| Age | Commit message (Collapse) | Author |
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* 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
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* Allow multiple threads to be able to call into glslang by
* Having a single call to glslang::InitializeProcess() per process (in our case dll load)
* Explicitly call glslang::InitThread
* Fix problem with case in path for linux.
* Rename s_processInitializer to g_processInitializer.
Move into the function.
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* 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
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* Add callable shader support for Vulkan ray tracing
This change extends the previous work to update Vulkan ray tracing support for the finished `GL_NV_ray_tracing` spec.
One of the features missing in the experimental extension that was added to the final spec is "callable shaders," which allow ray tracing shaders to call other shaders as general-purpose subroutines.
Most of the implementation work here mirrors what was done for the `TraceRay()` function to map it to `traceNV()`.
We map the generic `CallShader<P>` function to the non-generic `executeCallableNV`, with a payload identifier that indicates a specific global variable of type `P` (the global variable being generated from a `static` local in `CallShader`). A new modifier is added to identify the payload structure, and the parameter binding/layout logic introduces a new resource kind for callable-shader payload data (where previously the logic had assumed ray and callable payloads should use the same resource kind).
Two test shaders are included: one for the callable shader (`callable.slang`) and one for a ray generation shader that calls it (`callable-caller.slang`). Just for kicks, the payload data type is defined in a shared file so that we can be sure the two agree (trying to emulate what might be good practice, and ensure that ray tracing support works together with other Slang mechanisms).
* Typo fix: assocaited->associated
One instance was found in review, but I went ahead and fixed a bunch since I seem to make this typo a lot.
* Typo fix: defintiion->definition
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* Move to newer glslang
* Support cross-compilation of ray tracing shaders to Vulkan
This change allows HLSL shaders authored for DirectX Raytracing (DXR) to be cross-compiled to run with the experimental `GL_NVX_raytracing` extension (aka "VKRay").
* The GLSL extension spec is marked as experimental, so that any shaders written using this support should be ready for breaking changes when the spec is finalized.
* "Callable shaders" are not exposed throug the GLSL extension, so this feature of DXR will not be cross-compiled.
* The experimental Vulkan raytracing extension does not have an equivalent to DXR's "local root signature" concept. This does not visibly impact shader translation (because the local/global root signature mapping is handled outside of the HLSL code), but in practice it means that applications which rely on local root signatures on their DXR path will not be able to use the translation in this change as-is; more work will be needed.
The simplest part of the implementation was to go into the Slang standard library and start adding GLSL translations for the various DXR operations.
In some cases, like mapping `IgnoreHit()` to `ignoreIntersectionNVX()` this is almost trivial.
The various functions to query system-provided values (e.g., `RayTMin()`) were also easy, with the only gotcha being that they map to variables rather than function calls in GLSL, and our handling of `__target_intrinsic` assumes that a bare identifier represents a replacement function name, and not a full expression, so we have to wrap these definitions in parentheses.
The tricky operations are then `TraceRay<P>()` and `ReportHit<A>()`, because these two are generics/templates in HLSL.
GLSL doesn't support generics, even for "standard library" functions, so the raytracing extension implements a slightly complex workaround: the matching operations `traceNVX()` and `reportIntersectionNVX()` pass the payload/attributes argument data via a global variable.
That is, shader code for the GLSL extensions writes to the global variable and then calls the intrinsic function.
The linkage between the call site and the global is established by a modifier keyword (`rayPayloadNVX` and `hitAttributeNVX`, respectively) and in the case of ray payload also uses `location` number to identify which payload global to use (since a single shader can trace rays with multiple payload types).
Our translation strategy in Slang tries to leverage standard language mechanisms instead of special-case logic.
For example, to translate the `ReportHit<A>()` function, we provide both a default declaration that will work for HLSL (where the operation is built-in with the signature given), and a *definition* marked with the `__specialized_for_target(glsl)` modifier.
The GLSL definition declares a function `static` variable that will fill the role of the required global, and then does what the GLSL spec requires: assigns to the global, and then calls the `reportIntersectionNVX` builtin (which we declare as a separate builtin).
Our ordinary lowering process will turn that `static` variable into an ordinary global in the IR, and the `[__vulkanHitAttributes]` attribute on the variable will be emitted as `hitAttributeNVX` in the output.
There is no additional cross-compilation logic in Slang specific to `ReportHit<A>()` - the target-specific definition in the standard library Just Works.
The case for `TraceRay<P>()` is a bit more complicated, simply because the GLSL `traceNVX()` function needs to be passed the `location` for the payload global.
We implement the payload global as a function-`static` variable, with the knowledge that every unique specialization of `TraceRay<P>()` will generate a unique global variable of type `P` to implement our function-`static` variable.
We then add a slightly magical builtin function `__rayPayloadLocation()` that can map such a variable to its generated `location`; the logic for this is implemented in `emit.cpp` and described below.
We also changed the `RayDesc` and `BuiltinTriangleIntersectionAttributes` types from "magic" intrinsic types over to ordinary types (because the GLSL output needs to declare them as ordinary `struct` types).
This ends up removing some cases in the AST and IR type representations.
By itself this change would break HLSL emit, because in that case the types really are intrinsic.
We added a `__target_intrinsic` modifier to these types to make them intrinsic for HLSL, and then updated the downstream passes to handle the notion of target-intrinsic types.
The logic for binding/layout of entry point inputs and outputs was updated so that raytracing stages don't follow the default logic for varying input/output parameters.
This is because the input/output parameters of a raytracing entry point aren't really "varying" in the same sense as those in the rasterization pipeline.
In particular, the SPIR-V model for raytracing input and output treats "ray payload" and "hit attributes" parameters as being in a distinct storage class from `in` or `out` parameters.
We also detect cases where a ray tracing stage declares inputs/outputs that it shouldn't have. This logic could conceivably be extended to other stages (e.g., to give an error on a compute shader with user-defined varying input/output).
The type layout logic added cases for handling raytracing payload and hit-attribute data, but this is currently just a stub implementation that follows the same logic as for varying `in` and `out` parameters (it cannot give meaningful byte sizes/offsets right now).
To my knowledge the GLSL spec doesn't currently specify anything about layout, and I haven't read the DXR spec language carefully enough to know what it says about layout.
A future change should update the layout logic to allow for byte-based layout of ray payloads, etc. so that we can query this information via reflection.
The GLSL legalization logic in `ir.cpp` was updated to factor out the per-entry-point-parameter code into its own function, and then that function was updated to special-case the input/output of a ray-tracing shader.
While for rasterization stages we typically want to take the user-declared input/output and "scalarize" it for use in GLSL (in part to deal with language limitations, and in part to tease system values apart from user-defined input/output), the GLSL spec for raytracing requires payload and hit attribute parameters to be declared as single variables. There is also the issue that even for an `in out` parameter, a ray payload parameter should only turn into a single global, whereas the handling for varying `in out` parameters generates both an `in` and an `out` global for the GLSL case.
Other than the handling of entry point parameters, the GLSL legalization pass doesn't need to do anything special for ray tracing shaders.
The trickiest change in the `emit.cpp` logic is that we now generate `location`s for ray payload arguments (the outgoing from a `TraceRay()` call) on demand during code generation.
This is a bit hacky, and it would be nice to handle it as a separate pass on the IR rather than clutter up the emit logic, but this approach was expedient.
Basically, any of the global variables that got generated from the `static` declarations in the standard library implementation of `TraceRay()` will trigger the logic to assign them a `location`.
The logic for emitting intrinsic operations added a few new `$`-based escape sequences. The `$XP` case handles emitting the location of a generated ray payload variable; this is how we emit the matching location at the site where we call `traceNVX`. The `$XT` case emits the appropriate translation for `RayTCurrent()` in HLSL, because it maps to something different depending on the target stage.
All of the test cases here consist of a pair of an HLSL/Slang shader written to the DXR spec, plus a matching GLSL shader for a baseline.
The GLSL shaders are carefully designed so that when fed into glslang they will produce the same SPIR-V as our cross-compilation process.
This kind of testing is quite fragile, but it seems to be the best we can do until our testing framework code supports *both* DXR and VKRay.
A bunch of the core changes ended up being blocked on issues in the rest of the compiler, so some additional features go implemented or fixed along the way:
The first big wall this work ran into was that the `__specialized_for_target` modifier hasn't actually been working correctly for a while.
It turns out that for the one function that is using it, `saturate()`, we have been outputting the workaround GLSL function in *all* cases (including for HLSL output) rather than only on GLSL targets.
The problem here is that for a generic function with a `__specialized_for_target` modifier or a `__target_intrinsic` modifier, the IR-level decoration will end up attached to the `IRFunc` instruction nested in the `IRGeneric`, but the logic for comparing IR declarations to see which is more specialized (via `getTargetSpecializationLevel()`) was looking only at decorations on the top-level value (the generic).
The quick (hacky) fix here is to make `getTargetSpecializationLevel()` try to look at the return value of a generic rather than the generic itself, so that it can see the decorations that indicate target-specific functions.
A more refined fix would be to attach target-specificity decorations to the outer-most generic (to simplify the "linking" logic).
The only reason not to fold that into the current fix is that the `__target_intrinsic` modifier currently serves double-duty as a marker of target specialization *and* information to drive emit logic. The latter (the emit-related stuff) currently needs to live on the `IRFunc`, and moving it to the generic could easily break a lot of code.
This needs more work in a follow-on fix, but for now target specialization should again be working.
The other big gotcha that the simple "just use the standard library" strategy ran into was that function-`static` variables weren't actually implemented yet, and in particular function-`static` variables inside of generic functions required some careful coding.
The logic in `lower-to-ir.cpp` has this `emitOuterGenerics()` function that is supposed to take a declaration that might be nested inside of zero or more levels of AST generics, and emit corresponding IR generics for all those levels.
This is needed because two different AST functions nested inside a single generic `struct` declaration should turn into distinct `IRFunc`s nested in distinct `IRGeneric`s.
The tricky bit to making that all work is that the same AST-level generic type parameter will then map to *different* IR-level instructions (the parameters of distinct `IRGeneric`s) when lowering each function.
The existing logic handled this in an idiomatic way by making "sub-builders" and "sub-contexts."
This change refactors some of the repeated logic into a `NestedContext` type to help simplify the pattern, and applies it consistently throughout the `lower-to-ir.cpp` file.
Besides that cleanup, the major change is `lowerFunctionStaticVarDecl` which, unsurprisingly, handles lower of function-`static` variables to IR globals.
The careful handling of nested contexts here is needed because if we are in the middle of lowering a generic function, then a `static` variable should turn into its *own* `IRGeneric` wrapping an `IRGlobalVar`. The body of the function should refer to the global variable by specializing the global variable's `IRGeneric` to the parameters of the *functions* `IRGeneric`. This tricky detail is handled by `defaultSpecializeOuterGenerics`.
An additional subtlety not actually required for this raytracing work (and thus not properly tested right now) is handling function-`static` variables with initializers.
These can't just be lowered to globals with initializers, because HLSL follows the C rule that function-`static` variables are initialized when the declaration statement is first executed (and this could be visible in the presence of side-effects).
The lowering strategy here translates any `static` variable with an initializer into *two* globals: one for the actual storage, plus a second `bool` variable to track whether it has been initialized yet.
There are some opportunities to optimize this case, especially for `static const` data, but that will need to wait for future changes.
We've slowly been shifting away from the model where a user thinks of a "profile" as including both a stage and a feature level.
Instead, the user should think about selecting a profile that only describes a feature level (e.g., `sm_6_1`, `glsl_450`, etc.), and then separately specifying a stage (`vertex`, `raygeneration, etc.) for each entry point.
The challenge here is that the command-line processing still only had a single `-profile` switch, and no way to specify the stage.
Adding the `-stage` option was relatively easy, but making it work with the existing validation logic for command-line arguments was tricky, because of the complex model that `slangc` supports for compiling multiple entry points in a single pass.
* In `slang.h` add new reflection parameter categories for ray payloads and hit attributes, as part of entry point input/output signatures.
* A previous change already updated our copy of glslang to one that supports the `GL_NVX_raytracing` extension, so in `slang-glslang.cpp` we just needed to map Slang's `enum` values for the raytracing stage names to their equivalents in the glslang code.
* Moved the logic for looking up a stage by name (`findStageByName()`) out of `check.cpp` and into `compiler.cpp`, with a declaration in `profile.h`
* Added a `$z` suffix to the GLSL translation of `Texture*.SampleLevel()`, to handle cases where the texture element type is not a 4-component vector. Note that this fix should actually be applied to *all* these texture-sampling operations, but I didn't want to add a bunch of changes that are (clearly) not being tested right now.
* The layout logic for entry points was updated to correctly skip producing a `TypeLayout` for an entry point result of type `void`, which meant that the related emit logic now needs to guard against a null value for the result layout.
* In `ir.cpp`, dump decorations on every instruction instead of just selected ones, so that our IR dump output is more complete.
* Added a command-line `-line-directive-mode` option so that we can easily turn off `#line` directives in the output when debugging. Not all cases where plumbed through because the `none` case is realistically the most important.
* Parser was fixed to properly initialize parent links for "scope" declarations used for statements, so that we can walk backwards from a function-scope variable (including a `static`) and see the outer function/generics/etc.
* Added GLSL 460 profile, since it is required for ray tracing. Also updated the logic for computing the "effective" profile to use to recognize that GLSL raytracing stages require GLSL 460.
* Added some conventional ray-tracing shader suffixes to the handling in `slang-test`. This code isn't actually used, but was relevant when I started by copy-pasting some existing VKRay shaders as the starting point for my testing.
* Fixup: typos
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* Update glslang version
* Fix build for new glslang
The latest glslang required a few changes to our manual build for their code (because we are *not* taking a dependency on CMake).
* Rebuild project files using premake, which picks up a few files added to glslang, but also a few diffs in Slang's own project files in cases where they were edited manually instead of using premake.
* Fix up the declaration our our device limits (which are inentionally set to *not* limit what code passes through our glslang), because the underlying structure definition in glslang has changed. This is a kludgy bit of glslang's design, but it doesn't make sense for us to invest in a more serious workaround.
* Remove the "hack sampler" workaround
When the `GL_KHR_vulkan_glsl` spec was introduced to allow GLSL to be compiled for Vulkan SPIR-V, it made an annoying mistake by leaving a few builtins as taking `sampler2D`, etc. when the equivalent SPIR-V operations only require a `texture2D`, etc. The relevant builtins are:
* `textureSize`
* `textureQueryLevels`
* `textureSamples`
* `texelFetch`
* `texelFetchOffset`
This means that shader code that wanted to use those operations needed to conspire to have a `sampler` handy so they could write, e.g.:
```glsl
vec4 val = texelFetch(sampler2D(myTexture, someRandomSampler), p, lod);
```
when what they really wanted was this:
```glsl
vec4 val = texelFetch(myTexture, p, lod);
```
That is annoying but probably something each to work around for a GLSL programmer, but when cross-compiling from HLSL, you might have an operation like:
```hlsl
float4 val = myTexure.Load(p);
```
in which case a cross-compiler needs to manufacture a sampler out of thin air. If the shader happened to use a sampler for something else you could snag that, but in the worse case you had to cross-compile to GLSL that declared a new sampler.
Slang did this by declaring a sampler called `SLANG_hack_samplerForTexelFetch` (because `texelFetch` is the operation that first surfaced the issue). For complex reasons we *always* define this sampler, even if we turn out not to need it in a particular output kernel. This choice has a bunch of annoying consequences:
* There is *always* a sampler defined in descriptor set zero, because that's where we put the hack sampler, so a user-defined parameter block always has a set number of 1 or greater (see #646).
* The hack sampler shows up in reflection output because users need to size their descriptor sets appropriately to pass along this sampler that won't actually be used if they don't want to get debug spew from the validation layers.
We filed an issue on glslang about this problem, and eventually some kind folks from the gamedev community (who also saw the same problem) defined an extension spec (`GL_EXT_samplerless_texture_functions`) to fix the underlying issue and contributed a patch to glslang to make it support that extension.
This change just backs the hack out of Slang now that we have a glslang version that supports the extension to get past the defect in the original GLSL-for-Vulkan definition. Besides yanking out the code for the hack, we also change the relevant builtins to declare that they require this new GLSL extension (so that we properly request it from glslang when the builtins are used), and fix some reflection test cases that exposed the existence of the "hack sampler."
* Fixup: syntax error in stdlib generator files
* Remove more code for hack sampler
There was logic to ensure we always have a "default" register space/set when cross-compiling, because the hack sampler would need it. This is no longer necessary once we remove the hack sampler.
* Fix expected test output.
Fixing the root cause of issue #646 means that one of our test cases that tickles that issue now produces different output (luckily it can now be used as a regression test for the issue).
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* Generate Visual Studio projects using Premake
This change adds a `premake5.lua` file that allows us to generate our Visual Studio solution using Premake 5 (https://premake.github.io/).
The existing Visual Studio solution/projects are now replaced with the Premake-generated ones, and project contributors will be expected to update these by running premake after adding/removing files.
I have *not* changed the Linux `Makefile` build at all, because that file is also used for things like running our tests, so that clobbering it with a premake-generated `Makefile` would break our continuous testing.
Hopefully future changes can switch to a generated `Makefile` and perhaps even add an XCode project as well.
Notes:
* The `build/slang-build.props` file is no longer needed/used, so it has been removed.
* The `slang-eval-test` test fixture wasn't following our naming conventions for its directory path, so it was updated to streamline the Premake build configuration work. This required changes to the `Makefile` as well
* Some seemingly unncessary preprocessor definitions that were specified for `core` and `slang-glslang` have been dropped. We will see if anything breaks from that.
* Possible fixup for Premake vpath issue
Premake's `vpath` feature seems to be nondeterministic about the order it applies filters (because Lua isn't deterministic about the order of entries in a key/value table), and as a result we can end up in a weird case where it decides that a `foo.cpp.h` file matches the `**.cpp` filter (I'm not sure why) before it tests against the `**.h` filter.
This change uses an (undocumented) Premake facility to set `vpath` using a list of singleton tables, which seems to fix the order in which things get tested.
* Remove support for "single-file" build of Slang
The `hello` example was the only bit of code that uses the "single-file" way of building Slang, and this had already run up against limitations of the Visual Studio compilers in its Debug|x64 build.
Rather than mess with Premake to make it pass through the `/bigobj` linker flag that is needed to work around the issue, it makes more sense just to stop using/supporting the feature since we wouldn't want users to depend on it anyway (our documentation no longer refers to it).
While I was at it I went ahead and made sure that the `SLANG_DYNAMIC` flag doesn't need to be set manually, so that instead there is a non-default `SLANG_STATIC` option (not that we have a static-library build of Slang at the moment).
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This is an attempt to alleviate some driver crashes caused by invalid SPIR-V. Because Slang drives `glslang` with GLSL source code, any invalid output is likely due to `glslang` bugs.
I chose top-of-tree for `glslang` because it wasn't clear what their release process is. Hopefully we can go another year without having to update this dependency.
The build setup we use for `glslang` had to change to account for one more `#define` that the code expects to have passed in externally.
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* Get tests running/passing under Linux
- Fix up `dlopen` abstraction
- Fix up some test cases to request hlsl (rather than default to dxbc) so they can run on non-Windows targets
- Fix up test runner ignore tests that can't run on current platform (and not count those as failure)
- Fix file handle leeak in process spawner absttraction
- Get additional test-related applications building
- More tweaks to Travis script; in theory deployment is set up now (yeah, right)
* fixup
* fixup: Travis environment variable syntax
* fixup: Buffer->begin
* fixup: actually run full tests on one config
* fixup: add build status badge for Travis
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* First attempt at a Linux build
- Fix up places where C++ idioms were written assuming lenient behavior of Microsoft's compiler
- Add a few more alternatives for platform-specific behavior where Windows was the only platform accounted for.
- Add a basic Makefile that can at least invoke our build, even if it isn't going good dependency tracking, etc.
- Build `libslang.so` and `slangc` that depends on it, using a relative `RPATH` to make the binary portable (I hope)
- Add an initial `.travis.yml` to see if we can trigger their build process.
* Fixup: const bug in `List::Sort`
I'm not clear why this gets picked up by the gcc *and* clang that Travis uses, but not the (newer) gcc I'm using on Ubuntu here, but I'm hoping it is just some missing `const` qualifiers.
* Fixup: reorder specialization of "class info"
Clang complains about things being specialized after being instantiated (implicilty), and I hope it is just the fact that I generate the class info for the roots of the hierarchy after the other cases. We'll see.
* Fixup: add `platform.cpp` to unified/lumped build
* Fixup: Windows uses `FreeLibrary`
and not `UnloadLibrary`
* Fixup: fix Windows project file to include new source file
This obviously points to the fact that we are going to need to be generating these files sooner or later.
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- The easy part here is treating `NV_` prefixed semantics as another case of "system-value" semantics
- Mapping the new semantics (`NV_X_RIGHT` and `NV_VIEWPORT_MASK`) to their GLSL equivalents is harder
- Instead of a single "right-eye vertex" output, GLSL defines an array of per-view positions
- Instead of a vector of masks, GLSL defines an array of per-view masks
- Another point here is that a lot of semantics that appear as `uint` in HLSL are `int` in GLSL, which can lead to conversion issues.
- The approach here is to have the lowering pass introduce a notion of assignment with "fixups," which will try to cast things as needed
- When assigning to a simple value with the "wrong" type, introduce a cast
- When assigning to an array from a vector, break out multiple assignments of individual vector/array elements
- In order to facilitate the above, I needed to add actual types to the magic expressions I introduce to represent GLSL builtin variables. These were taken by scanning the online documentation for GL, so they might not be perfect.
- Major issues with the approach in this change:
- No attempt is being made here to check that the original declaration used a type appropriate to the semantic. The assumption is that this logic only ever triggers for Slang entry points, or GLSL entry points using a Slang `struct` type for input/output (and for right now Slang code is only ever written by "understanding" developers)
- In the case of a Slang entry point, we always copy varying parameters in/out around the call to `main_`, so this approach should handle calls to functions with `out` or `in out` parameters okay, but it is *not* robust to cases where we don't want to copy in all the entry point parameters first thing (e.g., a GS), so that will have to change
- In the GLSL case (or if we revise the approach to Slang entry points), there is going to be a problem if these converted varying parameters are ever passed as arguments to `out` or `in out` parameters. In these cases we need to do more sleight-of-hand to reify a temporary variable and do the necessary copy-in/copy-out. Being able to do that logic relies on having correct information about callees, which requires having robust semantic analysis of the function body. There is only so much we can do...
- A better long-term approach would not rely on an ad-hoc "fixup" conversion during assignment, but would instead implement the GLSL builtin variables as, effectively, global "property" declarations that have both `get` and `set` accessors, and then tunnel a reference to such a property down through lowering, where it can lower to uses of the "getter" or "setter" as appropriate in context (and the result type of the getter/setter can be what we'd want/expect).
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- Change the `slang` project from a static library to a dynamic one
- Add some details around `slang.h` to make sure DLL export stuff is working
- Make the `slangc` executable use the dynamic library
- Rename the `glslang` sub-project to `slang-glslang` and move it into the main source hierarchy
- This reflects the fact that it isn't a stand-alone tool, and isn't in any way a standard binary of glslang, but rather just an artifact of how Slang uses glslang
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