| Age | Commit message (Collapse) | Author |
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* Update heterogeneous-hello-world to use gfx changes + delete shader.cpp
* Remove "experimental feature" tag from premake
* Add placeholder executeComputation_0() to shader.cpp
* Add shader.cpp to heterogeneous-hello-world files in premake
* Added project "heterogeneous-first-gen" to address first time build issues
* Re-add "experimental feature" tag, clean up generated file structure
Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
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* Enable running tests in parallel.
* Fix linux build.
* Add pthread dependency for slang-test.
* Fix teamcity output.
* Fix race condition.
* Make testReporter thread safe.
* Clean up.
* Fix.
* trigger build
* Fix.
Co-authored-by: Yong He <yhe@nvidia.com>
Co-authored-by: Theresa Foley <tfoleyNV@users.noreply.github.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Use 'Process' to communicate with an command line tool.
* Remove slang-win-stream
* Tidy up windows ProcessUtil.
* First version of BufferedReadStream.
* Windows working IPC for steams.
* Test proxy count option.
* Split Process/ProcessUtil. Process is platform dependant. ProcessUtil are functions that are platform independent.
* First implementation of Unix Process interface.
* Unix process compiles on cygwin.
* Fix typo in unix process.
* Separate unix pipe stream error of invalid access, from pipe availability.
* Fix in standard line extraction.
* Make fd non blocking.
* Fix issues with Windows Process streams.
* Added UnixPipe.
* Some fixes around UnixPipeStream.
* Make a unix stream closed explicit.
* Hack to debug linux process/stream.
* Revert to old linux pipe handling.
* Pass executable path for unit tests.
Split out CommandLine into own source.
* Small improvements in process/command line.
* Check process behavior with crash.
* Make stderr and stdout unbuffered for crash testing.
* Only turn disable buffering in crash test.
* Disable crash test on CI.
* Fix crash on clang/linux.
* Enable crash test.
Remove _appendBuffer as can use StreamUtil functionality.
* Added inital processing for http headers.
* Small improvements to HttpHeader.
* First pass HTTPPacketConnection working on windows.
* Enable other Process communication tests.
* Update comments.
* WIP JSON RPC.
* Add terminate to Process.
Made JSONRPC a Util.
* Small tidy up around HTTPPacketConnection.
* Improve process termination options.
* WIP for test-server.
* Add diagnostics error handling to test-server.
* Improved JSON support.
Parsing/creating JSON-RPC messages.
* WIP JSONRPC parsing.
* First pass RttiInfo support.
* WIP converting between JSON/native types.
* Project files.
* Split out RttiUtil.
Made RttiInfo constuction thread safe.
* WIP RTTI<->JSON.
* Add diagnostics to JSON<->native conversions.
* Make RttiInfo for structs globals. Avoids problem around derived types (like pointers), being able to cause an abort.
* Add pointer support to RTTI.
Fixed some compilation issues on linux.
* Add fixed array support.
* Added Rtti unit test.
* Add rtti unit test.
* Split out quoted/unquoted key handling.
Fix bugs in JSON value/container.
Added JSON native test.
* Make default array allocator use malloc/free.
Remove the new[] handler (doesn't work on visuals studio).
* Fix for linux warning.
* Remove some test code.
* Fix issues on x86 win.
* Fix warning on aarch64.
* Fix some bugs in JSON parsing/handling.
Make Rtti work copy/dtor/ctor struct types.
* Testing JSON<->native with fixed array.
Make makeArrayView explicit if it's just a single value.
Added array type.
* Fix getting arrayView.
* Improve JSON diagnostic name.
* First pass refactor using Rtti for JSON RPC.
* First pass of test server using RTTI/JSON-RPC.
* Added JSONRPCConnection.
* Fix some naming issues.
* First pass of test-server working.
* Added unit test support for JSON-RPC test server.
* Fix compilation issues on linux around template handling.
* Typo fix.
* Fix a bug around SourceLoc lookup with JSONContainer.
* Set the console type to console for ISlangWriters.
* Small improvements to test-server.
* Small improvements in test-server.
* Small fix.
* Remove test-proxy. Make test-process a process that can be used to unit test 'Process'.
Adding mechanism to control spawning that will create a new process for every test.
* Ability to remove source manager for JSONValue.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Use 'Process' to communicate with an command line tool.
* Remove slang-win-stream
* Tidy up windows ProcessUtil.
* First version of BufferedReadStream.
* Windows working IPC for steams.
* Test proxy count option.
* Split Process/ProcessUtil. Process is platform dependant. ProcessUtil are functions that are platform independent.
* First implementation of Unix Process interface.
* Unix process compiles on cygwin.
* Fix typo in unix process.
* Separate unix pipe stream error of invalid access, from pipe availability.
* Fix in standard line extraction.
* Make fd non blocking.
* Fix issues with Windows Process streams.
* Added UnixPipe.
* Some fixes around UnixPipeStream.
* Make a unix stream closed explicit.
* Hack to debug linux process/stream.
* Revert to old linux pipe handling.
* Pass executable path for unit tests.
Split out CommandLine into own source.
* Small improvements in process/command line.
* Check process behavior with crash.
* Make stderr and stdout unbuffered for crash testing.
* Only turn disable buffering in crash test.
* Disable crash test on CI.
* Fix crash on clang/linux.
* Enable crash test.
Remove _appendBuffer as can use StreamUtil functionality.
* Added inital processing for http headers.
* Small improvements to HttpHeader.
* First pass HTTPPacketConnection working on windows.
* Enable other Process communication tests.
* Update comments.
* WIP JSON RPC.
* Add terminate to Process.
Made JSONRPC a Util.
* Small tidy up around HTTPPacketConnection.
* Improve process termination options.
* WIP for test-server.
* Add diagnostics error handling to test-server.
* Improved JSON support.
Parsing/creating JSON-RPC messages.
* WIP JSONRPC parsing.
* First pass RttiInfo support.
* WIP converting between JSON/native types.
* Project files.
* Split out RttiUtil.
Made RttiInfo constuction thread safe.
* WIP RTTI<->JSON.
* Add diagnostics to JSON<->native conversions.
* Make RttiInfo for structs globals. Avoids problem around derived types (like pointers), being able to cause an abort.
* Add pointer support to RTTI.
Fixed some compilation issues on linux.
* Add fixed array support.
* Added Rtti unit test.
* Add rtti unit test.
* Split out quoted/unquoted key handling.
Fix bugs in JSON value/container.
Added JSON native test.
* Make default array allocator use malloc/free.
Remove the new[] handler (doesn't work on visuals studio).
* Fix for linux warning.
* Remove some test code.
* Fix issues on x86 win.
* Fix warning on aarch64.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Support for test proxy.
* Turn on testing using proxy.
* Don't pass sink into check of downstream compiler.
* Small change to kick off build.
* Remove register specification on transcendental.
* Increase poll timeout.
Small improvements to proxy.
* Disable gfx unit tests.
* Put test runner in shared library mode by default.
* Change comment. Kick off another CI test.
* Small edit to kick off builds.
* Run unit tests on proxy.
* Turn on using proxy for now.
* Enable swift shader.
* Fix typo.
Add exception support.
* Make the default spwan type SharedLibrary
Use isolation for gfx unit tests.
* Update slang-binaries.
* Fix typo.
* Report unit test output information.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* First integration of slang-pack.
* Use .os
* Add optional dependency support.
* Update github actions/scripts to update deps. aarch64 needs special handling.
* Upgrade to latest slang-pack for ignore-deps support.
* Fix linux build issues.
* Copying slang-llvm from dependencies.
* Add support for LLVM for host callable.
Added CodeGenTransitionMap.
* Remove hack to enable host callable for LLVM.
* Small improvements around transitions/downstream compiler.
* Fix typo in method name.
* Fix comment.
* Update visual studio project.
* Updage slang-llvm to include initialization fix.
* Fix handling extraction of clang version number.
* Fix some formatting problems.
* hack - to see if there is a version problem on CI.
* Remove progress on github action linux.
* Allow version lines to have text before 'prefix'.
* Update slang-binaries to include centos-7 premake binaries.
* Upgrade slang-binaries.
* Upgrade slang-binaries.
* Update slang binaries to have certificates.
* Fix handling of dependency path.
* Update README to include LLVM
Update building to include --deps and --arch
* Include slang-llvm in packages.
* Update building docs.
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* Diagnostic for no type conformance + bug fix.
* Fixes.
* Fix.
* Include heterogeneous example only with --enable-experimental-projects premake flag
Co-authored-by: Yong He <yhe@nvidia.com>
Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* First integration of slang-pack.
* Use .os
* Add optional dependency support.
* Update github actions/scripts to update deps. aarch64 needs special handling.
* Upgrade to latest slang-pack for ignore-deps support.
* Fix linux build issues.
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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
* Add prebuild command to premake for heterogeneous example
* Pass in entry point as parameter (also remove shader bytecode)
* Pass in module name as parameter
* Squashed commit of the following:
commit 5b13b57fe600724344c556fe4309a5d6bb3d39ab
Author: Kai Yao <kyao@nvidia.com>
Date: Thu Oct 7 23:38:50 2021 -0700
Return diagnostics data when encountering module load error by exception (#1966)
commit 112e1515c30fa972ff56f91514b70946153c718c
Author: jsmall-nvidia <jsmall@nvidia.com>
Date: Thu Oct 7 16:12:29 2021 -0400
Disable test crashing CI (#1965)
* #include an absolute path didn't work - because paths were taken to always be relative.
* Disable test that appears to be crashing.
commit da32069a0c1c8c723d7ef45100049a8f0dd5d9c4
Author: Kai Yao <kyao@nvidia.com>
Date: Mon Oct 4 13:58:51 2021 -0700
Modified barrier API to accept multiple resources per call (#1959)
Co-authored-by: Yong He <yonghe@outlook.com>
commit 97bb82ebcdf8f1391b9d93b5a8d7b1dfc4e88e52
Author: jsmall-nvidia <jsmall@nvidia.com>
Date: Mon Oct 4 14:15:51 2021 -0400
Removing exceptions from core/compiler-core (#1953)
* #include an absolute path didn't work - because paths were taken to always be relative.
* Refactor Stream. Working on all tests.
* Split out CharEncode.
* Make method names lower camel.
m_prefix in Writer/Reader
* Tidy up around CharEncode interface.
* Small improvements around encode/decode.
* Better use of types.
* Remove readLine from TextReader.
* Remove exceptions from Stream/Text handling.
* Fix some typos.
* Fix tabbing.
* Fix missing override.
* Remove remaining exception throw/catch via using signal mechanism.
* Remove exceptions that are not used anymore.
* Document the Stream interface.
* Remove index for decoding 'get byte' function.
* Fix CharReader -> ByteReader.
commit b3dfe383c6d31ff3dbd76dcfb32de8d536382f3e
Author: lucy96chen <47800040+lucy96chen@users.noreply.github.com>
Date: Mon Oct 4 09:46:33 2021 -0700
Get native handles for TextureResource and BufferResource (#1960)
* Added getNativeHandle() to TextureResource and BufferResource; Implemented getNativeHandle() in Vulkan and D3D12; Added new unit test files for the aforementioned implementation
* Added missing getNativeHandle() implementations to renderer-shared.cpp and CUDA
* Finished new getNativeHandle() unit tests for ITextureResource and IBufferResource; Modified ICommandQueue and ICommandBuffer unit tests to call QueryInterface to convert to IUnknown then back and compare resulting pointers for equality
* Unit tests updated and pass locally
* Cast m_buffer.m_buffer and m_image to uint64_t
commit 35bca4cc432613af3926da3bed217a6baa9cbd26
Author: lucy96chen <47800040+lucy96chen@users.noreply.github.com>
Date: Fri Oct 1 13:08:25 2021 -0700
Add getNativeHandle() to ICommandQueue and ICommandBuffer (#1952)
* Added support for getting command buffer and command queue handles to ICommandBuffer and ICommandQueue; D3D12Device, VkDevice, and DebugDevice modifieid to implement this new functionality; immediate-renderer-base.cpp also modified to implement the new functions
* Removed excess boilerplate
* Changed readRef() to get() in D3D12 getNativeHandle() implementation for ICommandBuffer and ICommandQueue
* Added unit tests for new getNativeHandle() implementations, unfinished
* Queue test added; Minor cleanup changes
* getBufferHandleTestImpl() now closes the command buffer before returning
* Added getNativeHandle() implementations to CUDADevice
* Added comment clarifying that the Vulkan check is checking for a null handle, which is defined to be 0
commit 6c6200f547c7387598743b23bb3c8f0d375d9494
Author: Kai Yao <kyao@nvidia.com>
Date: Thu Sep 30 20:25:34 2021 -0700
VK Resource Barrier (#1955)
* Resource barrier API and VK implementation
* Stub implementations
* Handle VK Acceleration Structure flag
* Add a couple more cases to pipeline barrier stages
commit 627fc976bac5c2381dbace9c7925cb6a68b8de12
Author: Yong He <yonghe@outlook.com>
Date: Thu Sep 30 19:48:47 2021 -0700
Fix aarch64 build on github (#1957)
Co-authored-by: Yong He <yhe@nvidia.com>
commit 122d701513e116856bd59c999221ce36a373d7db
Author: Yong He <yonghe@outlook.com>
Date: Thu Sep 30 17:51:56 2021 -0700
Fix GitHub release (#1956)
* Fix aarch64 release build config.
* Fix for WinAarch64 build.
* Update premake for embed-std-lib build on aarch64.
* `platform` fix for aarach64 build.
* Try revert back to use absolute output path for slang-stdlib-generated.h
* Fix
* fix
Co-authored-by: Yong He <yhe@nvidia.com>
commit aa8f7b899b7b562b3d3c6e25c3da41569505e70c
Author: Chad Engler <englercj@live.com>
Date: Wed Sep 29 13:02:47 2021 -0700
Fix ARM64 detection for MSVC (#1951)
commit 6736b0c1c5fa3e89bc561eb7965a1a0d17af3466
Author: Yong He <yonghe@outlook.com>
Date: Wed Sep 29 11:29:46 2021 -0700
Add ISession::loadModuleFromSource. (#1950)
Co-authored-by: Yong He <yhe@nvidia.com>
commit d8e452412e14a6a8ba137f2adcae13b398e5cecb
Author: Yong He <yonghe@outlook.com>
Date: Tue Sep 28 15:03:03 2021 -0700
Fix AbortCompilationException leaking through loadModule API. (#1949)
* Fix AbortCompilationException leaking through loadModule API.
* Update.
* Fix.
Co-authored-by: Yong He <yhe@nvidia.com>
commit cdf1b2c007fefdca128584d2a9f63dec3d350e16
Author: Yong He <yonghe@outlook.com>
Date: Tue Sep 28 11:54:24 2021 -0700
Improvements to the unit test framework. (#1948)
commit af788b62e18bbd55cd748ad60400a74cf1bc93ee
Author: lucy96chen <47800040+lucy96chen@users.noreply.github.com>
Date: Fri Sep 24 16:53:41 2021 -0700
Add existing device handle support unit test (#1946)
commit bec8e6aec85b6e3f875c58bdd59eb15613978358
Author: Yong He <yonghe@outlook.com>
Date: Fri Sep 24 11:33:44 2021 -0700
Move existing unit tests to a standalone dll. (#1945)
commit f2a3c933bc11a498c622fa18694c84beca8ca031
Author: lucy96chen <47800040+lucy96chen@users.noreply.github.com>
Date: Thu Sep 23 12:19:49 2021 -0700
Add method to retrieve native handles (#1944)
* Added a getNativeHandle() method that retrieves the natively created handles; Modified RendererBase, VKDevice, D3D12Device, and DebugDevice to implement this new method
* Moved ExistingDeviceHandles out of Desc directly inside IDevice and renamed to NativeHandles; Modified calls accessing the struct accordingly in RendererBase, DebugDevice, VKDevice, and D3D12Device
* Minor cleanup changes (renames, etc.)
commit b9b398d038b524f15a86ff27cd6888d54e8754e0
Author: Yong He <yonghe@outlook.com>
Date: Wed Sep 22 10:06:59 2021 -0700
Add gfx unit testing framework. (#1943)
* Add gfx unit testing framework.
* Fix compilation error.
* Reset gfxDebugCallback after render_test.
* Pass enabledApi flags through.
* Fix for code review suggestions.
Co-authored-by: Yong He <yhe@nvidia.com>
commit 6e9cee69b3588ddae09b08b9f580f59ad899983f
Author: lucy96chen <47800040+lucy96chen@users.noreply.github.com>
Date: Tue Sep 21 18:46:32 2021 -0700
Support for existing device/instance handles in Vulkan (#1942)
commit b1f04c8544c650de3947955ca68f679535d249aa
Author: lucy96chen <47800040+lucy96chen@users.noreply.github.com>
Date: Wed Sep 15 20:22:45 2021 -0700
Allow D3D12Device to use an existing device handle (#1940)
* Added a new field for an existing device handle to IDevice::Desc; Modified D3D12Device::initialize to set the device stored in desc if it already exists instead of creating a new one
* Turned existingDeviceHandle into a struct containing an array of two elements; Updated D3D12Device::initialize to match changes to existingDeviceHandle; Updated comments
* Fixed style error for ExistingDeviceHandles struct
commit 2f7b9f5ae8be21c6c1d75ae9caefbc7b3f8986a9
Author: Pablo Delgado <private@pablode.com>
Date: Thu Sep 16 01:17:57 2021 +0200
Fix incorrect WIN32 macros and missing Windows.h inclusion (#1939)
* Replace WIN32 preprocessor macros with _WIN32
* Add missing Windows.h include for InterlockedIncrement
commit 11d43642008905ac69a3832eb8a9b2ae7b785f86
Author: Yong He <yonghe@outlook.com>
Date: Tue Sep 14 11:36:44 2021 -0700
Avoid upcasting to f32 in 16bit float-uint bit cast. (#1938)
Co-authored-by: Yong He <yhe@nvidia.com>
commit 502aa3812a82cf0d091cff0c67804e4ee448ac78
Author: David Siher <32305650+dsiher@users.noreply.github.com>
Date: Tue Sep 14 12:59:55 2021 -0400
Bring heterogeneous-hello-world back up to date. (#1935)
* Bring heterogeneous-hello-world back up to date.
* Reintroduced heterogeneous-hello-world into the premake
* No longer uses compiled bytecode for entry point, instead a loadModule
call is hardocoded with the slang file name.
* Entry point is, similarly, hardcoded for now.
* Added a bypass to slang-legalize-types for an unneeded GPUForeach check
* Run premake and change to relative path
* Removed experimental and added README
Co-authored-by: Yong He <yonghe@outlook.com>
* Revert "Squashed commit of the following:"
This reverts commit 4f665858d65f7c332c616ef6db9fdafa1c5e0b9f.
* Run premake
* Remove prebuild command (only works on Windows?)
* Rerun premake
* Fix heterogeneous prebuild command
* Remove linux specific prebuild command
* Fix prebuild command (again)
* Change target from dxbc to hlsl to see if that fixes linux issues
* Use Path::getFileNameWithoutExt
* Change string-literal.slang.expected to have extra filename in decoration
Co-authored-by: Yong He <yonghe@outlook.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Small improvements to premake for linux around linking.
* Link with pthread of slang-glslang.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Fix aarch64 release build config.
* Fix for WinAarch64 build.
* Update premake for embed-std-lib build on aarch64.
* `platform` fix for aarach64 build.
* Try revert back to use absolute output path for slang-stdlib-generated.h
* Fix
* fix
Co-authored-by: Yong He <yhe@nvidia.com>
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* Add gfx unit testing framework.
* Fix compilation error.
* Reset gfxDebugCallback after render_test.
* Pass enabledApi flags through.
* Fix for code review suggestions.
Co-authored-by: Yong He <yhe@nvidia.com>
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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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* Update VS projects to 2019.
* Empty commit to trigger build
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Make slang-test the startup project.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Added SourceLoc handling for command line parsing.
* Fix typo in debug.
* Fix issue around the DiagnosticSink used in options parsing not having a writer available - by having DiagnosticSink parenting.
* Small rename for clarity.
* WIP extracting command line args for downstream tools.
* Unit tests/bug fixes around extracting args.
* Use DownstreamArgs in the EndToEndCompileRequest
* Passing downstream compiler options downstream.
* Fix issue with endToEndReq being nullptr.
* Fix issue with diagnostics number change.
* Small improvements to how the source line is displayed if it's too long.
Default to 120, as suggested in previous review.
* Make render test use x-args parsing and CommandArgReader.
* Added missing diagnostics.
* More DownstreamArgs to linkage so can be seen by 'components'.
Added dxc-x-arg test.
* Used combination of name and args instead of two Lists, which whilst equivalent was perhaps a little confusing.
* Added documentation for -X support.
* Added test for x-args parsing diagnostic. Improved diagnostic with list of known names.
* Fix issues from merge.
* Fix lookup for -matrix-layout-column-major in render test.
* Remove commented out line.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Split out StringEscapeUtil.
* Added StringEscapeUtil.
* Fix typo in unix quoting type.
* Small comment improvements.
* Try to fix linux linking issue.
* Fix typo.
* Attempt to fix linux link issue.
* Update VS proj even though nothing really changed.
* Fix another typo issue.
* Fix for windows issue.
Fixed bug.
* Make separate Utils for escaping.
* Fix typo.
* Split out into StringEscapeHandler.
* Windows shell does handle removing quotes (so remove code to remove them).
* Handle unescaping if not initiating using the shell.
* Slight improvement around shell like decoding.
* Simplify command extraction.
* Add shared-library category type.
* Fix bug in command extraction.
* Typo in transcendental category.
* Enable unit-test on in smoke test category.
* Make parsing failing output as a failing test.
* Fixes for transcendental tests. Disable tests that do not work.
* Changed category parsing.
* Removed the TestResult parameter from _gatherTestsForFile.
Made testsList only output.
* Remove testing if all tests were disabled.
* Fix typo.
* Disable path canonical test on linux because CI issue.
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* Improve robustness of gfx lifetime management.
* fix clang error
* fix clang error
* Fix clang warning
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Split out compiler-core initially with just slang-source-loc.cpp
* More lexer, name, token to compiler-core.
* Split Lexer and Core diagnostics.
* Move slang-file-system to core.
* Add slang-file-system to core.
* More DownstreamCompiler into compiler-core
* Fix typo.
* Add compiler-core to bootstrap proj.
* Small fixes to premake
* For linux try with compiler-core
* Remove compiler-core from examples.
* Added NameConventionUtil to compiler-core
* Add global function to CharUtil to *hopefully* avoid linking issue.
* Hack to make linkage of CharUtil work on linux.
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* Enable building glslang from source
Somehow the slang-glslang binaries we are currently using aren't the most up-to-date ones, so I am enabling building glslang from source so that we can produce new binaries.
* fixup: run generators
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* 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
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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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* Make gfx library visible to external user.
* Fixup
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This change also switches the build back to using prebuilt glslang binaries instead of always building from source.
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* Update glslang to 11.1.0
This change pulls new versions of glslang, spirv-headers, and spirv-tools as submodules, and makes the necessary changes to other files in the repository to get it all building (at least on Windows).
This change also enables building of glslang from source by default, so that we can easily generate new binaries for inclusion in the `slang-binaries` repository.
* fixup: missing file
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* Make `gfx` compile to a DLL.
* Fix cuda
* Fix cuda build
* Bug gl screen capture bug.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Testing out use of lz4.
* Added ICompressionSystem, and LZ4 implementation.
* Add support for deflate compression.
Simplify compression interface - to make more easily work across apis.
* WIP on CompressedFileSystem.
* ImplicitDirectoryCollector
* SubStringIndexMap - > StringSliceIndexMap.
* WIP save stdlib in different containers.
* Support for different archive types for stdlib.
* Fix project.
* CompressedFileSystem -> ArchiveFileSystem.
Added CompressionSystemType::None
* Added ArchiveFileSystem
* Fix problem RiffFileSystem load withoug compression system.
* Test archive types.
Improve diagnostic message.
* Fix typo in testing file system archives.
* Split out archive detection.
* Fix gcc warning issue.
* Fix warning.
* RiffArchiveFileSystem -> RiffFileSystem
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
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Co-authored-by: Yong He <yhe@nvidia.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Improve docs.
Fix premake build of glslang.
* More improvements to the building.md doc.
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* Implements CUDA renderer in gfx.
* Revert unnecessary change.
* Revert unnecessary changes.
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
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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.
* Use COM compile request for calls to functions inside api-less-slang.
Add static-slang project.
* Fix const typo issue.
* Don't include 'core' link in 'api-less-slang'
* Removed static-slang lib causes problems on linux with linking.
Embed Slang stdlib
Added StaticBlob
Added dumpSourceBytes
Use ConstArrayView for the archive.
At startup allow loading of zip with stdlib.
Made -save-stdlib -load-stdlib take a name
Added '-save-stdlib-bin-source' to save out serialized stdlib as source.
* Ability enable/disable stdlib embedding.
* Fix problem with moduleDecl not having module pointer set when serialized in.
* Set of debugdir for slang-test and examples.
* Add slang-stdlib-api.cpp
* Update slang filters for VS.
* Try to use pic, and -mcmodel=medium
* Some more efforts ot make premake work.
* WIP premake5.lua from previously working version.
* Remove api-less-slang project.
* Disable dllexport on gcc/clang.
* Embed via slangc-bootstrap.
* Fix slang-profile. Always compiles without stdlib.
* Use pic "On"
* Remove slangc-bootstrap and embed-stdlib-generator if embedding not required. Make bootstrap run the generators.
* Improve comments in premake5.lua.
Kick off another CI build.
* Remove generation of stdlib source from std-lib-serialize.slang
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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 github action to verify vs project file consistency.
* fix solution files
* fix project files
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Add miniz
* Fix for separator in CacheFileSystem.
Add compression unit test for zip.
* Put zip compression into core.
* Remove delimiter stripping if simplifying a path - as stripping will fix delimiters.
* ZipFileSystem WIP.
* More ZipFileSystem working.
* Added isEmpty.
Fixed small bug is contains.
* First pass support for mutability on zip.
* Improvements to File::read/writeAllBytes
* Can access and save archive - but has memory leaks.
* Fix memory leak.
* Some ZIP compression tests.
* Fix memory leak on ScopedAllocation.
Fix off by one bug on UIntSet
* Bug fix in UIntSet
* Fix remaining ZipFileSystem issues.
Adde stand alone unit-test.
* Turn tabs to spaces in slang-io.h
* Renamed mode ReadWrite (instead of just Write)
* Make miniz it's own project.
* Fix windows warning on win32.
* Remove warnings needed when miniz was included as a header library.
* Set the C++ standard via 'flags' in premake.
* Add support for 'implicit' paths.
* Add testing for implicit directories.
Better handling of implicit directories.
* Improve comments in ZipFileSystem.
* Update comment around reader/writer transformation.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* The Profile project wasn't including the generated prelude.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Added CharUtil.
Added TypeSet to extractor.
First pass at being able to specify all headers for multiple output headers.
* Fix includes for new C++ extractor convension.
Update premake5 to use new extractor mechanisms.
* Small improvements around StringUtil.
* Split out NameConventionUtil.
* Use a 'convert' to convert between convention types.
* Fix output of build message for C++ extractor.
Improve NameConventionUtil interface.
* Improve comments.
* Fix warning on gcc.
* Fix clang warning.
* Fix some typos in NameConventionUtil.
* Small fix to premake5.lua
* Fix generated includes.
* Remove m_reflectType as no longer applicable with TypeSet.
* Fix .gitignore for slang-generated-* files.
Added getConvention to determine convention from slice.
Add versions of split and convert that infer the from convention
* Fix typo in spliting camel.
* LineWhitespace -> HorizontalWhitespace
* Improve CharUtil comments.
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