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path: root/source/slang/slang-capability.cpp
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2021-03-15Improvements in Docs requirements/availability (#1751)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Use capability system in docs. Simplify how requirements/availability is produced. * Small fixes in output of availablity. * Updated stdlib doc. * Small improvements. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
2021-01-07Fill in some missing bits of capability API (#1652)Tim Foley
* Fill in some missing bits of capability API * Make invalid/unknown capability have a zero value (this aligns it better with the public API for `SlangProfileID`, so that the two can be merged down the line) * Actually provide an implementation of `spFindCapability()` public API * fixup: bug fixes for renumbering invalid capability atom
2021-01-05Use "capability" system to select VKRT extension (#1647)Tim Foley
* Use "capability" system to select VKRT extension Slang currently supports translation of ray tracing shader code to Vulkan GLSL code that uses the `GL_NV_ray_tracing` extension. A multi-vendor equivalent of that extension has been released as `GL_EXT_ray_tracing` and we want Slang to support that extension as well. At the simplest, making the change from one extension to the other is just a matter of changing a few strings, since it does not appear that anything of significance was changed at the GLSL level (or even in SPIR-V). Where this gets trickier is when we have users who want us to support *both* extensions, and to be able to switch between them. The solution we've implemented here more or less amounts to: * If you don't tell the compiler which extension to use, it will default to `GL_EXT_ray_tracing` (the newer multi-vendor one). * If you explicitly want the older extension, you can opt into it using the `-profile` option or via a new API for explicitly adding capabilities to your target. Making that work required a few different kinds of changes: * The options parsing and public API needed ways to add optional capabilities to a target. * During GLSL code emit, we can check the capabilities that were added to the target to see if the `GL_NV_ray_tracing` extension was explicitly enabled and, if not, default to using the `GL_EXT_ray_tracing` names for things. This step is needed because some of the modifiers/attributes involved in the extension have to be handled explicitly in the code generator rather than implicitly as part of mapping intrinsic functions. * We add two different translations to the relevant operatiosn in the stdlib, one marked with each of the extensions. If profile/capability-based overload resolution can be relied on to pick the right one, this should Just Work. * Next, a bunch of work had to go into making capability-based overloading Just Work for the purposes of this change. There's been a nearly complete reworking of the implementation of `CapabilitySet` here to make it more suitable for our needs. * The tests that were using ray tracing translation for Vulkan needed to be updated. For some of them I updated their baselines to use `GL_EXT_ray_tracing` so that they can test the new path. For others, I updated the command line for the test case so that it explicitly opts into using `GL_NV_ray_tracing`. The result is that we have some coverage of each extension. I would have liked to have each test run in both modes, but our pass-through glslang support doesn't support `-D` options, so I couldn't take that step easily. This change does *not* add support for `GL_EXT_ray_query`, the extension that supports "DXR 1.1" style queries under Vulkan. Adding support for that extension should hopefully be a smaller step because it doesn't have the same multiple-extensions issue. This change does *not* address a lot of possible avenues for improvement or cleanup around the capability system. It focuses only on those changes that are necessary to make the ray tracing feature work and leaves the rest for future work. * fixup: infinite loop * Comment-only change to retrigger TC build
2020-12-11Add first steps toward a "capability" system (#1636)Tim Foley
* Add first steps toward a "capability" system We already have cases in the stdlib where we mark declarations as being specific to certain targets, e.g.: ``` // My ordinary function to add two numbers. // Works everywhere. // void myFunc(int a, int b) { return a + b; } // On the "coolgpu" target, we can use a secret intrinsic // that adds numbers even faster! // __specialized_for_target(coolgpu) void myFunc(int a, int b) { return __secretIntrinsic(a, b); } ``` The existing logic for dealing with these modifiers (`__specialized_for_target` and `__target_intrinsic`) was almost entirely string-based. We would turn the chosen compilation target into a string, and then use that to try and search for the "best" definition of a function at a few steps: * During IR linking, we always pick one definition of an `[import]`ed function, and that definition will be the one with the "best" target-specialization modifier (if any) * During final code generation, we always look up the "best" target-intrinsic modifier, and use it as the template for the code we output. This change preserves the basic flow there, but replaces the ad hoc string-based logic with something a bit more principled, in terms of a new `CapabilitySet` type. A `CapabilitySet` represents a set of zero or more atomic features (here represented as `CapabilityAtom`s). What a `CapabilitySet` means depends on how and where it is used: * A compilation target implies a `CapabilitySet` where the contents of the set are the features the target *supports*. * A `CapabilitySet` attached to a declaration (or a modifier on that declaration) describes a set of feature that declaration *requires*. The current implementation of `CapabilitySet` is wasteful and inefficient, but that is something we can iterate on over time. In practice, most of the current code only ever uses capability sets that are either empty (because they represent a function with no specific requirements) or singleton (because they represent asingle atomic capability like "is a GLSL target," "is an HLSL target," etc.). The main goal here was to put in the skeleton of a new system, including some of the features it might need down the line, and then to leave changes that eventually use the greater flexibility for later. Eventually, the capability system should encompass: * Differences between shader model versions, GLSL versions, SPIR-V versions, etc. (currently tracked with other modifiers) * Optional extensions, and functions that are made available only with certain extensions (currently tracked with other modifiers) * Front-end checking that the call graph of a program doesn't violate any capability-requirements (e.g., having a GLSL+HLSL portable function call a GLSL-only subroutine) * Hypothetically we can also try to fold stage-specific (vertex-only, fragment-only, etc.) functions into this system, but doing so would require more linker cleverness if we allow overloading on stages (since we might have to clone a caller if it calls through to a callee with multiple stage-specific versions) One important complication that the system has to deal with just because of the "do what I mean" nature of the current compiler is that somethings a current Slang user might compile for target X and specify version N, but then use a function that actually requires version N+1 of that target. Currently the Slang compiler silently "upgrades" the version(s) used by user code in these cases, because it is often what users want in cross-compilation scenarios. Dealing with the "silent upgrade" situation requires us to be a little careful and sometimes pick a "best" capability set that doesn't appear to be supported on our target. Refining that system and potentially getting rid of the "do what I mean" behavior over time could be a goal for future changes. * fixup: handle case where value is incompatible during linking