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* Use slang- prefix on slang compiler and core source (#973)jsmall-nvidia2019-05-31
| | | | | | | | | | | | * Prefixing source files in source/slang with slang- * Prefix source in source/slang with slang- prefix. * Rename core source files with slang- prefix. * Update project files. * Fix problems from automatic merge.
* String/List closer to conventions, and use Index type (#959)jsmall-nvidia2019-04-29
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * List made members m_ Tweaked types to closer match conventions. * Use asserts for checking conditions on List. Other small improvements. * List<T>.Count() -> getSize() * List<T> Add -> add First -> getFirst Last -> getLast RemoveLast -> removeLast ReleaseBuffer -> detachBuffer GetArrayView -> getArrayView * List<T>:: AddRange -> addRange Capacity -> getCapacity Insert -> insert InsertRange -> insertRange AddRange -> addRange RemoveRange -> removeRange RemoveAt -> removeAt Remove -> remove Reverse -> reverse FastRemove -> fastRemove FastRemoveAt -> fastRemoveAt Clear -> clear * List<T> FreeBuffer -> _deallocateBuffer Free -> clearAndDeallocate SwapWith -> swapWith * List<T> SetSize -> setSize Reserve -> reserve GrowToSize growToSize * UnsafeShrinkToSize -> unsafeShrinkToSize Compress -> compress FindLast -> findLastIndex FindLast -> findLastIndex Simplify Contains * List<T> Removed m_allocator (wasn't used) Swap -> swapElements Sort -> sort Contains -> contains ForEach -> forEach QuickSort -> quickSort InsertionSort -> insertionSort BinarySearch -> binarySearch Max -> calcMax Min -> calcMin * Initializer::Initialize -> initialize List<T>:: Allocate -> _allocate Init -> _init IndexOf -> indexOf * * Put #include <assert.h> in common.h, and remove unneeded inclusions * Small refactor of ArrayView - remove stride as not used * getSize -> getCount setSize -> setCount unsafeShrinkToSize->unsafeShrinkToCount growToSize -> growToCount m_size -> m_count * Some tidy up around Allocator. * Use Index type on List. * Refactor of IntSet. First tentative look at using Index. * Made Index an Int Did preliminary fixes. Made String use Index. * Partial refactor of String. * String::Buffer -> getBuffer ToWString -> toWString * Small improvements to String. String:: Buffer() -> getBuffer() Equals() -> equals * Try to use Index where appropriate. * Fix warnings on windows x86 builds.
* Allow plugging in types with resources for interface parameters (#913)Tim Foley2019-03-26
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Allow plugging in types with resources for interface parameters The key feature enabled by this change is that you can take a shader declared with interface-type parameters: ```hlsl ConstantBuffer<ILight> gLight; float4 myShader(IMaterial material, ...) { ... } ``` and specialize its interface-type parameters to concrete type that can contain resources like textures, samplers, etc. The hard part of doing this layout is that we need to support signatures that include a mix of interface and non-interface types. Imagine this contrived example: ```hlsl float4 myShader( Texture2D diffuseMap, ILight light, Texture2D specularMap) { ... } ``` We end up wanting `diffuseMap` to get `register(t0)` and `specularMap` to get `register(t1)`, so that they have the same location no matter what we plug in for `light`. But if we plug in a concrete type for `light` that needs a texture register, we need to allocate it *somewhere*. We handle this by having the `TypeLayout` for `light` come back with a "primary" type layout that doesn't have any texture registers, but with a "pending" type layout that includes the texture register requirements of whatever concrete type we plug in. This split between "primary" and "pending" layout then needs to work its way up the hierarchy, so that an aggregate `struct` type with a mix of interface and non-interface fields (recursively), needs to compute an aggregate "primary type layout" and an aggregate "pending type layout," and then each field needs to be able to compute its offset in the primary/pending layout of the aggregate. A large chunk of the work in this PR is then just implementing the split between primary and pending data, and ensuring that layouts are computed appropriately. The next catch is that when a "parameter group" (either a parameter block or constant buffer) contains one or more values of interface type, then we can allow the parameter group to "mask" some of the resource usage of the concrete types we plug in, but others "bleed through." For example, if we have: ```hlsl struct MyStuff { float3 color; ILight light; } ConstantBuffer<MyStuff> myStuff; struct SpotLight { float3 position; Texture2D shadowMap; } `` If we plug in the `SpotLight` type for `myStuff.light`, then the `float3` data for the light can be "masked" by the fact that we have a constant buffer (we can just allocate the `float3` `position` right after `color`), but the `Texture2D` needed for `shadowMap` needs to "bleed through" and become "pending" data for the `myStuff` shader parameter. Adding support for that detail more or less required a full rewrite of the logic for allocating parameter group type layouts. The next detail is that when we go to legalize a declaration like the `myStuff` buffer, we will end up with something like: ```hlsl struct MyStuff_stripped { float3 color; } struct Wrapped { MyStuff_stripped primary; SpotLight pending; } ConstantBuffer<Wrapped> myStuff; ``` This "wrapped" version of the buffer type more accurately reflects the layout we need/want for the uniform/ordinary data, but in order to further legalize it and pull out the resource-type fields like `shadowMap` we need to have accurate layout information, and the problem is that layout information for the original buffer can't apply to this new "wrapped" buffer. The last major piece of this change is logic that runs during existential type legalization to compute new layouts for "wrapped" buffers like these that embeds correct offset/binding/register information for any resources nested inside them. A key challenge in that code is that existential legalization needs to erase any "pending" data from the program entirely, so that offset information that used to be relatie to the "pending" part of a surrounding type now needs to be relative to the primary part. The work here may not be 100% complete for all scenarios, but it does well enough on the new and existing tests that I want to checkpoint it. Note that a few other tests have had their output changed, but in all cases I've reviewed the diffs and determined that the change in observable behavior is consistent with what we intened Slang's behavior to be. Note that there is still one major piece of support for interface-type parameters that is missing here, and which might force us to revisit some of the decisions in this code: we don't properly support user-defined `struct` types with interface-type fields. * fixup: typos
* Improve support for interfaces as shader parameters (#886)Tim Foley2019-03-08
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Improve support for interfaces as shader parameters This change adds two main things over the existing support: 1. It is now possible to plug in concrete types that actually contain (uniform/ordinary) fields for the existential type parameters introduced by interface-type shader parameters. The `interface-shader-param2.slang` test shows that this works. 2. There is a limited amount of support for doing correct layout computation and generating output code that matches that layout, so that interface and ordinary-type fields can be interleaved to a limited extent. The `interface-shader-param3.slang` test confirms this behavior. There are several moving pieces in the change. * When it comes to terminology, we try to draw a more clear distinction between existial type parameters/arguments and existential/object value parametes/arguments. A simple way to look at it is that an `IFoo[3]` shader parameter introduces a single existential type parameter (so that a concrete type argument like `SomeThing` can be plugged in for the `IFoo`) but introduces three existential object/value parameters (to represent the concrete values for the array elements). * At the IR level, we support a few new operations. A `BindExistentialsType` can take a type that is not itself an interface/existential type but which depends on interfaces/existentials (e.g., `ConstantBuffer<IFoo>`) and plug in the concrete types to be used for its existential type slots. * Then a `wrapExistentials` instruction can take a type with all the existentials plugged in (possibly by `BindExistentialsType`) and wrap it into a value of the existential-using type (e.g., turn `ConstantBuffer<SomeThing>` into a `ConstantBuffer<IFoo>`). * The IR passes for doing generic/existential specialization have been updated to be able to desugar uses of these new operations just enough so that a `ConstantBuffer<IFoo>` can be used. * When we specialize an IR parameter of an interface type like `IFoo` based on a concrete type `SomeThing`, we turn the parameter into an `ExistentialBox<SomeThing>` to reflect the fact that we are conceptually referring to `SomeThing` indirectly (it shouldn't be factored into the layout of its surrounding type). * Parameter binding was updated so that it passes along the bound existential type arguments in a `Program` or `EntryPoint` to type layout, so that we can take them into account. The type layout code needs to do a little work to pass the appropriate range of arguments along to sub-fields when computing layout for aggregate types. * Type layout was updated to have a notion of "pending" items, which represent the concrete types of data that are logically being referenced by existential value slots. The basic idea is that these values aren't included in the layout of a type by default, but then they get "flushed" to come after all the non-existential-related data in a constant buffer, parameter block, etc. * The logic for computing a parameter group (`ConstantBuffer` or `ParameterBlock`) layout was updated to always "flush" the pending items on the element type of the group, so that the resource usage of specialized existential slots would be taken into account. * The type legalization pass has been adapted so that we can derive two different passes from it. One does resource-type legalization (which is all that the original pass did). The new pass uses the same basic machinery to legalize `ExistentialBox<T>` types by moving them out of their containing type(s), and then turning them into ordinary variables/parameters of type `T`. Big things missing from this change include: - Nothing is making sure that "pending" items at the global or entry-point level will get proper registers/bindings allocated to them. For the uniform case, all that matters in the current compiler is that we declare them in the right order in the output HLSL/GLSL, but for resources to be supported we will need to compute this layout information and start associating it with the existential/interface-type fields. - Nothing is being done to support `BindExistentials<S, ...>` where `S` is a `struct` type that might have existential-type fields (or nested fields...). Eventually we need to desugar a type like this into a fresh `struct` type that has the same field keys as `S`, but with fields replaced by suitable `BindExistentials` as needed. (The hard part of this would seem to be computing which slots go to which fields). As a practial matter, this missing feature means that interface-type members of `cbuffer` declarations won't work. The current tests carefully avoid both of these problems. They don't declare any buffer/texture fields in the concrete types, and they don't make use of `cbuffer` declarations or `ConstantBuffer`s over structure types with interface-type fields. * fixup: add override to methods * fixup: typos
* Feature/casting tidyup (#822)jsmall-nvidia2019-02-04
| | | | | | | | | | * Use 'is' over 'as' where appropriate. * dynamic_cast -> dynamicCast * Replace 'dynamicCast' with 'as' where has no change in behavior/ambiguity. * Replace dynamicCast with as where doesn't change behavior/non ambiguous.
* Fix type legalization to correctly handle empty struct fields.Yong He2019-01-28
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* Move mangled name out of IRGlobalValue (#752)Tim Foley2018-12-13
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Move mangled name out of IRGlobalValue Previously the `IRGlobalValue` type was used as a root for all IR instructions that can have "linkage," in the sense that a definition in one module can satisfy a use in another module. The mangled symbol name was stored in state directly on each `IRGlobalValue`, which created some complications, and also forced IR instructions that wanted to support linkage to wedge into the hierarchy at that specific point. This change moves the mangled name out into a decoration: either an `IRImportDecoration` or an `IRExportDecoration`, both of which inherit from `IRLinkageDecoration` which exposes the mangled name. This change has a few benefits: * We can now have any kind of instruction be exported/imported, without having to inherit from `IRGlobalValue`. This could potentially let `IRStructType` and `IRWitnessTable` be simplified to just have operand lists instead of dummy chldren as they do today. * We can now easily have "global values" like functions that explicitly *don't* get linkage, instead of using a null or empty mangled name as a marker. * We can use the exact opcode on a linkage decoration to distinguish imports from exports, which could be used to more accurately resolve symbols during the linking step. Other than adding the decorations and making sure that AST->IR lowering adds them, the main changes here are around any code that used `IRGlobalValue`. Variables and parameters of type `IRGlobalValue*` were changed to `IRInst*` easily, so the main challenge was around code that *casts* to `IRGlobalValue*. In cases where a cast to `IRGlobalValue` also performed a test for the mangled name being non-null/non-empty, we simply switched the code to check for the presence of an `IRLinkageDecoration`, since that is the new way of indicating a value with linakge. Most of the serious complications arose in `ir.cpp` around the "linking"/target-specialization and generic specialization steps. The "linking" logic was checking for `IRGlobalValue` to opt into some more complicated cloning logic, and just checking for a linkage decoration here wasn't sufficient since the front-end *does* produce global values without linkage in some cases (e.g., for a function-`static` variable we produce a global variable without linkage). This logic was updated to just check for the cases that used to amount to `IRGlobalValue`s directly by opcode. It might be simpler in the short term to have kept `IRGlobalValue` around to make the existing casts Just Work, but I'm confident that this logic could actually be rewritten for much greater clarity and simplicity and that is the better way forward. The generic specialization logic was using some really messy code to generate a new mangled name to represent the specialized symbol, and then searching for an existing match for that name. The original idea there was that an IR module could include "pre-specialized" versions of certain generics to speed up back-end compilation by eliminating the need to specialize in some cases, but this feature has never been implemented so the overhead here is just a waste. Instead, I moved generic specialization to use a simpler dictionary to map the operands to a `specialize` instruction over to the resulting specialized value. This allows for some simplifications in the name mangling logic, because it no longer needs to figure out how to produce mangled names from IR instructions representing types/values. As part of this change I also overhauled the IR emit logic to produce cleaner output by default, borrowing some of the ideas from the logic in `emit.cpp`. IR values are now automatically given names based on their "name hint" decoration, if any, to make the code easier to follow, and I also made it so that types and literals get collapsed into their use sites in a new "simplified" IR dump mode (which is currently the default, with no way to opt into the other mode without tweaking the code). The resulting IR dumps are much nicer to look at, but as a result the one test that involves IR dumping (`ir/string-literal`) doesn't really test what it used to. One weird issue that came up during testing is that the `transitive-interface` test had previously been producing output that made no sense (that is, the expected output file wasn't really sensible), and somehow these changes were altering its behavior. Changing the test to use `int` values instead of `float` was enough to make the output be what I'd expect, and hand inspection of generating DXBC has me convinced we were compiling the `float` case correctly too. There appears to be some issue around tests with floating-point outputs that we should investigate. * fixup: C++ declaration order
* Decorations are instructions (#748)Tim Foley2018-12-11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Make a test case use IR serialization * Make all IR instructions usable as parents This makes it so that every `IRInst` has the list of children that used to be on `IRParentInst` and eliminates `IRParentInst`. Most places in the code were only checking against `IRParentInst` so that they could know whether there were child instructions to iterate over. This change bloats the size of every instruction by two pointers, but we hope to be able to eliminate that overhead with a better encoding later. * Change IR decorations to be instructions. The main change here is that `IRDecoration` now inherits from `IRInst`, and `IRInst` now has a single linked list that holds both decorations *and* children. At each point where code used to loop over `getChildren()` on an `IRInst`, I checked whether it made sense to leave the operation as processing just the children, or if it should process both decorations and children. The thorniest bit was making sure the logic for inserting an instruction into a parent is correct. For the most part, once IR code is built all insertions are explicitly before/after another instruction, so the ordering can't get messed up. The sticking point is any code that does an explicit `insertAtStart` or `insertAtEnd`, but I surveyed those to make sure they are correct in context, and I also made all insertions bottleneck through one routine that does a better job of asserting the preconditions than what was there before. We may still want a "smart" insertion function at some point so that if somebody does `someDecoration->insertAtEnd(someInst)` the decoration intelligently goes to the end of the decoration list, and not the entire decorations-and-children list. All of the existing decoration types were refactored to provide accessors for their operands, rather than directly exposing fields. In most cases the operands are required to be `IRConstant` nodes of fixed types. Not all of these types need to be kept around in the new approach, but they were left in so that as much existing code as possible can be kept working. The `IRBuilder` was extended with factory functions to make the various decoration types and attach them. All the fields in concrete decorations that were using `StringRepresentation` or `Name` pointers are now using IR-level string operands which provide their value as an `UnownedStringSlice`, so logic that was working with those decoration values needed to be updated here and there. I also needed to add the logic to clone string-literal values to the IR cloning pass, since they are now being used in almost every piece of code. A new type of constant IR instruction for literal pointers was added, to handle the cases where an IR decoration needs an operand that is a raw AST-level pointer. These are even being serialized, although we obviously should not rely on them to round-trip through serialization in the future. Ideally, a follow-on change should add a cleanup pass where we remove any decorations from a module that shouldn't be allowed in the serialized code. The biggest overall cleanup is in the serialization logic, where a lot of code just disappears because it can process the raw "decorations and children" list as the logical children of an IR instruction. The only special cases left are literals (which seem like they will always need special-casing) and global values (because they have a mangled name, which we plan to move into a decoration). One other example of a simplification made possible by this change: the `IRNotePatchConstantFunc` instruction was implemented as an instruction only because it couldn't be encoded as a decoration at the time (it needed to have an operand that referenced an IR function). The IR dumping logic was also updated (which meant a change to the `ir/string-literal` test) to try to make it print out all decorations a bit more systematically now that they are encoded like other instructions. The formatting isn't quite perfect, but it is good enough to be able to read what is going on. I didn't include updates to the validation logic to ensure that decorations are being added in ways that follow the invariants, but that would be a nice thing to add next. * fixup: 64-bit issues * fixup: forward declaration issues
* Fixes related to handling of empty types (#600)Tim Foley2018-06-13
| | | | | | | | | | | | | PR #577 tries to eliminate empty `struct` types by replacing them with a `LegalType::tuple` with zero elements, but this seems to run into problems in some cases, where we end up trying to match up `::none` values with empty `::tuple`s. An alternative way to handle this is to never create empty `LegalType::tuple`s (and the same for `LegalVal::tuple`), and instead create `LegalType::none` and `LegalVal::none`. PR #577 avoided this because there were various cases in the legalization logic that didn't robustly handle `LegalType::Flavor::none`. This PR thus includes two main changes: 1. Construct a `::none` type when we have an empty `struct` type. 2. Survery all places that handle the `::tuple` case and extend them to handle the `::none` case if it was missing. This fixes an issue filed in Falcor's internal GitLab as number 424.
* Fixes 574. Eliminate empty structs during type legalization (#577)Yong He2018-05-25
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* Pass through original names for most declarations (#547)Tim Foley2018-05-03
| | | | | | | | | | | | | | | | | | | The basic idea here is that when lowering to the IR, the front-end will attach a "name hint" to the IR instruction(s) that represent a given declaration, and then the passes that work on the IR will try to preserve and propagate those names, and then finally the emit logic will use them in place of mangled or unique names when available. This change does *not* try to deal with the issues that arise when we try to use those variable names in the output without any modification (e.g., handling cases where they might clash with keywords or builtins in the target language). Instead, it tries to establish baseline behavior for propagating through names, so that a later change can concentrate on the issue of using those names exactly when it is legal to do so. In order to avoid issues around the name "hints" causing problems we take two main steps: 1. We "scrub" each name to reduce it down to the allowed set of identifier characters in C-like languages, and then ensure that it doesn't do things that would be illegal in some downstream languages (e.g., consecutive underscores are not allowed in GLSL) or could clash with Slang's mangled names. This process isn't guaranteed to give distinct results for distinct inputs (it isn't a mangling scheme, after all). 2. We generate a unique ID for each occurence of a given name and always use that as a suffix. This means that even if a name happens to overlap with a keyword (if you somehow have a variable named `do`), we will still add a suffix that makes it not a problem (we'd output `do_0` which is fine). The logic for generating these names is mostly straightforward. For simple variables, we use their given name directly, while for other declarations we try to form a name that includes their parent declaration (e.g. `SomeType.someMethod`). Various IR passes need to propagate or preserve this information. The most interesting is type legalization, when we take a variable with an aggregate type and split some of the fields out into their own variables. In that case we generate "dotted" names like `someVar.someTexture` and rely on the emit logic to turn that into `someVar_someTexture`. During SSA generation, if we are promoting a variable to SSA temporaries, we will try to propagate the name of the variable over to the temporaries (unless they already have a name from some other place). The same applies to block parameters ("phi nodes"). Many of the test changes need their expected output to be updated for this change. Luckily in most cases the output has gotten easier to understand.
* Fix some logic around legalization of sampler types (#496)Tim Foley2018-04-18
| | | | | The main error here was checking for `IRSamplerType` instead of `IRSamplerTypeBase`, which means the relevant logic only triggered for the `SamplerState` type and not the `SamplerComparisonState` type. The two affected places were type legalization (so that comparison samplers in `struct` types weren't being hoisted out) and the emit logic when deciding whether to introduce local temporaries (so we were emitting temporaries for comparison samplers, leading to GLSL errors).
* Introduce an IR-level type system (#481)Tim Foley2018-04-11
| | | | | | | | | | | | | | | | | * 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
* Don't use specialized field names when legalizing typesTim Foley2018-03-12
| | | | The type legalization logic currently looks up layout information for the fields of an aggregate type using the mangled name of the field (since this should be consistent even when legalization changes the number of fields). The problem at present is that type layouts for specialized generic types were storing the mangled names of *specialized* field decl-refs, while the lookup was using the mangled names of the unspecialized declarations. The latter (unspecialized names) is what we want for simplicity, so this change fixes the comparison.
* Handling of duplicate global shader parameter declarations (#405)Tim Foley2018-02-09
| | | | | | | | | | | | | | | | | | * Issue error when shader parameter type doesn't match between translation units We currently allow users to compile different translation units at the same time for the vertex and fragment shader, and those different translation units might contain distinct declarations for the "same" parameter. Furthermore, those declarations might use distinct declaratins of the "same" type. We currently bind those as if they were one parameter, which means we assume they have types that are actually equivalent. Unfortunately, things break when that isn't the case. This change adds error messages when parameter declarations that are determined to be the "same" don't have types that are either equiavlent or match "structurally" (same names, same fields, and field types match recursively). Ideally most users won't see these errors, because they will only submit single files to the compiler. Eventually we may actually decide to require that case and simplify our logic. * Support types with layout coming from a "matching" type Because of how the front-end performs parameter binding, we can end up in cases where a variable is given a `TypeLayout` based on a "matching" type from another translation unit (because the "same" shader parmaeter got declared in multiple TUs). This change tries to support that use case by avoiding absolute field decl-refs in the representation used for type legalization, so that we don't end up in a situation where we look up field layout based on information that doesn't match.
* Implement type splitting for raw buffers (#393)Tim Foley2018-02-01
| | | | | | | | | | | | * Fix render-test to handle raw buffers I don't know if this fix will work for UAVs that are neither structured nor raw, but it fixes the code that currently only really works if every UAV is structured (since it doesn't set a format). * Make type legalization consider raw buffer types The type layout logic was already handling these, but the type splitting logic in legalization was failing to split structure types that contain, e.g., `RWByteAddressBuffer`. A compute test case has been added to confirm the fix.
* Fix legalization of generic types (#377)Tim Foley2018-01-21
| | | | | | | | Previously, all legalizations of a generic type would use the name of the original decl for the "ordinary" part of things, and this would lead to collisions because the names didn't include the mangled generic arguments. This is now fixed by storing the mangled name of the original inside of `struct` declarations created for legalization, and using those names instead. Also adds support for `getElementPtr` instructions when doing IR type legalization. Also tries to make a `DeclRefType` convert to a string using the underlying `DeclRef`. This doesn't help because `DeclRef::toString` doesn't actually include generic arguments either.
* Improvements and bug fixes for global type parametersYong He2018-01-21
| | | | | | 1. allow spReflection_FindTypeByName to accept arbitrary type expression string 2. allow const int generic value to be used as expression value, and as array size 3. various bug fixes in witness table specialization / function cloning during specializeIRForEntryPoint to avoid creating duplicate global values, not copying the right definition of a function from the other module, not cloning witness tables that are required by specializeGenerics etc.
* Refactor substitution representation in DeclRefBase (#363)Yong He2018-01-12
| | | | | | | | | | | | This commit changes the type of `DeclRefBase::substitutions` from `RefPtr<Substitutions>` to `SubstitutionSet`, which is a new type defined as following: ``` struct SubstitutionSet { RefPtr<GenericSubstitution> genericSubstitutions; RefPtr<ThisTypeSubstitution> thisTypeSubstitution; RefPtr<GlobalGenericParamSubstitution> globalGenParamSubstitutions; } ``` This change get rid of most helper functions to retreive the substitution of a certain type, as well as surgery operations to insert a `ThisTypeSubstitution` or `GlobalGenericTypeSubstittuion` at top or bottom of the substitution chain. It also simplies type comparison when certain type of substitution should not be considered as part of type definition.
* Fix parameter block binding for Vulkan (#308)Tim Foley2017-12-13
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Fixes #307 This ends up being a major overhaul over how type layout computation is structured and exposed. The big problems all arise around cases where both the "container" for a parameter block or CB, and the "element" type both use the same kind of resource. E.g., if you define a CB with a texture in it, then in Vulkan both the CB and the texture use the same kind of resource, and so if you query the CB's resource usage it will just tell you it uses two descriptor-table slots, but nothing more than that. Similar confusion still arises in the HLSL case, when a CB with a texture in it reports its parameter category as "mixed" so that a user might query for a category they didn't mean to. There were also cases in the existing code where a parameter block might expose *both* a register-space usage and another concrete resource type, which isn't right. The most important changes here are: - A `ParameterGroupTypeLayout` now has a more refined internal structure, consisting of: - A `containerTypeLayout`, which represents the resource usage of the buffer/block itself (e.g., if a constant buffer had to be allocated) - An `elementVarLayout` which stores the offsets that need to be applied to get from the `VarLayout` for an instance of this parameter-group type to the offsets of its elements. The `TypeLayout` for this variable layout should be the "raw" type of the block/CB element. - The `offsetElementTypeLayout` (formerly just `elementTypeLayout`) which represents the element type, but in the case of a `struct` element type, will have fields offset similar to the `elementVarLayout`. This is what all the old code used to use, so we need to keep it for compatibility. - When doing reflection on a `ParameterGroupTypeLayout`, we now only report the resource usage of the `containerTypeLayout`. This is technically a potentially breaking change in the public API, but I don't think Falcor will mind, since they actually want something closer to this behavior. - Add a new public API for querying the element variable layout of a parameter block of constant buffer. This could be used by savvy applications to fold the handling of CB element offsetting into some notion of a "reflection path." This would be required for applications that want to handle CBs or parameter blocks where the element type is *not* a `struct` type. - Remove old logic for applying an offset when creating a type layout for constant buffer element, and instead perform offsetting more uniformly later, by constructing the `offsetElementTypeLayout` from the `rawElementTypeLayout`. This is useful both because we want to keep both (the "raw" type layout becomes the type layout of the `elementVarLayout`), and also because we can decide later whether we even want to allocate a CB register for a buffer, based on whether it actually contains any uniform data. - Fix cases where we might end up with a parameter block type reporting both that it uses a whole register space (and thus should not expose the resource usage of the container/element type) *and* a constant-buffer register/slot. The latter should be hidden inside the regsiter space. - Clean up the `spReflectionParameter_GetBinding{Index,Space}` functions to just route to `spReflectionVariableLayout_Get{Offset,Space}`, using the "default" category of the parameter - Try to make the `GetSpace` query take into account cases where a variable also has an explicit `RegisterSpace` allocation. - This probably still needs some cleanup, since ideally we'd just move things into the `space` field on the `ReosurceInfo` and have an invariant that a variable *either* has a `RegisterSpace` allocation, or it has other resource infos, but never both... - Add some ad-hoc logic so that if the user queries for a binding index/space using a parameter category that doesn't actually apply (e.g., they query for a D3D `t` register when using Vulkan), we can optionally remap it to the resource type they "probably" meant. This is a mess of Do What I Mean code, but it is also what our users want right now. - Fix various bits of emit logic so that if a parameter block has a register space/set allocated to it, we properly output that as part of the binding information for it. - This is another thing that might be cleaned up if we rationale the way that things get split during legalization. - Add a GLSL case for emitting a parameter block variable as a `cbuffer`.
* Cleanups to `ParameterBlock<T>` behavior. (#304)Tim Foley2017-12-08
| | | | | | | | | | * Cleanups to `ParameterBlock<T>` behavior. These add some more realistic tests using the `ParameterBlock<T>` support, and show that it can work with the "rewriter" mode. Unfortunately, this code does *not* currently work with the rewriter + the IR at once. That will need to be fixed in a follow-on change, because I now see that the root problem is pretty ugly. * cleanup
* Make AST and IR share type legalization code (#303)Tim Foley2017-12-06
* Make AST and IR share type legalization code A previous change already made it so that the AST-to-AST lowering/legalization pass could work together with IR-based lowering of `import`ed code, but that change didn't take into account the case where a function written in the AST needed to call an IR function and pass in a type that required legalization. Both the IR-based and AST-based passes had their own approaches to type legalization, that mostly agreed on the desired output, but they ended up creating their own representations for legalized types which would mean that for a function call the caller and callee might end up legalizing the parameter list to use different types. This change tries to fix this issue (and adds a new test case that relies on the fix) by massively overhauling the AST-based legalization pass so that it uses the same type legalization code as the IR. The shared code has been moved out into `legalize-types.{h,cpp}`. Notes: - I eliminated the `FilteredTupleType` type, since it was starting to cause code duplication in a lot of places. Instead, type legalization just creates new `struct` types to represent the result of filtering. - One big consequence of this is that the `LegalType::pair` case needs to remember for each field in the original type which field (if any) in the new `struct` type it maps to - A big source of complexity (and probably bugs) in this code is trying to figure out how to parent these new `struct` definitions effectively. A good follow-on change would be something that outputs declarations on-demand during the AST emit logic (as we do for the IR), just to avoid some of this song and dance. - The old AST type legalization had a notion of both a "tuple" type and a "varying tuple" type. The "tuple" case was quite complex, and combined behavior currently handled by `LegalType::pair` (for splitting into ordinary and special sides) and `LegalType::tuple` (for holding multiple distinct elements to represent the fields of an aggregate). The "varying tuple" case was closer to `LegalType::tuple`, so I tried to just re-use the existing logic for that too. The one place this potentially gets messy is in `reifyTuple()`. - The messiest bit of handling the "varying tuple" concept (which is used for GLSL shader inputs/outputs since they have to be scalarized) is that when passing them as function arguments we need to reify the tuple back into a structured value. Because the `LegalExpr` hierarchy doesn't have type information, but constructing a value of the "original" type requires such information, things get a little messy. - I did *not* try to deal with any of the logic related to handling system inputs/outputs for cross-compilation purposes. Of course, the long-term goal is that any actual cross-compilation is handled via the IR, but this change can't afford to break the AST-based path just yet. As a result, there is still quite a bit of complexity in the handling of assignment, to deal with cases where "fixups" are required. * fixup: bad code in macro, not caught by Visual Studio compiler * fixup: more stuff missed by VS compiler * fixup: VS continutes to miss stuff in UNREACHABLE_RETURN