summaryrefslogtreecommitdiff
path: root/source/slang/slang-check-shader.cpp
AgeCommit message (Collapse)Author
2024-06-12Capability System: Implicit capability upgrade warning/error (#4241)ArielG-NV
* capability upgrade warning/error adjusted implementation + tests to support a warning/error if capabilities are implicitly upgraded and test accordingly. * add glsl profile caps * add GLSL and HLSL capabilities to the associated capability * syntax error in capdef * only error if user explicitly enables capabilities 1. changed testing infrastructure to not set a `profile` explicitly, 2. Added tests to be sure this works as intended with user API and with slangc command line * Change capability atom definitions and how Slang manages them to fix errors 1. most `glsl_spirv` version atoms have been removed from `.capdef`, instead we will translate `spirv` version atoms into `glsl_spirv` since there is no point in writing the same code twice in `.capdef` files to define `spirv` versions. 2. add spirv version, and hlsl sm version (and equivlent) capability dependencies 3. removed some stage requirments which were set on objects, keep the wrapper capabilities. I am keeping the wrapper capabilities since I am unaware on if there are stage limitations (spec says code in practice does not work). * check internal version instead of version profile (_spirv_1_5 vs. spirv_1_5) * remove unused OpCapability. adjust SPIRV version'ing again for glsl_spirv * apply workaround for glslang bug with rayquery usage * ensure capabilities targetted by a profile and added together by a user are valid * remove additions to `spirv_1_*` wrapper * spirv_* -> glsl_spirv fix * fix bug where incompatable profiles would cause invalid target caps * try to avoid joining invalid capabilities * fix the warning/error & printing * run through tests to fix capability system and test mistakes many mistakes were mesh shaders doing `-profile glsl_450+spirv_1_4`. This is not allowed for a few reasons 1. the test tooling does not handle arguments the same as `slangc` 2. glsl_450 core profile does not support mesh shaders, nor does spirv_1_4. sm_6_5 does work in this senario * set some sm_4_1 intrinsics to sm_4_0 * replace `GLSL_` defs with `glsl_` * swap the unsupported render-test syntax for working syntax * set d3d11/d3d12 profile defaults this is required since sm version changes compiled code & behavior * adjusted nvapi capabilities with atomics + d3d11 set to use sm_5_0 as per default * cleanup * address review * incorrect styling * change `bitscanForward` to work as intended on 32 bit targets --------- Co-authored-by: Yong He <yonghe@outlook.com>
2024-06-12Add slangc flag to `-zero-initialize` all variables (#3987)ArielG-NV
* Default (zero'd) values with `-zero-initialize` flag Adds `-zero-initialize` flag to set values to a __default() expression if they are missing a initExpr. * address review and ensure __default calls ctor + zero's fields. 1. We must keep zero-initialize in SemanticsDeclHeaderVisitor. This is done because else a ctor will be initialized before we can set struct fields to `__default`. 2. IRDefaultCtorDecoration was added to track default ctor's with parent struct. 3. ParentAggTypeModifier was added to track ChildOfStruct->IRType for sharing data such as with functions. This is required to ensure we associate a lowered function with a lowered struct type * Removed decoration to track defaultCtor in favor of field. This was done since decorations are checked for IR objects, storing auxillary info does not work here as a result if usable object. * address some review comments Since `IDefaultInitializable` is taking a considerabley larger amount of time than anticipated I am pushing some of the other fixes requested. I did not remove the "IRStruct storing a default Ctor" hack yet. mostly renamed/adjusted tests to work as intended added test to ensure we don't synthisize a junk `= 0` when not in `zero initialize` mode removed member in favor of sharedContext+dictionary. * a working but incorrect impl * default init without any IR hacks (fully working aside from generic/containored-types) * Finish zero init code 1. IDefaultInitializer interface was added. If conforming, your type may be zero-initialized. To Conform a `__init()` is required 2. `[OnlyAutoInitIfForced]` was added. This attribute states that a default initializer should only be implicitly called if forced by the compiler (`zero-initialize` for example). This allows types which implicitly/explicitly conform to IDefaultInitialize to have optional auto-init behavior (which is Slang's default for user structs) to be disabled. * note about `[OnlyAutoInitIfForced]`. This is required for std-lib to not automatically resolve init-expressions for std-lib, but it has the added benifit of allowing user made structs/classes to control the default behavior of initializing * fix ErrType assumption * testing why dx12 fails local but passes CI * push vector changes to generic test * push syntax adjustment, still figuring out what is wrong with cuda. * remove debug changes & adjust style * fix field-init expressions with structs initializers don't init a static in a ctor. This would be illegal code and wrong code (init list in lower-to-ir) * minor adjustments temporarily while the rest of the issue is discussed * fix * implement IDefaultInitializable * remove a unneeded whitespace change * fix type checking error should be checking if a valid type is `Type`, not `BasicExpressionType` * needs to be DeclRefType, not Type * fix langguage server error * change findinheritance for correctness + cleanup * remove return false verified the issue was `findInheritance` * push attempt at language server fix * still trying to fix inheritance * added extension support, remove redundant code Did not address all review comments yet, want to see if CI also passes my changes * undo a change which caused CI to fail * change logic + DefaultConstructExpr setup code to use defaultConstructExpr when possible to construct a default without overhead of invoke/related also changed code so parent's defaultInitializable propegates to derived member * 1. fix error in `isSubtype` 2. add flag to isSubtype `subtypeInheritanceIsNotFullyResolved` was added since we may not be done the lookup stage but still require `isSubtype` checking to verify usage of inheritance while working with inheritance. In This case we will just skip `ensureLookup` and "caching" (since we don't have a cache invalidation system, nor need) * fix bug in logic + add test to better catch the bug * address comment + isSubTypeOption + wrapper type test, * fix wrong code adjustment I checked on the CI and realized I caused a failure, mistake was made not negating some code * syntax, class naming capital * remove stdlib default initialize changes, replace with `__default()` for init * remove redundant code + fix defaultConstruct emitting previously defaultConstruct emitting was crashing due to having generics unresolved. By not resolving the default construct immediately, everything works. * remove a coment * add test to ensure static variables dont `init` inside a struct's `__init` * fix Ptr members breaking struct use * address review and add -zero-initialize test `-zero-initialize` test was added to be sure debug pointers are not broken with default init values --------- Co-authored-by: Yong He <yonghe@outlook.com>
2024-06-01Support different SPIRV versions. (#4254)Yong He
2024-05-16Capabilities System, CapabilitySet Logic Overhaul (#4145)ArielG-NV
* Capabilities System, Backing Logic Overhaul Fixes #4015 Problems to address: 1. Currently the capabilities system spends anywhere from 25-50% of compile time on the CapabilityVisitor. Most of this time is spent on join logic: 1. Finding abstract atoms 2. Comparing list1<->list2. This should and can be made significantly faster. 2. Error system does not produce errors with auxiliary information. This will require a partial redesign to provide more useful semantic information for debugging. What was addressed: 1. Array backed `CapabilityConjunctionSet` was replaced in-favor for a `UIntSet` backed `CapabilityTargetSets`. The design is described below. Design: * `CapabilityTargetSets` is a `Dictionary<targetAtom, CapabilityTargetSet>`. This is not an array for 2 reasons: 1. Easy to figure out which target is missing between two `CapabilityTargetSets` 2. To statically allocate an array requires the preprocessor to manually annotate which Capability is a target and link that Capability to an index. This means a dictionary is required for lookup regardless of implementation. * `CapabilityTargetSet` is an intermediate representation of all capabilities for a singular `target` atom (`glsl`, `hlsl`, `metal`, ...). This structure contains a dictionary to all stage specific capability sets for fast lookup of stage capabilities supported by a `CapabilitySet` for a `target` atom. This reduces number of sets searched. * `CapabilityStageSet` is an intermediate representation of all capabilities for a singular `stage` atom (`vertex`, `fragment`, ...). This structure holds all disjoint capability sets for a `stage`. A disjoint set is rare, but may exist in some scenarios (as an example): `{glsl, EXT_GL_FOO}{glsl, _GLSL_130, _GLSL_150}`. This reduces the number of sets searched. * `UIntSet` is the main reason for the redesign for better performance and memory usage. All set operations only require a few operations, making all set logic trivial and with minimal cost to run. All algorithms were modified to focus around `UIntSet` operations. 2. Errors * Semantic information are now better linked to the calling function to provide a connection of function<->function_body for when saving semantic information for errors. * Missing targets now print errors much like other error code by finding code which could be a cause of incompatibility. What is missing: 1. Add non naive support for non-stage specific capabilities such as `{hlsl, _sm_5_0}`. Currently non stage specific targets emulate the behavior through assigning such capabilities to every stage: `{hlsl, _sm_5_0, vertex} {hlsl, _sm_5_0, fragment}...`. Removal of this behavior would remove redundant shader stage sets being made at construction time (~80% of new implementation runtime). This is an addition, not an overhaul. 2. Optionally: `UIntSet` should be modified to support SIMD operations for significantly faster operations. This is not required immediately since `UIntSet` is already not a performance constraint. Notes: * UIntSet had implementation bugs which were fixed in this PR. * The old capabilities system had bugs which were fixed in this PR when transforming to the new implementation. * fix .natvis debug view * Small optimizations I found while working on the addition the AST building pass looks like so now: 1% = ~capabilitySet 2% = capabilitySet() 1.5% capabilitySet::unionWith() 0.8% capabilitySet::join() 1.5% auxillary info for debugging ~0.5-1% extra visitor overhead ~5% total for the visitor ~6.5% for total runtime costs * fix caps which were wrong but worked * push minor syntax fix (still looking for why other tests fail) * perf & bug fixes 1. did not properly remake isBetterForTarget for this->empty case with that as Invalid. This is best case in this senario. 2. Remade seralizer for stdlib generation. Faster (more direct) & cleaner code. NOTE: did not address review comments * fix glsl.meta caps error * fixing findBest logic again & UIntSet wrapper findBest was not checking for 'more specialized' targets & was element counter was flawed * faster getElements algorithm + natvis for UIntSet + wrong warning * type incompatability of bitscanForward implementations * try to fix warnings again * remove ptr for clang intrinsic * add missing header * ifdef to allow clang compile * compiler hackery to fix up platform/type independent operations * bracket * fix MSVC error * missing template * change types out again * changes to fix compiling * adjustment to parameter for Clang/GCC * added iterator to delay processing all atomSets of a CapabilitySet * add a few missing consts's * ensure we never have more than 1 disjointSet Added a wrapper + assert + union functionality to all possible disjoint sets. This was done in favor of a removal of the LinkedList for 2 reasons: 1. We still need 0-1 set functionality. 2. Might as well keep the code, just disallow the problematic functionality. * address review comments non linked-list refactor review comments addressed; add doc comments + remove redundant code * comments + remove isValid for bool operator * push removal of linkedlist for capabilities * add missing break * address review comments minor adjustments of syntax * push a fix to the `CapabilitySet({shader, missing target})` code * quality + error 1. add iterator to UIntSet 2. do not specialize target_switch if profile is derived from case (GLSL_150 is not compatable with GLSL_400) * fix target_switch erroring + temporarily remove UIntSet::Interator temporarily remove UIntSet::Interator. It will be added after, testing code on CI first so I can multi-task fixing the UIntSet Iterator * fix the UIntSet iterator * Revert "fix the UIntSet iterator" temporarily to pull from master * add metal error as per texture.slang (took a while I realize this was why things were breaking, likely should adjust errors to reflect this) * Rework UIntSet to have a template for output type This is done so it is reasonable to debug the iterator output and not just dealing with messy int's Fix problems with the iterators implemented + invalid capabilities handling * removed incorrect `__target_switch` capability barycentric was being used with anticipation of `profile glsl450`, this does not expand into `GL_EXT_fragment_shader_barycentric`, this instead caused an error which is hidden during cross-compile. * remove some uses of getElements * remove undeclared_stage for now * remove redundant code associated with `undeclared_stage` * remove unused variable * address review specifically to note removed static in a thread dangerous scope. Now using a `const static` for read only (thread safe) which precompile steps generate * move GLSL_150 capdef change to sm_4_1 (more accurate) * address most review comments did not address: https://github.com/shader-slang/slang/pull/4145#discussion_r1602256776 * revert incorrect code review suggestion * push changes for all code review suggestions
2024-04-30Avoid classifying methods with `[numthreads]` as entry points for ↵Sai Praveen Bangaru
CUDA-related targets (#4063)
2024-04-19add `-ignore-capabilities` flag (#3984)ArielG-NV
`-ignore-capabilities` flag allows ignoring capability incompatibilities/discontinuity errors/warnings. We still process capabilities (needed for stdlib). Added to capability tests to ensure everything is working as intended. More will be added in the full stdlib capabilities implementation.
2024-04-12Fix another bug in entrypoint specialization arg synthesis. (#3933)Yong He
2024-04-10Fix checking logic of entry point specialization arguments. (#3916)Yong He
2024-03-19Add more cases for `isUniformParameterType`. (#3800)Yong He
2024-03-13Fix side effect checking around storage buffer type. (#3762)Yong He
2024-03-13Fix crash when specializing generic entry points. (#3760)Yong He
2024-03-11Link-time specialization fixes. (#3734)Yong He
* Fix method synthesis logic for static differentiable methods. * Support link-time constants in thread group size reflection.
2024-02-21Fix SPIRV lowering issue. (#3608)Yong He
* Fix SPIRV pointer lowering issue. Fixes #3605. * Add another pointer test. Fixes #3601. * Fixes #3600. * Fix #3595.
2024-02-15Support loading serialized modules. (#3588)Yong He
* Support loading serialized modules. * Fix. * Fix vs solution files * Fix glsl module loading. * C++ fix. * Fix. * Try fix c++ error. * Try fix. * Fix. * Fix.
2024-02-02Capability type checking. (#3530)Yong He
* Capability type checking. * Fix. --------- Co-authored-by: Yong He <yhe@nvidia.com>
2023-12-08Handle import, entrypoint and global params in included files. (#3395)Yong He
* Handle `import`, entrypoint and global params in included files. * Fix language server. * Extend `_createScopeForLegacyLookup` for `__include`. --------- Co-authored-by: Yong He <yhe@nvidia.com>
2023-11-01Parameter binding and gfx fixes. (#3302)Yong He
* Parameter binding and gfx fixes. * Add diagnostics on entry point parameters. * Fix. --------- Co-authored-by: Yong He <yhe@nvidia.com>
2023-08-15squash warnings (#3113)Ellie Hermaszewska
* Remove unused variables * Silence gcc out of bounds warnings * Squash strict-aliasing warnings It is still a naughty thing to be casting to T like this though * Correct equality check when val is nullptr --------- Co-authored-by: Yong He <yonghe@outlook.com>
2023-08-04Redesign `DeclRef` and systematic `Val` deduplication (#3049)Yong He
* Redesign DeclRef + Deduplicate Val. * Update project files * Fix warning. * Fix. * Fix. * Remove `Val::_equalsImplOverride`. * Rmove `Val::_getHashCodeOverride`. * Remove `semanticVisitor` param from `resolve`. * Cleanups. --------- Co-authored-by: Yong He <yhe@nvidia.com>
2023-07-18Simplify Lookup and improve compiler performance. (#2996)Yong He
* Simplify lookup. * Various bug fixes. * Report type dictionary size in perf benchmark. * Remove type duplication. * increase initial dict size. * Bug fix. * Fix bugs. * Fixup. * Revert type legalization looping. * Fix specialization pass. --------- Co-authored-by: Yong He <yhe@nvidia.com>
2023-07-12Create and cache flattened inheritance lists (#2740)Theresa Foley
* Create and cache flattened inheritance lists The basic change here is to have a cached lookup that can map a `Type`, or a `DeclRef` that might refer to a type or `extension`, to a list of the *facets* that comprise it. The notion of a *facet* here is similar to what the C++ standard calls "sub-objects". A declared type like a `struct` has: * a facet for its own direct members * one facet for each of its (transitive) base `struct` types * one facet for each `interface` it conforms to * one facet for each `extension` that applies to that type The set of facets for a type is de-duplicated (so that "diamond" inheritance patterns don't cause issues) and deterministically ordered, using a variation of the C3 linearization algorithm. The creation of a linearized list of facets should help the compiler implementation in two key places: * Testing if a type implements an interface (or inherits from a base type) should now only take time linear in the number of (transitive) bases of that type. We can simply scan the linearized facet list to see if it contains a facet corresponding to the given base. * Looking up the members of a type (or a value of a given type) should be greatly simplified, since all of the members can be found in a single linear scan of the facet list. In addition, those facets will be ordered so that facets for "more derived" types will precede those for "less derived" types, so that shadowing in the case of overrides should be easier to implement. This change only implements the first of these two improvements, since there is already a *lot* of churn involved. Notes and caveats: * The handling of conjunction types (e.g., `IFoo & IBar`) complicates the implementation, both because the simple approach to subtype testing alluded to above is no longer complete, and also because we need to be more careful about what forms of subtype witnesses we construct, so that we can maintain the currently-required invariant that two witnesses are only equal if they have matching structure. * We don't implement the full/"proper" C3 algorithm here because it has some failure cases that we'd still like to support. In particular if we have both `IX : IA, IB` and `IY : IB, IA`, the C3 algorithm says it is illegal to have `IZ : IX, IY` because the two bases it inherits from disagree on the relative ordering of `IA` and `IB` in their own linearizations. Handling such cases may make our implementation less efficient, and it will also require testing of those corner caes. * When it comes time to revamp the implementation of lookup, we will need to deal with the fact that a single linear list (seemingly) cannot give us sufficient information to decide which of two members of the same name should shadow the other, or if there is an ambiguity. Or rather, it *can* give us that information if we are willing to accept some very user-unfriendly behavior and simply say that declarations earlier in the linearization always shadow later declarations, even if the facets involved are not related by an inheritance relationship of any kind. * In order to remove one kind of vicious circularity from the approach, the linearization that we are computing for `extension` declarations will not be sufficient for lookups in the body of such an `extension`. A future change may need to have support for creating and caching two distinct linearizations for each `extension`: one that is to be used when that `extension` is pulled into the linearization for a type that it applies to, and another for when lookup will be performed in the context of the `extension` itself. * This change does *not* include the simple expedient of adding a direct cache for subtype tests to the `SharedSemanticsContext`, although adding such a cache would be a simple matter. * This change introduces more deduplication for subtype witnesses, which should enable more deduplication for other `Val`s (including `Type`s), but it does not introduce any assumptions that equal `Val`s or `Type`s must have identical pointer representations. * Eventually we may find that, similar to the situation with `Type`s, we will want to have a split between surface-level and canonicalized versions of other `Val`s, including subtype witnesses. * Fix clang error. * remove debugging code. --------- Co-authored-by: Yong He <yonghe@outlook.com>
2023-07-07Make DeclRefBase a Val, and DeclRef<T> a helper class. (#2967)Yong He
* Make DeclRefBase a Val, and DeclRef<T> a helper class. * Fixes. * Workaround gcc parser issue. * Revert NodeOperand change. * Fix. * Fix clang incomplete class complains. * Fix code review. * Small cleanups and improvements. --------- Co-authored-by: Yong He <yhe@nvidia.com>
2023-07-05Bottleneck DeclRef creation through ASTBuilder. (#2689)Yong He
* Bottleneck DeclRef creation through ASTBuilder. * Fix clang error. * Fix. * Fix. * More fix. * Rebase on top of tree. --------- Co-authored-by: Yong He <yhe@nvidia.com>
2023-04-26Fix most of the disabled warnings on gcc/clang (#2839)Ellie Hermaszewska
2023-04-25Dictionary using lowerCamel (#2835)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * WIP lowerCamel Dictionary. * WIP more lowerCamel fixes for Dictionary. * Add/Remove/Clear * GetValue/Contains * Fix tabs in dictionary. Count -> getCount * Fix fields with caps. * Key -> key Value -> value Use m_ for members where appropriate. Use lowerCamel in linked list. * Some small fixes/improvements to Dictionary. * Kick CI.
2023-01-30Make ArrayExpressionType a DeclRefType and define its autodiff extension in ↵Yong He
stdlib. (#2615) * Allow array parameters in forward diff. * Use type canonicalization instead of coersion. * Reimplement array type. * Fix. * Update test case. --------- Co-authored-by: Yong He <yhe@nvidia.com>
2022-11-29Allow `no_diff` modifier on parameters (#2538)Yong He
2022-10-26Auto synthesis of Differential type (#2466)Yong He
2022-09-13Deduplicate AST type nodes and cache lookup operations. (#2397)Yong He
* wip: dedup AST type nodes and cache lookup. * Fix. * Remove profiling. * Fixes. Co-authored-by: Yong He <yhe@nvidia.com>
2022-09-01Deduplicate consts and IRSpecialize in IR, propagate type info for `IntVal`. ↵Yong He
(#2388)
2022-04-28Fix errors when building with the latest Xcode (#2215)Vincent Isambart
* Fix errors when building with the latest Xcode * Bring back unused variable to better match comments Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
2021-07-09Make Scope non ref counted (#1904)jsmall-nvidia
* Add debug symbols for release build. * Hack to try and capture failing compilation. * Typo fix for capture hack. * Specify return type on lambdas. * Added const. * Try breakpoint. * Up count * Let's capture everything so we can valgrind. * Disable always writing repros. * Make Scope non RefCounted. * Fix issue with not serializing Scope. * More comments around changes to Scope. Remove Scope* from serialization. * Remove code used for testing original issue.
2020-12-07"Shader Toy" example and related fixes (#1629)Tim Foley
* "Shader Toy" example and related fixes This change introduces a new `shader-toy` example program that is primarily designed to show how Slang's features for type-based encapsulation and modularity can be applied to modularity for effects along the lines of those from `shadertoy.com`. The Example ----------- The example is being checked in with an example "toy" effect that I hastily put together, so that it would not be encumbered with any IP concerns. I wrote the effect using the shadertoy.com editor, so I can be sure it is valid GLSL. During bringup of the application I used a pre-existing and larger effect for testing, so some of the support code that was added is not being used at present. The big-picture idea here is to have an exmaple that shows how to modularize things using Slang interfaces and generics, and then to use the Slang compiler API to manage the compilation, composition, specialization, and linking steps. For better or worse this leads to the sequence of API calls involved being much longer than what was in something like the `hello-world` example. Future Work (Example) --------------------- There is a lot of room for improvement and expansion here, so this should be viewed as a checkpoint of work in progress rather than something I'm claiming as a finalized demonstration of all we'd like to achieve. Areas for future work include: * We need to copy the integration of "Dear, IMGUI" that was already done for the `model-viewer` example so that this example can have a UI. * Now that the compilation flow is broken into all these additional steps, it should be possible to have the application load multiple effects as distinct modules, and then provide a UI for switching between them. The chosen effect module would be used to specialize the top-level shader(s) before kernel generation. * The checked-in logic includes a compute shader that can execute an effect, but that hasn't been tested nor has it been wired up to any kind of UI. We should have a way to switch between multiple execution methods, with a goal of eventually including CPU execution. * The "GLSL compatibility" code needs a lot of improvements before it is likely to be usable for a nontrivial number of shaders. Some of that work is waiting on Slang compiler fixes, though. * We should consider allowing the individual "toy" effects to define their own uniform parameters and expose those via a UI and reflection. The catch in this case is not that this would be difficult to do, but that it would be a semantic change to how shader toy effects currently work. The Compiler Fixes ------------------ Doing this work exposed a few bugs in Slang, and this change includes fixes for the ones that were quick to address. We already had logic in `slang-check-shader.cpp` that was validating the entry points in a compile request - either by checking the explicitly-listed entry points, or by scanning for `[shader("...")]` attributes. The problem is that the routine that did that checking was not being invoked on all compiles. The logic that handled entry points was only being run for manual compiles using `SlangCompileRequest`, while anything using `import` or `loadModule` would ignore entry points. I refactored the relevant code into a subroutine that will be invoked in all compilation scenarios. There were already `TODO` comments in `SpecializedComponentType` which made the point about how a specialized entry point like `myShader<YourType>` would need to properly show that it has dependencies on both the module that defines `myShader` *and* the module that defines `YourType`, while only the former was being handled at present. I went ahead and implemented the logic to scan the generic arguments for a specialized compoment type in order to determine what module(s) the arguments depend on (both type arguments and witness tables). With that change, using `IComponentType::link` on a specialized component will properly pull in the module(s) that the generic arguments come from. In `slang-ir-legalize-types.cpp` we could run into assertion failures in debug builds because of code trying to legalize layout `IRAttr`s for fields or parameters with types that need legalization. In practice it is safe to skip these layout attributes, because legalization of the fields/parameters they pertain to would result in creation of entirely new layout attributes, and the old ones would then be unreferenced. Future Work (Fixes) ------------------- There are other compiler bugs that this work exposed, but which this change does not address. These will need to be resolved as part of subsequent changes: * Slang allows for default-initialization of variables of a generic type. That is, given `<T : ISomething>` a user is allowed to declare `T x = {};` and the Slang front-end does not complain. Instead, this leads to an internal compiler error during IR lowering. * The Slang `__init()` feature probably needs to be upgraded to a properly supported feature, and we probably need a way to make implementing default-initialization an easy thing (e.g., any `struct` type that has initial-value expressions for all its fields should automatically and implicitly satsify an `init();` requirement declared in an interface) * Iniside an `__init()` definition, code has mutable access to members of the enclosing type, but for some reason the front-end is incorrectly treating `this` as immutable in those contexts. As a result you can write to `someField` but not `this.someField`. * User-defined operator overloads flat out don't work (which isn't surprising given that no clients have decided to use them yet, and we have no test coverage for them). This is actually due to the shadowing rules being used for lookup right now, so a fix for this issue is going to have far-reaching consequences around what overloads are visible where (and anything that impacts overload resolution is a big can of worms, including around performance). * fixup: test case had missing main function
2020-12-01Make SlangCompileRequest COM type (#1620)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * WIP for COM CompileRequest. * Add more methods to IGlobalSession. * Fix createCompileRequest. Made slangc tool use COM style methods. * m_ prefix variables in EndToEndCompileRequest
2020-09-10Allow existential types in `StructuredBuffer` element type. (#1536)Yong He
* Allow existential types in `StructuredBuffer` element type. * Handle StructuredBuffer.Load/.Consume methods * Clean up unnecessary changes * Code cleanup * Update test comment
2020-07-23Fix the way extension declarations are cached for lookup (#1450)Tim Foley
During semantic checking, the compiler used to link together `ExtensionDecl`s into a singly-linked list dangling off of the `AggTypeDecl` that they applied to. This approach made lookup relatively easy, because given a `DeclRef` to an `AggTypeDecl` one could easily find and walk the list of candidate extensions. Unfortunately, the simple approach has two major strikes against it: * First, as we recently ran into, it creates a lifetime/ownership problem, in cases where the `ExtensionDecl` is outlived by the `AggTypeDecl` it applies to. This creates the one and only place in the compiler today where an "old" AST node might point to a "new" AST node, and it resulted in use-after-free problems in client code. * Second, the scoping of `extension`s ends up being completely wrong. All of the `extension` methods on a type end up being visible in all cases, instead of just in the context of modules where the `extension` itself is visible. The comparable feature in C# (static extension methods) is careful to not make scoping mistakes like this. The Swift langauge has loose scoping for `extension` more akin to what we have in Slang today, but the maintainers seem to consider it a misfeature. This change attempts to clean up both issues by changing the way that extension declarations are stored. There are two main pieces: 1. The primary "source of truth" for extension lookup has been moved to the `ModuleDecl`, where a module is responsible for storing a cache of the extensions declared within that module (keyed by the declaration of the type being extended). This cache is updated at the same point where the old code would mutate the AST node being depended on. 2. A secondary aggregated cache is added to the `SharedSemanticsContext` used during semantic checking. This cache includes entries from across multiple modules, and is intended to be invalidated and rebuilt on demand if new modules are added during checking. Access to the candidate extensions has now been put behind subroutines that require a semantics-checking context to be passed in (there was always one available in contexts that care about extensions). In addition, the operation for looking up members including those from extensions was refactored heavily to involve internal rather than external iteration and, more importantly, was changed so that it actually tests whether the `ExtensionDecl`s it loops over apply to the type in question, rather than blindly letting extensions members be looked up in ways that don't make sense. There are three test cases added here to confirm aspects of the fix: * First, I added a test that reproduces the crash that was being seen, so that we have a regression test for the fix. * Second, I added a basic semantic-checking test to confirm that an `extension` from an `import`ed module is still visible/usable, to confirm that I didn't break existing valid uses of extensions. * Third, I added a diagnostic test that ensures that we correctly ignore extensions that should not be visible in a given context as a result of `import` declarations. Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
2020-06-18Fix and improvements around repro (#1397)jsmall-nvidia
* * Fix output in slang repro command line * Profile uses lowerCamel method names (had mix of upper and lower) * Rename slang-serialize-state/SerializeStateUtil to slang-repro and ReproUtil.
2020-06-08Small fixes/improvements based on review. (#1379)jsmall-nvidia
2020-06-05Merge branch 'master' into findtypebynamefixYong He
2020-06-05ASTNodes use MemoryArena (#1376)jsmall-nvidia
* Add a ASTBuilder to a Module Only construct on valid ASTBuilder (was being called on nullptr on occassion) * Add nodes to ASTBuilder. * Compiles with RefPtr removed from AST node types. * Initialize all AST node pointer variables in headers to nullptr; * Initialize AST node variables as nullptr. Make ASTBuilder keep a ref on node types. Make SyntaxParseCallback returns a NodeBase * Don't release canonicalType on dtor (managed by ASTBuilder). * Give ASTBuilders a name and id, to help in debugging. For now destroy the session TypeCache, to stop it holding things released when the compile request destroys ASTBuilders. * Moved the TypeCheckingCache over to Linkage from Session. * NodeBase no longer derived from RefObject. * Only add/dtor nodes that need destruction. First pass compile on linux.
2020-06-05Fix FindTypeByName reflection API not finding stdlib types.Yong He
2020-05-29Feature/ast syntax standard (#1360)jsmall-nvidia
* Small improvements to documentation and code around DiagnosticSink * Made methods/functions in slang-syntax.h be lowerCamel Removed some commented out source (was placed elsewhere in code) * Making AST related methods and function lowerCamel. Made IsLeftValue -> isLeftValue.
2020-05-28Small improvements to documentation and code around DiagnosticSink (#1359)jsmall-nvidia
2020-05-28WIP: ASTBuilder (#1358)jsmall-nvidia
* Compiles. * Small tidy up around session/ASTBuilder. * Tests are now passing. * Fix Visual Studio project. * Fix using new X to use builder when protectedness of Ctor is not enough. Substitute->substitute * Add some missing ast nodes created outside of ASTBuilder. * Compile time check that ASTBuilder is making an AST type. * Moced findClasInfo and findSyntaxClass (essentially the same thing) to SharedASTBuilder from Session.
2020-05-22Tidy up around AST nodes (#1353)jsmall-nvidia
* Fields from upper to lower case in slang-ast-decl.h * Lower camel field names in slang-ast-stmt.h * Fix fields in slang-ast-expr.h * slang-ast-type.h make fields lowerCamel. * slang-ast-base.h members functions lowerCamel. * Method names in slang-ast-type.h to lowerCamel. * GetCanonicalType -> getCanonicalType * Substitute -> substitute * Equals -> equals ToString -> toString * ParentDecl -> parentDecl Members -> members
2020-05-19Reduce the size of Token (#1349)jsmall-nvidia
* Token size on 64 bits is 24 bytes (from 40). On 32 bits is 16 bytes from 24. * Added hasContent method to Token. Some other small improvements around Token.
2020-04-08Remove static struct members from layout and reflection (#1310)jsmall-nvidia
* * Added MemberFilterStyle - controls action of FilteredMemberList and FilteredMemberRefList * Splt out template implementations * Use more standard method names dofr FilteredMemberRefList * Added reflect-static.slang test * Added isNotEmpty/isEmpty to filtered lists * Added ability to index into filtered list (so not require building of array) * Default MemberFilterStyle to All. * Remove explicit MemberFilterStyle::All
2020-04-02Add basic support for namespaces (#1304)Tim Foley
This change adds logic for parsing `namespace` declarations, referencing them, and looking up their members. * The parser changes are a bit subtle, because that is where we deal with the issue of "re-opening" a namespace. We kludge things a bit by re-using an existing `NamespaceDecl` in the same parent if one is available, and thereby ensure that all the members in the same namespace can see on another. * In order to allow namespaces to be referenced by name they need to have a type so that a `DeclRefExpr` to them can be formed. For this purpose we introduce `NamespaceType` which is the (singleton) type of a reference to a given namespace. * The new `NamespaceType` case is detected in the `MemberExpr` checking logic and routed to the same logic that `StaticMemberExpr` uses, and the static lookup logic was extended with support for looking up in a namespace (a thin wrapper around one of the existing worker routines in `slang-lookup.cpp`. * I made `NamespaceDecl` have a shared base class with `ModuleDecl` in the hopes that this would allow us to allow references to modules by name in the future. That hasn't been tested as part of this change. * I cleaned up a bunch of logic around `ModuleDecl` holding a `Scope` pointer that was being used for some of the more ad hoc lookup routines in the public API. Those have been switched over to something that is a bit more sensible given the language rules and that doesn't rely on keeping state sititng around on the `ModuleDecl`. * I added a test case to make sure the new funcitonality works, which includes re-opening a namespace, and it also tests both `.` and `::` operations for lookup in a namespace. * The main missing feature here is the ability to do something like C++ `using`. It would probably be cleanest if we used `import` for this, since we already have that syntax (and having both `import` and `using` seems like a recipe for confusion). Most of the infrastructure is present to support `import`ing one namespace into another (in a way that wouldn't automatically pollute the namespace for clients), but some careful thought needs to be put into how import of namespaces vs. modules should work.
2020-01-31Some Slang API additions (#1195)Tim Foley
* Some Slang API additions These are additions to the public Slang API that came up while I was trying to write an example to demonstrate GPU printing. The additions aren't strictly necessary for the example, but I found these to be missing services when writing the code the way I wanted to. The main public changes are: * There is a new distinct `IEntryPoint` interface which inherit from `IComponentType` (much like `IModule` before). For now this doesn't expose any new functions on top of `IComponentType`, but I expect it to do so eventually. * It is now possible to get the `IModule` for a specific translation unit in a compile request with `spCompileRequest_getModule`. Even for a compile request that had only one translation unit this is *not* the same object as gets returned by `spCompileRequest_getProgram`. The latter should probably be called `*_getLinkedProgram` because it returns a composite component type that links the module with everything it `import`s. * An `IModule` can look up entry points declared in the module. Eventually a module should support looking up most of the declarations in the module (e.g., types) by name, but entry points are an obvious case. * A new `link()` operation is added to `IComponentType`. It is possible to have component types that have unsatisfied dependencies, such that trying to generate kernel code from them will fail. The `link()` operation tries to produce a new composite component type that combines a component with its dependencies, to enable code generation. The implementation of end-to-end compilation was using a function like this internally, but it hadn't been exposed to the API. Notes on the implementation: * The list of entry points declared in a given translation unit has moved from `TranslationUnitRequest` to the `Module` inside of it. * `EntryPoint` now has to do a song and dance much like `Module` to both inherit from `ComponentType` and support the `IEntryPoint` interface. * The `Session* m_session` member in `Linkage` (in terms of public API, this is the `slang::ISession` holding a pointer to the `slang::IGlobalSession`) has been changed to a `RefPtr`. Without this change an application can't just hold onto a `ComPtr<slang::ISession>`; they also need to retain the `IGlobalSession` or things will crash. The new behavior seems more correct, but I worry that it might introduce a leak. * The `asInternal` operation for `IComponentType` had to be updated to not just perform a cast. A type like `Module` has two `IComponentType` sub-objects, and only one of these is at the same address as the `ComponentType` base. * Similarly, the `Module::getInterface` logic was changed to fall back to `Super::getInterface` for all the cases other than `IID_IModule`, so that it would be guaranteed to return the `IComponentType` at the same address as `ComponentType` in response to a `queryInterface`. * Fixes for memory retain cycles As part of the earlier change, I made the `Linkage` type hold a `RefPtr` to the `Session`. The motivation there is it lets a user hang onto just a `slang::ISession` without having to also retain the `slang::IGlobalSession` for no immediately apparent reason. There are two problems that this surfaced, one pre-existing and one new. The new problem was that `Session` already held a `RefPtr<Linkage> m_builtinLinkage` for the linkage that holds the stdlib code. I solved that problem by splitting the parent pointer in `Linkage` into two pointers: a raw pointer that is used to actually locate the parent session, and a ref-counted one that can be used to *optionally* retain the parent session. The builtin linkage is then set up to explicitly not retain its parent, thus breaking the cycle. The second problem was a pre-existing one, where every `ComponentType` was holding a retained pointer to its parent `Linkage`, but in turn the `Linkage` was holding retained pointers to many `ComponentTypes` (and subclasses thereof). For this case I used the more expedient fix of making the parent pointer into a raw pointer, and figuring that it is a reasonable rule to expect user to retain the `Linkage` (aka `slang::ISession`) that owns a component type if they want to be able to use the component type. I might need/want to investigate a better fix for the latter issue, but for now this seems to clean up the issues I was seeing in the tests. Fingers crossed.
2019-12-06Remove legacy feature for merging global shader parameters (#1139)Tim Foley
* Remove legacy feature for merging global shader parameters There is a fair amount of special-case code in the Slang compiler today to deal with the scenario where a programmer declares the "same" shader parameter across two different translation units: ```hlsl // a.hlsl Texture2D a; cbuffer C { float4 c; } ``` ```hlsl // b.hlsl cbuffer C { float4 c; } Texture2D b; ``` An important note here is that the declaration of `C` may be in a header file that both `a.hlsl` and `b.hlsl` `#include`, because from the standpoint of the parser and later stages of the compiler, there is no difference between `C` being in an included file vs. it being copy-pasted across both `a.hlsl` and `b.hlsl`. When a user invokes `slangc a.hlsl b.hlsl` (or the equivalent via the API), then they may decide that it is "obvious" that the shader parameter `C` is the "same" in both `a.hlsl` and `b.hlsl`. Knowing that the parameter is the "same" may lead them to make certain assumptions: * They may assume that generated code for entry points in `a.hlsl` and `b.hlsl` will both agree on the exact `register`/`binding` occupied by `C`. * They may assume that reflection information for their program will only reflect `C` once, and it will reflect it in a way that is applicable to entry points in both `a.hlsl` and `b.hlsl` * They may assume that the compiler can and should handle this use case even when `C` contains fields with `struct` types that are declared in both `a.hlsl` and `b.hlsl` that have the "same" definition. * They may assume that in cases where `C` is declared inconsistently between `a.hlsl` and `b.hlsl` the compiler can and will diagnose an error. Making these assumptions work in practice required a lot of special-case code: * When composing/linking programs was `ComponentType`s we had to include a special case `LegacyProgram` type that could provide these "do what I mean" semantics, since they are *not* what one would want in the general case for a `CompositeComponentType`. * During enumeration of global shader parameter in a `LegacyProgram`, we had to detect parameters from distinct modules (translation units) with the same name, and then enforce that they must have the "same" type (via an ad hoc recursive structural type match). No other semantic checking logic needs or uses that kind of structural check. * During parameter binding generation, we need to handle the case where a single global shader parameter might have multiple declarations, and make sure to collect explicit bindings from all of them (checking for inconsistency) and also to apply generated bindings to all of them. * The `mapVarToLayout` member in `StructTypeLayout` is a concession to the fact that we might have multiple `VarDecl`s for each field of the struct that represents the global scope, we might need to look up a field and its layout using any of those declarations (much of the need for this field had gone away now that IR passes are largely using IR-based layout). All of these different special cases added more complex code in many places in the compiler, all to support a scenario that isn't especially common. Most users won't be affected by the original issue, because they will do one of several things that rule it out: * Anybody using `slangc` like a stand-in for `fxc` or `dxc` and compiling one translation unit at a time will not suffer from any problems. If/when such users want consistent bindings across translation units, they already use either explicit binding or rely on consistent ordering and implicit binding. * Anybody who puts all the entry points that get combined into a pass/pipeline in a single file will not have problems. They will automatically get consistent bindings because of Slang's guarantees, and there can't be duplicated declarations when there is only one translation unit. * Anybody using `import` to factor out common declarations while compiling multiple translation units at once will not be affected. Parameters declared in an `import`ed module are the "same" in a much deeper way that it is trivial for Slang to support. Only users of the Falcor framework are likely to be affected by this, and they have two easy migration paths: either put related entry points into the same file, or factor common parameters into an `import`ed module. (It is also worth noting that for command-line `slangc`, it is possible to have a single module with multiple `.slang` files in it, which can all see global declarations like parameters across all the files. Anybody who buys into doing things the Slang Way should have no problem avoiding duplicated declarations) With the rationale out of the way, the actual change mostly just amounts to deleting lots of code that is no longer needed. An astute reviewer might notice several `assert`-fail conditions where complex Slang features were never actually made to work correctly with this legacy behavior. A small number of test cases broke with the code changes, but these were tests that specifically exercised the behavior being removed. In the case of the tests around binding/reflection generating, I rewrote the tests to use one of the idomatic workarounds (putting the shared parameters into an `import`ed module), but doing so required me to add support for `#include` when doing pass-through compilation with `fxc`. That logic added a bit more cruft than I had originally hoped to this commit, but having `#include` support when doing pass-through compilation is probably a net win. * fixup: 64-bit warning