the heterogeneity of this example is still a work in progress.
This change updates exactly this example, and so should not cause
issues elsewhere in the codebase.
* Small fix
* Added gfx to help the linker
* Added back the struct
* Updated premake to respect windows conditions
* Completely removed het-example
* Re-added example
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
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* Multiple Entry Point Backend
This PR introduces changes to the IR linking, emitting, and options for
multiple entry points. Specifically, this PR updates several locations
to support a (potentially empty) list of entry points, adding list infrastructure and looping over entry points as appropriate.
* Formatting change
* Updated unknown target case to not require an entry point
* Formatting and list consts updates
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
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* Adding support for global uniform shader parameters
This change adds support for Slang programmers to declare shader parameters of "ordinary" types at global scope:
```hlsl
uniform float gScaleFactor;
void main() { ... *= gScaleFactor; ... }
```
The generated HLSL/GLSL/DXIL/SPIR-V output will be something along the lines of:
```hlsl
struct GlobalParams
{
float gScaleFactor;
}
cbuffer globalParams
{
GlobalParams globalParams;
}
void main() { ... *= globalParams.gScaleFactor; ... }
```
The binding information used for the implicit `globalParams` constant buffer will be determined by the existing implicit parameter binding logic (which already had support for this kind of transformation).
The reason this change is being pursued right now is because it is one step toward removing the implicit `KernelContext` type that is used to wrap the generated code for our CPU and CUDA C++ targets. Handling global-scope parameters of ordinary type requires an IR pass that synthesizes the `GlobalParams` structure type above, and that step ends up removing the need for the similar `UniformState` structure that was being used in the CPU/CUDA emit logic.
A more detailed guide to the changes included follows:
* The diagnostic for a global-scope variable that is implicitly a shader parameter was kept, but changed to a warning. Users can opt out of the warning by decorating their parameter as a `uniform` (since that keyword is already being used to mark entry-point parameters that should be treated as uniform shader parameters).
* To simplify the task of finding the global shader parameters, the `CLikeSourceEmitter` type has been given an `m_irModule` member. The previous emit logic for `UniformState` was having to do a roundabout solution involving the `EmitAction`s to deal with not having direct access to the module.
* Removed a few dead declarations in the emit logic (related to a much earlier point where emit was based on the AST instead of the IR).
* Made the computation of type names in C++ emit take into account `ConstantBuffer<T>` and `ParameterBlock<T>`. As far as I can tell, these were being handled with some special-case hacks in the emit logic instead of being supported more fundamentally. It might actually be good to pass these through as `ConstantBuffer<T>` and `ParameterBlock<T>` in the C++ output, and allow the prelude to customize their translation (defaulting to defining them as `T*`).
* Removed the special-case C++ emit logic for references to global shader parameters. There are now at most two global shader parameters to deal with, and the default emit logic (referring to them by name) does the Right Thing.
* Changed the handling of entry points for C++ (both CPU and CUDA) so that it handles the bundled-up shader paameters for the global and entry-point scopes the same way. The main complication here is OptiX, where parameter data is passed very differently than it is for CUDA compute kernels.
* Reverted changes to `ir-entry-point-uniforms` that had made its logic depend on the compilation target. The parameter binding logic was already responsible for deciding if a given target needed to wrap up its entry-point parameters in a constant buffer, and the IR pass was respecting that layout information. The current workaround had been removing the `ConstantBuffer<T>` indirection from this IR pass for CPU/CUDA, but then reintroducing the same indirection later on in the emit step.
* Added an explicit IR pass with the task of collecting global-scope parameters of uniform/ordinary type and packaging them up into a `struct`, and then optionally packaging that `struct` up in a constant buffer. This pass bases its decisions on the IR layout information that was already computed, so it should match whatever policy choices were made at the layout level.
* Changed the "key" operand on IR `struct` layout information to not assume an `IRStructKey`. The problem here is that the global scope gets a `StructTypeLayout` to represent its members, and this is convenient (rather than having to always special-case logic that handles the global scope), but the "fields" of that struct are global variables which do not have `IRStructKey`s associated with them. The simplest solution is to use the variables themselves as the keys, which required removing the assumption in the IR encoding.
* Updated the IR layout process to compute a layout for the global scope of an entire program, and to attach that to the `IRModule` via a decoration. Updated the IR linking process to carry through that decoration to the linked output. This is necessary so that the IR pass that transforms global parameters can access the global-scope layout information.
An important concern with this approach is that the contents and layout of the monolithic `GlobalParams` structure depends on the exact set of modules that were linked (and the order in which they were specified, in some cases). This isn't really a new thing with this change, but it becomes more important as we start to think of how to generalize things to better support separate compilation and linking.
There are changes that can (and should) be made to the way that IR layouts are computed for programs (e.g., so that we compute layout per-module and then combine them rather than as a whole-program step). In this case, the problem of forming the combined/linked global layout can be moved down the IR level and not be reliant on AST-level information.
Just changing the way layout and linking interact would not change the fundamental problem that global shader parameters as they currently exist in Slang/HLSL/GLSL are not readily compatible with true separate compilation. We either need to find a solution strategy that we can apply to allow existing shaders to work with separate compilation *or* we need to incrementally work toward removing support for global-scope shader parameters in favor of explicit entry-point parameters in all cases.
* fixup: missing files
* fixup: comment the new code
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This PR introduces support for the public modifier for functions. This
keyword allows labelled functions to be written to the compiled without
having a link to an entry point. The goal of this change is to help
support heterogeneous design of Slang by permitting C++ code to interact
with CPU slang functions.
Internally, this PR adds the public decoration to the IR and defines a
lowering from the public modifier in the AST to this decoration.
Additionally, the Keep Alive decoration is added to any public modifier
being lowered, which prevents DCE from eliminating functions labelled
with the public keyword.
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
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* Introduced heterogeneous example. Example includes C++ source and
header files, and does not currently make use of the associated slang
file when building. The intent of this commit is to introduce the
example as a baseline for later updates as the heterogeneous model is
expanded.
* Changing namespace
* Renamed and rewrote README
* Updated example to account for compiler updates
* Updated path
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
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