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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.
2020-03-17Added --cuda-sdk-path option to premake5.lua. (#1278)jsmall-nvidia
2020-03-02Feature/profile tool (#1251)jsmall-nvidia
* WIP slang-profile * Turn on symbols needed for profile. * Remove calls to slang API from core as doing so broke profiling information. Fix premake so slang-profile works on VS.
2020-02-03Initial steps on GPU printing example (#1197)Tim Foley
* Initial steps on GPU printing example This change is checkpointing work on a new Slang example that shows how a "GPU `printf()`" can be implemented almost entirely in user space thanks to a combination of Slang language and API features. The example is not perfect as it stands today due to limitations in our current handling of hashed string literals: * At call sites where a string literal is passed, we currently have to explicitly invoke `getStringHash()` to get the hash code, because we don't currently support `String` as a function argument/parameter type. * On the implementation side, because strings are passed as their `int` hash codes, we can't tell them apart from ordinary `int` arguments. The current code handles this by assuming an `int` is *always* a hashed string, which obviously isn't appropriate. There are plenty of other limitations in the implementation presented, but the above are the two main things I'd like to address in follow-up work. I would like to checkpoint this work on the application first, in order to keep work on the Slang implementation and the example as separate as possible. * typo
2020-01-30Fix x86 compilation with CUDA enabled. (#1193)jsmall-nvidia
2020-01-08Setup of runtime cuda device (#1162)jsmall-nvidia
* CUDA generated first test compiles. * WIP on enabling CUDA in render-test. * Detect CUDA_PATH environmental variable to build build cuda support into render-test. Added WIP cuda-compute-util.cpp/h Added CUDA as a renderer type. * Fix libraries needed for cuda in premake. * Added -enable-cuda premake option. Defaults to false. * Creates CUDA device, loads PTX and finds entry point. * Fix some erroneous cruft from slang-cuda-prelude.h
2019-11-14Initial work on direct emission of SPIR-V (#1118)Tim Foley
* Initial work on direct emission of SPIR-V This change adds a first vertical slice of support for emitting SPIR-V code directly from the Slang IR, instead of generating it indirectly via GLSL. This work isn't usable for anything valuable right now; the goal is just to get something checked in that we can incrementally extend over time. When invoking `slangc`, the `-emit-spirv-directly` option can be used to turn on the new code path. I have not bothered to add an equivalent API option, because this flag is only intended to be used for testing in the immediate future. The existing `emitEntryPoint()` function has become `emitEntryPointSource()` to more accurately reflect its role in a world where we can also emit entry points to a binary format. Much of the logic that was inside `emitEntryPoint()` had to do with linking and then optimizing/transforming Slang IR code to get it ready for emission on a particular target. This logic has been factored into a new `linkAndOptimizeIR()` function that can be shared between the path that emits source and the new one that emits SPIR-V. The meat of the change is then the `emitSPIRVFromIR()` function in `slang-emit-spirv.cpp`, which is called *after* all the optimizations and transformations have been applied to the Slang IR to get it ready. Rather than repeat myself here, I will try to make the comments in `slang-emit-spirv.cpp` usable as documentation of the approach being taken. Smaller notes: * I've included a test case that compares `slangc` output directly to expected SPIR-V. This is perhaps not an ideal plan for how to test SPIR-V emission going forward, but it suffices for now. * The `external/` directory needed to be added to the include dirs for the `slang` project so that the new code can depend on the SPIR-V header. * In `slang-ir-link`, the direct SPIR-V generation path means that we now link with a target of SPIR-V instead of GLSL. In principle this can be used to ensure that appropriate variants of intrinsics are selected based on the knowledge that we are emitting SPIR-V. In practice, that isn't being used at all. * Fixup: path for SPIR-V headers While working on this PR I used a copy of `spirv.h` that I placed into the repository tree manually, but since I started the work we ended up with SPIR-V headers in our tree anyway, albeit at a different path. This change tries to fix things up so that my code uses the headers that were already placed in the repository. * fixup; 64-bit build issue * fixup: typo fixes based on review
2019-11-14Enable use of pre-built glslang binaries (#1120)Tim Foley
* Enable use of pre-built glslang binaries This change uses an updated version of the `slang-binaries` submodule that includes pre-built versions of `slang-glslang.dll` and `libslang-glslang.so`, and enables the build of the main Slang project to rely on these binaries instead of building them from source. An option to the premake build file can be used to generate the appropriate project files for `slang-glslang`, which should enable us to build updated binaries as needed. The default option is to *not* build those projects, so that we can reduce build times in the common case (and on CI). * fixup: different copy commands per platform * fixup * fixup * fixup: remove stray line added to premake file by accident
2019-11-13Add a premake flag to control whether glslang is built from source (#1122)Tim Foley
This change adds the flag, but doesn't wire it up to anything. The idea is to allow us to modify CI build scripts to use the flag in cases where it will be needed, so that we can later on disable building glslang from source by default, without an intermediate step where CI is broken.
2019-10-17Enable spriv-opt on spirv (#1076)Robert Stepinski
* Add spirv-tools module and set ENABLE_OPT to be true * Add spirv-headers dependency * Build spirv-opt into glslang project * Add optimization pass * Add generated spirv-opt files Modify solution to avoid obj file conflicts * Add optimization pass to SPIR-V generation * Don't pass additional optimizer options to glslang * Build spirv-opt in Linux
2019-09-23CPU Hello World (#1065)jsmall-nvidia
* First pass on cpu-hello-world application. * Improvements to cpu-hello-world * Improved documentation around cpu-hello-world. Added information about C++/CPU targets to README.md Referenced cpu-target.
2019-09-16Remove remaining unused cpu-render-test files/references. (#1054)jsmall-nvidia
2019-09-13Refactor render-test to make cross platform (#1053)jsmall-nvidia
* First pass of render-test refactor. * Make window construction a function that can choose an implementation. * Remove OpenGL as currently has windows dependency. * Disable Vulkan as Renderer impl has dependency on windows. * Pass Window in as parameter of 'update'. * Add win-window.cpp as was missing. * Fix warning on windows about signs during comparison.
2019-09-09CPU compute testing on non windows targets (#1045)jsmall-nvidia
* WIP: Refactor of CPUCompute and stand alone cpu-render-test * Fix compilation on CygWin. * Make CPU compute tests run on non windows targets. * Check that C/C++ compiler is available for CPU compute. * Fix some tabbing issues. * Add -fPIC on gfx * Use dxcompiler_47.dll from slang-binaries on windows. * make https for git module slang-binaries * Fix comment in premake5.lua around d3dcompiler_47.dll * Add resources to the CPUComputeUtil::Context to keep in scope. * Fixes problem compiling on cygwin where dx12 is included in build of gfx lib.
2019-09-06Use d3dcompiler_47.dll from slang-binaries on windows. (#1047)jsmall-nvidia
* Use dxcompiler_47.dll from slang-binaries on windows. * make https for git module slang-binaries
2019-06-12Visual Studio compilation working in test harness (#979)jsmall-nvidia
* Work in progress to be able to invoke VS from within code. * First pass at windows version of refactor of OSProcessSpawner * Closer to getting VS path lookup working. * Make OSString assignable/ctor able * Work out program files directory directly, so don't have to expand %%. * WIP: Improve handling of process spawning. * Add support for splitting input by line. * * Correctly locates visual studio install * Added functionality to invoke vs via cmd * Add option to execute the command line. * Handle in ProcessUtil for windows -> WinHandle. * Rename files slang-win-visual-studio-util.cpp/.h and slang-process-util.h * First pass at unix/linux version of ProcessUtil. * Fix reading Visual Studio path from the registry. * Get compiling on linux with. * Fix vcvarsall.bat name * Use ProcessUtil to execute external code. * Remove OSProcessSpawner. * Remove includes for "os.h" where no longer needed. * Fix tabbing issue in premake5.lua Remove test code from slang-test-main.cpp * Fix premake4.lua tabbing issue. * Small fixes to slang-process-util.h Init ExecuteResult on Win execute. * Improve comments. * Fix bug in StringUtil::calcLines - with oddly terminated source input being able to read past end. Make slang-generate use StringUtil over it's own impl. * Fix off by one bug in working out Visual Studio version. * Fix bug in calculating Visual Studio Version * Fix compilation on linux with string parameter being passed to messageFormat. * Remove erroneous use of kOSError codes - use Result. * First effort to generate standard compiler options. * Initial efforts in compiling source code in test framework for VisualStudio. * Testing compiling c code on VisualStudio on Windows. * Fix warning on linux. * Fix clang on linux warning (and therefore failing) returning a StringBuilder as String. * Disable return-std-move on clang.
2019-06-12Runtime execution of Visual Studio Compiler (#978)jsmall-nvidia
* Work in progress to be able to invoke VS from within code. * First pass at windows version of refactor of OSProcessSpawner * Closer to getting VS path lookup working. * Make OSString assignable/ctor able * Work out program files directory directly, so don't have to expand %%. * WIP: Improve handling of process spawning. * Add support for splitting input by line. * * Correctly locates visual studio install * Added functionality to invoke vs via cmd * Add option to execute the command line. * Handle in ProcessUtil for windows -> WinHandle. * Rename files slang-win-visual-studio-util.cpp/.h and slang-process-util.h * First pass at unix/linux version of ProcessUtil. * Fix reading Visual Studio path from the registry. * Get compiling on linux with. * Fix vcvarsall.bat name * Use ProcessUtil to execute external code. * Remove OSProcessSpawner. * Remove includes for "os.h" where no longer needed. * Fix tabbing issue in premake5.lua Remove test code from slang-test-main.cpp * Fix premake4.lua tabbing issue. * Small fixes to slang-process-util.h Init ExecuteResult on Win execute. * Improve comments. * Fix bug in StringUtil::calcLines - with oddly terminated source input being able to read past end. Make slang-generate use StringUtil over it's own impl. * Fix off by one bug in working out Visual Studio version. * Fix bug in calculating Visual Studio Version * Fix compilation on linux with string parameter being passed to messageFormat. * Remove erroneous use of kOSError codes - use Result.
2019-04-25Feature/build osx (#955)jsmall-nvidia
* * Moved CPU determination macros to slang.h * Determine SlangUInt/SlangInt from the pointer width (determined from CPU macros) * Removed the UnambiguousInt and UnambigousUInt types - as a previous fragile work around * Removed UInt/Int definition from smart-pointer.h as now in common.h * * Remove ambiguity for PrettyWriter and ints * Improve comment around SlangInt/UInt * More fixes around ambiguity with PrettyWriter and integral types. * Disable VK on OSX. * Define guids with inner braces. * For glslang use linux ossource for macosx. * Pull is ossource for OSX. * Fix dll loading for OSX. * Added how to build for OSX to building.md. * Force CI to rebuild as spurious error. * Improvements to the building.md documentation. * Small doc fix.
2019-04-25Feature/uint int definition (#954)jsmall-nvidia
* * Moved CPU determination macros to slang.h * Determine SlangUInt/SlangInt from the pointer width (determined from CPU macros) * Removed the UnambiguousInt and UnambigousUInt types - as a previous fragile work around * Removed UInt/Int definition from smart-pointer.h as now in common.h * * Remove ambiguity for PrettyWriter and ints * Improve comment around SlangInt/UInt * More fixes around ambiguity with PrettyWriter and integral types. * Disable VK on OSX. * Force CI to rebuild as spurious error.
2019-04-25Fixed building on CygWin with clang gcc (#953)jsmall-nvidia
* * Make Path:: use lowerCamel method names as per coding standard * Small improvements to make closer to standard * GetDirectoryName -> getParentDirectory - previous method name's action was somewhat unclear, hopefully this is better * * Can build on clang and gcc on CygWin * Fix problem on cygwin loading shared libraries * Renamed Path::isRelative to ::hasRelativeElement because isRelative implies the path is 'relative to the current path' and which isn't quite what it does * Documented how to build for CygWin * * Fix small bug creating platform shared library name. * Small typo fixes in building.md
2019-02-07Hotfix/remove null this work around (#831)jsmall-nvidia
* Re-enable warnings around null this. * Remove testing for nullptr in Substitution::Equals tests * Fix ref counting problem in vulkan render. * * Remove SLANG_ASSERT(this) in mthods * Place asserts conservatively at method call sites where appropriate.
2018-12-17Feature/test tool shared libraries (#758)jsmall-nvidia
* Remove circular reference to renderer on Vk & D3D12 DescriptorSetImpl * Refactor Stbi image loading such that memory is correctly freed when goes out of scope. Added Crt memory dump at termination. Reduced erroneous reporting by scoping TestContext. * Used capitalized acronym for STBImage to keep Tim happy. * Split out TestReporter - to just handle reporting test results Split out Options Made TestContext hold options, and the reporter Removed remaining memory leaks. * Small optimization for rawWrite, such that it directly writes over print.. * Improve comments on TestCategorySet * Fix typos in TestCategorySet * Made slangc a cpp file as part of slang-test (removing need for separate project/shared library). * * Made all test tools only available as dlls. * Made possible to invoke test tool dll from command line slang-test slangc [--bindir xxx] options to slangc * Fix Visual Studio projects that are no longer needed.
2018-12-12Running tests in slang-test process (#740)jsmall-nvidia
* First pass at having an interface to write text to that can be replaced. Simplifed and made more rigerous the interface used to write formatted strings. * Added AppContext to simplify setting up and parsing around of streams. * Added more simplified way to get the std error/out from AppContext. * Work in progress using dll for tools to speed up testing. * First pass at ISlangWriter interface. * Added support for writing VaArgs. Added NullWriter. * Use ISlangWriter for output. * Use ISlangWriter for output - replacing OutputCallback. Make IRDump go to ISlangWriter * SlangWriterTargetType -> SlangWriterChannel Improvements around AppContext * Shared library working with slang-reflection-test. * Dll testing working for render-test. * Include va_list definintion from header. * Fix errors from clang. * Fix typo for linux. * Added -usexes option * Fix typo. * Fix arguments problem on linux. * Fix typo for linux. * Add windows tool shared library projects. * Fix warning from x86 win build. Fix signed warning from slang-test/main.cpp * First attempt at getting premake to work on travis, and run tests. * Try moving build out into script. * Invoke bash scripts so they don't have to be executable. * Drive configuration/tests from env parameters set by travis * Try using source to run travis tests. * Remove the build.linux directory - but doing so will overwrite Makefile. * Made -fno-delete-null-pointer-checks gcc only. * Try to fix warning from -fno-delete-null-pointer-checks * Turn of warnings for unknown switches. * Try to make premake choose the correct tooling. * Disabled missing braces warning. * Disable -Wundefined-var-template on clang. * -Wunused-function disabled for clang. * Fix typo due to SlangBool. * Remove this nullptr tests. * "-Wno-unused-private-field" for clang. * Added "-Wno-undefined-bool-conversion" * Add DominatorList::end fix. * Split scripts into travis_build.sh travis_test.sh * Fix gcc/clang template pre-declaration issue around QualType. * Fix premake to build such that pthread correctly links with slang-glslang
2018-12-10Remove the "VM" and "bytecode" features (#745)Tim Foley
* Remove the "VM" and "bytecode" features The "bytecode" in `bc.{h,cpp}` was an initial attempt at a serialized encoding for the Slang IR, but we now have the `ir-serialize.{h,cpp}` approach which was has been kept up to date much better. Similarly, the "VM" in `vm.{h,cpp}` was intended to be a system for interpreting Slang code in the bytecode format directly (so that you could load and evaluate code in a Slang module in a lightweight fashion). This never got used past a single test, which we eventually disabled. There are good ideas in some of this code, but at this point the implementations have bit-rotted to a point where trying to maintain it is more costly than it would be to re-created it if/when we ever decide these features are important again. * fixup: remove slang-eval-test from Makefile
2018-11-21Feature/early depth stencil (#727)jsmall-nvidia
* First pass support for early depth stencil. * Add a simple test to check if output has attributes. * Use cross compilation to test [earlydepthstencil] on glsl. * If target is dxil, use dxc to test against. Add hlsl to test earlydepthstencil against. * * Added spSessionHasCompileTargetSupport * Made slang-test use spSessionHasCompileTargetSupport to ignore tests that cannot run