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* Enhance buffer load specialization pass to specialize past field extracts. ↵Yong He2025-09-30
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | (#8547) This allows us to specialize functions whose argument is a sub element of a constant buffer, instead of being only applicable to entire buffer element. Closes #8421. This change also implements a proper heuristic to determine when to specialize the calls and defer the buffer loads. This PR addresses a pathological case exposed in `slangpy\slangpy\benchmarks\test_benchmark_tensor.py`, which used to take 27ms to finish, and now takes 1.25ms. For example, given: ``` struct Bottom { float bigArray[1024]; [mutating] void setVal(int index, float value) { bigArray[index] = value; } } struct Root { Bottom top[2]; [mutating] void setTopVal(int x, int y, float value) { top[x].setVal(y, value); } } RWStructuredBuffer<Root> sb; [shader("compute")] [numthreads(1, 1, 1)] void compute_main(uint3 tid: SV_DispatchThreadID) { sb[0].setTopVal(1, 2, 100.0f); } ``` We are now able to specialize the call to `setTopVal` into: ``` void compute_main(uint3 tid: SV_DispatchThreadID) { setTopVal_specialized(0, 1, 2, 100.0f); } void setTopVal_specialized(int sbIdx, int x, int y, float value) { Bottom_setVal_specialized(sbIdx, x, y, value); } void Bottom_setVal_specialized(int sbIdx, int x, int y, float value) { sb[sbIdx].top[x].bigArray[y] = value; } ``` And get rid of all unnecessary loads. Achieving this requires a combination of function call specialization and buffer-load-defer pass. The buffer-load-defer pass has been completely rewritten to be more correct and avoid introducing redundant loads. This PR also adds tests to make sure pointers, bindless handles, and loads from structured buffer or constant buffers works as expected.
* Initial copy elision pass (#8042)ArielG-NV2025-08-07
| | | | | | | | | | | | | | | | | | | | | | Fixes #7574 Changes: * Add an initial (fairly simple) optimization pass which is able to eliminate redundant copies. * Our current existing optimizer passes remove redundant load/store very robustly, this pass will focus on other cases of copy elimination * Primary approach is to make all functions which are `in T` and `T` is trivial to copy into a `__constref T`. We then (depending on scenario) manually insert a variable+load if a pass-by-reference is not possible; otherwise we pass by `constref`. * Added optimizations to eliminate redundant code which causes `constref` to fail to compile --------- Co-authored-by: Harsh Aggarwal <haaggarwal@nvidia.com> Co-authored-by: Claude <noreply@anthropic.com> Co-authored-by: slangbot <ellieh+slangbot@nvidia.com> Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
* formatEllie Hermaszewska2024-10-29
| | | | | | | * format * Minor test fixes * enable checking cpp format in ci
* Implement 8.14-8.19 of OpenGL-GLSL specificationArielG-NV2024-04-03
| | | | | | | | | | | | | | | | | The following PR implements 8.14-8.19 of the [OpenGL-GLSL specification](https://registry.khronos.org/OpenGL/specs/gl/GLSLangSpec.4.60.pdf). Fully implements all functions and built-in type's, resolves https://github.com/shader-slang/slang/issues/3692 for GLSL & SPRI-V targets. _Notes:_ Testing Tools: * Fragment shaders cannot test computational results. Only OpCodes are checked for proper emitting. Implementation Notes: * SubpassInput requires an unknown image format. * SubpassInput is disjoint from TextureType: __SubpassImpl (.slang) & SubpassInputType (Compiler) to reduce code generation required. * SubpassInput required an additional input layout modifier, input_attachment_index, this was added as a new parameter binding attribute. Since the following qualifiers can overlap with different resources (`layout(input_attachment_index = 0, binding = 0, set = 0)`) input_attachment_index is checked for overlapping resource bindings separately from other qualifiers with `LayoutResourceKind::InputAttachmentIndex`. * `GLSLInputAttachmentIndexLayoutModifier` was added to enforce function parameters only accepting `in` decorated variables. * `in` decorated variables needed to have emitting modified to allow directly emitting the variable into function calls if used as a parameter, normally Slang has a "global variable" shadow as a "global parameter" through a copy. This does not work and is solved using `GlobalVariableShadowingGlobalParameterDecoration` to build a relationship of "global variable" to "global parameter", we then resolve this relationship and replace "global variable" uses later in compile. * `AtomicCounterMemory` memory-constraint requires `OpCapability AtomicStorage`, `AtomicStorage` is invalid for Vulkan targets. glslang outputs for `barrier`, `memoryBarrier`, and `groupMemoryBarrier` `AtomicCounterMemory` as a memory constraint. This compiles as valid SPIR-V for Vulkan since `OpCapability AtomicStorage` is not declared. This behavior of glslang is undefined as per [3.31.Capability of the SPIR-V specification](https://registry.khronos.org/SPIR-V/specs/unified1/SPIRV.html#_capability). We will omit `AtomicCounterMemory` from our barrier calls.
* Improve cpp prelude. (#3725)Yong He2024-03-08
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* Add PyTorch C++ binding generation. (#2734)Yong He2023-03-26
| | | | | | | | | * Add PyTorch C++ binding generation. * fix --------- Co-authored-by: Yong He <yhe@nvidia.com>
* Overhaul global inst deduplication and cpp/cuda backend. (#2654)Yong He2023-02-16
| | | | | | | | | * Overhaul global inst deduplication and cpp/cuda backend. * Update IR documentation. --------- Co-authored-by: Yong He <yhe@nvidia.com>
* Fix code generation for matrix reshape. (#2568)Yong He2022-12-14
| | | Co-authored-by: Yong He <yhe@nvidia.com>
* Improved bounds checking for C++/CUDA (#2263)jsmall-nvidia2022-06-08
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * #include an absolute path didn't work - because paths were taken to always be relative. * Use TerminatedUnownedStringSlice for literals in output C++. * Remove Escape/Unescape functions used in slang-token-reader.cpp Add target type of 'host-cpp' etc to map to the target types. * Fix some corner cases around string encoding. * Added unit test for string escaping. Fixed some assorted escaping bugs. * Updated test output. * Added decode test. * Stop using hex output, to get around 'greedy' aspect. Use octal instead. * Added HostHostCallable Small changes to use ArtifactDesc/Info instead of large switches. * Fix C++ emit to handle arbitrary function export. * Add options handling for callable without an output being specified. * Can compile with COM interface. Added example using com interface. * Use the IR Ptr type instead of hack in C++ emit for interfaces. * Fix issue with outputting the COM call when ptr is used. * Fix crash issue on compilation failure. * Add support for __global. * Added `ActualGlobalRate` Added special handling around globals and COM interfaces. Tested out in cpu-com-example. * Fix typo in NodeBase. * Support for accessing globals by name working. * Bounds checking for C++ Improved bounds checks for CUDA. * Check that actual global initialization is working. * Fix typo. * Refactor the com replacement such that it doesn't need a cache or do anything special with GlobalVar. * Fix typo in CUDA prelude. * Remove context. Only create replacement if needed. * Split out COM host-callable into a unit-test. * host-callable com testing on C++and llvm. * Comment around the COM ptr replacement. * WIP Zero bound test. * Disable com test on vs 32 bit. Fix C++ prelude * Disable 32 bit targets testing com host-callable. * For now disable zero index test. * Enable bounds checking for CPU/CUDA. * Small fixes. Disable CUDA zero index bound fix. * Add test result for bound check. * Work around for index wrapping issue. * Added Fixed array test. * Only enable prelude asserts via SLANG_PRELUDE_ENABLE_ASSERT (unless defined by the user)
* First Slang LLVM integration (#1934)jsmall-nvidia2021-09-10
| | | | | | | | | | | | | | | | | | | | | * #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.
* Add a CPU renderer implementation (#1750)Tim Foley2021-03-12
| | | | | | | | | | | | | | | | | | | | | | | | | * Add a CPU renderer implementation This change adds a CPU back-end to `gfx` and ensures that most of our existing CPU tests pass when using it. Detailed notes: * Most of the CPU renderer implementation is copy-pasted from the CUDA case, so they share a lot of similar logic * The main addition to the CPU renderer is a semi-complete implementation of host-memory textures. The logic here handles all the main shapes (Buffer, 1D, 2D, 3D, Cube) and all the currently-supported `Format`s that are sample-able as-is (no D24S8). The implementation is not intended to be fast, and it currently only does nearest-neighbor sampling, but otherwise it tries to avoid cutting too many corners and should be ar reasonable starting point for a more complete (but not performance-oriented) implementation. * Refactored the CPU prelude `IRWTexture` interface to inherit from `ITexture`, since in most cases a single type will end up implementing both. It might be worth it to collapse it all down to a single interface later. * Changed the CPU prelude `ITexture`/`IRWTexture` interface so that it takes both a pointer *and* a size for output arguments. This change seems necessary to allow a shader variable declared as a `Texture2D<float>` to fetch a single `float` when the underlying texture might be using RGBA32F. * Added to the `IComponentType` public API so that we can query a "host callable" for an entry point and not just a binary. * Turned off the `-shaderobj` flag on two tests that weren't yet compatible with shader objects but still had the flag left in on the path (since previously the CPU path always used the non-`gfx` non-shader-object logic anyway) * Disabled one test (`dynamic-dispatch-11`) that relied on the `ConstantBuffer<IInterface>` idiom that we know we are planning to chagne soon anyway. * Made a few changes to the CUDA path to bring it into line with what I added for the CPU path. These were mostly bug fixes around indexing logic for sub-objects and resources. * fixup
* Fix C++ emit for `bit_cast` inst. (#1570)Yong He2020-10-07
| | | Co-authored-by: Yong He <yhe@nvidia.com>
* Enable default cpp prelude. (#1560)Yong He2020-09-24
| | | | | | | | | | | | | * Enable default cpp prelude. * Print the "#include" line as a normal source if the file does not exist. * Bug fix * Fix. * Fix c++ prelude header. * Remove unnecessary fopen call.
* AnyValue packing/unpacking pass. (#1480)Yong He2020-08-07
| | | | | | | | | * AnyValue packing/unpacking pass. * Add diagnostic for types that does not fit in required AnyValueSize. * Add expected test result * Fix warnings.
* `AnyValue` based dynamic dispatch code gen (#1477)Yong He2020-08-05
| | | | | * AnyValue based dynamic code gen * Fix aarch64 build error
* Sampler Feedback improvements (#1475)jsmall-nvidia2020-08-04
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Add the Feedback texture types. Depreciate SLANG_RESOURCE_EXT_SHAPE_MASK. * Starting point to test sampler feedback. * WIP on FeedbackSampler. * Use __target_intrinsic to override the output of sampler feedback types. * Use newer generic syntax for FeedbackTexture. * Reflects Feedback type. * SLANG_TYPE_KIND_TEXTURE_FEEDBACK -> SLANG_TYPE_KIND_FEEDBACK * Added reflection test. * Reneable issue with generics in sampler-feedback-basic.slang * Add methods to FeedbackTexture2D/Array. Make test cover test cases. * Sampler feedback produces DXC code. * Disabled Sampler feedback test - as requires newer version of DXC. * Fix bug in reflection tool output. * Fix problem with direct-spirv-emit.slang.expected due to update to glslang. * Fix direct-spirv-emit.slang * Use SLANG_RESOURCE_EXT_SHAPE_MASK again * Make Feedback be emitted as a textue type prefix. * Add support for GetDimensions to FeedbackTexture2D * WIP on CPU sampler feedback. Update of target compatibility. * Fix some bugs in C++ feedback sampler. Fix GetDimensions for FeedbackTextures. Run 'Compile' test for CPU compute feedback texture test. Update target-compatability.md * Fix GetDimensions call on feedback sampler. * Small documentation improvements. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
* Dynamic code gen for generic local variables. (#1434)Yong He2020-07-10
| | | | | | | * Dynamic code gen for generic local variables. * Fixes to function calls with generic typed `in` argument. * Fixes per code review comments
* Emit pointers for CPU target. (#1418)Yong He2020-07-03
| | | Co-authored-by: Yong He <yhe@nvidia.com>
* Improvements around C++ code generation (#1396)jsmall-nvidia2020-06-18
| | | | | | | | | | | | | * * Remove UniformState and UniformEntryPointParams types * Put all output C++ source in an anonymous namespace * If SLANG_PRELUDE_NAMESPACE is set, make what it defines available in generated file. * Fix signature issue in performance-profile.slang * Context -> KernelContext to avoid ambiguity. * Fix issues around dynamic dispatch and anonymous namespace. * Fix typo.
* Add support for generic load/store on byte-addressed buffers (#1334)Tim Foley2020-04-27
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Add support for generic load/store on byte-addressed buffers Introduction ============ The HLSL `*ByteAddressBuffer` types originaly only supported loading/storing `uint` values or vectors of the same, using `Load`/`Load2`/`Load3`/`Load4` or `Store`/`Store2`/`Store3`/`Store4`. More recent versions of dxc have added support for generic `Load<T>` and `Store<T>`, which adds a two main pieces of functionality for users. The first and more fundamental feature is that `T` can be a type that isn't 32 bits in size (or a vector with elements of such a type), thus exposing a capability that is difficult or impossible to emulate on top of 32-bit load/store (depending on what guarantees `*StructuredBuffer` makes about the atomicity of loads/stores). The secondary benefit of having a generic `Load<T>` and `Store<T>` is that it becomes possible to load/store types like `float` without manual bit-casting, and also becomes possible to load/store `struct` types so long as all the fields are loadable/storable. This change adds generic `Load<T>` and `Store<T>` to the Slang standard library definition of byte-address buffers, and tries to bring those same benefits to as many targets as possible. In particular, the secondary benefits become available on all targets, including DXBC: byte-address buffers can be used to directly load/store types other than `uint`, including user-defined `struct` types, so long as all of the fields of those types can be loaded/stored. The ability to load/store non-32-bit types depends on target capabilities, and so is only available where direct support for those types is available. For 16-bit types like `half` this includes both Vulkan and D3D12 DXIL with appropriate extensions or shader models. The implementation is somewhat involved, so I will try to explain the pieces here. Standard Library ================ The changes to the Slang standard library in `hlsl.meta.slang` are pretty simple. We add new `Load<T>` and `Store<T>` generic methods to `*ByteAddressBuffer`, and route them through to a new IR opcode. Right now the generic `Load<T>` and `Store<T>` do *not* place any constraints on the type `T`, although in practice they should only work when `T` is a fixed-size type that only contains "first class" uniform/ordinary data (so no resources, unless the target makes resource types first class). Our front-end checking cannot currently represent first-class-ness and validate it (nor can it represent fixed-size-ness), so these gaps will have to do for now. Rather than directly translate `Load<T>` or `Store<T>` calls into a single instruction, we instead bottleneck them through internal-use-only subroutines. The design choice here is intended to ensure that for some large user-defined type like `MassiveMaterialStruct` we only emit code for loading all of its fields *once* in the output HLSL/GLSL rather than once per load site. While downstream compilers are likely to inline all of this logic anyway, we are doing what we can to avoid generating bloated code. Emit and C++/CUDA ================= Over in `slang-emit-c-like.cpp` we translate the new ops into output code in a straightforward way. A call like `obj.Load<Foo>(offset)` will eventually output as a call like `obj.Load<Foo>(offset)` in the generated code, by default. For the CPU C++ and CUDA C++ codegen paths, this is enough to make a workable implementation, and we add suitable templated `Load<T>` and `Store<T>` declarations to the prelude for those targets. Legalization ============ For targets like DXBC and GLSL there is no way to emit a load operation for an aggregate type like a `struct`, so we introduce a legalization pass on the IR that will translate our byte-address-buffer load/store ops into multiple ops that are legal for the target. Scalarization ------------- The big picture here is easy enough to understand: when we see a load of a `struct` type from a byte-address buffer, we translate that into loads for each of the fields, and then assemble a new `struct` value from the results. We do similar things for arrays, matrices, and optionally for vectors (depending on the target). Bit Casting ----------- After scalarization alone, we might have a load of a `float` or a `float3` that isn't legal for D3D11/DXBC, but that *would* be legal if we just loaded a `uint` or `uint3` and then bit-casted it. The legalization pass thus includes an option to allow for loads/stores to be translated to operate on a same-size unsigned integer type and then to bit-cast. To make this work actually usable, I had to add some more details to the implementation of the bit-cast op during HLSL emit and, more importantly, I had to customize the way that the byte-address buffer load/store ops get emitted to HLSL so that it prefers to use the existing operations like `Load`/`Load2`/`Load3`/`Load4` instead of the generic one, whenever operating on `uint`s or vectors of `uint`. Translation to Structured Buffers --------------------------------- Even after scalarizing all byte-address-buffer loads/stores, we still have a problem for GLSL targets, because a single global `buffer` declaration used to back a byte-address buffer can only have a single element type (currently always `uint`), so the granularity of loads/stores it can express is fixed at declaration time. If we want to load a `half` from a byte-address buffer, we need a dedicated `buffer` declaration in the output GLSL with an element type of `half`. The solution we employ here is to translate all byte-address buffer loads into "equivalent" structured-buffer ops when targetting GLSL. We add logic to find the underlying global shader parameter that was used for a load/store and introduce a new structured-buffer parameter with the desired element type (e.g., `half`) and then rewrite the load/store op to use that buffer instead. We copy layout information from the original buffer to the new one, so that in the output GLSL all the various `buffer`s will use a single `binding` and thus alias "for free." We don't want to create a new global buffer for every load/store, so we try to cache these "equivalent" structured buffers as best as we can. For the caching I ended up needing a pair to use as a key, so I tweaked the `KeyValuePair<K,V>` type in `core` so that it could actually work for that purpose. Because we are working at the level of IR instructions instead of stdlib functions at this work I had to add new IR opcodes to represent structured-buffer load/store that only (currently) apply to GLSL. Layout ====== In order to translate a load/store of a `struct` type into per-field load/store we need a way to access layout information for the types of the fields. Previously layout information has been an AST-level concern that then gets passed down to the IR only when needed and only on global parameters, so layout information isn't always available in cases like this, at the actual load/store point. As an expedient move for now I've introduced a dedicated module that does IR-level layout and caches its results on the IR types themselves. This approach *only* supports the "natural" layout of a type, and thus is usable for structured buffers and byte-address buffers (or general pointer load/store on targets that support it), but which is *not* usable for things like constant buffer layout. We've known for a while that the Right Way to do layout going forward is to have an IR-based layout system, and this could either be seen as a first step toward it, or else as a gross short-term hack. YMMV. Details ======= The GLSL "extension tracker" stuff around type support needed to be tweaked to recognize that types like `int16_t` aren't actually available by default. I switched it from using a "black list" of unavailable types at initialization time over to using a "white list" of types that are known to always be available without any extensions. Tests ===== There are two tests checked in here: one for the basic case of a `struct` type that has fields that should all be natively loadable, and one that stresses 16-bit types. Each test uses both load and store operations. Future Directions ================= Right now we translate vector load/store to GLSL as load/store of individual scalars, which means the assumed alignment is just that of the scalars (consistent with HLSL byte-address buffer rules). We could conceivably introduce some controls to allow outputting the vector load/store ops more directly to GLSL (e.g., declaring a `buffer` of `float4`s), which might enable more efficient load/store based on the alignment rules for `buffer`s. The IR layout work has a number of rough edges, but the most worrying is probably the assumption that all matrices are laid out in row-major order. Slang really needs an overhaul of its handling of matrices and matrix layout, so I don't know if we can do much better in the near term. At some point the IR-based layout system needs to be reconciled with our current AST-base layout, and we need to figure out how "natural" layout and the currently computed layouts co-exist (in particular, we need to make sure that the IR-based layout and the existing layout logic for structured buffers will agree). This probably needs to come along once we have moved the core layout logic to operate on IR types instead of AST types (a change we keep talking about). As part of this work I had to touch the implementation of bit-casting for HLSL, and it seems like that logic has some serious gaps. We really ought to consider a separate legalization pass that can turn IR bitcast instructions into the separate ops that a target actually supports so that we can implement `uint64_t`<->`double` and other conersions that are technically achievable, but which are hard to express in HLSL today. * fixup: missing files
* Small improvements around atomics (#1333)jsmall-nvidia2020-04-23
| | | | | | | | | | | | | | | * Use the original value in the test. Run test on VK. * Added RWBuffer and Buffer types to C++ prelude. * Add vk to atomics.slang tests * Update target-compatibility around atomics. When tests disabled in atomics-buffer.slang explained why. * tabs -> spaces. * Small docs improvement.
* CPU Texture GetDimensions support (#1283)jsmall-nvidia2020-03-21
| | | | | | | | | | | | | | | | | * Added CPU support for GetDimensions on C++/CPU target. Added texture-get-dimension.slang test * Fix some typos. * Update CUDA docs. * Fix output of GetDimensions on glsl when has an array. Disabled VK - because VK renderer doesn't support createTextureView * Fix typo. * Fix typo. * Fix bad-operator-call diagnostics output.
* Support for RWTexture types on CPU and CUDA (#1243)jsmall-nvidia2020-02-26
| | | | | | | | | | | | | | | | | | | | * Added FloatTextureData as a mechanism to enable CPU based Texture writes. * Add [] RWTexture access for CPU. * Fixed rw-texture-simple.slang.expected.txt * WIP: CUDA stdlib has support for [] surface access. * Made IRWTexture class able to take different locations. Doing a Texture2d access on CUDA works. * Fix bug in outputing UniformState - was missing out padding. Support RWTexture with array. Support RWTexture3D. * Use * for locations for read only textures, so only need a ITexture interface. * Fix problem around application of set/get for CUDA on subscript Texture types.
* WIP on RWTexture types on CUDA/CPU (#1234)jsmall-nvidia2020-02-20
| | | | | | | | | | | | | | | | | | | | | | | | | | | | * CUDA support for array of resources. * * Add support for Texture2DArray on CPU * Expand texture-simple.slang to test Texture2DArray * Reorganise CUDAComputeUtil to split out createTextureResource. * Add TextureCubeArray support for CPU/CUDA targets. * Pulled out CUDAResource Renamed derived classes to reflect that change. * Creation of SurfObject type. * Functions to return read/write access for simplifying future additions. * WIP for RWTexture access on CPU/CUDA. * CUsurfObject cannot have mips. * Ability to set number of mips on test data. Preliminary support for CUsurfObj and RWTexture1D on CUDA. CUDA docs improvements. * Fix typo.
* CUDA/CPU support for 1D, 2D, CubeArray (#1232)jsmall-nvidia2020-02-20
| | | | | | | | | | | * CUDA support for array of resources. * * Add support for Texture2DArray on CPU * Expand texture-simple.slang to test Texture2DArray * Reorganise CUDAComputeUtil to split out createTextureResource. * Add TextureCubeArray support for CPU/CUDA targets.
* First pass Texture Array support on CUDA/CPU (#1225)jsmall-nvidia2020-02-18
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Add cubemap support. * Add CUDA fence instrinsics. * Added Gather for CUDA. * Use the CUDA driver API as much as possible. * * Support 1D texture on CPU * WIP on 1D texture on CUDA * Added simplified texture test * Fix test. * Improve texture-simple tests. * * Add CPU support for 3d textures * Add support for mip maps to CUDA * Disable warnings in nvrtc * Update CUDA docs * WIP on 3d texture support. * Add support for 3d textures for CPU and CUDA. * CPU and CUDA support for cube maps. * Add CPU support for Texture1DArray. * Support CUDA Layered/Array type in meta library.
* CUDA/CPU resource coverage (#1224)jsmall-nvidia2020-02-18
| | | | | | | | | | | | | | | | | | | | | | | | | | | * Add cubemap support. * Add CUDA fence instrinsics. * Added Gather for CUDA. * Use the CUDA driver API as much as possible. * * Support 1D texture on CPU * WIP on 1D texture on CUDA * Added simplified texture test * Fix test. * Improve texture-simple tests. * * Add CPU support for 3d textures * Add support for mip maps to CUDA * Disable warnings in nvrtc * Update CUDA docs * WIP on 3d texture support. * Add support for 3d textures for CPU and CUDA.
* Feature/cuda coverage (#1223)jsmall-nvidia2020-02-14
| | | | | | | | | | | | | | | | | | | | * Add cubemap support. * Add CUDA fence instrinsics. * Added Gather for CUDA. * Use the CUDA driver API as much as possible. * * Support 1D texture on CPU * WIP on 1D texture on CUDA * Added simplified texture test * Fix test. * Improve texture-simple tests. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
* Matrix indexing (#1172)jsmall-nvidia2020-01-22
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Added hlsl-intrinsic test folder. Enabled ceil as works across targets. * log10 support. * Fix float % on CPU/CUDA to match HLSL which is fmod (not fremainder). * Added log10 tests back to scalar-float.slang * Don't add the ( for $Sx - it's clearer what's going on without it. * Works on CUDA/CPU. Problem with asint/asuint do not seem to be found. * Only asuint exists for double. * Support countbits on CUDA and C++. * Fix typo in C++ population count. * First pass at int vector intrinsic tests. * Swizzle for int. * Bit cast tests on CUDA. * Fix warning on gcc. * Fix bit-cast-double execution on CUDA. * scalar-int test working on gcc release. * GetAt working on CUDA/C++ * Split out runtime index into it's own test. * Removed SetAt, as can use assignment with GetAt. * Allowing getAt to be used on matrices. * Don't need [] on matrix type any longer because use getAt. * Enable clamp on matrix-int. * Fix matrix-int.slang test - because clamp behavior varied if min and max were say inverted. Added runtime indexing version of matrix-int.
* CUDA support improvements (#1168)jsmall-nvidia2020-01-21
| | | | | | | | | | | | | | | | | | | | | | | | | * Add test result for compile-to-cuda * Add RAII for some CUDA types to simplify usage. * First pass handling of some instrinsics on CUDA (for example transcendentals) * CUDA working with built in intrinsics. * Add missing CUDA prelude intrinsics. * CUDA matches CPU output on simple-cross-compile.slang * First pass at hlsl-scalar-float-intrinsic.slang test. * Fix smoothstep impl on CUDA and CPU. * Fixed step intrinsic on CUDA/CPU. * Added operator[] to Matrix for C++, to allow row access. Needs a fix for CUDA. * Fixed warning on clang build.
* Feature/gpu unbound array of array (#1083)jsmall-nvidia2019-10-17
| | | | | | | * Simple testing of unbounded array of array on GPU. * Fix problem on CPU targets around NonUniformResourceIndex Use the unbounded-array-of-array-syntax test for CPU and GPU tests.
* Support for unbounded array of arrays (#1078)jsmall-nvidia2019-10-11
| | | | | | | | * WIP: Unsized arrays on CPU. * unbounded-array-of-array working on CPU. * Remove some left over comments.
* Added SLANG_PRELUDE_ASSERT to make assert handling more controlable. (#1064)jsmall-nvidia2019-09-24
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* Improvements to testing and ABI for CPU (#1057)jsmall-nvidia2019-09-18
| | | | | | | | | | | | | | | | | | | | | | | | | | * WIP: Improving CPU performance/ABI * Optionally output code on CPU for groupThreadID and groupID. * Added ability to set compute dispatch size on command line for render-test. Dispatch compute tests taking into account dispatch size. Added test for semantics are working. * Test using GroupRange. * Fix problem with adding \n for externa diagnostic - to do it if there isn't a \n at the end. Change the ouput order (put result before) so last value is diagnostic string. * Made GroupRange the default exposed CPU ABI entry point style. Removed CPU_EXECUTE test style -as tested via the now cross platform render-test * Split out execution from setup for execution to improve perf. * For better code coverage/testing test all styles of CPU compute entry point. * Improve documentation for ABI changes for CPU code. Add 'expecting' to error message from review. * Fix small typos.
* CPU ABI improvements (#1056)jsmall-nvidia2019-09-17
| | | | | | | | | | | | | | * WIP: Improving CPU performance/ABI * Optionally output code on CPU for groupThreadID and groupID. * Added ability to set compute dispatch size on command line for render-test. Dispatch compute tests taking into account dispatch size. Added test for semantics are working. * Test using GroupRange. * Fix problem with adding \n for externa diagnostic - to do it if there isn't a \n at the end. Change the ouput order (put result before) so last value is diagnostic string.
* CPU uniform entry point params (#1041)jsmall-nvidia2019-09-03
| | | | | | | | | | | | | | | * * Made entry point parameters a separate entry point * Made CPUMemoryBinding work with entry point parameters/initialize constant buffers * Added isCPUOnly to bindings, because entry point parameters do not layout like constant buffer * entry-point-uniform.slang works on CPU * EntryPointParams -> UniformEntryPointParams Updated CPU documentation. * Update cpu-target.md to removed completed issues. * Only allocate CPU buffers if the size is > 0. Small update to cpu-target doc.
* WIP: CPU sample working with Texture2D (#1033)jsmall-nvidia2019-08-26
| | | | | | | | | | * WIP: Memory binding. * WIP for binding. * Fix handling of writing to constant buffer. * Fix bug in handling indices.
* User defined downstream compiler prelude (#1028)jsmall-nvidia2019-08-20
* Added setDownstreamCompilerPrelude Renamed setPassThroughPath to setDownstreamCompilerPath. Fixed tests. Added prelude directory & code to TestToolUtil to setup default preludes for testing/command line apis. * Fix merge problem * Remove hacks to make prelude work by adding a search path as no longer needed with 'user prelude'. * Split up prelude into scalar intrinsics, and types. Use slang.h for main header. slang-cpp-prelude.h can now just include what it needs (relative to prelude directory) and define the few remaining things/work arounds. * Fix typo.