summaryrefslogtreecommitdiff
path: root/premake5.lua
AgeCommit message (Collapse)Author
2021-07-28Experimental DXR1.0 support in gfx. (#1915)Yong He
* 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>
2021-07-08Update VS projects to 2019. (#1901)Yong He
* Update VS projects to 2019. * Empty commit to trigger build
2021-06-30[gfx] Add inline ray tracing support. (#1899)Yong He
2021-06-06Made 'slang-test' the startup project on visual studio (#1873)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Make slang-test the startup project.
2021-05-22Improvements in -X support (#1852)jsmall-nvidia
* #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.
2021-04-29Support for escaped paths in tools (#1823)jsmall-nvidia
* #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.
2021-04-16Add Hello world example. (#1797)Yong He
2021-04-16Update `model-viewer` example and fixing compiler bugs. (#1795)Yong He
2021-04-08Improve robustness of gfx lifetime management. (#1788)Yong He
* Improve robustness of gfx lifetime management. * fix clang error * fix clang error * Fix clang warning
2021-04-01Added compiler-core project (#1775)jsmall-nvidia
* #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.
2021-03-31`gfx` explicit transient resource management. (#1774)Yong He
2021-03-16Update binaries (#1758)Tim Foley
2021-03-16Enable building glslang from source (#1757)Tim Foley
* 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
2021-03-15Enable `gfx::CUDADevice` on linux. (#1756)Yong He
2021-03-12Add a CPU renderer implementation (#1750)Tim Foley
* 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
2021-03-11Add Linux support to `platform` and `gfx`. (#1744)Yong He
2021-03-08Refactor window library. (#1739)Yong He
* Refactor window library. * Fix project file * Fix warnings.
2021-03-04Refactor `gfx` to surface `CommandBuffer` interface. (#1735)Yong He
* 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>
2021-02-19Make gfx library visible to external user. (#1719)Yong He
* Make gfx library visible to external user. * Fixup
2021-02-05Shader-Object example (#1694)Yong He
2021-01-21Upgrade slang-binaries for glslang 11.1.0 (#1664)Tim Foley
This change also switches the build back to using prebuilt glslang binaries instead of always building from source.
2021-01-20Update glslang to 11.1.0 (#1662)Tim Foley
* 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
2021-01-17Make `gfx` compile to a DLL. (#1660)Yong He
* Make `gfx` compile to a DLL. * Fix cuda * Fix cuda build * Bug gl screen capture bug.
2021-01-11LZ4 compression support (#1654)jsmall-nvidia
* #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>
2021-01-06Refactor GUI/Window utils out of gfx library (#1649)Yong He
Co-authored-by: Yong He <yhe@nvidia.com>
2020-12-15OSX Build/glslang premake fix (#1641)jsmall-nvidia
* #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.
2020-12-11Implements CUDA renderer in gfx. (#1637)Yong He
* Implements CUDA renderer in gfx. * Revert unnecessary change. * Revert unnecessary changes. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
2020-12-10Building with embedded stdlib (#1634)jsmall-nvidia
* #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
2020-12-07"Shader Toy" example and related fixes (#1629)Tim Foley
* "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
2020-12-04Projects in 'build' and Slang API separation (#1624)jsmall-nvidia
* #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.
2020-12-03Add github action to verify vs project file consistency. (#1625)Yong He
* Add github action to verify vs project file consistency. * fix solution files * fix project files
2020-12-02Zip FileSystem support (#1617)jsmall-nvidia
* #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.
2020-11-17Fix premake5.lua for profile (#1604)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * The Profile project wasn't including the generated prelude.
2020-10-22Single pass C++ extraction (#1583)jsmall-nvidia
* #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.
2020-10-20Small improvement in AST serialization (#1582)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Make AST serialization types, marker include _AST_. Ie SLANG_CLASS -> SLANG_AST_CLASS and SLANG_ABSTRACT_CLASS -> SLANG_ABSTRACT_AST_CLASS
2020-10-06Use Reflection for (Serial)RefObject Serialization (#1567)jsmall-nvidia
* First pass at generalizing serializer. * Split out ReflectClassInfo * Use the general ReflectClassInfo * Fix some typos in debug generalized serialization. * Add calculation of classIds. Make distinct addCopy/add on SerialClasses. * Write up of more generalized serialization * WIP to transition from ASTSerialReader/Writer etc to generalized SerialReader/Writer and associated types. * Improvements to SerialExtraObjects. Keep RefObjects in scope in factory * Compiles with Serial refactor - doesn't quite work yet. * First pass serialization appears to work with refector. * Split out type info for general slang types. * Split out slang-serialize-misc-type-info.h * DebugSerialData -> SerialSourecLocData DebugSerialReader -> SerialSourceLocReader DebugSerialWriter -> SerialSourceLocWriter * Remove unused template that only compiles on VS. * Fix warning around unused function on non-VS. * Improve output of type names that are in scopes in C++ extractor. Update premake5.lua to run generation for RefObject derived types. * C++ extractor working on RefObject type. * Split out serialization functionality that spans different types into slang-serialization-factory.cpp/.h Put AST type info into header. Removed RefObjectSerialSubType - use RefObjectType Add filtering for RefObject derived types Remove construction and filteringhacks. * Set up field serialization for SerialRefObject derived types. * Fix template problem compiling on Clang/Gcc * Work in progress to make Value types work. * Added slang-value-reflect.cpp
2020-09-24Enable default cpp prelude. (#1560)Yong He
* 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.
2020-09-23Simplify workflow when using NVAPI (#1556)Tim Foley
In some cases, functionality is available as either a GLSL extension for Vulkan/SPIR-V, or through the NVAPI system for D3D. This situation creates complications because while GLSL extensions are generally all supported by the open-source glslang compiler (which we can bundle and ship), NVAPI operations are exposed through a specific header (`nvHLSLExtns.h`) that ships as part of the NVAPI SDK. When a user wants to explicitly use NVAPI-provided operations in their shader code, there are no major complications for Slang; the user sets up their include paths, `#include`s the relevant header, calls functions in it, and lets Slang deal with the details of compilation. The challenge for Slang arises when we want to provide a cross-platform interface in our standard library (e.g., the `RWByteAddressBuffer.InterlockedAddF32` method that was recently added) that uses either a GLSL extension (when compiling for Vulkan/SPIR-V) or an NVAPI (when compiling to DXBC or DXIL). In that case, the code *generated* by Slang now has a dependency on NVAPI, and we need to somehow emit a `#include` directive that pulls it in when invoking fxc or dxc. Because we do not (and seemingly cannot) bundle the NVAPI header with the compiler, we have to rely on ther user to have it available and to somehow communicate to Slang where it is. Exposing portable routines that sometimes use NVAPI currently creates two main challenges: 1. The user is forced to interact with the "prelude" mechanism in the compiler, which allows the programmer to define code in a given target language that gets prepended to the Slang-generated code. While the prelude mechanism is powerful, it is also hard for users to integrate into their workflow, and our experience so far is that users want something that Just Works. 2. If the user writes code that uses some of our abstract operations that layer on NVAPI *and* they also want to use NVAPI explicitly, they end up with two copies of the NVAPI header (one included by the Slang front-end, and another included by the downstream fxc/dxc compiler). This puts the user in the situation of (a) having to ensure that they set the defines like `NV_SHADER_EXTN_SLOT` consistently both when invoking Slang and when adding their prelude, and (b) even if they do make the definitions consistent, they run into the problem that fxc/dxc complain about overlapping register bindings on the two copies of the `g_NvidiaExt` global shader paraemter that the NVAPI header declares. This change attempts to resolve both issues by adding a lot of "do what I mean" logic to the compiler to try to ease things in the common case. In particular: 1. The user no longer needs to use the "prelude" mechanism when using NVAPI. The compiler now embeds a default prelude for HLSL output, which will `#include` the NVAPI header if and only if the generated code needs NVAPI access because of portable standard library routines that were used. 2. The user can mix-and-match explicit NVAPI use and stdlib functions that compile to use NVAPI. The register/space to be used by NVAPI when included via prelude is now set based on whatever the user set via the preprocessor so that it should automatically be consistent between both cases. Furthermore, the code we emit for the declaration of `g_NvidiaExt` when compiling explicit NVAPI use is set up to be conditional, so that it is skipped in the case where the prelude will pull in its own declaration of that parameter. The way all this is achieved involves a lot of moving pieces: * We now have an HLSL prelude, which mostly just serves to `#include "nvHLSLExtns.h"` in the case where NVAPI support is needed downstream. * Standard library operations that require NVAPI for their implementation on HLSL include a new `[__requiresNVAPI]` attribute. * The preprocessor has been extended so that after tokenizing an input file it looks up the NVAPI-relevant macros in the resulting environment, and if they are set it attached a modifier (`NVAPISlotModifier1) to the AST `ModuleDecl` that is based on their values. Logic is added to detect if multiple input files specify values for the macros in ways that conflict. * The semantic checking step is extended so that it detects the "magic" NVAPI declarations (the `g_NvidiaExt` paramter and the `NvShaderExtnStruct` type that it uses) and attaches a modifier to them so that they can be identified as such in later steps. * Parameter binding is extended to collect a list of the AST modifiers that reflect NVAPI binding, and to reserve the relevant register(s) so that ordinary user-defined parameters cannot conflict with them. * IR lowering translates the three new AST modifiers related to NVAPI over to IR equivalents. * IR linking is extended to make sure that it clones any `IRNVAPISlotDecoration`s attached to the input modules. The pass intentionally does not care where the modifiers came from; it just collects them all and leaves it to downstream code to sort out what they mean. * Emit logic is extended to have a notion of "prelude directives" which are preprocessor directives that should come *before* the prelude in the generated code, because they can impact the way that the prelude compiles. This is done so that we don't have to introduce ad hoc logic for each downstream compiler to set any relevant `-D` flags (e.g., both fxc and dxc would need to duplicate such logic for NVAPI support). * The HLSL source emitter is extended to track whether it emits any operations that require NVAPI support. * The HLSL source emitter is extended to emit prelude directives based on whether NVAPI is needed and, if it is, to also set the register and space that NVAPI should use based on what was stored in the decoration(s) on the IR module. * The HLSL source emitter is extended so that it detects global instructions that represent "magic" NVAPI constructs , and emit them as conditional definitions so that they are skipped when NVAPI is included via the prelude. * The handling of requires capabilities during emit logic was cleaned up a bit so that more logic is shared across targets, and also so that the same logic is used both when emitting a function declaration/definition and when emitting a call to an instrinsic function (which won't get declared/defined).
2020-09-17Embed default prelude for CUDA (#1546)Tim Foley
* Embed default prelude for CUDA Slang supports the notion of a "prelude" that gets prepended to the source code we generate in language. For some targets, a prelude is not necessary (e.g., we compile to HLSL/GLSL and then on to DXBC/DXIL/SPIR-V just fine without a prelude), but some targets have been implemented in a way that makes a prelude necessary (notably CPU and CUDA). For the targets that require a prelude, the Slang codebase includes usable preludes under the `prelude/` directory. Prior to this change, if a user was compiling for such a target (whether via command-line or API), there had to take responsibility for specifying the prelude to use (usually by passing in the contents of the prelude file(s) already included in the Slang distribution). It is reasonable for a user to expect an out-of-the-box experience where compilation to CUDA PTX or native CPU code should Just Work, similarly to how compilation to SPIR-V Just Works. This change is a step in the direction of providing a user experiene that Just Works for common cases. The main addition here is a tool called `slang-embed` that we run during our build to turn the `prelude/*.h` files into `prelude/*.h.cpp` files that embed the contents of the original `.h` file as a `const` variable. By compiling and linking in the generated `.h.cpp` file for the CUDA prelude, we are then able to set the default prelude to use for CUDA at the time a session/linkage is created. That default prelude will be used unless the user manually specifies their own prelude (which current users of the CUDA back-end must be doing). This change only sets up a default prelude for CUDA because of the way that the CPU prelude is split across multiple files. A strategy that provides a good default prelude for CPU may take more work, but that work might also be unnecessary if we switch to a strategy of using LLVM to generate native code. The implementation of the `slang-embed` tool is intentionally simple, and it will likely run into issues if/when we need to embed binary files or larger text files. The assumption being made here is that we can address those issues when they arise, and there is no reason to over-engineer the tool right now. The way that `slang-embed` is integrated into our build process is likely to require some iteration to make sure that it works across all platforms. I expect that this change will have multiple follow-up fixes related to trying to get the build to work as expected across all targets on CI. * fixup: trying to ensure that embedded prelude gets compiled into slang * fixup: properly clean up allocations in slang-embed * fixup: fix double free introduced by previous change * fixup: off-by-one allocation error
2020-08-27Removed use of pthreads in glslang (#1517)jsmall-nvidia
* Try removing pthreads from glslang. * Update slang-binaries to use glslang that doesn't use pthreads. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
2020-08-21Vulkan update/NVAPI support (#1511)jsmall-nvidia
* 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.
2020-07-31Upgrade to Glslang 11.0.0 (#1466)jsmall-nvidia
* Fix premake5.lua so it uses the new path needed for OpenCLDebugInfo100.h * Keep including the includes directory. * Added the spirv-tools-generated files. * We don't need to include the spirv/unified1 path because the files needed are actually in the spirv-tools-generated folder. * Put the build_info.h glslang generated files in external/glslang-generated. Alter premake5.lua to pick up that header. * First pass at documenting how to build glslang and spirv-tools. * Improved glsl/spir-v tools README.md * Added revision.h * Change how gResources is calculated. Update about revision.h * Update docs a little. * Split out spirv-tools into a separate project for building glslang. This was not necessary on linux, but *is* necessary on windows, because there is a file disassemble.cpp in spirv-tools and in glslang, and this leads to VS choosing only one. With the separate library, the problem is resolved. * Fix direct-spirv-emit output. * Update to latest version of spirv headers and spirv-tools. * Upgrade submodule version of glslang in external. * Add fPIC to build options of slang-spirv-tools * Upgrade slang-binaries to have new glslang. * Fix issues with Windows slang-glslang binaries, via update of slang-binaries used. * Small improvements to glslang building process documentation. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
2020-07-23CPU/GPU Compute Shader Example (#1451)Dietrich Geisler
* 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>
2020-07-16Running generators as separate premake project step (#1441)jsmall-nvidia
* Put the running of generators into a separate project, to try and sure the generated products are available for other dependencies when compiling with multiple threads on linux. * Made paths Strings in slang-generate. Made paths use / for path separators (rather than \ on windows which causes some problems with #line). * Make the run-generators proj a utility step. * Made run-generators a StaticLib. * Fix problem with generating when not necessary. * Trying to get abspath to work on linux. * Add run-generator-main.cpp dummy file. * Add comment about the issues around linux and correct build triggering. * Add updated projects. * Remove the run-generators-main.cpp as no longer needed for 'run-generators' tool. Removed the adding of files by default from baseSlangProject Made the run generators project use slang-string.cpp as the file it builds from core. * Add the run-generators VS project.
2020-06-24Heterogeneous example (#1399)Dietrich Geisler
* 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>
2020-06-18* Fix warnings from preludejsmall-nvidia
* Make compilation work on gcc by disabling -Wclass-mem-access
2020-05-20AST dumping via C++ Extractor reflection (#1348)jsmall-nvidia
* Add support for parsing array types to C++ extractor. * C++ extractor looks for 'balanced tokens'. Use for extracting array suffixes. * First pass at field dumping. * Update project for field dumping. * WIP AST Dumper. * More AST dump compiling. * Fix bug in StringSlicePool where it doesn't use the copy of the UnownedStringSlice in the map. * Add support for SLANG_RELFECTED and SLANG_UNREFLECTED More AST dump support. * Support for hierarchical dumping/flat dumping. Use SourceWriter to dump. * Add -dump-ast command line option. * Add fixes to VS project to incude AST dump. * Fix compilation on gcc. * Add fix for type ambiguity issue on x86 VS. * Fixes from merge of reducing Token size. * Fix comment about using SourceWriter.
2020-05-08AST nodes using C++ Extractor (#1341)jsmall-nvidia
* Extractor builds without any reference to syntax (as it will be helping to produce this!). * Change macros to include the super class. * WIP replacing defs files. * Added indexOf(const UnownedSubString& in) to UnownedSubString. Refactored extractor * Output a macro for each type with the extracted info - can be used during injection in class * Simplify the header file - as can get super type and last from macro now * Store the 'origin' of a definition * Some small tidy ups to the extractor. * Improve comments on the extractor options. * Made CPPExtractor own SourceOrigins * Small fixes around SourceOrigin. * Small tidy up around macroOrign * WIP Visitor seems now to work correctly. Split out types used by ast into slang-ast-support-types.h * Fix remaining problems with C++ extractor being used with AST nodes. Add CountOf to extractor type ids. Added ReflectClassInfo::getInfo to turn an ASTNodeType into a ReflectClassInfo * Fix compiling on linux. Fix typo in memset. * Small tidy up around comments/layout. Moved NodeBase casting to NodeBase. * Make premake generate project that builds with cpp-extractor for AST. * Get the source directory from the filter in premake. * Fix typo in source path * Explicitly set the source path for premake generation for AST. * Special case handling of override to apease Clang. * Use a more general way to find the slang-ast-reflect.h file to run the extractor. * Appveyor is not triggering slang-cpp-extractor - try putting dependson together. * Put building slang-cpp-extractor first. * Disable some project options to stop MSBuild producing internal compiler errors. * Try reordering the projects in premake5.lua * Hack to try and make slang-cpp-extractor built on appveyor. * Disable flags - not required for MSBuild on appveyor. * Disable flags not required for build on AppVeyor. * Updated Visual Studio projects with slang-cpp-extractor. * Added Visual Studio slang-cpp-extractor project.
2020-05-04C++ Extractor (#1337)jsmall-nvidia
* WIP: Doing texing using slangs lexer for cpp-extractor * Node tree for C++ extraction. * Bug fixing. Add dump of hierarchy. * First pass at extracting fields. * Parse template types. * Use diagnostics defs for C++ extractor. * Simplify Diagnostic Defs. * Remove the brace stack. * Added IdentifierLookup. * Add handling for >> style template close. * Improved identifier handling/keywords. * Added ability to check if reader is at cursor position. * Handling of an unspecified root type. * Parsing code comments. Tidy up some parsing - to use advanceIf functions more. * Improve path handling. * Fixes around changes to Path interface. * Working Range, Type and Scope header. * Extract the middle part of marker and put in output. Gives more flexibility at macro injection, and in class definitions. * Split DERIVED types into it's own macro, to provide way to generate for derived types. * Fix clang/g++ compile issue. * Tabs -> spaces. * Fix small bug in getFileNameWithoutExt * Small improvement around naming. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
2020-04-08Initial work to support OptiX output for ray tracing shaders (#1307)Tim Foley
* Initial work to support OptiX output for ray tracing shaders This change represents in-progress work toward allowing Slang/HLSL ray-tracing shaders to be cross-compiled for execution on top of OptiX. The work as it exists here is incomplete, but the changes are incremental and should not disturb existing supported use cases. One major unresolved issue in this work is that the OptiX SDK does not appear to set an environment variable Changes include: * Modified the premake script to support new options for adding OptiX to the build. Right now the default path to the OptiX SDK is hard-coded because the installer doesn't seem to set an environment variable. We will want to update that to have a reasonable default path for both Windows and Unix-y platforms in a later chance. * I ran the premake generator on the project since I added new options, which resulted in a bunch of diffs to the Visual Studio project files that are unrelated to this change. Many of the diffs come from previous edits that added files using only the Visual Studio IDE rather than by re-running premake, so it is arguably better to have the checked-in project files more accurately reflect the generated files used for CI builds. * The "downstream compiler" abstraction was extended to have an explicit notion of the kind of pipeline that shaders are being compiled for (e.g., compute vs. rasterization vs. ray tracing). This option is used to tell the NVRTC case when it needs to include the OptiX SDK headers in the search path for shader compilation (and also when it should add a `#define` to make the prelude pull in OptiX). This code again uses a hard-coded default path for the OptiX SDK; we will need to modify that to have a better discovery approach and also to support an API or command-line override. * One note for the future is that instead of passing down a "pipeline type" we could instead pass down the list/set of stages for the kernels being compiled, and the OptiX support could be enabled whenever there is *any* ray tracing entry point present in a module. That approach would allow mixing RT and compute kernels during downstream compilation. We will need to revisit these choices when we start supporting code generation for multiple entry points at a time. * The CUDA emit logic is currently mostly unchanged. The biggest difference is that when emitting a ray-tracing entry point we prefix the name of the generated `__global__` function with a marker for its stage type, as required by the OptiX runtime (e.g., a `__raygen__` prefix is required on all ray-generation entry points). * The `Renderer` abstraction had a bare minimum of changes made to be able to understand that ray-tracing pipelines exist, and also that some APIs will require the name of each entry point along with its binary data in order to create a program. * The `ShaderCompileRequest` type was updated so that only a single "source" is supported (rather than distinct source for each entry point), and also the entry points have been turned into a single list where each entry identifies its stage instead of a fixed list of fields for the supported entry-point types. * The CUDA compute path had a lot of code added to support execution for the new ray-tracing pipeline type. The logic is mostly derived from the `optixHello` example in the OptiX SDK, and at present only supports running a single ray-generation shader with no parameters. The code here is not intended to be ready for use, but represents a signficiant amount of learning-by-doing. * The `slang-support.cpp` file in `render-test` was updated so that instead of having separate compilation logic for compute vs. rasterization shaders (which would mean adding a third path for ray tracing), there is now a single flow to the code that works for all pipeline types and any kind of entry points. * Implicit in the new code is dropping support for the way GLSL was being compiled for pass-through render tests, which means pass-through GLSL render tests will no longer work. It seems like we didn't have any of those to begin with, though, so it is no great loss. * Also implicit are some new invariants about how shaders without known/default entry points need to be handled. For example, the ray tracing case intentionally does not fill in entry points on the `ShaderCompileRequest` and instead fully relies on the Slang compiler's support for discovering and enumerating entry points via reflection. As a consequence of those edits the `-no-default-entry-point` flag on `render-test` is probably not working, but it seems like we don't have any test cases that use that flag anyway. Given the seemingly breaking changes in those last two bullets, I was surprised to find that all our current tests seem to pass with this change. If there are things that I'm missing, I hope they will come up in review. * fixup: issues from review and CI * Some issues noted during the review process (e.g., a missing `break`) * Fix logic for render tests with `-no-default-entry-point`. I had somehow missed that we had tests reliant on that flag. This required a bit of refactoring to pass down the relevant flag (luckily the function in question was already being passed most of what was in `Options`, so that just passing that in directly actually simplifies the call sites a bit. * There was a missing line of code to actually add the default compute entry points to the compile request. I think this was a problem that slipped in as part of some pre-PR refactoring/cleanup changes that I failed to re-test.