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2019-11-06Feature/obfuscate improvements (#1107)jsmall-nvidia
* Added RiffReadHelper * Move type to fourCC in Chunk simplifies some code. * Make MemoryArena able to track external blocks. Allow ownership of Data to vary. Changed IR serialization to use moved allocations to avoid copies. As it turns out all of the array writes could use unowned data, but doing so requires the IRData to stay in scope longer than IRSerialData, which it does at the moment - but perhaps needs better naming or a control for the feature. * Write out slang-module container. * WIP on -r option. Loading modules - with -r. * Making the serialized-module run (without using imported module). * Split compiling module from the test. * Separate module compilation with a function working. * Remove serialization test as not used. * Fix warning on gcc. * Updated test to have types across module boundary. * Allow entry point declaration. A test that tries to build with just an entry point declaration and a module. * Try to make link work with multiple modules. * Multi module linking first pass working. * Multi module test working with -module-name option * Added feature to repro manifest of approximation of command line that was used. * Use isDefinition - for determining to add decorations to entry point lowering. * Added support for repo-file-system.h More precise control of CacheFileSystem. Allow RelativeFileSystem to strip paths optionally. Use canonical paths in PathInfo cache. Fix bug in -D options for command line output of StateSerailizeUtil * Add missing slang-options.h * Fix bug in bit slang-state-serialize.cpp with bit removal. * Added documentation around -repro-file-system Added spLoadReproAsFileSystem function. * Fix warning. * spAddLibraryReference * * Add support for slang-lib extension * Container output when using -no-codegen option * Use the m_containerFormat to determine if the module container is constructed. Store the result in a blob. This allows for potential access via the API. Write the blob if a filename is set. Use m_ prefix for container variables. * Added spGetContainerCode. Made spGetCompileRequestCode work. * * Put obfuscateCode on linkage * Remove obfuscation from variable names - as can be achieved by either stripping and/or removing NameHintDecorations at lowering * Remove name hints being added during lowering * Add stripping of SourceLoc location in strip phase * Hashing of linkage import/export names. * Do final strip in emitEntryPoint, removes any remaining SourceLoc.
2019-10-25Don't use mangled names when emitting code (#1096)Tim Foley
* Small cleanup to how standard-library code gets marked Declarations in the standard library used to be individualy marked with `FromStdLibModifier` so that downstream passes (notably IR lowering) could treat them specially. At some point we simplified things by just looking for `FromStdLibModifier` in the ancestor list of a declaration, so that we could handle nested declarations without having to recursively attach the modifier to everything. This change simplifies things a bit further in that the `FromStdLibModifier` now only get attached to the `ModuleDecl`, since that will be on the ancestor chain of all the declarations anyway. The second change here is that we attach this marker modifier *before* we parse and do semantic checking on the module, rather than after. There is no code in this change that relies on that difference, but changing the timing of when we attach the modifier means that the semantic checking logic can now reliably detect if something represents a declaration in the standard library. * Change implementation of `sign()` for GLSL target Issue #602 related to the `sign()` function having a different return type between GLSL and HLSL/SLang. At the time, the issue was fixed by adding special-case logic in the emit pass that looked for the `sign()` function by name. This change cleans up that logic to work using the existing `__target_intrinsic` mechanism instead. * Make sure code emit doesn't depend on mangled names There was existing logic in the HLSL/GLSL emit path (that got copy-pasted into the C/C++ path) where if a builtin function didn't have an application `__target_intrinsic` modifier (`IRTargetIntrinsicDecoration` at the IR level), we used some fairly fragile logic to take the mangled symbol name for a function and unmangle it to recover the original name, as well as the number of parameters (to detect member functions). This approach had always been a kludge, and we have reached a point where it actively hinders forward progress on some valuable new features. The big idea of this change is fairly simple: in the IR lowering pass we detect when we have a stdlib function that ought to have an intrinsic definition but doesn't have a "catch-all" `__target_intrinsic` modifier applied. If we discover such a function, we go ahead and emit it to the IR with just such a catch-all modifier. (The main alternative here would be to require that all functions in the stdlib be manually marked `__target_intrinsic` and make this a front-end issue where we get errors if we write stdlib functions wrong, but this workaround is more expedient for now) Some of the logic around target intrinsics already handled the idea of having catch-all intrinsic modifiers/decorations with an empty target name, but that support wasn't 100% complete so this change strives to get it working. One detail that was only being handled along this mangled-name path was support for emitting calls using member-function syntax. I updated the generic handling of `__target_intrinsic`-based calls to support specifying a member function name using a prefix `.` on the definition string. With this work in place, it is possible to clean up a bunch of logic in the `emit` code that had to assume that any function without a body/definition must be an intrinsic. Instead, with this change we can now use the presence of a suitable `IRTargetIntrinsicDecoration` as the indicator that a function is an intrinsic. This should make the emit logic a bit more robust. One wrinkle that remains with this change is the special handling of functions that get the name `operator[]` (that is, the `get`/`set`/etc. accessors for `__subscript` declarations). The logic no longer depends on the mangled name, but it still feels a bit gross to have this kind of string-based special case (especially since it is our main/only special case like this). Another wrinkle is that the C/C++ back-end logic for handling intrinsic functions largely mirrors the HLSL/GLSL case, but can't just use the same exact code because it has to be intercepted by the logic that generates some of the required functions on-demand. There's still a net cleanup with this change, but there is probably an opportunity to remove even more duplication down the road.
2019-10-24Address review comments on IR layout PR (#1091)Tim Foley
These were meant to be merged into #1084, but I failed to push the changes to the server.
2019-10-22User IR-based layout for all IR steps (#1084)Tim Foley
This change builds on previous work that moves toward a more IR-based representation of layout. Those steps added some instructions for representing layout in the IR (initially just proxies for the AST layout objects), and an explicit lowering pass that could build a target-specific IR module that binds parameters and entry points to layout information. This change aims to complete that work, in the sense that the IR representation of layout is now self-contained and does not rely on having pointers back into the AST-level representation. Achieving this requires two main kinds of work: 1. Update any code that used layout information derived from the IR (most notably all the `slang-emit-*` code) to use the new IR representation and its accessors. 2. Update any code that *constructs* layouts using information derived from the IR to construct IR layouts instead. The biggest new infrastructure feature in this change is support for "attributes" in the IR (I'd welcome feedback on the naming). An attribute can either be thought of like key/value arguments that can be added to certain instructions to encode optional data, or alternatively like a decoration that is referenced as an operand instead of a child. The value of attributes over decorations is that they can affect the hash/identity of an instruction (which decorations can't), while the advantage of decorations is that they can easily be added/removed over the lifetime of an instruction (which attributes can't). We mostly use them here to represent operands that are logically optional. Once attributes are available, the encoding of layout information into the IR is mostly straightforward: * An `IRVarLayout` has a fixed operand for its type layout, and can accept a few different attributes * Zero or more `IRVarOffsetAttr`s that specify the offset of the variable for a given resource kind. These are equivalent to the `VarLayout::ResourceInfo`s at the AST level. * An optional `IRUserSemanticAttr` and `IRSystemValueSemanticAttr` to represent the (possibly derived) semantic of a varying input/output parameter. * An option `IRStageAttr` to represent the known stage for a parameter. * An `IREntryPointLayout` has a var layout for the entry point parameters (logically grouped in to a struct) and another var layout for the result parameter. * There is a small type hierarchy rooted at `IRTypeLayout` where each subtype can add fixed operands and attributes that are expected to appear. It also supports `IRTypeSizeAttr`s that serve a similar role to the `IRVarOffsetAttr`s. * Structure types maintain the mapping of fields to their var layouts using `IRStructFieldLayoutAttr`s. With the encoding in place, most of the changes in category (1) (code that just *uses* rather than *creates* layouts) was straightforward. The biggest different beyond name changes was that everything needs to be fetched using accessors instead of bare fields. It would have been possible to stage this commit and make the diffs smaller by first introducing mandatory acessors to the AST layout types. The changes in category (2) were more involved. There were a lot of places in the existing code where a `TypeLayout` or `VarLayout` would be created, and then initialized piecemeal over several lines of code (and sometimes even across functions). Because of the way that layouts need to support many optional properties, it did not seem practical to just have monolithic factory functions that took all the options as arguments, so I instead opted for a builder approach. The builders for `IRVarLayout` and `IREntryPointLayout` are both straightforward, and honestly there is no realy need for a builder for entry point layouts right now, but I was trying to future-proof in case we decidd to add some optional attributes to them. The builders for type layouts are more involved because of the inheritance hierarchy. Each concrete sub-type of type layout needs to define its own builder type that customizes the opcode, operands, and attributes of the final instruction. The refactoring that had to go into this change was a nice excuse to clean up a few ugly warts in the AST layout code that were largely there to support IR use cases. While this change adds a lot of new infrastructure code to the IR, most of the client code has stayed the same or gotten simpler. One annoying wart that remains with this change is the notion of an "offset element type layout" for parameter group types. That idea was added to deal with a legacy feature in the reflection API that we realized was a mistake, but unfortunately having that "offset" layout handy made writing a few other pieces of code simpler so that there are use cases of the feature even in the IR. Removing those uses is do-able, but requires careful refactoring so it is best left to a follow-on change. Another thing that could be considered for a follow-on change is how much information should be specified when constructing a `Builder` for an IR type layout, and how much should be allowed to be specified statefully/piecemeal. It would be nice to force all the required operands to be specified up front, but `IRParameterGroupTypeLayout::Builder` doesn't currently work that way because so much of the client code that needs it involved a lot of stateful setting and would need to be refactored heavily to provide the necessary information up front.
2019-10-17Initial work on representing layout at IR level (#1079)Tim Foley
* Initial work on representing layout at IR level This change starts the process of making the back-end of the compiler independent of the AST-level layout information (`TypeLayout`, `VarLayout`, etc.) so that it instead only relies on layout information that is embedded into IR modules. This brings us incrementally closer to a world in which the back-end could be run without the AST-level structures even existing (e.g., for an application that just wants to ship IR without any AST information for IP protection, while still supporting some amount of linking and specialization). The main parts of the change are: * There is a bunch of incidental churn related to specifying entry points by index instead of the `EntryPoint` object for certain operations. This ends up being a better choice because we can use the index to look up side-band information about the entry point that might not be stored on the `EntryPoint` object itself. In particular... * We expand the `ComponentType` interface to support looking up the mangled name of an entry point by index. In common cases (no generic/interface specialization) this would be the same as asking the `EntryPoint` for its mangled name, but in cases where we have specialized a generic entry point, the mangled name would include speicalization arguments that are only available on the `SpecializedComponentType` that wraps the entry point. This part of the change isn't ideal and there might be a better solution waiting to be invented. Note that we store mangled entry point names as strings rather than using `DeclRef`s because that ensures that the information could be serialized and deserialized without a dependence on the AST. * The `TargetProgram` type (which represents binding a specific `ComponentType` for a shader program to a specific `TargetRequest` that represents the target platform) is expanded to include an `IRModule` that represents layout information, in addition to the AST-level `ProgramLayout` it already contained. We create both of these objects at the same time (on-demand) to simplify the overall flow (so that any code that triggers creation of the AST-level layout will also ensure that the IR-level layout exists). * A bunch of code in the emit passes that was passing down layout-related objects has been eliminated. It appears that most of those objects weren't actually being used, so this is just a cleanup, but it helps ensure that the back-end steps are "clean" and don't depend on the AST-level information. The one big exception here is that the emit logic needs to know the stage for the entry point being emitted (to deal with one wrinkle in translating DXR to VKRT). * A big change (actually introduced by @jsmall-nvidia in a branch that this change copied and then built from) is to introduce some more explicit IR instructions to represent layout information, notably an `IRTypeLayout` and an `IRVarLayout`. For now these objects still reference their AST equivalents, but the separation gives us an incremental path to move information from the AST-level objects over to the IR ones. This work includes logic in `IRBuilder` to construct the IR-level layout objects from the AST-level ones on-demand, so that the existing code paths that try to attach AST-level layout will continue to work for now. * Because layout information is now embedded in the IR, the `slang-ir-link.cpp` logic loses a lot of cases that used to deal with attaching AST-level layout objects to IR-level instructions during the linking process. Instead, the linker now assumes that one (or more) of the input IR modules will have layout information associated with it, and the linker makes sure to copy layout decorations (and the instructions they reference) from the input IR module(s) to the output using its more ordinary mechanisms. * Inside `slang-lower-to-ir.cpp`, we add logic to construct an IR module in a `TargetProgram` that simply references the global shader parameters, entry points, etc. and attaches IR layout decorations to them. This is akin to the existing pass in the same file that constructs IR to represent specialization information, and both of these passes share infrastructure with the main AST->IR lowering pass. Eventually, it is expected that this pass will encompass more of the logic for copying AST-level layout information over to IR-level equivalents. * One small wrinkle with this change was that the output for an HLSL generation test case changed some of its `#line` directives. The old code was actually more inaccurate than the new, so this change just updated the baseline. It also added some logic in the linker to make sure that when an IR instruction has multiple definitions, we try to pick up a source location from any of them, in case the "main" one somehow didn't get a location. * Another small fix was that the key/value map in `StructTypeLayout` for mapping fields/members to their layouts was keyed on `Decl*` when it really should have been `VarDeclBase*`. This change should in principle be a pure refactoring with no functionality changes, so no new tests were added. It is unfortunately also a change that has a high probability of breaking at least *some* client code, so we may want to be defensive and mark this with a new major version number (well, a new *minor* version number since we are pre-`1.0`) to give us some room for releasing hotfixes to the old version if needed. * fixup: infinite recursion bug detected by clang * fixup: remove commented-out code
2019-10-11Add ability to obfuscate name when generating GLSL/HLSL source (#1075)Robert Stepinski
2019-10-09Feature/decor entry point name (#1073)jsmall-nvidia
* Use name hint on EntryPoint naming. * Placed the entry point name on the EntryPointDecoration.
2019-10-08Remove EntryPointLayout* use in emit logic. (#1071)jsmall-nvidia
* Split out EntryPointParamDecoration. * Add profile to EntryPointDecoration. * WIP for GS handling for GLSL. * WIP for StreamOut GLSL * Fixed GLSL geometry output. * Clean up - remove unneeded/commented out code from the entry point change. * Use Op nums to identify GeometryTypeDecorations (as opposed to contained enum). * Remove setSampleRateFlag & doSampleRateInputCheck * Remove EntryPointLayout from emit. * Change to force CI.
2019-10-08Feature/remove entry point layout flags (#1069)jsmall-nvidia
* Split out EntryPointParamDecoration. * Add profile to EntryPointDecoration. * WIP for GS handling for GLSL. * WIP for StreamOut GLSL * Fixed GLSL geometry output. * Clean up - remove unneeded/commented out code from the entry point change. * Use Op nums to identify GeometryTypeDecorations (as opposed to contained enum). * Remove setSampleRateFlag & doSampleRateInputCheck
2019-10-04IR types for subset of Attributes (#1067)jsmall-nvidia
* IROutputControlPointsDecoration * IROutputTopologyDecoration * IRPartitioningDecoration * IRDomainDecoration * Use IRPatchConstantDecoration alone for hlsl output. * IRMaxVertexCountDecoration * IRInstanceDecoration * Removed _emitHLSLAttributeSingleString and _emitHLSLAttributeSingleInt Removed GLSLBindingAttribute and just use NumThreadsAttribute * Added IRNumThreadsDecoration. * Added IRNumThreadsDecoration * Fix build problem on x86. Improve diagnostic text based on review.
2019-09-18Clean up some behavior of operator% (#1060)Tim Foley
Work on #1059 The `%` operator in the Slang implementation had several issues, and this change tries to address some of them: * Renamed most occurences of "mod" describing this operator to be "rem" for "remainder" to better match its semantics in HLSL * Split the operator into distinct integer and floating-point variants (`IRem` and `FRem`) to simplify having different codegen for the two * Added floating-point variants of `operator%` and `operator%=` to the stdlib. * Added custom C++ codegen for `kIROp_FRem` such that it maps to the standard C/C++ `remainder()` function * Added custom GLSL codegen so that `kIROp_FRem` maps to the GLSL `mod()` function (which isn't correct...) * Added a test case to confirm that D3D11, D3D12, and CPU targets all agree on the definition of floating-point `%` * Fixed `render-test-tool` to allow a negative integer in a `data=...` specification. This didn't end up being used in the final test, but still seems like a good fix. * Added a customized baseline for the Vulkan flavor of that test to confirm that we are *not* compiling correctly to SPIR-V just yet Addressing the correctness of the output for GLSL/SPIR-V will have to come as a later change given that the operation we want is not exposed directly by unextended GLSL.
2019-08-08WIP: Preliminary Slang -> C++ code generation (#1009)jsmall-nvidia
* Expanded prelude for some other resource types. Disable C++ output for ParameterGroup. * WIP: Layout for CPU. * Fixes to CPU layout. * WIP: The uniform is output, but the variable definition is not. * WIP: Entry point parameters to global scope in C++. Handling of resource types (in so far as outputting) * Some discussion of ABI and different input types. * WIP: More C++ support around resource types. * WIP: Split up variables into different structures on emit. * WIP: Emitting C++ with wrapping up of 'Context' * WIP: C++ code has access to semantic values. Wrap in struct so can use method calls to pass shared state. Disable legalizeResourceTypes and legalizeExistentialTypeLayout * Fix structured buffer layout for CPU. * Remove testing/handling of global uniforms on CPU path. Typo fix. Changed CPU tests to use new CPU calling convention. * Check globals are working. Initalize context to zero globals. * Order the global parameters for C++ ouput by their layout. Note - that layout isn't quite working correctly because the StructuredBuffer<int> the int seems to be consuming uniform space. * Work around for reflection not having all data needed for layout ordering for C++ code. * Output constant buffers as pointers. * Entry point parameters accessed through pointer to struct. * WIP: Layout for CPU is reasonable for test case. * Only output 'f' after float literal if type marks as a float. * Cast construction works on C++. * Made IntrinsicOp::ConvertConstruct to make intent clearer. * C++ handling construction from scalar. Handle access of a scalar with .x. Check default initialization. * Comment about need for split of kIROp_construct. Release build works. * Added support from constructVectorFromScalar to C/C++ target. * Handling of in/out in C/C++. * First pass documentation CPU support. * Improvements to C++/C slang code generation documentation. * Small doc change to include need for mechansim to specify cpp compiler path. * Better handling of swizzling - allow swizzling a scalar into a vector.
2019-08-08Revise new COM-lite API (#1007)Tim Foley
* Revise new COM-lite API This change revises the "COM-lite" API that was recently introduced to try to streamline it and introduce some missing central/base concepts. The central new abstraction in the API is the notion of a "component type," which is a unit of shader code composition. A component type can have: * IR code for some number of functions/types/etc. * Zero or more global shader parameters * Zero or more "entry point" functions at which execution can start * Zero or more "specialization" parameters (types or values that must be filled in before kernel code can be generated) * Zero or more "requirements" (dependencies on other component types that must be satisfied before kernel code can be generated) Both individual compiled modules, and validated entry points are then examples of component types, and we additionally define a few services that apply to all component types: * We can take N component types and compose them to create a new component type that combines their code, shader parameters, entry points, and specialization parameters. A composed component type may also include requirements from the sub-component types, but it is also possible that by composing thing we satisfy requirements (if `A` requires `B`, and we compose `A` and `B`, then the requirement is now satisfied, and doesn't appear on the composite). * We can take a component type with N specialization parameters, and specialize it by giving N compatible specialization arguments. The result of specialization is a new component type with zero specialization parameters. Under the right circumstances the specialzed component type will be layout compatible with the unspecialized one. * One more example that isn't exposed in the public API today is that we can take a component with requirements and "complete" it by automatically composing it with component types that satisfy those requirements. This can be seen as a kind of linking step that pulls together the transitive closure of dependencies. * We can query the layout for the shader parameters and entry points of a component type, for a specific target. * We can query compiled kernel code for an entry point in a component type (for a specific target). This only works for component types with zero specialization parameters and zero requirements. The idea is that by giving users a fairly general algebra of operations on component types, they can compose final programs in ways that meet their requirements. For example, it becomes possible to incrementally "grow" a component type to represent the global root signature for ray tracing shaders as new entry points are added, in such a way that it always stays layout-compatible with kernels that have already been compiled. Much of the implementation work here is in implementing the unifying component type abstraction, and in particular re-writing code that used to assume a program consisted of a flat list of modules and entry points to work with a hierarchical representation that reflects the underlying algebra (e.g., with types to represent composite and specialized component types). There's also a hidden "legacy" case of a component type to deal with some legacy compiler behaviors that can't be directly modeled on top of the simple algebra with modules and entry points. This API is by no means feature-complete or fully developed. It is expected that we will flesh it out more when bringing up application code (e.g., Falcor) on top of the revamped API. One notable thing that went away in this change is explicit support for "entry point groups" and notions of local root signatures (especially the Falcor-specific handling of the `shared` keyword, which a previous change turned into an explicitly supported feature). With the new "building blocks" approach, it should be possible for a DXR application to deal with local root signatures as a matter of policy (on top of the API we provide). If/when we need to provide some kind of emulation of local root signatures for Vulkan (and/or if Vulkan is extended with an explicit notion of local root signatures), we might need to revisit this choice. * Fix debug build There was invalid code inside an `assert()`, so the release build didn't catch it. * fixup: warnings * fixup: more warnings-as-errors * fixup: review notes * fixup: use component type visitors in place of dynamic casting
2019-07-29Fix issue with outputting "static" in GLSL (#1006)Tim Foley
This appears to be a regression introduced in #1001, and missed because none of our existing tests covered `static const` arrays on the GLSL/SPIR-V targets. The basic problem is that we cannot output a `static const` definition in GLSL because `static` is a reserved word and not a keyword. Instead for GLSL we just want a `const` array. This change makes the emission of `static` for global-scope constants key on the target language for code generation, and only emit it for HLSL, C, and C++. This change also adds a test case specifically for running Slang input that has a `static const` array on the Vulkan target.
2019-07-18Add back a notion of IR global constants (#1002)Tim Foley
This change adds back a little bit of explicit support for global constants in the IR, after a previous change completely removed the existing `IRGlobalConstant` node type. The new `IRGlobalConstant` is *not* a parent instruction, and doesn't function at all like the old one. Instead it is effectively a simple instruction that takes zero or one operands: * The zero-operand case represents a constant with unknown value. This would usually come from another module, and thus would have an `[import(...)]` linkage decoration, so that after linking it resolves to a constant with a known value. * In the one-operand case, the single operand represents the value of the constant, so that the operation semantically behaves like an identity function. It exists just to give decorations something to "attach" to, so that a global constant with a value can have, e.g., an `[export(...)]` decoration to establish linkage. The IR lowering pass was updated to create the new node type to wrap any global constants. For now we do this both for global `static const` variables and function-scope `static const`, although the latter doesn't really need the extra indirection. The IR linking logic was extended to handle linking of global constants akin to how other global instructions are handled. The new logic is mostly boilerplate, and it is likely that a refactor of the linking logic would eliminate the need for this kind of per-instruction-opcode handling of IR instructions that can have linkage. A custom pass was added that is intended to be run right after linking (it could arguably be folded into `linkIR()`, but I thought it was safer to keep each pass as small as possible). This pass replaces any `IRGlobalConstant` that has a value (operand) with that value, so that global constants should be eliminated after the linking step. This ensures that downstream optimization/transformation passes don't have to deal with the possibility of global constants. Almost all the existing passes would Just Work if global constants were left in the IR. The two big exceptions are: * Anything that relies on testing `IRInst*` identity as a way to test for things having the same value would break, since a global constant is a distinct `IRInst*` from its value. * The type legalization pass doesn't handle `IRGlobalConstant` instructions with non-simple types. This could be added if we ever wanted it, but it seemed silly to write this code now if it would always be dead (and thus untested). I went ahead and updated the emit logic to handle an `IRGlobalConstant`s that still existing in the IR module at emit time, since the amount of code required was small so that being robust to that case seemed safest (e.g., in case we ever want to have a path that emits code directly while skipping some/all of our IR transformation passes). There should be no visible changes to the functionality of the compiler with this change, but it should help make IR dumps from the front-end more clear/explicit (since each constant will be a distinct instruction with its own name), and paves the way for supporting proper cross-module linkage of constants.
2019-07-17Change how global-scope constants are handled (#1001)Tim Foley
Before this change, global and function-scope `static const` declarations were represented as instructions of type `IRGlobalConstant`, which was represented similarly to an `IRGlobalVar`: with a "body" block of instructions that compute/return the initial value. This representation inhibited optimizations (because a reference to a global constant would not in general be replaced with a reference to its value), and also caused problems for resource type legalization because the logic for type legalization did not (and still does not) handle initializers on globals (so global *variables* that contain resource types are still unsupported). The change here is simple at the high level: we get rid of `IRGlobalConstant` and instead handle global-scope constants as "ordinary" instructions at the global scope. E.g., if we have a declaration like: static const int a[] = { ... } that will be represented in the IR as a `makeArray` instruction at the global scope, referencing other global-scope instructions that represent the values in the array. This simple choice addresses both of the main limitations. A `static const` variable of integer/float/whatever type is now represented as just a reference to the given IR value and thus enables all the same optimizations. When a `static const` variable uses a type with resources, the existing legalization logic (which can handle most of the "ordinary" instructions already) applies. Another secondary benefit of this approach is that the hacky `IREmitMode` enumeration is no longer needed to help us special-case source code emit for `static const` variables. Beyond just removing `IRGlobalConstant`, and updating the lowering logic to use the initializer direclty, the main change here is to the emit logic to make it properly handle "ordinary" instructions that might appear at global scope. One open issue with this change, that could be addressed in a follow-up change, is that "extern" global constants that need to be imported from another module (but which might not have a known value when the current module is compiled) aren't supported - we don't have a way to put a linkage decoration on them. A future change might re-introduce global constants as a distinct IR instruction type that just references the value as an operand (if it is available). We would then need to replace references to an IR constant with references to its value right after linking.
2019-07-09WIP: slang to C++ code generation (#997)jsmall-nvidia
* WIP: Emitting Cpp * Added HLSLType instead of using IRInst - because they don't seem to be deduped. * Removed need for lexer to take a String. Added mechansim to lookup intrinsic functions on C++. * A c/c++ cross compilation test. * WIP Cpp output using cloning and slang types. * More work to generate mul funcs. * WIP: Outputting some simple C++. * Expose findOrEmitHoistableInst to IRBuilder to aid cloning, * Simplification for checking for BasicTypes. Test infrastructure compiles output C++ code. * Dot and mat/vec multiplication output. * First pass at swizzling. * First support for binary ops. * Builtin binary and unary functions. * Any and all. * WIP adding support for other functions. Added code to generate function signature. * Add scalar functions to slang-cpp-prelude.h * Support for most built in operations. * Tested first ternary. * Checking the emitting of corner cases functions - normalize, length, any, all, normalize, reflect. * Check asfloat etc work. * Fmod support. * WIP Array handling in C++. * First stage in being able to handl arbitrary type output for CLikeSourceEmitter * Removed Handler/Emitter split - so can implement more easily complex type naming. * Array passing by value first pass. * Rename Array -> FixedArray * Outputs structs in C++. * Emit the thread config. * Dimension -> TypeDimension * SpecializedOperation -> SpecializedIntrinsic Operation -> IntrinsicOp Use shared impl of isNominalOp Commented use of m_uniqueModule etc. * Add code to test slang->cpp when compiled doesn't have errors. Does so by building shared library and exporting the entry point. * Fix linux clang/gcc compile error about override not being specified. * Make sure c-cross-compile is run on linux targets/smoke. * Remove c-cross-compile.slang from smoke. * Fix running tests/cross-compile/c-cross-compile.slang on Ubuntu 16.04 * Only add -std=c++11 for C++ source.
2019-06-06Split out target code generation from CLikeSourceEmitter (#976)jsmall-nvidia
* * Added SourceStyle to CLikeSourceEmitter, to limit cases to actual target types. * Made Impl methods _ prefixed * Small tidyup * * SourceStream -> SourceWriter * use slang-emit- prefix on SourceWriter file * * Remove EmitContext -> merge into CLikeSourceEmitter * slang-c-like-source-emitter -> slang-emit-source.cpp * ExtensionUsageTracker -> GLSLExtensionTracker slang-extension-usage-tracker.cpp/.h -> slang-emit-glsl-extension-tracker.cpp/.h * emit-source.cpp.h -> emit-c-like.cpp/.h * Small fix to move where some _ prefixed functions are declared in CLikeSourceEmitter. * * CLikeSourceEmitter::CInfo -> Desc * Functions to get and find CodeGenTarget by name * Split out empty language impls * Create an impl based on SourceStyle * * CodeGenTarget conversion to and from string * Move HLSL specific functions to HLSLEmitSource. * Emitting texture and image types. * Move move GLSL specific functionality to GLSLSourceEmitter * Split more out of slang-emit-c-like * Refactor more out of slang-emit-c-like * * tryEmitIRInstExprImpl(IRInst* inst, IREmitMode mode, const EmitOpInfo& inOuterPrec) * Fix bug around output of uintBitsToFloat * More work refactoring out target specifics from slang-emit-c-like * Move functions that are only implemented once in GLSL impl into their Impl method. * Move rate qualification out of slang-emit-c-like * * Added getEmitOpForOp - allows for table usage so different ops can be dealt with the same way * Moved vector comparison to slang-emit-glsl * * * Use EmitOpInfo to control output in slang-emit-c-like.cpp for unary ops * Move more functionality from CLikeSourceEmitter to HLSLSourceEmitter * Make output of parameters implementaion specific. * Extracted interpolation modifiers. * Remove IR from methods that don't need them. * Remove IR from method names. * Refactor handling of output of types - to make the impls implement the full path without lots of cases for specific impls * Add variable declaration modifiers and matrix layout to larget specific in slang-emit. * Make target specific internal functions _ prefixed.
2019-06-04Review improvements on #971: WIP: Support for other source target languages ↵jsmall-nvidia
(#974) * * Added SourceStyle to CLikeSourceEmitter, to limit cases to actual target types. * Made Impl methods _ prefixed * Small tidyup * * SourceStream -> SourceWriter * use slang-emit- prefix on SourceWriter file * * Remove EmitContext -> merge into CLikeSourceEmitter * slang-c-like-source-emitter -> slang-emit-source.cpp * ExtensionUsageTracker -> GLSLExtensionTracker slang-extension-usage-tracker.cpp/.h -> slang-emit-glsl-extension-tracker.cpp/.h * emit-source.cpp.h -> emit-c-like.cpp/.h * Small fix to move where some _ prefixed functions are declared in CLikeSourceEmitter.