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* Make render-test use Slang for all shader compilation
This streamlines the code for render-test by having all its shader compilation go through the Slang API, so that it doesn't have to deal with custom logic to compile HLSL->DXBC and HLSL->DXIL. We were already leaning on Slang to generate SPIR-V for Vulkan, so this makes all the paths more consistent.
My original plan with this change was to make the D3D12 render path start using DXIL at this point, since the change would make that easy, but it turns out that some aspects of how we handle parameter binding are not compatible with that right now, so it would need to come as a later change.
There's a lot of details here, so I will try to walk through the changes, including the incidental ones:
* Add logic to `premake5.lua` so that we copy the necessary libraries for HLSL shader compilation to our target directory from the Windows SDK. This is necessary so that our tests can actually invoke `dxcompiler.dll`
* Re-run Premake to generate new project files. This moves around a few files that I manually added in previous changes without re-running Premake.
* When invoking `fxc` as a pass-through compiler, be sure to pass along any macros defines via API or command-line. This isn't a strictly required change with how things worked out, but it is a positive one anyway, because it makes `slangc -pass-through fxc` more useful.
* Don't print output from a downstream `fxc` invocation if it produces warnings but no errors. The main reason for this is so that our tests don't fail because of `fxc` warnings on Slang's output (which then don't match the baselines), but it can also be rationalized as not wanting to confuse users with warnings that don't come from the "real" compiler they are using. This probably needs fine-tuning as a policy.
* Add the HLSL `NonUniformResourceIndex` function. This was an oversight because it isn't documented as a builtin on MSDN, and only gets mentioned obliquely when they talk about resource indexing.
* Add `glsl_<version>` profiles to match our `sm_<version>` profiles, so that it is easy for a user to use the profile mechanism to request a specific GLSL version without also specifying a stage name.
* Update the render-test logic so that there is a single `ShaderCompiler` implementation that *always* uses Slang, and get rid of all of the renderer-specific `ShaderCompiler` implementations.
* Update logic in render-test `main.cpp` to select the options to use for the eventual Slang compile based on the choice of renderer and input language. I didn't change the options that render-test exposes, even though they are getting increasingly silly (e.g., `-glsl-rewrite` doesn't use GLSL as its input...).
* Note: the D3D12 renderer will still use fxc, DXBC, and SM 5.0 for now, since trying to update it to switch to dxc, DXIL, and SM 6.0 didn't work well at the time.
* Add a bit of supporting D3D12 code to make sure that we don't allocate a structured buffer when a buffer has a format.
* Make sure to *also* define the `__HLSL__` macro when compiling Slang code, because otherwise a bunch of tests don't work (I'm not clear on how it worked before...).
* fixup: missing file
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* 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
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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.
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* There was a simple typo where we were emitting `RaytracingAccelerationStructureType` instead of `RaytracingAccelerationStructure`
* The IR lowering logic was failing to handle types with an `__intrinsic_type` modifier (which maps them to a single IR opcode) that weren't in one of the various special cases. I added a catch-all case to the handling of `DeclRefType`. This notably affected the `RayDesc` type.
* Even if we lower `RayDesc` to an intrinsic type, we still need to lower its *fields* too, and these were getting emitted with mangled names (as would happen for any user-defined fields). The solution I implemented was to allow for fields to have `__target_intrinsic` modifiers in the stdlib, to specify the un-mangled name they should use on each target.
I'm not 100% happy with this solution, because it seems odd to have `RayDesc` be an intrinsic type, but then to also have field keys used in `getField` instructions as if it were an ordinary `struct`. It seems like a better solution would be to have it lower to an IR `struct`, just with an appropriate modifier.
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* 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
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Fixes #466
Most of these are Vulkan-related regressions.
* Kludge the definition of `GroupMemoryBarrierWithGroupSync()` for GLSL so that it works around parentheses that the emit logic now introduces.
* Don't emit `static` for global constants when targetting GLSL
* Emit the `flat` modifier for varying input/output with integer type, when targetting GLSL
* Avoid checking parameter default-value expressions more than once, because this can crash when the checking introduces syntax that is not expected to appear in the input AST
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* Add support for DirectX Raytracing (DXR)
This is an initial pass to add support to Slang for the shader stages introduced by DirectX Raytracing (DXR).
* Add declarations for DXR intrinsic types and functions to the Slang standard library. The way our compilation works, these will then get propagated through the IR as intrinsics and get spit back out again as-is during HLSL code emission.
* Declare the DXR-related stages. This is the main work that affects the compiler's C++ implementation rather than being something we can add via the standard library today.
* Switch around the encoding of the `Profile` type so that the stage is in the low bits, allowing API users to pass an ordinary `SlangStage` to operations that expect a `SlangProfileID`.
- This represents a direction I'd like to push in long term, where the user specifies stage and "feature level" separately rather than using composite profiles like `vs_6_0`. The introduction of these new stages seems like a good point to try and make a clean break here and not introduce, e.g., `rgs_6_1` for ray generatin shaders.
* Upgrade "effective profile" computation so that it advances the required version based on the specified stage (e.g., DXR stages seem to require at least shader model 6.1).
- This is a bit of a kludge overall, but ideally we don't want a typical user to have to think about "feature level" stuff much at all. The ideal workflow is that they just hand us a source file and we work out entry points and their required feature levels in the compiler (and let the user query it when we are done). Until we implement that for real, stopgaps like this are required.
Overall these are relatively small changes for supporting some major new API behavior. Slang's design helps out here, by allowing a lot of things to be specified in the stdlib (including generic intrinsic functions), but some of this is also owed to the DXIL-influenced design of DXR - e.g., the use of global functions in place of `SV_*` semantics.
* fixup: typos
* Fixup: use `pixel` instead of `fragment` as primary stage name
This is to match HLSL conventions when generating output code, even if the Slang project officially favors the more correct term "fragment shader."
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* 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.
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The following translations are added:
* HLSL `countbits` becomes GLSL `bitCount`
* HLSL `firstbitlow` becomes GLSL `findLSB`
* HLSL `firstbithight` becomes GLSL `findMSB`
* HLSL `rerverseBits` becomes GLSL `bitfieldReverse`
There are currently no HLSL equivalents for the bitfield insert/extract operations in GLSL. In the future we could expose those as intrinsics under their GLSL names, with HLSL translations, if desired.
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Pull BaseType, TextureFlavor and SamplerStateFlavor enums and helper functions into a shared file "type-system-shared.h".
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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).
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* 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
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* 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
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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.
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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.
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* Change stdlib `saturate` to explicitly specialize `clamp`
This exposes issue #329, and so gives us an easy way to see if transitive subtype witnesses have been implemented correctly.
* Fixup: invoke correct `clamp` overloads
When switching the `clamp` calls in the stdlib definition of `saturate` I made two big mistakes:
1. I was passing in `<T>` in all cases, instead of, e.g., `<vector<T,N>>` in the vector case
2. Of course, the overloads don't actually take `<vector<T,N>>` for the vector case, because `vector<T,N>` is not a `__BuiltinArithmeticType` (`T` is), so instead it should be `clamp<T,N>(...)`.
The issue behind (2) is that we don't support "conditional conformances," which would be a way to say that when `T : __BuiltinArithmeticType` then `vector<T,N> : __BuiltinArithmeticType`. That would be a great long-term wish-list feature, but not something I can see us adding in a hurry.
Anyway the fix here is the simple one: change the vector/matrix call sites to invoke the correct overload in each case.
* Add a notion of transitive subtype witnesses
There are two pieces here:
1. Add the `TransitiveSubtypeWitness` class. This is a witness that `A : C` that works by storing nested subtype witnesses that show that `A : B` and `B : C` for some intermediate type `B`. All the basic `Val` operations are easy enough to define on this.
- The one gotcha case is whether we can ever simplify away a `TransitiveSubtypeWitness` as part of substitution. That is, if we end up substituting so that both `A` and `B` end up as the same type, then we really just need the `B : C` sub-part. Stuff like that is left as future work.
2. Make the logic in `check.cpp` that constructs subtype witnesses based on found inheritance and constraint declarations able to build up transitive chains. Most of the required infrastructure was already there (the search process maintains a trail of "breadcrumbs" that represent all the steps getting from `A : B` to `B : C` to `C : D` ...).
This change does *not* deal with the required changes in the IR to take advantage of transitive witnesses.
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* IR: fixes for subscript accessors
Fixes #320
This is a bunch of fixes for handling of `__subscript` operations on builtin types (notably `RWStructuredBuffer` and `StructuredBuffer` at this point).
- Automatically add a `GetterDecl` to any subscript decalratio was declithout any accessors. This avoids hitting a null- dereference in the emit logic.
- Add a notion of a `RefAccessor` (declared with `ref`) as a peer to getters and setters. The idea is that a `ref` accessor returns a pointer to the element data, so that it can be used for both getting and setting values. This is closer to the behavior of `RWStructuredBuffer` element access in HLSL.
- Fixes for dealing with "access chains" where there might be a combination of a subscript (where the is a `get` and `set` but no `ref`) and member access, so that we have to read the base value into a temp, modify it, and then write it back.
- This logic is still a bit of a mess, so we will eventually want to take a more consistent pass over this to deal with how we "materialize" values for setters.
- Update `RWStructuredBuffer` to have a `ref` accessor, and then fix up the IR tests to handle the new opcode that I added for it.
- Note: I didn't handle this as an intrinsic simply because the `tests/ir/*` tests aren't really set up to handle builtins with ugly mangled names.
* Fixup: type error in VM for buffer element ref
I was using the result type of the op as the element type for computing the element address, but the result type is a pointer to the real element type.
This caused test failures on 64-bit platforms, where the stride of the buffer in the `ir/factorial` test needs to be 4.
The fix is to assume the result type is a pointer, and extract the pointed-to type out of that.
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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.
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There are two big changes here:
- Add logic during the initial IR cloning pass for an entry point + target that tries to pick the best possible version of any target-overloaded function. This allows us to pick the intrinsic version of `saturate()` when compiling for HLSL output, but then pick the non-intrinsic version (that is implemented in terms of `clamp()`) when targetting GLSL.
- Add an initial specialization pass that tries to deal with generics. This required some fixing work to IR generation, so that we correctly generate explicit operations to specialize a generic for specific types (this is currently implemented as a `specialize` instruction that takes the generic to specialize plus a declaration-reference that represents the specialized form). With that work in place, we can scan for `specialize` instructions inside of non-generic functions, and use them to trigger generation of specialized code. We rely on the name-mangling scheme to help us find pre-existing specializations when possible.
There are also a bunch of cleanups encountered along the way:
- Don't use the explicit `layout(offset=...)` for uniforms, because it isn't supported by all current drivers. For now we will just assume that our layout rules compute the same values that the driver would for un-marked-up code. We can come back later and try to implement a workaround in the cases where this doesn't apply (e.g., by re-running the layout logic as part of emission, and dropping layout modifiers from variables that don't need explicit layout).
- Fix some issues in IR dump printing so that we print function declarations more nicely.
- Testing: print out failing pixel when image-diff fails
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* 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
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* Bug fix: emit logic for `do` loops
This case was never tested, and I was outputting some garbage characters. This comit fixes the codegen and adds a test case.
* Bug fix: make sure to pass through `[allow_uav_condition]`
This also fixes the standard library definition of `IncrementCounter()` so that it returns a `uint` instead of `void`.
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The main change I was working on here was to start having more of the builtin functions (in this case, `cos`, `sin`, and `saturate`) just lower to the IR as calls to builtin functions (with declarations but no definition), rather than expect/require them to map to individual IR opcodes in every case.
The main change there was the removal of some `intrinsic_op` modifiers in the stdlib. This then requires the `isTargetInstrinsic` logic in IR-based code emit to avoid emitting declarations for these intrinsics.
The corresponding logic for emitting *calls* to these intrinsics is currently being skipped.
Along the way, a variety of fixups were added:
- In order to support lowering to GLSL, we need to handle cases where a variable/function name uses a GLSL reserved word. The right long-term fix there is to always use generated or mangled names, but for now I'm hacking it by adding a `_s` prefix to all names during IR-based emit.
- This needs a flag to disable it, since some of our tests currently rely on checking binding information from generated HLSL/SPIR-V that will include these mangled/modified names.
- Emit matrix layout modifiers appropriately for GLSL
- Specialize IR parameter-block emission between GLSL and HLSL
- Fix up argument count/index logic for a couple of opcodes that weren't fixed when removing the types from the explicit operand list
- Fix up IR generation for calls to declarations with generic arguments. We were briefly adding the generic args to the ordinary argument list, which added complexity in several places. We now rely on the declaration-reference nodes in the IR to carry that extra info.
- TODO: We actually need to make sure that this is the case, since we don't currently correctly generated specialized decl-refs when building IR for function calls
The main test that would have been affected by this is `cross-compile-entry-point`, but I was not able to get that working fully with the IR. The main problem in this case was that when emitting GLSL we will need to perform certain required transformations on the IR to get legal code for GLSL. Notably:
- We need to hoist entry-point parameters away from being function parameters, and make them be global variables. This is currently being hand-waved during the emit logic, but it seems way better to have it all get cleaned up in the IR first.
- We need to scalarize entry-point parameters, because structure input/output is not supported as vertex input or fragment output (and it may be best to always scalarize anyway, to match HLSL semantics). (Note: "scalarize" here means to bust up structures, but not matrices/vectors)
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* IR: handle control flow constructs
This change includes a bunch of fixes and additions to the IR path:
- `slang-ir-assembly` is now a valid output target (so we can use it for testing)
- This uses what used to be the IR "dumping" logic, revamped to support much prettier output.
- A future change will need to add back support for less prettified output to use when actually debugging
- IR generation for `for` loops and `if` statements is supported
- HLSL output from the above control flow constructs is implemented
- Revamped the handling of l-values, and in particular work on compound ops like `+=`
- Add basic IR support for `groupshared` variables
- Add basic IR support for storing compute thread-group size
- Output semantics on entry point parameters
- This uses the AST structures to find semantics, so its still needs work
- Pass through loop unroll flags
- This is required to match `fxc` output, at least until we implement
unrolling ourselves.
* Fixup: 64-bit build issues.
* fixup for merge
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The main interesting change here is around support for lowering of calls to "subscript" operations (what a C++ programmer would think of as `operator[]`).
An important infrastructure change here was to add an explicit AST-node representation for a "static member expression" which we use whenever a member is looked up in a type as opposed to a value. The implementation of this probably isn't robust yet, but it turns out to be important to be able to tell such cases apart.
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The goal here is to get the Slang "standard library" code out of string literals and into something a bit more like an actual code file.
This is handled by having a `slang-generate` tool that can translate a "template" file that mixes raw Slang code (or any language we want to generate...) with generation logic that is implemented in C++ (currently).
This work isn't final by any stretch of the imagination, but it moves a lot of code and not merging it ASAP will complicate other changes.
My expectation is that the generator tool will be beefed up on an as-needed basis, to get our stdlib code working.
Similarly, the stdlib code does not really take advantage of the new approach as much as it could. That is something we can clean up along the way as we do modifications of the stdlib.
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