| Age | Commit message (Collapse) | Author |
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Add support for LLVM for host callable.
Added CodeGenTransitionMap.
* Remove hack to enable host callable for LLVM.
* Small improvements around transitions/downstream compiler.
* Fix typo in method name.
* Fix comment.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Refactor Stream. Working on all tests.
* Split out CharEncode.
* Make method names lower camel.
m_prefix in Writer/Reader
* Tidy up around CharEncode interface.
* Small improvements around encode/decode.
* Better use of types.
* Remove readLine from TextReader.
* Remove exceptions from Stream/Text handling.
* Fix some typos.
* Fix tabbing.
* Fix missing override.
* Remove remaining exception throw/catch via using signal mechanism.
* Remove exceptions that are not used anymore.
* Document the Stream interface.
* Remove index for decoding 'get byte' function.
* Fix CharReader -> ByteReader.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* First integration with 'slang-llvm'.
* Fix project.
* Fix test output.
* First pass assert support.
* Add inline impls for min and max.
* Add abs inline abs impl for llvm.
* Make abs not use ternary op
* Fix typo in slang-llvm.h
* Sundary fixes to make remaining tests using llvm backend pass.
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* Add GLSL450 intrinsics to SPIRV direct emit.
* Fix.
* Fix compiler error.
* Fix.
* Fix compiler error.
* Make direct-spirv tests actually run.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Remove StructTag and associated systems.
* Fix typo and remove unit test for StructTag.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* WIP Abi struct.
* Use AbiSystem on SessionDesc.
* Use mask/shift constants.
* Fix issue causing warning on linux.
* Abi -> Api.
* Fix typo.
* Refactor to use StructTag.
* Mechanism to be able to follow fields.
* Field adding is working.
* WIP with StructTagConverter.
* First pass of StructTag appears to work. Still needs diagnostics.
* Small tidy up around Field.
* Use bit field to record what fields are recorded to remove allocation around the m_stack.
Use ScopeStack for RAII.
* Return SlangResult instead of pointers.
* Use SlangResult with copy.
* Split StructTagConverter implementations.
* Fix some bugs around lazy converting.
* First pass at unit test for StructTag.
* Testing StructTag going backwards in time.
* First pass as StructTag diagnostics.
* Make Traits a namespace.
* Fix some issues with Traits not being a class.
* Fix 32 bit warning.
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* Various Fixes to gfx, reflection and emit.
- Fix GLSL emit to properly output `*bitsTo*` functions for `IRBitCast` insts.
- Add line directive mode setting for `ISession`.
- Extend `TypeLayout::getElementStride` to handle `VectorType` case.
- Fix `IDevice::readBufferResource` 's D3D12 implementation to copy only the requested bytes out.
- Fix `render-test` to use the `ISession` from `gfx` instead of creating its own `ISession` to make sure `gfx` and `render-test` agree on WitnessTable and RTTI IDs.
- Extend `render-test` to support filling vector and matrix values in the new `set x = ...` TEST_INPUT syntax.
- Add a `dynamic-dispatch-15` test case to make sure packing / unpacking works correctly across all targets, and to make sure render-test's RTTI/WitnessTable ID filling logic is correct for non-trivial cases.
* Remove default-major test
* Fix cyclic reference in `ExtendedTypeLayout`.
* Move `lineDirectiveMode` setting to `TargetDesc`.
Add `structureSize` to `TargetDesc` and `SessionDesc` for future binary compatibility.
* Cleanup.
Co-authored-by: Yong He <yhe@nvidia.com>
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Co-authored-by: T. Foley <tfoleyNV@users.noreply.github.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* WIP Fxc as downstream compiler.
* First pass FXC downstream compiler working.
* GCC compile fix.
* Fix FXC parsing issue.
* Special case filesystem access.
* Use StringUtil getSlice.
* Fix isses with not emitting source for FXC.
* Small fixes for DXBC handling.
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This change applies to the case where we have a sub-object range with more than one object in it (so arrays of constant buffers, parameter blocks, or existentials). It is worth noting that we don't really seem to have any tests covering this case right now, so it is entirely possible that things are busted already, and/or that this change doesn't work the way I think it does.
When we go to actually bind the state from a sub-object range into the pipeline, we care about:
* The offset to where the first object should be written
* The "stride" between consecutive objects
We were already capturing the offset information from Slang reflection data, and the same was true for the part of the offset that pertains to "pending" ordinary data. For other cases, though, we were manually incrementing the offset by values computed manually in `gfx` for Vulkan, and we were just skipping the offsetting step entirely for D3D11.
With this change we extract more complete stride information from the Slang reflection data and use that instead of ad hoc computations. Hopefully this data is correct, and if it isn't we can consider whether it needs fixing at the Slang reflection level rather than in `gfx`.
This change doesn't apply to the OpenGL back-end (which hasn't been updated to match the new approach to static specialization at all) or to the D3D12 back end (which has been updated a bit, but probably needs other cleanup work to be done first to bring it in line).
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* Update gfx back-ends to handle static specialization
The main goal here is to make the D3D11, D3D12 and Vulkan back-ends support static specialization of interface types in the case where the data for the type won't "fit" in the pre-allocated space for existential values. This includes all cases where the concrete type being specialized to has resources/samplers/etc., as well as any cases where its ordinary/uniform data exceeds the space available.
(Note that the CPU and CUDA targets don't need this work since they can (in theory) support arbitrary-size data in the fixed-size existential payload by using pointer indirection. Actually supporting indirection in those cases should be a distinct change)
The Slang compiler already performs layout for programs that have this kind of data that doesn't "fit," and it lays them out using an idea of "pending" type layouts. Basically, a type that contains some amount of specialized interface-type fields will produce both a "primary" type layout that just covers the data for the unspecialized case, as well as "pending" type layout that describes the layout for all the extra data needed by specialization.
When laying out a `ConstantBuffer<X>` or `ParameterBlocK<X>` ("CB" or "PB"), the front-end will try to place as much of that "pending" data into the layout of the buffer/block itself as is possible. That means that both CBs and PBs will be able to allocate trailing bytes for any ordinary data in the "pending" layout. PBs will be able to allocate any trailing resources/samplers into their layout, but for CBs they will spill out to be part of the pending layout for the buffer itself.
In order for the back-ends to properly handle pending data, they need to *either* assume the exact layout rules used by the front-end and try to reproduce them (e.g., by iterating over binding ranges and sub-objects in the exact same order that front-end layout would enumerate them), *or* they need to respect the reflection information produced by the front-end. This change takes the latter approach, trying to make only minimal assumptions about the layout rules being used. This choice is motivated by wanting to decouple the `gfx` implementation from the compiler front-end, especially insofar as this work has made me question whether the current layout rules are the best ones possible.
A common theme across all the implementations is to have a fixed-size type that can represent "binding offsets" for the chosen back-end. The offset type has fields that depend on the API-specific way bindings are indexed; e.g., for D3D11 it has offsets for CBV, SRV, UAV, and sampler bindings. This fixed-size offset type can be filled in based on Slang reflecton information, and then used to compute derived offsets with just a few add operations.
The simple offset type for each API is then extended to produce an offset type that includes both the offsets for "primary" data and also the offsets for "pending" data. Most logic that traffics in offsets doesn't have to know about this more complicated representation.
Making consistent use of these offsets required that I pretty much rewrite the logic that actually applies shader objects to the API state. Doing so might be lowering the efficiency of the system in the near term, but the increase in clarity was important for getting the work done, and it seems like it will also be important if/when we start trying to perform special-case optimizations around root and entry-point parameter setting.
While there are many API-specific differences, we can identify a repeated pattern where many steps, whether applying parameters to the pipeline stage or constructing signatures / layouts, can be broken down into three main operations on `ShaderObject`s or their layouts:
* `*AsValue()` is the core operation, and is the one used for the `ExistentialValue` case most of the time. It ignores the ordinary data in the object, and instead processes all nested binding ranges (for resources/smaplers) and sub-objects.
* `*AsConstantBuffer()` handles the `ConstntBuffer<X>` case, by dealing with the implicit buffer for ordinary data (if it is needed) and then delegates to the `*AsValue()` case.
* `*AsParameterBlock()` handles the `ParameterBlock<X>` case, by allocating/preparing/etc. any descriptor tables/sets that would be required for the current object/layout and then delegating to `*AsConstantBuffer()` to do the rest
The idea is that by having the parameter block case delegate to the constant buffer case, which delegates to the value/existential case, we can streamline a lot of the logic so that it doesn't seem quite as full of special cases.
Note: When preparing this pull request I spent a reasonable amount of time trying to clean up the D3D11 and Vulkan implementations, so they are probably the easiest to read and understand when it comes to the new code. Doing the cleanup work also helped to work out some weird corner case bugs/issues. In contrast, the D3D12 path hasn't had as much attention given to cleanliness and comments, so it really needs some attention down the line to get things into a state that is easier to understand.
* fixup: remove debugging code spotted in review
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* Fixing `PseudoPtr` legalization and `gfx` lifetime issues.
* Fixing `model-viewer` example.
This change contains various fixes to bring `model-viewer` example to fully functional. These fixes include:
1. Add `spReflectionTypeLayout_getSubObjectRangeSpaceOffset` function to return the space index for a sub object referenced through a `ParameterBlock` binding.
2. Make sure `D3D12Device` specifies column major matrix order creating a Slang session.
3. Fix `platform::Window::close()` and `platform::Application::quit()`.
4. Fix memory leak during `model-viewer''s model loading.
5. Fix command buffer recording in `model-viewer`.
With these changes, model viewer can now produce an image with a gray cube. The lighting is still incorrect becuase the `gfx` shader object implementation still does not handle "pending layout" resulting from global existential parameters.
* Fix d3d12 root signature creation.
* Use row-major matrix layout in model-viewer
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Small improvements around uniqueIdentify and CacheFileSystem
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This change originated as an attempt to re-enable a test case, but it has ended up disabling more tests (for good reasons) than it re-enables.
The main change here is a significant overhaul of the way that the D3D12 render path extracts information from the Slang reflection API to produce a root signature.
There were also some supporting fixes in the reflection information to make sure it returns what the D3D12 back-end needed.
The big picture here is that the D3D12 path now uses the descriptor ranges stored in the reflection data more or less directly.
It still needs to use register/space offset information queried via the "old" reflection API, but it only does so at the top level now, for the program and entry points themselves.
All other layout information is derived directly from what Slang provides.
Smaller changes:
* The "flat" reflection API was expanded to include `getBindingRangeDescriptorRangeCount()` which was clearly missing.
* The "flat" reflection results for a constant buffer or parameter block that didn't contain any uniform data and was mapped to a plain constant buffer needed to be fixed up. That logic is still way to subtle to be trusted.
* Several additional tests were disabled that relied on static specialization, global/entry-point generi type parameters, structured buffers of interfaces or other features we don't officially support with shader objects right now. All of the affected tests were somehow passing by sheer luck and because they often passed in specialization arguments via explicit `TEST_INPUT` lines.
* The `inteface-shader-param` test is re-enabled now that we can properly describe its input with the new `set` mode on `TEST_INPUT`
* `ShaderCursor::getElement()` can now be used on structure types (in addition to arrays) to support by-index access to fields
* The `TEST_INPUT` system was expanded to support both by-name and by-index setting of structure fields for aggregates
* The `TEST_INPUT` system was expanded to allow an `out` prefix to mark parts of an expression as outputs on a `set` lines
* The `TEST_INPUT` system was expanded so that anything that would be allowed on a `TEST_INPUT` line by itself (like `ubuffer(...)`) can now be used as a sub-expression on a `set` line
Co-authored-by: Yong He <yonghe@outlook.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Add mechanism to embed guid inside of type.
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* Add a CPU renderer implementation
This change adds a CPU back-end to `gfx` and ensures that most of our existing CPU tests pass when using it.
Detailed notes:
* Most of the CPU renderer implementation is copy-pasted from the CUDA case, so they share a lot of similar logic
* The main addition to the CPU renderer is a semi-complete implementation of host-memory textures. The logic here handles all the main shapes (Buffer, 1D, 2D, 3D, Cube) and all the currently-supported `Format`s that are sample-able as-is (no D24S8). The implementation is not intended to be fast, and it currently only does nearest-neighbor sampling, but otherwise it tries to avoid cutting too many corners and should be ar reasonable starting point for a more complete (but not performance-oriented) implementation.
* Refactored the CPU prelude `IRWTexture` interface to inherit from `ITexture`, since in most cases a single type will end up implementing both. It might be worth it to collapse it all down to a single interface later.
* Changed the CPU prelude `ITexture`/`IRWTexture` interface so that it takes both a pointer *and* a size for output arguments. This change seems necessary to allow a shader variable declared as a `Texture2D<float>` to fetch a single `float` when the underlying texture might be using RGBA32F.
* Added to the `IComponentType` public API so that we can query a "host callable" for an entry point and not just a binary.
* Turned off the `-shaderobj` flag on two tests that weren't yet compatible with shader objects but still had the flag left in on the path (since previously the CPU path always used the non-`gfx` non-shader-object logic anyway)
* Disabled one test (`dynamic-dispatch-11`) that relied on the `ConstantBuffer<IInterface>` idiom that we know we are planning to chagne soon anyway.
* Made a few changes to the CUDA path to bring it into line with what I added for the CPU path. These were mostly bug fixes around indexing logic for sub-objects and resources.
* fixup
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Split out AST 'printing'.
* Replace listener with List<Section>
* Section -> Part.
* Kind -> Type Flags -> Kind for ASTPrinter::Part
* Improve comments around ASTPrinter.
* toString -> toText on Val derived types. toText appends to a StringBuilder.
* Added toSlice free function.
Added operator<< for Val derived types.
Use << where appropriate in doing toText.
* More work at mark down output.
* Fill in sourceloc for enum case.
Add more sophisticated location determination for EnumCase.
Refactored documentation output into DocMarkdownWriter.
* Improvements for sig output.
* Split up slang-doc into extractor and writer.
* WIP generic support for doc support.
* Some refactoring to make DocExtractor have potential to be used without Decls.
* Made doc extraction work without Decls.
* Output generic parameters.
* Add generic parameter extraction.
* Added writing variables.
* Add an interface test.
* Fix toArray.
* Support for extensions, and inheritance.
* Disable the doc test.
* Added flags to compileStdLib.
* More work around handling generics in markdown output.
* More improvements around associated type handling.
* List method names only once.
Output in/out/inout/const
* Fix namespace printing.
* WIP summarizing doc output.
* Small fixes and improvements for doc output.
* Output all stdlib in single doc file.
* Remove compile flags from addBuiltinSource.
* Find only unique signatures.
First pass at trying to get requirements.
* First pass at requirements for stdlib docs.
* Remove __ function/methods
* Added Target Availability
* Add markup access.
Make sections of stdlib hidden.
* MarkdownAccess -> Visibility
Add isVisible methods
Use ASTPrinter to print decl name.
* Add current stdlib doc output.
* Disable doc test for now.
* Fix clang issue.
* Don't use bullets and numbering , just use numbering.
* Put methods in source order.
* Fix bad-operator-call.slang test that fails because it now outputs out parameters as such.
* Refactor MarkDownWriter to separate 'extraction' from output.
* Fix typo around @ lines.
* Fix issue with extracting 'before' when preceeded by complex attributes/modifiers.
* Fix handling of generics with the same name.
* Work around for having overloading with generics - we don't want to output generic params as part of name.
* Remove generic paramters from name.
* Simplify handling of outputting overridable names.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Testing out use of lz4.
* Added ICompressionSystem, and LZ4 implementation.
* Add support for deflate compression.
Simplify compression interface - to make more easily work across apis.
* WIP on CompressedFileSystem.
* ImplicitDirectoryCollector
* SubStringIndexMap - > StringSliceIndexMap.
* WIP save stdlib in different containers.
* Support for different archive types for stdlib.
* Fix project.
* CompressedFileSystem -> ArchiveFileSystem.
Added CompressionSystemType::None
* Added ArchiveFileSystem
* Fix problem RiffFileSystem load withoug compression system.
* Test archive types.
Improve diagnostic message.
* Fix typo in testing file system archives.
* Split out archive detection.
* Fix gcc warning issue.
* Fix warning.
* RiffArchiveFileSystem -> RiffFileSystem
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
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* Fill in some missing bits of capability API
* Make invalid/unknown capability have a zero value (this aligns it better with the public API for `SlangProfileID`, so that the two can be merged down the line)
* Actually provide an implementation of `spFindCapability()` public API
* fixup: bug fixes for renumbering invalid capability atom
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* Use "capability" system to select VKRT extension
Slang currently supports translation of ray tracing shader code to Vulkan GLSL code that uses the `GL_NV_ray_tracing` extension. A multi-vendor equivalent of that extension has been released as `GL_EXT_ray_tracing` and we want Slang to support that extension as well.
At the simplest, making the change from one extension to the other is just a matter of changing a few strings, since it does not appear that anything of significance was changed at the GLSL level (or even in SPIR-V). Where this gets trickier is when we have users who want us to support *both* extensions, and to be able to switch between them.
The solution we've implemented here more or less amounts to:
* If you don't tell the compiler which extension to use, it will default to `GL_EXT_ray_tracing` (the newer multi-vendor one).
* If you explicitly want the older extension, you can opt into it using the `-profile` option or via a new API for explicitly adding capabilities to your target.
Making that work required a few different kinds of changes:
* The options parsing and public API needed ways to add optional capabilities to a target.
* During GLSL code emit, we can check the capabilities that were added to the target to see if the `GL_NV_ray_tracing` extension was explicitly enabled and, if not, default to using the `GL_EXT_ray_tracing` names for things. This step is needed because some of the modifiers/attributes involved in the extension have to be handled explicitly in the code generator rather than implicitly as part of mapping intrinsic functions.
* We add two different translations to the relevant operatiosn in the stdlib, one marked with each of the extensions. If profile/capability-based overload resolution can be relied on to pick the right one, this should Just Work.
* Next, a bunch of work had to go into making capability-based overloading Just Work for the purposes of this change. There's been a nearly complete reworking of the implementation of `CapabilitySet` here to make it more suitable for our needs.
* The tests that were using ray tracing translation for Vulkan needed to be updated. For some of them I updated their baselines to use `GL_EXT_ray_tracing` so that they can test the new path. For others, I updated the command line for the test case so that it explicitly opts into using `GL_NV_ray_tracing`. The result is that we have some coverage of each extension. I would have liked to have each test run in both modes, but our pass-through glslang support doesn't support `-D` options, so I couldn't take that step easily.
This change does *not* add support for `GL_EXT_ray_query`, the extension that supports "DXR 1.1" style queries under Vulkan. Adding support for that extension should hopefully be a smaller step because it doesn't have the same multiple-extensions issue.
This change does *not* address a lot of possible avenues for improvement or cleanup around the capability system. It focuses only on those changes that are necessary to make the ray tracing feature work and leaves the rest for future work.
* fixup: infinite loop
* Comment-only change to retrigger TC build
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Move reflection to reflection-api.
* Slight reorg to pull out potentially Slang internal functions from the reflection API impls.
* Remove visual studio projects
* Fix for slang-binaries copy.
* Add the visual studio projects in build/visual-studio
* Remove miniz project.
* Differentiate the linePath from the filePath.
* Improve comment in premake5.lua + to kick of CI.
* Kick CI.
* Use COM compile request for calls to functions inside api-less-slang.
Add static-slang project.
* Fix const typo issue.
* Don't include 'core' link in 'api-less-slang'
* Removed static-slang lib causes problems on linux with linking.
Embed Slang stdlib
Added StaticBlob
Added dumpSourceBytes
Use ConstArrayView for the archive.
At startup allow loading of zip with stdlib.
Made -save-stdlib -load-stdlib take a name
Added '-save-stdlib-bin-source' to save out serialized stdlib as source.
* Ability enable/disable stdlib embedding.
* Fix problem with moduleDecl not having module pointer set when serialized in.
* Set of debugdir for slang-test and examples.
* Add slang-stdlib-api.cpp
* Update slang filters for VS.
* Try to use pic, and -mcmodel=medium
* Some more efforts ot make premake work.
* WIP premake5.lua from previously working version.
* Remove api-less-slang project.
* Disable dllexport on gcc/clang.
* Embed via slangc-bootstrap.
* Fix slang-profile. Always compiles without stdlib.
* Use pic "On"
* Remove slangc-bootstrap and embed-stdlib-generator if embedding not required. Make bootstrap run the generators.
* Improve comments in premake5.lua.
Kick off another CI build.
* Remove generation of stdlib source from std-lib-serialize.slang
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This was a serious problem that meant that some of our public API functions (exported from the DLL) had mangled C++ symbol names (which are not guaranteed to be portable across different compilers).
The fix here is the expedient one: just add `extern "C"` to the relevant functions. The simplicity has a cost, though, in that this change introduces a significant break in binary compatibility.
Source code should be compatible before/after this change, but it would be necessary to match an application and Slang shared library so that they agree on the mangled names of these symbols. We will need to treat this as a breaking release when this change goes out.
Note that because of the way that C++ mangled names were being used, we *already* have introduced breaking changes to the binary interface in a recent change that made `SlangCompileRequest` into a `typedef` instead of a forward-declared `struct` type. To be clear, the breakage was due to the missing `extern "C"` and *not* the content of that change; the change would have been binary-compatible if the symbol names were correct.
Given that the cat is out of the bag to some extent (our next release is going to break compatibility one way or another), it seems best to just get the whole thing sorted at once.
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* Add shader object parameter binding to renderer_test.
* remove multiple-definitions.hlsl
* Fix cuda implementation.
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* WIP for COM CompileRequest.
* Add more methods to IGlobalSession.
* Fix createCompileRequest.
Made slangc tool use COM style methods.
* m_ prefix variables in EndToEndCompileRequest
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* #include an absolute path didn't work - because paths were taken to always be relative.
* WIP FileSystem refactor.
* Made loadFile load the file in binary mode.
* Fixed some comments.
Fixed typo in RelativePath - not used 'fixedPath'.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Mangling/module name extraction for GenericDecl
* Add comment on SerialFilter to explain re-enabling Stmt.
* Support setting up SyntaxDecl when reconstructed after deserialization.
* Improvements to setup SyntaxDecl.
* Fix typo so can read compressed SourceLocs.
* Fix issue with SourceManger.
* Simple test for serializing out stdlib and reading back in.
* Fix calling convention.
* Add override to StdLib impls.
* Fix typo.
* Apply testing to an actual compute test when using load-stdlib
Make -load/compile-stdlib processable by Slang
Move out testing into util into TestToolUtil so can be shared.
* Slightly more concise setup of session.
* Fix some errors introduced with session handling.
* Made setup for compile same across slangc and slangc-tool.
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This change adds a single new entry point to our reflection API that allows an application to query the `TypeLayout` that represents the global-scope shader parameters. This can be used by the application in order to detect when the global parameters have required allocation of a default constant buffer, or simply to unify the handling of the global scope with handling of other kinds of parameters.
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* Add API for whole program compilation.
This change exposes a new target flag: `SLANG_TARGET_FLAG_GENERATE_WHOLE_PROGRAM` that can be set on a target with `spSetTargetFlags`. When this flag is set, `spCompile` function generates target code for the entire input module instead of just the specified entrypoints. The resulting code will include all the entrypoints defined in the input source.
The resulting whole program code can be retrieved with two new functions: `spGetTargetCodeBlob` and `spGetTargetHostCallable`.
This change also cleans up the unnecessary `entryPointIndices` parameter of `TargetProgram::getOrCreateWholeProgramResult`, and modifies the `cpu-hello-world` example to make use of the new whole-program compilation API to simplify its logic.
* Update comments.
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* 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.
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* Allow unspecialized existential shader parameters (dynamic dispatch).
* Fixes.
* Fixes
* disable cuda test
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* Support dynamic existential shader parameters in render-test
* Fix linux build error.
* Fixes.
* Fix code review issues.
* Fix gcc error.
* More fixes.
* More fixes.
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* Export witness table objects in compiled code.
- Ensure that witness tables are preceeded with `extern "C"` modifier in the generated C++ code.
- RTTI objects use the mangled name of the type directly, so that can be queried using the type's mangled name directly from the resulting DLL.
- Expose `Linkage::getTypeConformanceWitnessMangledName` to return the mangled name of witness tables to the host.
- Ensure that all witness tables (including those for associated types) have proper mangled name.
* Fix GCC error in Slang generated code.
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* Add the Feedback texture types.
Depreciate SLANG_RESOURCE_EXT_SHAPE_MASK.
* Starting point to test sampler feedback.
* WIP on FeedbackSampler.
* Use __target_intrinsic to override the output of sampler feedback types.
* Use newer generic syntax for FeedbackTexture.
* Reflects Feedback type.
* SLANG_TYPE_KIND_TEXTURE_FEEDBACK -> SLANG_TYPE_KIND_FEEDBACK
* Added reflection test.
* Reneable issue with generics in sampler-feedback-basic.slang
* Add methods to FeedbackTexture2D/Array.
Make test cover test cases.
* Sampler feedback produces DXC code.
* Disabled Sampler feedback test - as requires newer version of DXC.
* Fix bug in reflection tool output.
* Fix problem with direct-spirv-emit.slang.expected due to update to glslang.
* Fix direct-spirv-emit.slang
* Use SLANG_RESOURCE_EXT_SHAPE_MASK again
* Make Feedback be emitted as a textue type prefix.
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
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* Associate a downstream compiler for prelude lookup even if output is source.
* Remove LanguageStyle and just use SourceLanguage instread.
* Added set/getPrelude.
Made prelude work on source language.
* Fix typo in method name replacement.
get/SetPrelude get/setLanguagePrelude
* Fix issue because of method name change.
* Remove getPreludeDownstreamCompilerForTarget
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These are cases where the C-style API had the appropriate `SLANG_*` case defined, but the wrapper C++ `enum class` declaration didn't have a matching case.
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The main thing this adds is the `RayQuery` type with its `TraceRayInline` method for DXR 1.1.
None of these new functions/types/constants have been tested, and many of them are not expected to work at all (e.g., we don't actually have any mesh shader support, so adding them as stage types is just for completeness at the API level).
I would like to write some test cases after this is checked in by looking for existing DXR 1.1 examples. We currently have an issue around default initialization that means we probably can't run any DXR 1.1 shaders right now with just the stdlib changes.
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* Some Slang API additions
These are additions to the public Slang API that came up while I was trying to write an example to demonstrate GPU printing. The additions aren't strictly necessary for the example, but I found these to be missing services when writing the code the way I wanted to.
The main public changes are:
* There is a new distinct `IEntryPoint` interface which inherit from `IComponentType` (much like `IModule` before). For now this doesn't expose any new functions on top of `IComponentType`, but I expect it to do so eventually.
* It is now possible to get the `IModule` for a specific translation unit in a compile request with `spCompileRequest_getModule`. Even for a compile request that had only one translation unit this is *not* the same object as gets returned by `spCompileRequest_getProgram`. The latter should probably be called `*_getLinkedProgram` because it returns a composite component type that links the module with everything it `import`s.
* An `IModule` can look up entry points declared in the module. Eventually a module should support looking up most of the declarations in the module (e.g., types) by name, but entry points are an obvious case.
* A new `link()` operation is added to `IComponentType`. It is possible to have component types that have unsatisfied dependencies, such that trying to generate kernel code from them will fail. The `link()` operation tries to produce a new composite component type that combines a component with its dependencies, to enable code generation. The implementation of end-to-end compilation was using a function like this internally, but it hadn't been exposed to the API.
Notes on the implementation:
* The list of entry points declared in a given translation unit has moved from `TranslationUnitRequest` to the `Module` inside of it.
* `EntryPoint` now has to do a song and dance much like `Module` to both inherit from `ComponentType` and support the `IEntryPoint` interface.
* The `Session* m_session` member in `Linkage` (in terms of public API, this is the `slang::ISession` holding a pointer to the `slang::IGlobalSession`) has been changed to a `RefPtr`. Without this change an application can't just hold onto a `ComPtr<slang::ISession>`; they also need to retain the `IGlobalSession` or things will crash. The new behavior seems more correct, but I worry that it might introduce a leak.
* The `asInternal` operation for `IComponentType` had to be updated to not just perform a cast. A type like `Module` has two `IComponentType` sub-objects, and only one of these is at the same address as the `ComponentType` base.
* Similarly, the `Module::getInterface` logic was changed to fall back to `Super::getInterface` for all the cases other than `IID_IModule`, so that it would be guaranteed to return the `IComponentType` at the same address as `ComponentType` in response to a `queryInterface`.
* Fixes for memory retain cycles
As part of the earlier change, I made the `Linkage` type hold a `RefPtr` to the `Session`.
The motivation there is it lets a user hang onto just a `slang::ISession` without having to also retain the `slang::IGlobalSession` for no immediately apparent reason.
There are two problems that this surfaced, one pre-existing and one new.
The new problem was that `Session` already held a `RefPtr<Linkage> m_builtinLinkage` for the linkage that holds the stdlib code.
I solved that problem by splitting the parent pointer in `Linkage` into two pointers: a raw pointer that is used to actually locate the parent session, and a ref-counted one that can be used to *optionally* retain the parent session.
The builtin linkage is then set up to explicitly not retain its parent, thus breaking the cycle.
The second problem was a pre-existing one, where every `ComponentType` was holding a retained pointer to its parent `Linkage`, but in turn the `Linkage` was holding retained pointers to many `ComponentTypes` (and subclasses thereof).
For this case I used the more expedient fix of making the parent pointer into a raw pointer, and figuring that it is a reasonable rule to expect user to retain the `Linkage` (aka `slang::ISession`) that owns a component type if they want to be able to use the component type.
I might need/want to investigate a better fix for the latter issue, but for now this seems to clean up the issues I was seeing in the tests. Fingers crossed.
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This change adds some new entry points to the reflection API to cover corner cases that a majority of applications won't care about.
These are most likely to come up for users who want to make a complete copy of the Slang reflection information into a data format of their own design.
All of the information is stuff that we already computed as part of layout, and just hadn't exposed:
* Alignment information for type layouts. This is only useful for ordinary/uniform data; in all other cases alignment is always one. Even for uniform/ordinary data, it is unlikely that any application would actually make use of it.
* Layout information for the result of an entry point function. This would be useful for applications that need to enumerate the varying outputs (user- or system-defined) of a shader. Having information available for `out` parameters but not the function result was inconsistent.
* The "element type" of a parameter block type (e.g., going from `ParameterBlock<X>` to `X`). This seems to have been an oversight since `ConstantBuffer<X>` appears to have been implemented, and the case for a type *layout* was handled.
* The "container" variable layout for a parameter block or constant buffer. It took a while for us to arrive at the current representation of layout for parameter groups, and most client code continues to use the original API that requires us to generated kludged "do what I mean" data. However, if we don't expose the more useful new representation fully, there is no way for users to take advantage of it!
The reflection test tool has been updated to print the new information where it makes sense, which provides us some level of coverage for the new code.
Unfortunately, this led to some cascading changes:
* First, a bunch of the tests had their output changed since they include new information. That's the easy bit.
* Next, the "container" and "element" var layouts don't actually have names (because there is no actual variable underlying them), which means that the code to emit variable names in the JSON dump needed to be condition.
* Making the `"name"` output conditional messed up a lot of the delicate logic that had been dealing with when to emit commas for the output JSON (JSON uses commas as separators, and doesn't allow trailing commas). I added a bit of new infrastructure to make it simple(-ish) to track when a comma actually needs to be output.
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* CPPCompiler -> DownstreamCompiler
* Added DownstreamCompileResult to start abstraction such that we don't need files.
* * Split out slang-blob.cpp
* Made CompileResult hold a DownstreamCompileResult - for access to binary or ISlangSharedLibrary
* Keep temporary files in scope.
* Add a hash to the hex dump stream.
* Move all file tracking into DownstreamCompiler.
* WIP support for nvrtc.
* WIP: Adding support for nvrtc compiler.
Adding enum types, wiring up the nvrtc into slang.
* Fix remaining CPPCompiler references.
* Fix order issue on target string matching.
* Use ISlangSharedLibrary for nvrtc.
* Use DownstreamCompiler for nvrtc.
* WIP first pass at compilation win nvrtc.
* Added testing if file is on file system into CommandLineDownstreamCompiler.
Added sourceContentsPath.
* Make test cuda-compile.cu work by just compiling not comparing output.
* Genearlize DownstreamCompiler usage.
* Fix warning on clang.
* Remove CompilerType from DownstreamCompiler.
* Use DownstreamCompiler interface for all compilers.
NOTE for FXC, DXC and GLSLANG this doesn't mean using 'compile' - it's still extracting functions from shared library.
* Replace DownstreamCompiler::SourceType -> SlangSourceLanguage
* Replace _canCompile with something data driven.
* Fix compiling on gcc/clang for DownstreamCompiler.
* Moved some text conversions into DownstreamCompiler.
* Fix problem on non-vc builds with not having return on locateCompilers for VS.
* Change so no warning for code not reachable on locateCompilers for vs.
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* CPPCompiler -> DownstreamCompiler
* Added DownstreamCompileResult to start abstraction such that we don't need files.
* * Split out slang-blob.cpp
* Made CompileResult hold a DownstreamCompileResult - for access to binary or ISlangSharedLibrary
* Keep temporary files in scope.
* Add a hash to the hex dump stream.
* Move all file tracking into DownstreamCompiler.
* WIP support for nvrtc.
* WIP: Adding support for nvrtc compiler.
Adding enum types, wiring up the nvrtc into slang.
* Fix remaining CPPCompiler references.
* Fix order issue on target string matching.
* Use ISlangSharedLibrary for nvrtc.
* Use DownstreamCompiler for nvrtc.
* WIP first pass at compilation win nvrtc.
* Added testing if file is on file system into CommandLineDownstreamCompiler.
Added sourceContentsPath.
* Make test cuda-compile.cu work by just compiling not comparing output.
* Genearlize DownstreamCompiler usage.
* Fix warning on clang.
* Remove CompilerType from DownstreamCompiler.
* Use DownstreamCompiler interface for all compilers.
NOTE for FXC, DXC and GLSLANG this doesn't mean using 'compile' - it's still extracting functions from shared library.
* Fix compiling on gcc/clang for DownstreamCompiler.
* Fix problem on non-vc builds with not having return on locateCompilers for VS.
* Change so no warning for code not reachable on locateCompilers for vs.
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