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* First attempt at a Linux build (#193)Tim Foley2017-09-27
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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.
* Improve diagnostics for overlapping/conflicting bindingsTim Foley2017-08-15
| | | | | | | | | | | | | Closes #38 - Change overlapping bindings case from error to warning (it is *technically* allowed in HLSL/GLSL) - Make diagnostic messages for these cases include a note to point at the "other" declaration in each case, so that user can more easily isolate the problem - Unrelated fix: make sure `slangc` sets up its diagnostic callback *before* parsing command-line options so that error messages output during options parsing will be visible - Unrelated fix: make sure that formatting for diagnostic messages doesn't print diagnostic ID for notes (all have IDs < 0). - Note: eventually I'd like to not print diagnostic IDs at all (I think they are cluttering up our output), but doing that requires touching all the test cases...
* Handle possibility of bad types in varying input/output signature.Tim Foley2017-08-15
| | | | | | | | | | | | | | | | | | | Fixes #160 If the front-end runs into a type it doesn't understand in the parameter list of an entry point, it will create an `ErrorType` for that parameter, but then the parameter binding/layout rules will fail to create a `TypeLayout` for the prameter (and return `NULL`). There were some places where the code was expecting that operation to succeed unconditionally, and so would crash when there was a bad type. The specific case in the bug report was when the return type of a shader entry point was bad: // `vec4` is not an HLSL type vec4 main(...) { ... } Note that the specific case in the buf report only manifests in "rewriter" mode (when the Slang compiler isn't allowed to issue error messages from the front-end), but the same basic thing would happen if the varying parameter/output had used a type that is invalid for varying input/output: Texture2D main(...) { ... } I'm not 100% happy with just adding more `NULL` checks for this, because there is no easy way to tell if they are exhaustive. A better solution in the longer term might be to construct a kind of `ErrorTypeLayout` to represent cases where we wanted a type layout, but none could be constructed.
* Add an explicit `Name` typeTim Foley2017-08-14
| | | | | | | | | | | | | Fixes #23 Up to this point, the compiler has used the ordinary `String` type to represent declaration names, which means a bunch of lookup structures throughout the compiler were string-to-whatever maps, which can reduce efficiency. It also means that things like the `Token` type end up carying a `String` by value and paying for things like reference-counting. This change adds a `Name` type that is used to represent names of variables, types, macros, etc. Names are cached and unique'd globally for a session, and the string-to-name mapping gets done during lexing. From that point on, most mapping is from pointers, which should make all the various table lookups faster. More importantly (possibly), this brings us one step closer to being able to pool-allocate the AST nodes.
* Rename `Name` fields to `name`Tim Foley2017-08-14
| | | | This is in preparation for using `Name` as a type name.
* Major naming overhaul:Tim Foley2017-08-09
| | | | | | | | | | - `ExpressionSyntaxNode` becomes `Expr` - `StatementSyntaxNode` becomes `Stmt` - `StructSyntaxNode` becomes `StructDecl` - `ProgramSyntaxNode` becomes `ModuleDecl` - `ExpressionType` becomes `Type` - Existing fields names `Type` become `type` - There might be some collateral damage here if there were, e.g., `enum`s named `Type`, but I can live with that for now and fix those up as a I see them
* Remove uses of global variablesTim Foley2017-08-07
| | | | | | | | | | | | | | | | | | | | There were two main places where global variables were used in the Slang implementation: 1. The "standard library" code was generated as a string at run-time, and stored in a global variable so that it could be amortized across compiles. 2. The representation of types uses some globals (well, class `static` members) to store common types (e.g., `void`) and to deal with memory lifetime for things like canonicalized types. In each case the "simple" fix is to move the relevant state into the `Session` type that controlled their lifetime already (the `Session` destructor was already cleaning up these globals to avoid leaks). For the standard library stuff this really was easy, but for the types it required threading through the `Session` a bit carefully. One more case that I found: there was a function-`static` variable used to generate a unique ID for files output when dumping of intermediates is enabled (this is almost strictly a debugging option). Rather than make this counter per-session (which would lead to different sessions on different threads clobbering the same few files), I went ahead and used an atomic in this case. Note that the remaining case I had been worried about was any function-`static` counter that might be used in generating unique names. It turns out that right now the parser doesn't use such a counter (even in cases where it probably should), and the lowering pass already uses a counter local to the pass (again, whether or not this is a good idea). This change should be a major step toward allowing an application to use Slang in multiple threads, so long as each thread uses a distinct `SlangSession`. The case of using a single session across multiple threads is harder to support, and will require more careful implementation work.
* Make the "hack" sampler explicit for nowTim Foley2017-07-22
| | | | | | | | | | | - We use this to work around the fact that, e.g., `Texture2D.Load` doesn't take a sampler, but the equivalent GLSL operation `texelFetch` requires one - Previously we tried to hide the sampler from the user, hoping that glslang would drop it and we could just ignore it, but that doesn't work - For now we'll go ahead and explicitly show the sampler in the reflection info so that an app can react appropriately - We also generate a unique binding for the sampler, instead of the old behavior that fixed it with `binding = 0` - We still fix it with `set = 0`, so it might still surprise users
* Translate NV single-pass stereo extension from Slang to GLSLTim Foley2017-07-20
| | | | | | | | | | | | | | | | | | | | | | | | | | - The easy part here is treating `NV_` prefixed semantics as another case of "system-value" semantics - Mapping the new semantics (`NV_X_RIGHT` and `NV_VIEWPORT_MASK`) to their GLSL equivalents is harder - Instead of a single "right-eye vertex" output, GLSL defines an array of per-view positions - Instead of a vector of masks, GLSL defines an array of per-view masks - Another point here is that a lot of semantics that appear as `uint` in HLSL are `int` in GLSL, which can lead to conversion issues. - The approach here is to have the lowering pass introduce a notion of assignment with "fixups," which will try to cast things as needed - When assigning to a simple value with the "wrong" type, introduce a cast - When assigning to an array from a vector, break out multiple assignments of individual vector/array elements - In order to facilitate the above, I needed to add actual types to the magic expressions I introduce to represent GLSL builtin variables. These were taken by scanning the online documentation for GL, so they might not be perfect. - Major issues with the approach in this change: - No attempt is being made here to check that the original declaration used a type appropriate to the semantic. The assumption is that this logic only ever triggers for Slang entry points, or GLSL entry points using a Slang `struct` type for input/output (and for right now Slang code is only ever written by "understanding" developers) - In the case of a Slang entry point, we always copy varying parameters in/out around the call to `main_`, so this approach should handle calls to functions with `out` or `in out` parameters okay, but it is *not* robust to cases where we don't want to copy in all the entry point parameters first thing (e.g., a GS), so that will have to change - In the GLSL case (or if we revise the approach to Slang entry points), there is going to be a problem if these converted varying parameters are ever passed as arguments to `out` or `in out` parameters. In these cases we need to do more sleight-of-hand to reify a temporary variable and do the necessary copy-in/copy-out. Being able to do that logic relies on having correct information about callees, which requires having robust semantic analysis of the function body. There is only so much we can do... - A better long-term approach would not rely on an ad-hoc "fixup" conversion during assignment, but would instead implement the GLSL builtin variables as, effectively, global "property" declarations that have both `get` and `set` accessors, and then tunnel a reference to such a property down through lowering, where it can lower to uses of the "getter" or "setter" as appropriate in context (and the result type of the getter/setter can be what we'd want/expect).
* Try to improve handling of failures during compilationTim Foley2017-07-19
| | | | | | | The change is mostly about trying to make sure the compiler "fails safe" when it encounters an internal assumption that isn't met. Most internal errors will now throw exceptions (yes, exceptions are evil, but this will work for now), and these get caught in `spCompile` so that they don't propagate to the user (they just see a message that compilation aborted due to an internal error). Subsequent changes are going to need to work on diagnosing as many of these situations as possible, so that users can at least know what construct in their code was unexpected or unhandled by the compiler.
* Fixes for how parameter block names are set up.Tim Foley2017-07-19
| | | | | | | | | | | We generate implicit names for global-scope parameter blocks (including HLSL `cbuffer`s, since the "name" the user sees is really just for reflection purposes), but this had a few problems: - We used the generated names for parameter-binding purposes - Except for a GLSL block with an explicit name, in which case we'd use the internal name and not the reflection name for matching - The generated named didn't match between GLSL and HLSL/Slang declarations This change tries to fix both of these issues. I changed the name generation to try to make it identical between HLSL and GLSL (to the extent we can control it), just in case. But then I also went and changed the parameter-binding-generation logic to use the *reflection* name instead of the internal name when deciding if things are the "same" parameter.
* Support scalarization of varying input/output for GLSLTim Foley2017-07-18
| | | | | | | | | | | | | | | | | | | | | | | | | | | | GLSL technically supports varying (`in`, `out`) parameters of `struct` type, but there are some annoying constraints (not allowed for VS input), and it doesn't work with how an HLSL user would usually put "system-value" inputs/outputs into a `struct` together with ordinary inputs/outputs. To work around this, this change adds support for using an imported Slang `struct` type for an `in` or `out` parameter, in which case it will (1) be scalarized and (2) will have system-value semantics mapped appropriately, just as for an entry-point parameter when cross-compiling an HLSL-style `main()`. Changes: - Add a notion of a `VaryingTupleExpr` and `VaryingTupleVarDecl`, similar to those for the resources-in-structs case - Trigger use of these when we have a global-scope varying in/out using an imported `struct` type - Also use these in the cross-compilation case for ordinary varying input/output (since this approach seems like it should be more general, and can hopefully handle stuff like GS input/output some day) - When generating parameter binding information, special case global-scope input/output, and treat it the same as entry-point-parameter input/output - Revamp how used resource ranges are computed so that we can eventually make this specific to an entry point - Actually implement first signs of life for `maybeMoveTemp` so that assignments to the tuple-ified outputs will work better - Add first test case that actually seems to work - Add diagnostics for conflicting explicit bindings on a parameter - Add diagnostic for different parameters with overlapping bindings - Make global-scope varying input/output use a tracking data structure specific to the translation unit for computing locations (so that they are independent of other TUs)
* Don't allow varying parameters to be merged in reflection dataTim Foley2017-07-18
| | | | | All varying input/output parameters need to be specified to the entry point that declared them. In the case of HLSL/Slang this happens for free, but in the case of GLSL we need to be careful not to merge global-scope `in` or `out` parameters in ways that don't make sense.
* Make sure to treat imported modules as SlangTim Foley2017-07-17
| | | | | | - When generating parameter binding/reflection info, treated imported modules as Slang code, instead of the source language of the outer translation unit - This fixes an issue where global-scope shader parameters in a `.slang` file were getting ignored for binding-generation purposes when imported by a GLSL file
* Skip unknown types during parameter-binding/-reflection stepTim Foley2017-07-17
| | | | | | Work on #105 If a semantic error occurs in the type of an entry-point parameter, we need to be able to skip over it when doing parameter binding and reflection-generation work.
* Adjust type layout when parameter block constains member using the same resourceTim Foley2017-07-14
| | | | | | | | | | | | | | | | | | If we have something like to following in HLSL: cbuffer C { Texture2D t; ... } and we are compiling to GLSL, then both `C` and `C.t` consume the same kind of resource (a descriptor-table slot). The way reflection was working right now, querying the index of `C` would return its binding (let's say it is `4` just to be concrete) and then a query on `C::t` would give its offset, which was being computed as `0` because it is the first field in the logical `struct` type. That obviously leads to bad math and requires some subtle `+1`s in cases to get things right (e.g., when scalaring during lowering, I had to carefully add one in some cases). It is unreasonable to expect users to deal with this. This commit changes it so that the offset of field `C::t` is `1` so that hopefully more things Just Work. The special-case logic in lowering is now gone. One important catch here is that this pretty much only works in the case where the element type of a parameter block is a `struct` type (which is really all that makes sense right now). If we ever want to generalize this in the future, then it will probably be necessary to change the `TypeLayout` case for parameter blocks to store a `VarLayout` for the element, rather than just a `TypeLayout`.
* Don't assign a `binding` to a `push_constant` bufferTim Foley2017-07-14
| | | | | | | | | | | | Fixes #12 - This was a latent issue, but the previous commit brought it to the front. - As indicated in #12, I don't allocate a descriptor-table slot to the block - Instead I allocate a `PushConstantBuffer` - Unlike what #12 asks for, I don't use a different resource type for the contents of the block - Pretty much all the logic is easiest if these continue to be just plain `Uniform` data
* Start handling system-value semantics during loweringTim Foley2017-07-10
| | | | | | | I hadn't been lowering `SV_Position` outputs to `gl_Position`, and had somehow been relying on hidden driver behavior that I guess made things Just Work. This change adds some infrastructure to handle `SV_` semantics during lowering of an entry point (currently only covering `SV_Position` and `SV_Target`, FWIW). As a byproduct, this also means that a `VarLayout` stores semantic info, which could conceivably be exposed through reflection data now.
* More cross-compilation fixesTim Foley2017-07-10
| | | | | | | | | - Add GLSL mappings for more `Texture*` methods - The annoying one here is `Texture*.Load()` because it doesn't take a sampler, but the GLSL equivalent needs one (while the SPIR-V does *not*). I've hacked this pretty seriously for now. - Try to ensure that we add `uniform` to global declarations that need it in GLSL - When outputting an `in` or `out` variable that might have been created from an `inout` shader parameter, filter the layout qualifiers that we output to only cover the appropriate resource kind.
* Pick layout rules based on target languge, not source.Tim Foley2017-07-09
| | | | The tricky bit here was that the `reflection-json` output format isn't really a code generation target like the others, and we need to be able to have multiple "targets" active to make sense of it. This needs cleaning-up.
* Fix many warnings-as-errors issues.Tim Foley2017-07-06
| | | | | The code should now compile cleanly with warnings as errors for VS2015 with `W3`. Most of the changes had to do with propagating a real pointer-sized integer type through code that had been using `int`.
* Start to support cross-compilation via "lowering" passTim Foley2017-07-06
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - The big change here is the introduction of a "lowering" pass that takes an input AST from the semantic checker, and produces an output AST suitable for emitting. The intention is that he lowering pass is responsible for: - Stripping out unused code (when we have enough information to do so), by only outputting declarations that are transitively references from an entry point - When cross-compiling to GLSL, generating a suitable `void main()` entry point to wrap the user-written entry-point function - (Eventually) legalizing types in the program, by scalarizing aggregate types that mix uniform and resource types - (Eventually) instantiating generic declarations so that the resulting code only deals with fully specialized declarations - (Eventually) de-sugaring OOP constructs into basic "structs and functions" form - (Eventually) instantiating code that depends on interface types at the concrete types chosen - It is clear that there is still a lot of work to be done there, to this change is really about getting infrastructure in place without breaking the existing test cases. - One cleanup here is that we get rid of the idea of whole-translation-unit output, since that was specific to HLSL output, and there is really no strong reason for keeping it. Users should now just ask for the output for each entry point that they wanted to generate. - The biggest source of complexity for the lowering process is that it needs to produce the same AST structure as the input, to deal with the complexity of the rewriter case. That is, we need the output to be able to reproduce the input exactly in the case where we are rewriting and nothing needs to change, so the output format needs at least the degrees of freedom of the input. - As a result, we end up having to distinguish "rewriter" and "full" modes in both lowering and code-emit steps, so that we can react appropriately. - Generating a GLSL `main()` also adds a lot of complexity. Right now I'm using the simplest approach, where we always output the Slang/HLSL entry point as an ordinary function (as written) and then emit a simple GLSL `main()` to call it. I generate globals for all the shader inputs/outputs (these need to be scalarized and have explicit `location`s attached), and then collect these into the `struct` types of the original parameters as needed. - This approach will start to have some major down-sides once we have to deal with "arrayed" input/output - A long-term question here is how to replace entry-point parameter types with scalarized and/or "transposed" versions, while still letting the original code work as written (including copying those inputs to temporary arrays) - Split `BlockStatementSyntaxNode` into: - `BlockStmt` which just provides a scope around a `body` statement - `SeqStmt` which just allows multiple statements to be treated as one - Change how we emit `for` loops, to deal with the case where the initialization part might expand into multiple statements - Basically `for(A;B;C) {D}` becomes `{A; for(;B;C) {D}}`, so we can handle arbitrary statements for `A` - As an additional wrinkle, when we are rewriting HLSL, we just generate `A; for(;B;C) {D}` to deal with the broken scoping there - This change is needed because the lowering pass was sometimes expanding the original initialization statement `A` into a block `{A}`. Certainly if it declared multiple variables we'd need to handle it, and this seemed the easiest way - A more significant challenge for lowering would come if/when we ever wanted to support true short-circuiting behavior for `&&` and `||` - For right now I'm not changing the behavior of the "rewriter" mode, so we still have `UnparsedStmt` instances being generated, but it is clear that eventually we need to parse *all* input, even if we can't type-check 100% of it. This is required so that we can rewrite user code that might refer to a shader input with interface type.
* Overhaul `RefPtr` and `String`Tim Foley2017-06-29
| | | | | | | | | | | | | | | | | | | | | - `RefPtr` no longer tries to have distinct cases for interal-vs-external reference counts. Instead we always require an internal reference count. - Types the used `RefPtr` but weren't `RefObject` were made to inherit `RefObject` - The `ReferenceCounted` base class was removed, so that only `RefObject` remains - Implicit conversion from `RefPtr<T>` to `T*` added - This created some complicates for other types that relied on implicit conversions, so this isn't a net cleanup right now - The main type that got messed up by the above was `String`, which previously held a `RefPtr<char, ...>`. This change thus *also* includes a major overhaul of `String`: - `String` now holds all its data via indirection, using a `StringRepresentation` that is a `RefObject`. This object holds a length, capacity, and directly stores the character data in its allocation. This means that `sizeof(String)==sizeof(void*)` - It is now possible to directly mutate a `String` by appending to its representation (we just need to ensure it has a reference count of `1`, possibly by cloning it). This means that `StringBuilder` is now basically just an idomatic use of `String` - A couple operations that just return sub-ranges of a `String` now return `StringSlice` to avoid allocation when it isn't needed. This required more work. - Indices into strings changed from `int` to `UInt` (which is pointer-sized). This had a bunch of follow-on changes because the value `-1` sometimes needs to be special-cased in code that uses indices. Further cleanups are probably needed here.
* Store integer literals at high precision in ASTTim Foley2017-06-28
| | | | | | | The lexer was creating an `unsigned long long` value, and then the AST was storing it in an `int`. This change makes both use a `long long`. This is obviously still a stopgap until I can get arbitrary precisions in here.
* Include imported code when generating reflection dataTim Foley2017-06-26
| | | | | | | | - The basic idea is simple: be sure to enumerate code in `__import`ed modules when generating reflection info - Note that we don't currently allow an entry point to appear in an imported module, so we only consider globlal-scope parameters - Although there isn't currently a real implementation of namespacing, I went ahead and ensured that parameters in imported modules are treated as distinct from parameters in the user's code, even if they have the same name.
* Overhaul handling of entry points and translation units.Tim Foley2017-06-20
| | | | | | | | | | | | | | | | | | | | | | | | | The main user-visible change here is that instead of `spAddTranslationUnitEntryPoint` we have `spAddEntryPoint`, to reflect that the list of entry points is "global" to a compile request. As a result, `spGetEntryPointSource` now only needs the entry point index, and not the translation unit index. There are a bunch more behind-the-scenes changes, though, reflecting a streamlining of the concepts related to compilation into a smaller number of classes. Now there is: - `Session` (unchanged) to manage the lifetimes of shared stuff like the stdlib - `CompileRequest` (merges in `CompileOptions`) to handle all the lifetime related to a single invocation of the compiler - `TranslationUnitRequest` (merges `TranslationUnitOptions`, `CompileUnit`) to represent a single translation unit ("module") that the user is trying to compile. This is a single file for HLSL/GLSL, but can be multiple files for Slang. - `EntryPointRequest` (merges `EntryPointOption` and a bit of `EntryPointResult`) to track a single entry point that the user is asking to compile (that entry point always comes from a single translation unit) A lot of functions used to take some combination of these and end up with really long signatures. I've given most of the objects "parent" pointers so that they can get back to all the context they need, so most functions don't need as many parameters. It may eventually be important to tease these apart again, in particular: - The code-generation side of things (the `*Result` types) might need to be pulled out in case we want to codegen multiple times from the same AST - Similarly, the layout stuff may also need to be pulled out, in case we want to lay things out multiple times with different rules.
* Replace `DeclRef` approachTim Foley2017-06-15
| | | | | | | | | | For context: a `DeclRef` is supposed to capture both a pointer to a particualr declaration, and also any information needed to specialize that declaration for a context (e.g., generic parameter substitutions). The existing approach had a hiearchy of specialized decl-ref types that mirrored the AST hierarchy, but that led to a lot of boilerplate where you had to recapitulate the exact same hierarchy. The new appraoch basically treats `DeclRef<T>` as a sort of "smart pointer" in that it wraps a pointer to a `T` (the declaration), plus a side field for the specialization info, and then allows it to be cast as needed to other types (where the pointer cast would be allowed), while carrying along the side info. To enable this, all the things that used to be member functions of declaration-reference types are now free functions that take a `DeclRef<T>` for some specific `T` as a parameter.
* Rename `Slang::Compiler` -> `Slang`Tim Foley2017-06-15
| | | | This gets rid of one unecessary namespace.
* Initial import of code.Tim Foley2017-06-09