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2018-06-05Fix atomic operations on RWBuffer (#593)Tim Foley
* Fix atomic operations on RWBuffer An earlier change added support for passing true pointers to `__ref` parameters to fix the global `Interlocked*()` functions when applied to `groupshared` variables or `RWStructureBuffer<T>` elements. That change didn't apply to `RWBuffer<T>` or `RWTexture2D<T>`, etc. because those types had so far only declared `get` and `set` accessors, but not any `ref` accessors (which return a pointer). The main fixes here are: * Add `ref` accessors to the subscript oeprations on the `RW*` resource types * Adjust the logic for emitting calls to subscript accessors so that we don't get quite as eager about invoking a `ref` accessor, and instead try to invoke just a `get` or `set` accessor when these will suffice. This is important for Vulkan cross-compilation, where we don't yet support the semantics of our `ref` accessors. * Add a test case for atomics on a `RWBuffer` * Fix up `render-test` so that we can specify a format for a buffer resource, which allows us to use things other than `*StructuredBuffer` and `*ByteAddressBuffer`. The work there is probably not complete; I just did what I could to get the test working. * A bunch of files got whitespace edits thanks to the fact that I'm using editorconfig and others on the project seemingly arent... * fixup: remove ifdefed-out code
2018-05-29Fix global atomic functions (#582)Tim Foley
Fixes #581 This change adds a new parameter passing mode `__ref` to exist alongisde `in`, `out`, and `inout`. The `__ref` modifier indicates true by-reference parameter passing (whereas `inout` is copy-in-copy-out). This is not intended to be something that users interact with directly, but rather a low-level feature that lets us provide a correct signature for the `Interlocked*()` operations in the standard library. Most of the support for passing what are logically addresses around already exists in the IR, so the majority of the work here is just in introducing the new type `Ref<T>` and then using it appropriately when lowering `__ref` parameters/arguments to the IR.
2018-04-11Introduce an IR-level type system (#481)Tim Foley
* Introduce an IR-level type system Up to this point, the Slang IR has used the front-end type system to represent types in the IR. As a result (but ultimately more importantly) the IR representation of generics and specialization has used AST-level concepts embedded in the IR. For example, to express the specialization of `vector<T,N>` to a concrete type `float` for `T`, we needed an IR operation that could represent the specialization, with operands that somehow represented the type argument `float`. The whole thing was very complicated. The big idea of this change is to introduce a new representation in which types in the IR are just ordinary instructions, so that using them as operands makes sense. The hierarchy of IR types closely mirrors the AST-side hierarchy for now, and that will probably be something we should maintain going forward. In order to make these changes work, though, I also had to do major overhauls of things like the way substitutions are performed, how we check interface conformances, the way lookup through interface types is done, etc. etc. This is a big change, and unfortunately any attempt to summarize it in the commit message wouldn't do it justice. * Fix 64-bit build warning * Fix up some clang warnings/errors
2018-03-19Entry point attribute (#447)Tim Foley
* Typo * Add [shader(...)] and clean up some literal handling * Add supporting for validating the `[shader(...)]` attribute, by checking that its argument is a string literal that names a known shader stage. * Split the `ConstantExpr` class into distinct subclasses rooted at `LiteralExpr`, so we have `BoolLiteralExpr`, `IntegerLiteralExpr`, `FloatingPointLiteralExpr`, and `StringLiteralExpr` * Add a `String` type to the stdlib, to be used as the type of a string literal. This change allows code using `[shader(...)]` to be accepted by the front-end again, but it does nothing about emitting it in final HLSL. * Allow entry points to be specified via [shader(...)] Before this change, the compiler would track a list of `EntryPointRequest` objects, based on what the suer specified via API and/or command-line options. Each entry point request would get matched up with an AST `FuncDecl` as part of semantic checking, and then the back end steps (layout, codegen, etc.) would work from that information. This change makes the compiler modal, in that it can *either* continue to use an explicit list of entry point requests (this is the mode when the list is non-empty), or it can rely on user-supplied attributes on entry point functions to drive codegen (this is the mode when the list is empty). User-specified `[shader(...)]` attributes are processed at the same place where the association from `EntryPointRequest`s to `FuncDecl`s would otherwise be made, and basically does the same thing in the opposite direction: looks for `FuncDecl`s with the appropriate attribute and synthesizes an `EntryPointRequest` for them. Subsequent processing should ideally not know where a given `EntryPointRequest` came from, and should handle both methods of specifying the entry points equivalently. One design choice that might not make immediate sense is that we do *not* process a function as an entry point (applying further validation, etc.) just because it has a `[shader(...)]` modifier, unless we are in the appropriate mode (which in this case is the mode where the user didn't specify their own entry points via API or command line). This is to handle cases where the user wants to explicitly compile only one entry point, so that they (1) don't want us to spend time validating code they don't care about, (2) don't want do get output they don't expect, and (3) might actually be presenting us with code that violates the language rules due to a combination of `#define`s in effect (e.g., they might have a `[shader("vertex")]` function that transitively executes a `discard` because of how the preprocessor was configured, but they don't care because they are compiling a fragment entry point). This decision might be something we revisit over time. As part of this work, I had to add some logic to pick a "profile version" to use for a combination of a target and stage (because when you specify `[shader("vertex")]` the compiler can't tell if you want `vs_5_0`, `vs_5_1`, etc.). This isn't really complete right now, because something like `-target dxbc` *also* doesn't determine a profile, so there is a bit of a kludge at present. We need to figure out a good long-term plan here, which might involve keeping target format, feature level/version, and pipeline stage as truly orthogonal concepts, rather than conflating them. That would involve more work in the API and command-line layers to de-compose things when the user specifies, e.g., `vs_5_1`, but might make downstream logic easier to manage. * Emit [shader(...)] attribute on entry point for SM 6.1 and later This should help ensure that the output from Slang can be compiled with dxc `lib_*` profiles. * Fix warning
2018-03-16Overhaul implementation of [attributes] (#443)Tim Foley
The existing code parsed all of the square-bracket `[attributes]` into `HLSLUncheckedAttribute`, and then went on to hand-convert some of them to specialized subclasses of `HLSLAttribute`. When attributes didn't check, they were left as-is, and no error message was issued, because at the time the compiler was focused on accepting arbitrary input. This change greatly overhauls the handling of `[attributes]`. Attributes are now declared in the stdlib, with declarations like: ```hlsl __attributeTarget(LoopStmt) attribute_syntax [unroll(count: int = 0)] : UnrollAttribute; ``` In this syntax, the `unroll` part is giving the attribute name (the `[]` are just for flavor, to make the declaration look like a use site; we could drop it if we don't like the clutter), the `count` is a parameter of the attribute, which we expect to be of type `int`, and which has a default value of `0` if unspecified. The `: UnrollAttribute` part specifies the meta-level C++ class that will implement this attribute (and corresponds to a class in `modifier-defs.h`). This syntax is similar to our current `syntax` declarations. I'm starting to think we should change it to something like a `__meta_class(UnrollAttribute)` modifier, and then use that uniformly across all cases (e.g., also replacing the curreent `__magic_type(Foo)` syntax). The `__attributeTarget(LoopStmt)` is a modifier that specifies the meta-level C++ class for syntax that this attribute is allowed to attach to. It is legal to have more than one of these. Attributes continue to be parsed in an unchecked form, so that we don't tie up semantic analysis and parsing more than necessary. During checking, we look up the attribute name in the current scope, and then replace the unchecked attribute with a more specific one *if* the checking passes. Checking proceeds in generic and attribute-specific phases. The generic phase includes checking the number of arguments against those specified in the attribute declaration (I don't currently check types, or handle default arguments), and then checking that at least one `__attributeTarget(...)` modifier applies to the syntax node being modified. The attribute-specific phase then applies to the specialized C++ subclass of `Attribute`, and does the actual checking right now (e.g., that step is responsible for actually type-checking things at present). This can obviously be improved over time. With this support I went ahead and added declarations for all the HLSL attributes I could find documented on MSDN. I also added a provisional declaration for the `[shader(...)]` attribute that has been added to dxc, but which is not yet documented. One important detail here is that lookup of attribute names needs to be done carefully, so that we don't let, e.g., local variables shadow an attribute declaration: ```hlsl int unroll = 5; // This attribute should *not* get confused by the local variable `unroll` [unroll] for(...) { .. } ``` The lookup logic already has a notion of a `LookupMask` that can be used to filter declarations out of the result. In this change I surfaced that mask through the main lookup API (rather than requiring a second pass to "refine" lookup results), and made is so that the default lookup mask does *not* include attributes, while an explicit mask can be used to look up *only* attributes. (An alternatie design we discussed was to follow the approach of C# and have the declaration of an attribute like `[unroll]` actually be `unrollAttribute`, with a suffix. I decided not to follow that approach for now because it seemed like printing good error messages in that case could require us to carefully trim the `Attribute` suffix off of names at times, and using the existing mask behavior seemed simpler.) To verify that the shadowing behavior is indeed correct, I modified the `loop-unroll.slang` test case. Smaller notes: * Removed the `HLSL` prefix from several of the C++ attribute classes * Made sure to actually validate the modifiers on statements * Special-cased checking for `ParamDecl` with a null type, because I'm re-using `ParamDecl` for attribute parameters, but can't give a concrete type to some of them right now * Deleting some old, dead emit-from-AST logic around attributes, rather than try to "fix" code that doesn't run (a more complete scrub of that code is still needed) * Fixed AST inheritance hierarchy so that a `Modifier` is a `SyntaxNode` rather than a `SyntaxNodeBase`. I have *no* idea why we have both of those, and we need to clean that up soon.
2018-03-08Cleanups on slang-generate (#437)Tim Foley
* Cleanups on slang-generate There is nothing too significant in these changes, but I'm trying to get things in place so that we can: - Clean up the stdlib code to do less explicit `StringBuilder` operations and instead to use more of the "template engine" approach - Start using slang-generate for code other than the slang stdlib, so that we can generate more of our boilerplate. The main new functionality here is that in a template/meta file, you can now enclose an expression in `$(...)` to indicate that is should be spliced into the result. E.g. instead of: class ${{ sb << someClassName; }} { ... } We can now write: class $(someClassName) { ... } The other bit of new functionality is support for a whole-line statement escape, so that instead of: ${{ for( auto a : someCollection ) { }} void $(a)() { ... } ${{ } }} We can instead write: $: for(auto a : someCollection) { void $(a)() { ... } $: } I haven't yet tried to use that functionality in the stdlib meta-code, but doing so would be an obvious next step. * Fixup: change some $P to $p The capitalization on some of the GLSL intrinsic mappings got messed up during a find-and-replace operation when removing the double `$` that used to be required to escape things.
2018-02-23Refactor IR type system, step 0Yong He
Pull BaseType, TextureFlavor and SamplerStateFlavor enums and helper functions into a shared file "type-system-shared.h".
2018-02-23Initial support for cross-compilation of geometry shaders to GLSL (#423)Tim Foley
These changes are related to getting a first Slang geometry shader to translate to GLSL. There are some unrelated cross-compilation fixes in here as well. * Add direct support to shader parameter layout for GS output streams, so that they are reflected as a container type * Fix the declarations of the `SampleCmp` methods; they should always return `float`, independent of the nominal element type of the texture. * Fix up our handling of `__target_intrinsic` modifiers, so that we are a little bit more careful in how we detect something as being just a simple name replacement (e.g., `__target_intrinsic(glsl, "foo")` should make us output `foo(original, args, here)`) vs. a custom expression (e.g., `__target_intrinsic(glsl, "bar+1")` should output `bar+1` and not use any arguments, even without any `$` substitutions). * Don't emit the `[unroll]` modifier when outputting GLSL. Eventually we need to fully unroll loops for GLSL output anyway. * Inspect th entry point parameter list (from the layout information) when emitting a GS, so that we can write out the correct `layout` modifiers for input primitive type and output primitive topology. * Add a new case to `ScalarizedVal` to handle cases where an HLSL system value needs to map to a GLSL built-in variable with a slightly different type (e.g., `SV_RenderTargetArrayIndex` is a `uint` while `gl_Layer` is an `int`). For now this is only hanlding trivial cases (where a direct cast can achieve the result we want), but eventually it might need to handle things like conversion between arrays and vectors. * This is mostly just the infrastructure for the feature, and the actual enumeration of the correct types for all the system values is still to be done. * Handle a few more cases in assignment between `ScalarizedVal`. In particular, deal with cases where `materializeValue` is called on a tuple that has an array type, so that we need to construct the individual array elements. * Add translation for GS output stream `Append()` and `RestartStrip()` * Note that the translation of `Append()` seems to ignore its argument; this is because we desugar the operation during legalization for GLSL (see next item) * When legalizing for GLSL, detect an entry point parameter that is a GS stream, and translate it into `out` variables for its element type, and then rewrite any calls to `Append()` in the body of the entry point to be preceded by assignment to those variables. This works in tandem with the above translation of HLSL `Append()` calls into GLSL `EmitVertex()` calls. * We are detecting calls to `Append()` in a slightly hacky way, by looking at decorations on the callee to make sure that it is a function that is determined to translate to `EmitVertex()`. * Right now we aren't handling calls to `Append()` in other functions. It wouldn't be hard in principle to walk all the functions in the module and apply the translation (assuming we don't want to start supporting multiple output streams), but this wouldn't handle the passing of the GS output stream between functions. (This points out that there is a need for an additional type legalization pass that desugars away parameters of types that aren't actually meaningful on the target).
2018-02-22Initial work on validating "constexpr"-ness in IR (#420)Tim Foley
* Initial work on validating "constexpr"-ness in IR The underlying issue here is that certain operations in the target shading languages constrain their operands to be compile-time constants. A notable example is the optional texel offset parameter to the `Texture2D.Sample` operation. When calling these operations in GLSL, the user is required to pass a "constant expression," and any variables in that expression must therefore be marked with the `const` qualifier (and themselves be initialized with constant expressions). Any GLSL output we generate must of course respect these rules. When calling these operations in HLSL, the user is not so constrained. Instead, they can pass an arbitrary expression, which may involve ordinary variables with no particular markup, and then the compiler is responsible for determining if the actual value after simplification works out to be a constant. In some cases, the requirement that a value be constant might actually trigger things like loop unrolling. Also, it is okay to use a function parameter to determine such a constant expression, as long as the argument turns out to be a constant at all call sites. The way we have decided to tackle these challenges in Slang is that we we propagate a notion of `constexpr`-ness through the IR. This is currently being tackled in `ir-constexpr.cpp` with a combination of forward and backward iterative dataflow: * When the operands to an instruction are all `constexpr`, and the opcode is one we believe can be constant-folded, then we infer that the instruction *can* be evaluated as `constexpr` * When instruction is required to be `constexpr`, then we infer that all of its operands are also required to be `constexpr`. If this process ever infers that a function parameter is required to be `constexpr`, then we might have to continue propagation at all the call sites to that function. If after all the propagation is done, there are any cases where an instruction is *required* to be `constexpr`, but it *can't* be `constexpr` (we weren't able to infer `constexpr`-ness for its operands), then we issue an error. This implementation encodes the idea of `constexpr`-ness in the IR as part of the type system, using a simplified notion of rates. This change adds a `RateQualifiedType` that can represent `@R T`, and then introduces a `ConstExprRate` that can be used for `R`. Many accessors for the type information on IR nodes were updated to distinguish when one wants the "full" type of an IR value (which might include rate information) vs. just the "data" type. A `constexpr` qualifier was added in the front-end, and is being used to decorate the texel offset parameter for `Texture2D.Sample`. Lowering from AST to IR looks for this qalifier and infers when a function parameter must be typed as `@ConstExpr T` instead of just `T`. There are lots of limitations and gotchas in the implementation so far: * The `@ConstExpr` rate is the only one added in this change, but it seems clear that the conceptual `ThreadGroup` rate that was added to represent `groupshared` should probably get folded into the representation. * I'm not 100% pleased with how many places in the IR I have to special-case for rate-qualified types. At the same type, pulling out rate as a distinct field on `IRValue` would probably require that we pay attention to rate everywhere. * I've added a test case to show that we can issue errors when users fail to provide a constant expression for the texel offset, but the actual error message isn't great because it doesn't indicate *why* a constant expression was required. Realistically the "initial IR" should contain a few more decorations we can use to relate error conditions back to the original code (even if this is in a side-band structure). * I've added a test case that is supposed to show that we can back-propagate `constexpr`-ness to local variables, and I've manually confirmed that it works for Vulkan/SPIR-V output, but the level of Vulkan support in `render_test` today means I can't enable the test for check-in. * While I'm attempting to propagate `@ConstExpr` information from callees to callers, I haven't implemented any logic to specialize callee functions based on values at call sites. * In a similar vein, there is no handling of control-flow dependence in the current code. If we infer that a phi (block parameter) needs to be `@ConstExpr`, then it isn't actually enough to require that the inputs to the phi (arguments from predecessor blocks) are all `@ConstExpr` because we also need any control-flow decisions that pick which incoming edge we take to be `@ConstExpr` as well. * As a practical matter, implicit propagation of `@ConstExpr` from a function body to a function parameter should only be allowed for functions that are "local" to a module. Any function that might be accessed from outside of a module should really have had its `@ConstExpr` parameter marked manually, and our pass should validate that they follow their own rules. Right now we have no kind of visibility (`public` vs `private`) system, so I'm kind of ignoring this issue. While that is a lot of gaps, this is also just enough code to get the Falcor MultiPassPostProcess example working, so I'm inclined to get it checked in. * Fixup: missing expected output for test * Fixup: disable test that relies on [unroll] for now
2018-02-18stdlib fixes for Vulkan (#414)Tim Foley
* stdlib fixes for Vulkan - Make sure to emit `image*` instead of `texture*` for `RWTexture*` types - Change `GetDimensions` to call `imageSize` instead of `textureSize` when we use images - Always output a `layout(rgba32f)` for variables that translate to `image` types - TODO: we should emit an appropriate format based on the type, or let the user specify one - Fix GLSL translation for `any()` function (required boolean inputs) - Add GLSL translation for `GroupMemoryBarrierWithGroupSync()` - Map HLSL `groupshared` to GLSL `shared` These together are enough to get the Falor `ComputeShader` example to work. * fixup for warning
2018-02-08Falcor fixes (#402)Tim Foley
* Re-define deprecated compile flags By including these flags in the header file, with a value of zero, we can allow some existing code to compile even after the major changes to the implementation. * The `SLANG_COMPILE_FLAG_NO_CHECKING` option will effectively be ignored, since checking is always enabled. * The `SLANG_COMPILE_FLAG_SPLIT_MIXED_TYPES` option will now act as if it is always enabled (and indeed some of the code has been relying on this flag being set always). * Make subscript operators writable for writable textures This even had a `TODO` comment saying that we needed to fix it, and now I'm seeing semantic checking failures because we didn't define these and so we find assignment to non l-values. * Fix definitions of any() and all() intrinsics These should always return a scalar `bool` value, but they were being defined wrong in two ways: 1. They were using their generic type parameter `T` in the return type 2. They were returning a vector in the vector case, and a matrix in the matrix case. This change just alters the return type to be `bool` in all cases. * Fix bug in SSA construction When eliminating a trivial phi node, it is possible that the phi is still recorded as the "latest" value for a local variable in its block. When later code queries that value from the block (which can happen whenever another block looks up a variable in its predecessors), it would get the old phi and not the replacement value. I simply added a loop that checks if the value we look up is a phi that got replaced, and then continues with the replacement value (which might itself be a phi...). A more advanced solution might try to get clever and have the map itself hold `IRUse` values so that we can replace them seamlessly. * Simplify IR control flow representation This change gets rid of various special-case operations for conditional and unconditional branches, and instead requires emit logic to recognize when a direct branch is targetting a `break` or `continue` label. The new approach here isn't perfect, but it seems beter than what we had before, because it can actually work in the presence of control-flow optimizations (including our current critical-edge-splitting step). * Load from groupshared isn't groupshared When loading from a `groupshared` variable, the resulting temporary shouldn't have the `groupshared` qualifier on it. This might eventually need to generalize to a better understanding of storage modifiers in the IR, but I don't really want to deal with that right now. * Don't emit references to typedefs in output code Now that we are using the IR for all codegen, we shouldn't be dealing with surface-level things like `typedef` declarations in the output code; just use the type that was being referred to in the first place. * Fix floating-point literal printing for IR The IR was calling `emit()` instead of `Emit()` (we really need to normalize our convention here), and was implicitly invoking a default constructor on `String` that takes a `double` (that constructor should really be marked `explicit`), and which doesn't meet our requirements for printing floating-point values. * Fix error when importing module that doesn't parse We already added a case to bail out if semantic checking fails, but neglected to add a case if there is an error during parsing of a module to be imported. Note: this logic doesn't correctly register the module as being loaded (but still in error), so users could see multiple error messages if there are multiple `import`s for the same module. * Improve error message for overload resolution failure - Drop debugging info from the candidate printing - Add cases to print `double` and `half` types properly * Fixup: switch loopTest to ifElse in expected IR output
2018-02-07Support __target_intrinsic modifiers in IR codegen (#401)Tim Foley
The standard library already has a bunch of these decorations, since they were added to support Slang->Vulkan codegen on the AST-to-AST path. This change makes the IR code generator able to exploit the modifiers so that we pick up a bunch of Vulkan support "for free" in the short term. The basic change is in `lower-to-ir.cpp` where we copy over any `TargetIntrinsicModifier`s to become `IRTargetIntrinsicDecoration`s with the same information. We then need a bit of logic in `ir.cpp` to make sure we clone them as needed. The core work of using the modifiers is in `emit.cpp`, where I basically just copy-pasted the existing logic that applied in the AST path (all the AST-related code there is dead, and we should clean it up soon). The big change that comes with this logic is that when dealing with a member function, the numbering of the argument used in the intrinsic definition string changes, so that `$0` refers to the base object (whereas before the base object was looked up via the base expression of a `MemberExpr` used for the function). This requires a bunch of the definitions in the library to be updated; hopefully I caught them all. For kicks, I've re-enabled a cross-compilation test just to confirm that we are generating valid SPIR-V for code that performs texture-fetch operations. I don't expect us to keep that test enabled as-is in the long term, though, because it would be much better to instead use render-test to do the same thing. Alas, beefing up the Vulkan support in render-test is an outstanding work item, and I didn't want to pollute this change with more work along those lines.
2018-02-03Remove non-IR codegen paths (#398)Tim Foley
The basic change is simple: remove support for all code generation paths other than the IR. There is a lot of vestigial code left, but the main logic in `ast-legalize.*` is gone. Doing this breaks a *lot* of tests, for various reasons: - We can no longer guarantee exactly matching DXBC or SPIR-V output after things pass through out IR - Many builtins don't have matching versions defined for GLSL output via IR (even when they had versions defined via the earlier approach that worked with the AST) - A lot of code creates intermediate values of opaque types in the IR, which turn into opaque-type temporaries that aren't allowed (this breaks many GLSL tests, but also some HLSL) I implemented some small fixes for issues that I could get working in the time I had, but most of the above are larger than made sense to fix in this commit. For now I'm disabling the tests that cause problems, but we will need to make a concerted effort to get things working on this new substrate if we are going to make good on our goals.
2017-11-17IR: Add support for `out` and `inout` parameters (#289)Tim Foley
These were already being handled a little bit, by lowering an `out T` or `inout T` function parameter in the AST to a function parameter with type `T*` in the IR, and then emiting explicit loads/stores. The HLSL emit logic, however, couldn't tell the difference between an `out` parameter, an `inout`, or a true pointer (if we ever needed to support them...). The intention (not fully implemented) was that we'd use a hierarchy of types rooted at `PtrTypeBase`: - `PtrTypeBase` - `Ptr`: "real" pointers in the C/C++ sense - `OutTypeBase`: pointers used to represent by-reference parameter passing - `OutType`: IR level type for an `out` parameter - `InOutType`: IR level type for an `inout` or `in out` parameter Actually implementing this involved: - Adding a bit more flexibility to the `Session::getPtrType` logic to allow for creating any of the concrete types above - Making the `lower-to-ir` logic create the right type for function parameters (instead of just using `PtrType`) - Making the HLSL emit logic check for the `OutType` and `InOutType` cases rather than just `PtrType` - Changing a bunch of small places in the code so that they use `PtrTypeBase` instead of `PtrType` when they should handle any of the above cases, and also make a few places check for `OutTypeBase` instead of `PtrType` or `PtrTypeBase`, when they are really trying to capture by-reference parameters - Add a test case that uses all of the different cases we care about (without these fixes, this test case generates errors from fxc because of variables being used before being initialized, becaues parameters get declared `out` that should be `inout`). A minor point here is that we are playing a bit fast and loose right now because the IR does not actually enforce any type checks. From the standpoint of the front end, `Ptr<T>`, `Out<T>`, and `InOut<T>` are all unrelated types (each is just a `struct` declared in `core.meta.slang`), but this doesn't really matter because none of these are types our current users are explicitly using. In the IR it makes perfect sense to allow `Out<T>` or `InOut<T>` as the operand of a `load` or `store` instruction (and ditto for `getFieldAddr`, etc.) - there instructions just apply to any `PtrTypeBase`. The place where this potentially gets tricky is whether an `Out<T>` can be used where a `Ptr<T>` is expected, or vice vers (e.g., can I just pass my local variable's pointer directly to an `Out<T>` function parameter? I'm going to ignore these issues for now, since the code currently works for our test case.
2017-11-07Remove `__intrinsic_op` from many declsTim Foley
This attribute used to be how we marked ops for special handling in emission, but now it is being used to mark ops that map to single instructions. Either way, we have a bunch of intrinsic functions that need to get lowered in a more traditional fashion for HLSL, and the intrinsics are getting in the way. Subsequent changes will fix up issues created by this removal. A few cases were left unchanged, either because the ops really do map to single instructions, or because there is some special-case support attached to those operations that would be tricky to replace right now.
2017-11-06Parameter blocks (#245)Tim Foley
* Rename existing ParameterBlock to ParameterGroup We are planning to add a new `ParameterBlock<T>` type, which maps to the notion of a "parameter block" as used in the Spire research work. Unfortunately, the compiler codebase already uses the term `ParameterBlock` as catch-all to encompass all of HLSL `cbuffer`/`tbuffer` and GLSL `uniform`/`buffer`/`in`/`out` blocks (all of which are lexical `{}`-enclosed blocks that define parameters...). This change instead renames all of the existing concepts over to `ParameterGroup`, which isn't an ideal name, but at least doesn't directly overlap the new terminology or any existing terminology. The new `ParameterBlockType` case will probably be a subclass of `ParameterGroupType`, since it is a logical extension of the underlying concept. * Add Shader Model 5.1 profiles The HLSL `register(..., space0)` syntax is only allowed on "SM5.1" and later profiles (which is supported by the newer version of `d3dcompiler_47.dll` that comes with the Win10 SDK, but not the older version of `d3dcompiler_47.dll` - good luck figuring out which you have!). This change adds those profiles to our master list of profiles, and nothing else. * First pass at support for `ParameterBlock<T>` - Add the type declaration in stdlib - Add a special case of `ParameterGroupType` for parameter blocks - Handle parameter blocks in type layout (currently handling them identically to constant buffers for now, which isn't going to be right in the long term) - Add an IR pass that basically replaces `ParameterBlock<T>` with `T` - Eventually this should replace it with either `T` or `ConstantBuffer<T>`, depending on whether the layout that was computed required a constant buffer to hold any "free" uniforms - Add first stab at an IR pass to "scalarize" global variables using aggregate types with resources inside. - This currently only applies to global variables, so it won't handle things passed through functions, or used as local variables - It also only supports cases where the references to the original variable are always references to its fields, and not the whole value itself - Add a single test case that technically passes with this level of support, but probably isn't very representative of what we need from the feature * Fold parameter-block desugaring into a more complete "type legalization" pass The basic problem that was arising is that once you desugar `ParameterBlock<T>` into `T`, you then need todeal with splitting `T` into its constituent fields if it contains any resource types. Handling those transformations by following the usual use-def chains wasn't really helping, because you might need systematic rewriting that can really only be handled bottom-up. This change adds a new pass that is intended to perform multiple kinds of type "legalization" at once: - It will turn `ParameterBlock<T>` into `T` - It may at some point also convert `ConstantBuffer<T>` into `T` as well - It will turn an value of an aggregate type that contains resources into N different values (one per field) - As a result of this, it will also deal with AOS-to-SOA conversion of these types Legalization is applied to *every* function/instruction/value, so that it can make large-scale changes that would be tough to manage with a work list. This pass needs to be run *after* generics have been fully specialized, so that we know we are always dealing with fully concrete types, so that their legalization for a given target is completely known. This is still work in progress; there's more to be done to get this working with all our test cases, and finish the remaining `ParameterBlock<T>` work. * Improve binding/layout information when using parameter blocks - When doing type layout for a parameter block, don't include the resources consumed by the element type in the resource usage for the parameter block - Note that this is pretty much identical to how a `ConstantBuffer<T>` does not report any `LayoutResourceKind::Uniform` usage, except that `ParameterBlock<T>` is *also* going to hide underlying texture/sampler reigster usage - The one exception here is that any nested items that use up entire `space`s or `set`s those need to be exposed in the resource usage of the parent (I don't have a test for this) - When type legalization needs to scalarize things, it must propagate layout information down to the new leaf variables. In general, the register/index for a new leaf parameter should be the sum of the offsets for all of the parent variables along the "chain" from the original variable down to the leaf (we aren't dealing with arrays here just yet). - When type legalization decides to eliminate a pointer(-like) type (e.g., desugar `ParameterBlock<T>` over to `T`), actually deal with that in terms of the `LegalVal`s created, so that we can know to turn a `load` into a no-op when applied to a value that got indirection removed. - Hack up the "complex" parameter-block test so that it actually passes (the big hack here is that the HLSL baseline is using names that are generated by the IR, and are unlikely to be stable as we add/remove transformations). - Note: I can't make these be compute tests right now, because regsiter spaces/sets are a feature of D3D12/Vulkan, and our test runner isn't using those APIs.
2017-10-12Work towards target-specific function overloads (#210)Tim Foley
* Checkpoint: interface conformance work - Add explicit definition of `saturate` for the GLSL target, which calls through to `clamp` - Needed to add explicit initializer to `__BuiltinFloatingPointType` to allow initialization from a single `float`, so that the `saturate` implementation can be sure that it can initialize a `T` from `0.0` or `1.0`. - This triggered errors in overload resolution, because the logic in place could not figure out that the `T` of the outer generic (`saturate<T>()`) conformed to the interface required by the callee. At this point I have the call to the scalar `clamp()` getting past type-checking, but not the vector or matrix cases. * More fixups for overload resolution inside generics - Make sure value parameters are treated the same as type parameters: we only want to solve for the parameters of the generic actually being applied, and not accidentally generate constraints for outer generics (e.g., when checking the body of a generic function). - Make sure that the diagnostics stuff uses the correct source manager when expanding the location of a builtin. * Fixes for function redeclaration - Handle case of redeclaring a generic function - Enumerate siblings in the parent of the *generic* not the parent of the *function* - Add logic to compare generic signatures - When generic signatures match, specialize functions to compatible generic arguments before comparing the function signatures - Fix redeclaration logic to *not* detect prefix/postifx operators as redeclarations of one another - Build an explicit representation of function redeclaration groups - First declaration is the "primary" and others are stored in a linked list - Make overload resolution handle redeclared functions - Only consider the primary declaration and skip others
2017-10-11Bug fixing (#207)Tim Foley
* Bug fix for vector initializer lists When a vector was initialized with an initializer list: float4 f = { 0, 1, 2, 3 }; we were following the logic for `struct` types (since `vector<T,N>` is technically a `struct` declaration in our stdlib...), but the type has no field, so we were (silently!) ignoring the actual operands. I've applied a simple fix where we cast the operands to the element type of the vector, but a more complete fix will be needed sooner or later where we check the operand counts properly, etc. * Create implicit cast AST nodes when calling initializers The logic for dealing with implicit conversions was recently beefed up so that it would look at `__init` declarations in the target type, but in those cases the front-end would always create an `InvokeExpr` even when we would rather get an `ImplicitCastExpr` or (in the "rewrite" case) a `HiddenImplicitCastExpr`. I've fixed this up for now by constructing a dummy expression to stand in for the "original" call expression when creating the final call (luckily our `TypeCastExpr` is already just a specialized `InvokeExpr`). A better long-term solution might be to have implicit-ness or hidden-ness be modifiers or flags, rather than needing to use specialized forms of call nodes. * Fix subscript operator for `RWTexture1D` The index type was being declared as `uint1` instead of `uint`, and that created problems for downstream HLSL compilation when we introduced expressions like `uav[uint1(index)]` - the compiler would complain that a vector is not a valid index type. * Fix up constant-folding of integer casts. The old logic was checking for `InvokeExpr` before `TypeCastExpr`, but in the new setup a type cast *is* an `InvokeExpr`, so that case was never triggering. All of the constant-folding code really needs to be revisited, though, so that it can use a more general-purpose evaluation scheme like the bytecode (so that we can handle a moral equivalent of `constexpr` in the long run). * Fix implicit conversion costs for vector types A recent change made it so that the logic for looking up implicit conversions now uses declarations of initializers in the standard library (rather than hand-coding all the cases in `check.cpp`). One mistake made there was that we dropped the logic for computing implicit conversions between vectors of the same size, but different element types. These conversions were still allowed by a catch-all (generic) declaration in the standard library, but that declaration didn't include any implicit conversion cost logic (since it was generic, there was no single cost to use). This change explicitly enumerates the required conversions with their costs. It is a bit unfortunate that this is an O(N^2) amount of code for N base types, but that seems unavoidable for now. * Handle "lowering" of overloaded expressions If we are in the `-no-checking` mode and the user calls an overloaded function from an `__import`ed file in a way such that Slang can't resolve the intended overload, we were failing to emit the definitions of the potential callees. This change simply adds a case for `OverloadedExpr` in `lower.cpp` that explicitly lowers all the declarations that might have been referenced. - There is a potentially for breakage here if we are outputting GLSL and one of the overloads is stage-specific. - A more refined approach might try to recognize which over the overloaded options are even potentially applicable, and then output only those, but doing this would be way more complicated. I've added a test case for this behavior, but it is a bit brittle because we need to confirm that we still produce the same error message as unmodified HLSL.
2017-10-04IR: overhaul IR design/implementation (#195)Tim Foley
* IR: overhaul IR design/implementation Closes #192 Closes #188 This is a major overhaul of how the IR is implemented, with the primary goal of just using the AST-level type representation as the IR's type representation, rather than inventing an entire shadow set of types (as captured in issue #192). One consequence of this choice is that types in the IR are no longer explicit "instructions" and are not represented as ordinary operands (so a bunch of `+ 1` cases end up going away when enumerating ordinary operands). Along the way I also got rid of the embedded IDs in the IR (issue #188) because this wasn't too hard to deal with at the same time. Another related change was to split the `IRValue` and `IRInst` cases, so that there are values that are not also instructions. Non-instruction values are now used to represent literals, references to declarations, and would eventually be used for an `undef` value if we need one. IR functions, global variables, and basic blocks are all values (because they can appear as operands), but not instructions. The main benefit of this approach is that the top-level structure of a bytecode (BC) module is much simpler to understand and walk, and BC-level types are represented much more directly (such that we could conceivably use them for reflection soon). * fixup: 64-bit build fix * fixup: try to silence clang's pedantic dependent-type errors * fixup: bug in VM loading of constants
2017-09-27First attempt at a Linux build (#193)Tim Foley
* 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.