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* Add support for GL_EXT_debug_printf extension to slang (#2399)Qubaef2022-09-15
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* Language feature: pointer sized int types. (#2401)Yong He2022-09-15
| | | | | | | | | | | | | | | | | | | | | * Language feature: pointer sized int types. * Fix. * small change to test. * Fix stdlib. * Fix. * Fix. * Add typedef for `size_t` in stdlib. * Fix test. * Add `intptr_t::size` constant. Co-authored-by: Yong He <yhe@nvidia.com>
* Added NativeStringType (#2252)jsmall-nvidia2022-05-27
| | | | | | | | | | | | | | | | | | | * #include an absolute path didn't work - because paths were taken to always be relative. * Use TerminatedUnownedStringSlice for literals in output C++. * Remove Escape/Unescape functions used in slang-token-reader.cpp Add target type of 'host-cpp' etc to map to the target types. * Fix some corner cases around string encoding. * Added unit test for string escaping. Fixed some assorted escaping bugs. * Updated test output. * Added decode test. * Stop using hex output, to get around 'greedy' aspect. Use octal instead.
* Support for `[[vk::spirv_instruction(op)]]` (#2242)jsmall-nvidia2022-05-18
| | | | | | | | | | | | | * #include an absolute path didn't work - because paths were taken to always be relative. * Add extension required by SPIRVOpDecoration into part of emit (could be a prior pass). * Add [[vk::spirv_instruction]] attribute * Add documentation for [[vk::spirv_instruction]. * Update 08-attributes.md * Update 08-attributes.md
* Refactor prelude emit (#2236)jsmall-nvidia2022-05-17
| | | | | | | | | | | * #include an absolute path didn't work - because paths were taken to always be relative. * Refactor how prelude output works in emit. * Small improvement to emit output. * Move around comment on target specific language directives based on review. Co-authored-by: Theresa Foley <10618364+tangent-vector@users.noreply.github.com>
* Add support for `spirv_literal` (#2227)jsmall-nvidia2022-05-10
| | | | | | | | | * #include an absolute path didn't work - because paths were taken to always be relative. * Add SPIRVLiteralType, to mark types that have spirv_literal in function parameter output. * Update test result. Co-authored-by: Theresa Foley <10618364+tangent-vector@users.noreply.github.com>
* Output SPIR-V lifetimes (#2221)jsmall-nvidia2022-05-05
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * #include an absolute path didn't work - because paths were taken to always be relative. * WIP tracking liveness. * Skeleton around adding liveness instructions. * Calling into liveness tracking logic. Adds live start to var insts. * Liveness macros have initial output. * Looking at different initialization scenarios. * Some discussion around liveness. * WIP for working out liveness end. * WIP Updated liveness using use lists. * Is now adding liveness information * Some small fixes. * WIP around liveness. * Seems to output liveness correctly for current scenario. * Tidy up liveness code. * Update comment arounds liveness to current status. * Small fixes to liveness test. * Add support for call in liveness analysis. * Improve liveness example with array access. * Small updates to comments. * Disable liveness test because inconsistencies with output on CI system. * First pass support for GLSL SPIR-V liveness support. * Add the SPIRVOpDecoration. * Fix signature for OpLivenessStop. * Simplified by having a Kind type. * Fix some issues brought up in PR. * Rename liveness instructions. * Merge with var-lifetime. Small improvements. * Improvements to the documentation/naming in GLSL liveness pass. Add comment around possible improvements to the liveness pass.
* Refactor: eliminate BackEndCompileRequest (#2178)Theresa Foley2022-04-11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | An earlier refactoring pass over the compiler codebase split the type that had been called `CompileRequest` into three distinct pieces: * `FrontEndCompileRequest` which was supposed to own state and options related to running the compiler front end and producing IR + reflection (e.g., what translation units and source files/strings are included). * `BackEndCompileRequest` which was supposed to own state and options related to running the compiler back end to translate the IR for a `ComponentType` (program) into output code. (Note that the `BackEndCompileRequest` was conceived of as orthogonal to the `TargetRequest`s, which store per-target and target-specific options.) * `EndToEndCompileRequest` which was an umbrella object that owns separate front-end and back-end requests, plus any state that is only relevant when doing a true end-to-end compile (such as the kinds of compiles initiated with `slangc`). As originally conceived, the only state that this type was supposed to own was stuff related to "pass-through" compilation, as well as state related to writing of generated code to output files. That refactoring work was very useful at the time, because it allowed us to "scrub" the back end compilation steps to remove all dependencies on front-end and AST state (this was important for our goals of enabling linking and codegen from serialized Slang IR). At this point, however, it is clear that the hierarchy that was built up serves very little purpose: * The `BackEndCompileRequest` type is only used in two places: * As part of an `EndToEndCompileRequest`, where the settings on the `BackEndCompileRequest` can be configured, but only through the `EndToEndCompileRequest` * As part of on-demand code generation through the `IComponentType` APIs. In this case, the settings stored on the `BackEndCompileRequest` are not accessible to the application at all, and will always use their default values, so that instantiating a "request" object doesn't really make any sense. * The `FrontEndCompileRequest` type has a similar situation: * Front-end compilation as part of an `EndToEndCompileRequest` supports user configuration of `FrontEndCompileRequest` settings, but only through the `EndToEndCompileRequest` * Front-end compilation triggered by an `import` or a `loadModule()` call does not support user configuration of settings at all. It will always derive all relevant settings from thsoe on the session ("linkage"). In addition, subsequent changes have been made to the compiler that show a bit of a "code smell" and/or forward-looking worries for this decomposition: * In some cases we've had to add the same setting to multiple types in the breakdown (front-end, back-end, end-to-end, linkage, target, etc.) which makes it harder for us to validate that all the possible mixtures of state work correctly. * Related to the above, in some cases we have manual logic that copies state from one of the objects in the breakdown to another, in order to ensure that the user's intention is actually followed. * As a forward-looking concern, it seems that developers have sometimes added new configuration options and state to places that don't really make sense according to the rationale of the original decomposition (e.g., we probably don't want to have a lot of state that is only available via end-to-end requests, given that the API structure is meant to push users *away* from end-to-end compiles). As a result of all of the above, I've been planning a large refactor with the following big-picture goals: * Eliminate `BackEndCompileRequest` * Move all relevant state/options from the back-end request to the end-to-end request, since that is the only place they could be set anyway. * Introduce a transient "context" type to be used for the duration of code generation that serves the main functions that back-end requests really served in the codebase * Make `EndToEndCompileRequest` be a subclass of `FrontEndCompileRequest` * Consider addding a transient "context" type for front-end compiles that can be used in `import`-like cases rather than needing a full front-end request object. If this works, then eliminate `FrontEndCompileRequest` and be back to world with just a single `CompileRequest` type * Move *all* compiler configuration options to a distinct type (named something like `CompilerConfig` or `CompilerOptions` or whatever) which stores setting as key-value pairs, and has a notion of "inheritance" such that one configuration can extend or build on top of another. Make all the relevant types use this catch-all structure instead of redundantly storing flags in many places. This change deals with the first of those bullets: removeal of `BackEndCompileRequest`. The addition of the `CodeGenContext` type is perhaps an unncessary additional step, but making that change helps clean up a bunch of the code related to per-target code generation, so I think it is the right choice. Co-authored-by: Yong He <yonghe@outlook.com>
* Use GLSL scalar layout for constant buffers. (#2147)Yong He2022-02-28
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* Improved SCCP, inlining and resource specialization passes, legalize ↵Yong He2022-02-25
| | | | `ImageSubscript` for GLSL (#2146)
* Add target option to force `scalar` layout for storage buffers. (#2135)Yong He2022-02-17
| | | Co-authored-by: Yong He <yhe@nvidia.com>
* Added 8/16/64 bit int/unsigned int texture formats support for glsl shaders ↵Alexander Weinrauch2021-11-16
| | | | | (#2017) Co-authored-by: Yong He <yonghe@outlook.com>
* Passing associated type arguments to existential parameters + packing for ↵Yong He2021-10-21
| | | | | | | | | `bool`. (#1987) * Passing associated type arguments to existential parameters + packing for `bool`. * fix typo Co-authored-by: Yong He <yhe@nvidia.com>
* Bug fix in 16bit type emit, vk validation error fix. (#1936)Yong He2021-09-13
| | | | | | + Implement bit_cast between float16 and uint16 in GLSL. + Enable pack-any-value-16bit test on vk. Co-authored-by: Yong He <yhe@nvidia.com>
* Various Fixes to gfx, reflection and emit. (#1867)Yong He2021-06-02
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Various Fixes to gfx, reflection and emit. - Fix GLSL emit to properly output `*bitsTo*` functions for `IRBitCast` insts. - Add line directive mode setting for `ISession`. - Extend `TypeLayout::getElementStride` to handle `VectorType` case. - Fix `IDevice::readBufferResource` 's D3D12 implementation to copy only the requested bytes out. - Fix `render-test` to use the `ISession` from `gfx` instead of creating its own `ISession` to make sure `gfx` and `render-test` agree on WitnessTable and RTTI IDs. - Extend `render-test` to support filling vector and matrix values in the new `set x = ...` TEST_INPUT syntax. - Add a `dynamic-dispatch-15` test case to make sure packing / unpacking works correctly across all targets, and to make sure render-test's RTTI/WitnessTable ID filling logic is correct for non-trivial cases. * Remove default-major test * Fix cyclic reference in `ExtendedTypeLayout`. * Move `lineDirectiveMode` setting to `TargetDesc`. Add `structureSize` to `TargetDesc` and `SessionDesc` for future binary compatibility. * Cleanup. Co-authored-by: Yong He <yhe@nvidia.com>
* Glslang refactor bugfix (#1863)jsmall-nvidia2021-05-28
| | | | | | | | | | | | | | | * #include an absolute path didn't work - because paths were taken to always be relative. * Fix issue with with SLANG_ENABLE_GLSLANG_SUPPORT * Update expected output from glslang-error.glsl * Fix bug in glsl dissassembly. * Make ExtensionTracker available even if source is not emitted. * Only explicitly set extension tracker based on capability bits, if we are in pass through. * Small simplification of invoke sourceEmit.
* Append proper suffixes to 16-bit literals for GLSL (#1767)Tim Foley2021-03-26
| | | | | | | | | | | * Append proper suffixes to 16-bit literals for GLSL The GLSL output path wasn't putting suffixes on literals of 16-bit types, and that was leading to compilation errors in downstream `glslang`. This change adds the suffixes defined by `GL_EXT_shader_explicit_arithmetic_types`. This change also wraps up 8-bit literals so that they are emitted as, e.g., `int8_t(1)` instead of just `1`, to make sure we don't have implicit conversions in the output GLSL that weren't implicit in the Slang IR. We similarly wrap floating-point special values like infinities in their desired types when the type is `float` (e.g., `double(1.0 / 0.0)` for a double-precision infinity). Note: Standad IEEE 754 half-precision doesn't provide an encoding for infinite or not-a-number values, so it might be considered an error if we emit `half(1.0 / 0.0)` but there really isn't a significantly better alternative for us to emit. * fixup
* Fix the "acceleration structure in compute" bug for GL_NV_ray_tracing too ↵Tim Foley2021-03-16
| | | | | | | | (#1759) A recent change broke code that uses `RayTracingAccelerationStructure` in non-RT shader stages for Vulkan/GLSL when also *not* doing any ray tracing in the shader code. A recent fix patched that up for code using `GL_EXT_ray_tracing` and/or `GL_EXT_ray_query`, but that fix didn't apply on the path that uses `GL_NV_ray_tracing` via an opt-in. This change fixes that gap and checks in a test for it.
* Fix handling of RT accelerations structures for non-RT stages (#1753)Tim Foley2021-03-15
| | | | | | | | | * Fix handling of RT accelerations structures for non-RT stages The recent change that added support for the `GL_EXT_ray_query` extension made is so that a shader that declares a `RaytracingAccelerationStructure` as an input to a non-RT shader stage but then never *uses* it wouldn't enable any RT extension, resulting in a compilation failure in glslang. This change reverts that behavior so that such shaders enable `GL_EXT_ray_tracing`, since that is the older of the two RT extensions that introduce `accelerationStructureEXT`. It is possible that we will need to revisit this decision based on which of the two extensions ends up being more broadly supported, but I think that right now it is fair to say that there exist drivers that support `GL_EXT_ray_tracing` but not `GL_EXT_ray_query`, so the former is the better default. * fixup: failing test
* Add Vulkan/SPIR-V support for TraceRayInline() (#1737)Tim Foley2021-03-05
| | | | | | | | | | | | | | | | | | | For the most part, this translation is straightforward because the `GL_EXT_ray_query` extension is well aligned with the DXR 1.1 `RayQuery` feature. Many function map one-to-one from one extension to the other. A few notable details: * The equivalent of the `RayQuery<Flags>` type is non-generic in GLSL, and the GLSL path previously didn't have support for trying to look up an intrinsic type name on an IR type declaration, so that required some tweaks to the emit logic. * All the GLSL functions are free functions instead of member functions, but our IR doesn't recognize that distinction anyway * The main `TraceRayInline()` call is the one that took the most tweaking, just because it takes a `RayDesc` structure for D3D/HLSL but takes individual vector sand scalars for VK/GLSL. The approach here is a standard one for how we manage this stuff in the stdlib (and I wanted to avoid adding even more `$` magic for intrinsics). * For several other calls, the HLSL API had distinct `Candidate***()` and `Committed***()` calls that return information about a candidate hit vs. the one committed into the query. In contrast, the GLSL API uses a single call that takes an additional "must be compile-time constant" `bool` parameter to select between the two behaviors. This is even the case for one call that basically returns a value of a different `enum` type depending on the state of that `bool`. The D3D API model here seems almost strictly better and I have no idea why the GLSL extension was defined this way. * Because both the `GL_EXT_ray_query` and `GL_EXT_ray_tracing` extensions declare the `accelerationStructureEXT` type, we can no longer infer what extension is supposed to be used based only on the presene of such a type. The logic right now is a bit slippery, because in theory a program that declares an acceleration structure but never traces into it could end up getting a compilation error now. We will have to see if that corner case comes up in practice. :( The one big detail that is looming after doing this work is that both the HLSL and GLSL exposures of ray queries are extremely "slippery" about the actual identity of queries (e.g., when is one query a copy of another, vs. just being a new variable that references the existing query). Somehow queries get their identity from the original declaration, and as such our "default constructor" approach to them seems semanticay correct, but the whole thing is kind of slippery at a foundational level and I don't know how to fix it with the API as defined. Oh well; just something to keep an eye on. Co-authored-by: Yong He <yonghe@outlook.com>
* Add GLSL/SPIR-V support got GetAttributeAtVertex (#1733)Tim Foley2021-03-03
| | | | | | | This change allows varying fragment shader inputs to be declared in a way that allows the `GetAttributeAtVertex` operation to compile to valid code for both D3D and GLSL/SPIR-V/Vulkan. The key is that rather than just use ordinary `nointerpolation`-qualified inputs the code must declare these varying inputs with a new `pervertex` qualifier that marks them as *only* being usable with `GetAttributeAtVertex`. The `pervertex`-tagged inputs then translate to GLSL inputs using the `pervertexNV` qualifier Note that this change does *not* include any enforcement of the requirements around how these qualifiers are used (and the compiler doesn't have enforcement for the existing operations like `EvaluateAttributeAtCentroid`). The underlying problem is that the inerpolation-mode qualifiers and explicit interpolation functions in HLSL constitute a kind of rate-qualified type system, but without any systematic rules. It seems wasteful to encode a bunch of ad hoc rules for this stuff as special cases in the compiler when the clear right answer is to implement a systematic approach to rates.
* Add an accessor for IRInst opcode (#1707)Tim Foley2021-02-16
| | | | | | | | | * Add an accessor for IRInst opcode This main changing is renaming `IRInst::op` over to `IRInst::m_op` and then adds an accessor `IRInst::getOp()` to read it. The rest of the changes are just changing use sites to `getOp` (or to `m_op` in the limited cases where we write to it). This work is in anticipation of a future change that might need to store an extra bit in the same field as the opcode. It seemed better to do this massive refactoring as a separate PR. * fixup
* Fix line offset problem (#1690)jsmall-nvidia2021-02-04
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * #include an absolute path didn't work - because paths were taken to always be relative. * WIP diagnostics for line number output. * Small param naming change * Use x macro for pass through compile human name lookup/getting. * WIP on parsing downstream compiler output. * Split out parsing into ParseDiagnosticUtil. Added test result of single line. * Dump out the std output on fail to parse diagnostics. * Change test type for syntax-error-intrinsic.slang be TEST not TEST_DIAGNOSTIC * Use Index for StringUtil. * WIP: First pass support for parsing Slang diagnostics. * WIP Testing comparing with ParseDiagnosticUtil with previous ad-hoc mechanism. * Use the new parsing mechanism for diagnostic comparisons. * Fix layout on GLSL, doesn't have CR so runs into main. * Split out switch on outputting intrinsic 'specials'. Output code around intrinsic as emit - so that we get the appropriate indenting (and potentially other benefits). * Improvements to diagnostics parsing. Better error handling, and fallback handling. Added ability to parse downstream compilers without a prefix. Added ability to parse Slang with a prefix. * DownstreamDiagnostic::Type -> Severity and related fixes. * Small fixes around moving from DownstreamDiagnostic::Type -> Severity * Fix handling of 'special intrinsic' expansion * Split out the handling of intrinsic expansion into it's own type and files. * Fixes to reading expected output - for SimpleLine test. * Test using += to check #line output. * A test around += and return. * Small comment fixes. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
* Use "capability" system to select VKRT extension (#1647)Tim Foley2021-01-05
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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
* Simplify workflow when using NVAPI (#1556)Tim Foley2020-09-23
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | In some cases, functionality is available as either a GLSL extension for Vulkan/SPIR-V, or through the NVAPI system for D3D. This situation creates complications because while GLSL extensions are generally all supported by the open-source glslang compiler (which we can bundle and ship), NVAPI operations are exposed through a specific header (`nvHLSLExtns.h`) that ships as part of the NVAPI SDK. When a user wants to explicitly use NVAPI-provided operations in their shader code, there are no major complications for Slang; the user sets up their include paths, `#include`s the relevant header, calls functions in it, and lets Slang deal with the details of compilation. The challenge for Slang arises when we want to provide a cross-platform interface in our standard library (e.g., the `RWByteAddressBuffer.InterlockedAddF32` method that was recently added) that uses either a GLSL extension (when compiling for Vulkan/SPIR-V) or an NVAPI (when compiling to DXBC or DXIL). In that case, the code *generated* by Slang now has a dependency on NVAPI, and we need to somehow emit a `#include` directive that pulls it in when invoking fxc or dxc. Because we do not (and seemingly cannot) bundle the NVAPI header with the compiler, we have to rely on ther user to have it available and to somehow communicate to Slang where it is. Exposing portable routines that sometimes use NVAPI currently creates two main challenges: 1. The user is forced to interact with the "prelude" mechanism in the compiler, which allows the programmer to define code in a given target language that gets prepended to the Slang-generated code. While the prelude mechanism is powerful, it is also hard for users to integrate into their workflow, and our experience so far is that users want something that Just Works. 2. If the user writes code that uses some of our abstract operations that layer on NVAPI *and* they also want to use NVAPI explicitly, they end up with two copies of the NVAPI header (one included by the Slang front-end, and another included by the downstream fxc/dxc compiler). This puts the user in the situation of (a) having to ensure that they set the defines like `NV_SHADER_EXTN_SLOT` consistently both when invoking Slang and when adding their prelude, and (b) even if they do make the definitions consistent, they run into the problem that fxc/dxc complain about overlapping register bindings on the two copies of the `g_NvidiaExt` global shader paraemter that the NVAPI header declares. This change attempts to resolve both issues by adding a lot of "do what I mean" logic to the compiler to try to ease things in the common case. In particular: 1. The user no longer needs to use the "prelude" mechanism when using NVAPI. The compiler now embeds a default prelude for HLSL output, which will `#include` the NVAPI header if and only if the generated code needs NVAPI access because of portable standard library routines that were used. 2. The user can mix-and-match explicit NVAPI use and stdlib functions that compile to use NVAPI. The register/space to be used by NVAPI when included via prelude is now set based on whatever the user set via the preprocessor so that it should automatically be consistent between both cases. Furthermore, the code we emit for the declaration of `g_NvidiaExt` when compiling explicit NVAPI use is set up to be conditional, so that it is skipped in the case where the prelude will pull in its own declaration of that parameter. The way all this is achieved involves a lot of moving pieces: * We now have an HLSL prelude, which mostly just serves to `#include "nvHLSLExtns.h"` in the case where NVAPI support is needed downstream. * Standard library operations that require NVAPI for their implementation on HLSL include a new `[__requiresNVAPI]` attribute. * The preprocessor has been extended so that after tokenizing an input file it looks up the NVAPI-relevant macros in the resulting environment, and if they are set it attached a modifier (`NVAPISlotModifier1) to the AST `ModuleDecl` that is based on their values. Logic is added to detect if multiple input files specify values for the macros in ways that conflict. * The semantic checking step is extended so that it detects the "magic" NVAPI declarations (the `g_NvidiaExt` paramter and the `NvShaderExtnStruct` type that it uses) and attaches a modifier to them so that they can be identified as such in later steps. * Parameter binding is extended to collect a list of the AST modifiers that reflect NVAPI binding, and to reserve the relevant register(s) so that ordinary user-defined parameters cannot conflict with them. * IR lowering translates the three new AST modifiers related to NVAPI over to IR equivalents. * IR linking is extended to make sure that it clones any `IRNVAPISlotDecoration`s attached to the input modules. The pass intentionally does not care where the modifiers came from; it just collects them all and leaves it to downstream code to sort out what they mean. * Emit logic is extended to have a notion of "prelude directives" which are preprocessor directives that should come *before* the prelude in the generated code, because they can impact the way that the prelude compiles. This is done so that we don't have to introduce ad hoc logic for each downstream compiler to set any relevant `-D` flags (e.g., both fxc and dxc would need to duplicate such logic for NVAPI support). * The HLSL source emitter is extended to track whether it emits any operations that require NVAPI support. * The HLSL source emitter is extended to emit prelude directives based on whether NVAPI is needed and, if it is, to also set the register and space that NVAPI should use based on what was stored in the decoration(s) on the IR module. * The HLSL source emitter is extended so that it detects global instructions that represent "magic" NVAPI constructs , and emit them as conditional definitions so that they are skipped when NVAPI is included via the prelude. * The handling of requires capabilities during emit logic was cleaned up a bit so that more logic is shared across targets, and also so that the same logic is used both when emitting a function declaration/definition and when emitting a call to an instrinsic function (which won't get declared/defined).
* Prelude is associated with SourceLanguage (#1398)jsmall-nvidia2020-06-18
| | | | | | | | | | | | | | | * Associate a downstream compiler for prelude lookup even if output is source. * Remove LanguageStyle and just use SourceLanguage instread. * Added set/getPrelude. Made prelude work on source language. * Fix typo in method name replacement. get/SetPrelude get/setLanguagePrelude * Fix issue because of method name change. * Remove getPreludeDownstreamCompilerForTarget
* Fix and improvements around repro (#1397)jsmall-nvidia2020-06-18
| | | | | | * * 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.
* Emit [[dont_unroll]] attribute in GLSLYong He2020-06-13
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* Bug fix problem with ray tracing from fragment shader (#1362)jsmall-nvidia2020-05-29
| | | | | | * Added GLSL_460 if ray tracing is used on fragment shader. Moved GLSL specific setup init function. * Split out _requireRayTracing method.
* Feature/ast syntax standard (#1360)jsmall-nvidia2020-05-29
| | | | | | | | | * 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.
* Improvements around hashing (#1355)jsmall-nvidia2020-05-26
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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 * * Make hash code types explicit * Use HashCode as return type of GetHashCode * Added conversion from double to int64_t * Split Stable from other hash functions * toHash32/64 to convert a HashCode to the other styles. GetHashCode32/64 -> getHashCode32/64 GetStableHashCode32/64 -> getStableHashCode32/64 * Other Get/Stable/HashCode32/64 fixes * GetHashCode -> getHashCode * Equals -> equals * CreateCanonicalType -> createCanonicalType * Catches of polymorphic types should be through references otherwise slicing can occur. * Fixes for newer verison of gcc. Fix hashing problem on gcc for Dictionary. * Another fix for GetHashPos * Fix signed issue around GetHashPos
* Improve GLSL coverage of boolean binary ops (#1335)Tim Foley2020-05-01
| | | | | | | | | | | | | | * Improve GLSL coverage of boolean binary ops This change ensures that the `&&`, `||`, `&`, `|`, and `^` apply correctly to vectors of `bool` values when targetting GLSL. Most of the changes are in the GLSL emit path, where the IR instructions for these operators are bottlenecked through a small set of helper routines to cover the different cases. In general: * The vector variants of the operations are implemented by casting to `uint` vectors, performing bitwise ops, then casting back * The scalar variants are handled by conveting the bitwise operations to their equivalent logical operator (the one interesting case there is bitwise `^` where the equivalent logical operation on `bool` is `!=`) This change makes it clear that our IR really shouldn't have distinct opcodes for logical vs. bitwise and/or/xor, and instead should just have a single family of operations where the behavior differs based on the type of the operand. That is already *de facto* the way things work (a user can always write `&`, `|` and `^` and expect them to work on `bool` and vectors of `bool`), so that the GLSL output path has to deal with the overlap. Having two sets of IR ops here actually makes for more code instead of less. * Fixups: review feedback and test ! operator
* Add support for generic load/store on byte-addressed buffers (#1334)Tim Foley2020-04-27
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Add support for generic load/store on byte-addressed buffers Introduction ============ The HLSL `*ByteAddressBuffer` types originaly only supported loading/storing `uint` values or vectors of the same, using `Load`/`Load2`/`Load3`/`Load4` or `Store`/`Store2`/`Store3`/`Store4`. More recent versions of dxc have added support for generic `Load<T>` and `Store<T>`, which adds a two main pieces of functionality for users. The first and more fundamental feature is that `T` can be a type that isn't 32 bits in size (or a vector with elements of such a type), thus exposing a capability that is difficult or impossible to emulate on top of 32-bit load/store (depending on what guarantees `*StructuredBuffer` makes about the atomicity of loads/stores). The secondary benefit of having a generic `Load<T>` and `Store<T>` is that it becomes possible to load/store types like `float` without manual bit-casting, and also becomes possible to load/store `struct` types so long as all the fields are loadable/storable. This change adds generic `Load<T>` and `Store<T>` to the Slang standard library definition of byte-address buffers, and tries to bring those same benefits to as many targets as possible. In particular, the secondary benefits become available on all targets, including DXBC: byte-address buffers can be used to directly load/store types other than `uint`, including user-defined `struct` types, so long as all of the fields of those types can be loaded/stored. The ability to load/store non-32-bit types depends on target capabilities, and so is only available where direct support for those types is available. For 16-bit types like `half` this includes both Vulkan and D3D12 DXIL with appropriate extensions or shader models. The implementation is somewhat involved, so I will try to explain the pieces here. Standard Library ================ The changes to the Slang standard library in `hlsl.meta.slang` are pretty simple. We add new `Load<T>` and `Store<T>` generic methods to `*ByteAddressBuffer`, and route them through to a new IR opcode. Right now the generic `Load<T>` and `Store<T>` do *not* place any constraints on the type `T`, although in practice they should only work when `T` is a fixed-size type that only contains "first class" uniform/ordinary data (so no resources, unless the target makes resource types first class). Our front-end checking cannot currently represent first-class-ness and validate it (nor can it represent fixed-size-ness), so these gaps will have to do for now. Rather than directly translate `Load<T>` or `Store<T>` calls into a single instruction, we instead bottleneck them through internal-use-only subroutines. The design choice here is intended to ensure that for some large user-defined type like `MassiveMaterialStruct` we only emit code for loading all of its fields *once* in the output HLSL/GLSL rather than once per load site. While downstream compilers are likely to inline all of this logic anyway, we are doing what we can to avoid generating bloated code. Emit and C++/CUDA ================= Over in `slang-emit-c-like.cpp` we translate the new ops into output code in a straightforward way. A call like `obj.Load<Foo>(offset)` will eventually output as a call like `obj.Load<Foo>(offset)` in the generated code, by default. For the CPU C++ and CUDA C++ codegen paths, this is enough to make a workable implementation, and we add suitable templated `Load<T>` and `Store<T>` declarations to the prelude for those targets. Legalization ============ For targets like DXBC and GLSL there is no way to emit a load operation for an aggregate type like a `struct`, so we introduce a legalization pass on the IR that will translate our byte-address-buffer load/store ops into multiple ops that are legal for the target. Scalarization ------------- The big picture here is easy enough to understand: when we see a load of a `struct` type from a byte-address buffer, we translate that into loads for each of the fields, and then assemble a new `struct` value from the results. We do similar things for arrays, matrices, and optionally for vectors (depending on the target). Bit Casting ----------- After scalarization alone, we might have a load of a `float` or a `float3` that isn't legal for D3D11/DXBC, but that *would* be legal if we just loaded a `uint` or `uint3` and then bit-casted it. The legalization pass thus includes an option to allow for loads/stores to be translated to operate on a same-size unsigned integer type and then to bit-cast. To make this work actually usable, I had to add some more details to the implementation of the bit-cast op during HLSL emit and, more importantly, I had to customize the way that the byte-address buffer load/store ops get emitted to HLSL so that it prefers to use the existing operations like `Load`/`Load2`/`Load3`/`Load4` instead of the generic one, whenever operating on `uint`s or vectors of `uint`. Translation to Structured Buffers --------------------------------- Even after scalarizing all byte-address-buffer loads/stores, we still have a problem for GLSL targets, because a single global `buffer` declaration used to back a byte-address buffer can only have a single element type (currently always `uint`), so the granularity of loads/stores it can express is fixed at declaration time. If we want to load a `half` from a byte-address buffer, we need a dedicated `buffer` declaration in the output GLSL with an element type of `half`. The solution we employ here is to translate all byte-address buffer loads into "equivalent" structured-buffer ops when targetting GLSL. We add logic to find the underlying global shader parameter that was used for a load/store and introduce a new structured-buffer parameter with the desired element type (e.g., `half`) and then rewrite the load/store op to use that buffer instead. We copy layout information from the original buffer to the new one, so that in the output GLSL all the various `buffer`s will use a single `binding` and thus alias "for free." We don't want to create a new global buffer for every load/store, so we try to cache these "equivalent" structured buffers as best as we can. For the caching I ended up needing a pair to use as a key, so I tweaked the `KeyValuePair<K,V>` type in `core` so that it could actually work for that purpose. Because we are working at the level of IR instructions instead of stdlib functions at this work I had to add new IR opcodes to represent structured-buffer load/store that only (currently) apply to GLSL. Layout ====== In order to translate a load/store of a `struct` type into per-field load/store we need a way to access layout information for the types of the fields. Previously layout information has been an AST-level concern that then gets passed down to the IR only when needed and only on global parameters, so layout information isn't always available in cases like this, at the actual load/store point. As an expedient move for now I've introduced a dedicated module that does IR-level layout and caches its results on the IR types themselves. This approach *only* supports the "natural" layout of a type, and thus is usable for structured buffers and byte-address buffers (or general pointer load/store on targets that support it), but which is *not* usable for things like constant buffer layout. We've known for a while that the Right Way to do layout going forward is to have an IR-based layout system, and this could either be seen as a first step toward it, or else as a gross short-term hack. YMMV. Details ======= The GLSL "extension tracker" stuff around type support needed to be tweaked to recognize that types like `int16_t` aren't actually available by default. I switched it from using a "black list" of unavailable types at initialization time over to using a "white list" of types that are known to always be available without any extensions. Tests ===== There are two tests checked in here: one for the basic case of a `struct` type that has fields that should all be natively loadable, and one that stresses 16-bit types. Each test uses both load and store operations. Future Directions ================= Right now we translate vector load/store to GLSL as load/store of individual scalars, which means the assumed alignment is just that of the scalars (consistent with HLSL byte-address buffer rules). We could conceivably introduce some controls to allow outputting the vector load/store ops more directly to GLSL (e.g., declaring a `buffer` of `float4`s), which might enable more efficient load/store based on the alignment rules for `buffer`s. The IR layout work has a number of rough edges, but the most worrying is probably the assumption that all matrices are laid out in row-major order. Slang really needs an overhaul of its handling of matrices and matrix layout, so I don't know if we can do much better in the near term. At some point the IR-based layout system needs to be reconciled with our current AST-base layout, and we need to figure out how "natural" layout and the currently computed layouts co-exist (in particular, we need to make sure that the IR-based layout and the existing layout logic for structured buffers will agree). This probably needs to come along once we have moved the core layout logic to operate on IR types instead of AST types (a change we keep talking about). As part of this work I had to touch the implementation of bit-casting for HLSL, and it seems like that logic has some serious gaps. We really ought to consider a separate legalization pass that can turn IR bitcast instructions into the separate ops that a target actually supports so that we can implement `uint64_t`<->`double` and other conersions that are technically achievable, but which are hard to express in HLSL today. * fixup: missing files
* Replace /* unhandled */ in source emit with a real error (#1313)Tim Foley2020-04-08
| | | | | | | | | | | | | | | | | | | | | For a long time the various source-to-source back-ends have been emitted the text `/* unhandled */` when they encounter an IR instruction opcode that didn't have any emit logic implemented. This choice had two apparent benefits: * In most common cases, emitting `/* unhandled */` in place of an expression would lead to downstream compilation failure, so most catastrophic cases seemed to work as desired (e.g., if we emit `int i = /* unhandled */;` we get a downstream parse error and we know something is wrong. * In a few cases, if a dead-but-harmless instruction slips through (e.g., a type formed in the body of a specialized generic function), we would emit `/* unhandled */;`, which is a valid empty statement. It is already clear from the above write-up that the benefits of the policy aren't really that compelling, and where it has recently turned out to be a big liability is that there are actually plenty of cases where emitting `/* unhandled */` instead of a sub-expression won't cause downstream compilation failure, and will instead silently compute incorrect results: * Emitting `/* unhandled */ + b` instead of `a + b` * Emitting `/* unhandled */(a)` instead of `f(a)`, or even `/* unhandled */(a, b)` instead of `f(a,b)` * Emitting `f(/*unhandled*/)` instead of `f(a)` in cases where `f` is a built-in with both zero-argument and one-argument overloads The right fix here is simple: where we would have emitted `/* unhandled */` to the output we should instead diagnose an internal compiler error, thus leading to compilation failure. This change appears to pass all our current tests, but it is possible that there are going to be complicated cases in user code that were relying on the previous lax behavior. I know from experience that we sometimes see `/* unhandled */` in output for generics, and while we have eliminated many of those cases I don't have confidence we've dealt with them all. When this change lands we should make sure that the first release that incorporates it is marked as potentially breaking for clients, and we should make sure to test the changes in the context of the client codebases before those codebases integrate the new release.
* Unroll target improvements (#1291)jsmall-nvidia2020-03-25
| | | | | | | | | | | * Add unroll support for CUDA, and preliminary for C++. Document [unroll] support. * Fix loop-unroll to run on CPU, and test on CPU and elsewhere. Fix bug in emitting loop unroll condition. * Improved comment. * Added support for vk/glsl loop unrolling.
* Clean-ups related to expanded standard library coverage (#1269)Tim Foley2020-03-11
| | | | | | | | | | | | | | | | | | | | | | | | | | | This change continues the work already started in moving the definitions of many built-in functions to the standard library. The main focus in this change was reducing the number of operations that had to be special-cased on the CPU and CUDA targets by making sure that the scalar cases of built-in functions map to the proper names in the prelude (e.g., `F32_sin()`) via the ordinary `__target_intrinsic` mechanism. In some cases this cleanup meant that special-case logic that was constructing definitions for those functions using C++ code could be scrapped. Additional changes made along the way: * A few scalar functions that were missing in the CPU/CUDA preludes got added: `round`, hyperbolic trigonometric functions, `frexp`, `modf`, and `fma` * The floating-point `min()` and `max()` definitions in the preludes were changed to use intrinsic operations on the target (which are likely to follow IEEE semantics, while our definitions did not) * For the CUDA target, many of the functions had their names translated during code emit from, e.g., `sin` to `sinf`. This change makes the CUDA target more closely match the C++/CPU target in using names like `F32_sin` consistently. * For the CUDA target, a few additional functions have intrinsics that don't exist (portably) on CPU: `sincos()` and `rsqrt()`. * For the Slang stdlib definitions to work, a new `$P` replacement was defined for `__targert_intrinsic` that expands to a type based on the first operand of the function (e.g., `F32` for `float`). * I removed the dedicated opcodes for matrix-matrix, matrix-vector, and vector-matrix multiplication, and instead turned them into ordinary functions with definitions and `__target_intrinsic` modifiers to map them appropriately for HLSL and GLSL. This is realistically how we would have implemented these if we'd had `__target_intrinsic` from the start. Notes about possible follow-on work: * The `ldexp` function is still left in the Slang stdlib because it has to account for a floating-point exponent and the `math.h` version only handles integers for the exponent. It is possible that we can/should define another overload for `ldexp` (and `frexp`) that uses an integer for exponent, and then have that one be a built-in on CPU/CUDA, with the HLSL `frexp` being defined in the stdlib to delegate to the correct `frexp` for those targets. * The `firstbithigh` and related functions are missing for our CPU and CUDA targets, and will need to be added. It is worth nothing that `firstbithigh` apparently has some very odd functionality around signed integer arguments (which are supported, despite MSDN being unclear on that point). General cleanup will be required for those functions. * Maxing the various matrix and vector products no longer be intrinsic ops might affect how we emit code for them as sub-expressions (both whether we fold them into use sites and how we parenthize them). This doesn't seem to affect any of our existing tests, but we could consider marking these functions with `[__readNone]` to ensure they can be folded, and then also adding whatever modifier(s) we might invent to control precdence and parentheses insertion during emit.
* Feature/glslang spirv version (#1256)jsmall-nvidia2020-03-05
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * WIP add support for __spirv_version . * Added IRRequireSPIRVVersionDecoration * SPIR-V version passed to glslang. Enable VK wave tests. Split ExtensionTracker out, so can be cast and used externally to emit. Added SourceResult. * Fix warning on Clang. * Missing hlsl.meta.h * Refactor communication/parsing of __spirv_version with glslang. * Fix some debug typos. Be more precise in handling of substring handling. * Make glslang forwards and backwards binary compatible. * Small comment improvements. * Added slang-spirv-target-info.h/cpp * Fix for major/minor on gcc. * Another fix for gcc/clang. * VS projects include slang-spirv-target-info.h/cpp * Removed SPIRVTargetInfo Added SemanticVersion. Don't bother with passing a target to glslang. Should be separate from 'version'. * Renamed slang-emit-glsl-extension-tracker.cpp/.h -> slang-glsl-extension-tracker.cpp/.h Fixed some VS project issues. * Fix a comment. * Added slang-semantic-version.cpp/.h * Added slang-glsl-extension-tracker.cpp/.h * Added split that can check for input has all been parsed. * Fix problem on x86 win build.
* __spirv_version Decoration (#1255)jsmall-nvidia2020-03-03
| | | | | | * WIP add support for __spirv_version . * Added IRRequireSPIRVVersionDecoration
* Renamed UnownedStringSlice::size to getLength to make match String. (#1254)jsmall-nvidia2020-03-02
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* Add attributes to enable dual-source blending on Vulkan (#1210)Tim Foley2020-02-10
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This change adds support for the `[[vk::location(...)]]` and `[[vk::index(...)]]` attributes, which can be used together to mark up shader outputs for dual-source blending on Vulkan. HLSL/Slang code like the following: ```hlsl struct Output { [[vk::location(0)]] float4 a : SV_Target0; [[vk::location(0), vk::index(1)]] float4 b : SV_Target1; } [shader("fragment")] Output main(...) { ...} ``` can be used to set up dual-source blending on both D3D and Vulkan APIs. The output GLSL for the above will look something like: ```glsl layout(location = 0) out vec4 a; layout(location = 0, index = 1) out vec4 b; void main() { ... } ``` The more or less straightforward parts of this change were: * Added new `attribute_syntax` declarations to the stdlib, for `[[vk::location(...)]]` and `[[vk::index(...)]]` * Added new AST node types for the new attribute cases, sharing a base class so that argument checking can be shared * Added checks for the arguments to the new attributes in `slang-check-modifier.cpp` (eventually this kind of logic shouldn't be needed for new attributes) * Updated GLSL emit logic so that it treats the `index`/`space` parts of a variable layout as the `location`/`index` for varying parameters. * Updated GLSL legalization so that when it translates entry-point parameters into globals (and scalarizes structures) it handles both a binding index and space for the parameters. * Added a cross-compilation test case to verify that the basics of the feature work The remaining work is all in `slang-parameter-binding.cpp`. There is some work that isn't technically related to this change (and which could be reverted if it causes problems), around the detection and handling of fragment shader outputs with `SV_Target` semantics. The basic changes (which could be backed out and then merged separately) are: * Made the special-case `SV_Target` logic only trigger for fragment shaders (that is the only place where `SV_Target` should appear, but we weren't guarding against it) * Made the logic to reserve a `u<N>` register for `SV_Target<N>` only trigger for D3D Shader Model 5.0 and below (since it is not required for SM 5.1 and up). This could be a breaking change for some users, but that seems unlikely. * Fixed one test case that relied on the behavior of reserving `u0` for `SV_Target0` even though it was a SM6.0 test. * Also added more comments to the system-value handling logic. The more interesting changes come up starting in `processEntryPointVaryingParameterDecl()`. The basic issue is that we have so far only supported implicit layout for varying parameters on GLSL/Vulkan, but the `[[vk::location(...)]]` attribute is a form of explicit layout annotation. Rather than try to kludge something that only works in narrow cases, I instead opted to try to fix things more generally. In `processEntryPointVaryingParameterDecl()` we now check for the `location` and `index` attributes when we are on "Khronos" targets (Vulkan/OpenGL/GLSL) and immediately add them to the variable layout being constructed if they are found. There is nothing in this logic specific to fragment-shader outputs, so this feature now applies to any varying input/output on Khronos targets. Allowing explicit layouts creates the potential for mixing implicit and explicit layout. For example, consider: ```hlsl struct Output { float4 color : COLOR; [[vk::location(0)]] float3 normal : NORMAL; } ``` What `location` should `color` get? Should this code be an error? There are two cases where this conundrum can come up: when working with `struct` types used for varying parameters, and the entry-point parameter list itself. For the varying `struct` case we currently make an expedient choice. We handle fields with both implicit or explicit layotu with appropriate logic, but logic that doesn't account for the case of mixing the two. Then at the end of layout for the `struct` we issue an error if there was a mix of implicit and explicit layout (such that our results aren't likely to be valid). For the entry point varying parameter case, things were already using a `ScopeLayoutBuilder` type (that encapsulates some logic shared between entry-point and global parameters). The entry-point-specific bits were moved out into a `SimpleScopeLayoutBuilder` and it was updated so that rather than assuming all parameters use implicit layout it does a two-phase layout approach similar to what we use for the global scope: * First all parameters are enumerated to collect explicit bindings and mark certain ranges as "used" * Next the parameters are enumerated again and those without explicit bindings get allocated space using a "first fit" algorithm In principle we could extend the two-phase approach to apply to `struct` types as well, but that would be best saved for a future refactoring of some of this parameter binding logic, since I would like to exploit more of the opportunities for sharing code across the uniform/varying and struct/entry-point/global cases. By moving the point where entry point parameters get their offsets assigned, it was necessary to move around some of the logic that removes varying parameter usage (and other things that shouldn't "leak" out of an entry point) to a different point in the entry point layout process. While adding these various pieces does not quite enable us to support explicit bindings on entry point parameters (e.g., putting `uniform Texture2D t : register(t0)` in an entry point parameter list) or in `struct` types (e.g., explicit `packoffset` annotations on fields), it starts to provide some of the infrastructure that we'd need in order to support those cases.
* Change handling of strings for HLSL/GLSL targets (#1204)Tim Foley2020-02-07
| | | | | | | | | | | | | | | | | | | | | | | | | | | | * Change handling of strings for HLSL/GLSL targets This change switches our handling of string literals and `getStringHash` to something that is more streamlined at the cost of potentially being less general/flexible. * `String` is now allowed as a parameter type in user-defined functions * `getStringHash` is now allowed to apply to `String`-type values that aren't literals * The list of strings in an IR module is now generated during IR lowering as part of lowering a string literal expression, rather than being defined by recursively walking the IR of the module looking for `getStringHash` calls. The public API still refers to these as "hashed" strings, but they are realistically now "static strings." * When emitting code for HLSL/GLSL, the `String` type emits as `int`, and `getStringHash(x)` emits as `x`. In terms of implementation, the choice was whether to translate `String` over to `int` in an explicit IR pass, or to lump it into the emit pass. While adding the logic to emit clutters up an already complicated step, it is ultimately much easier to make the change there than to write a clean IR pass to eliminate all `String` use. Note that other targets that can handle a more full-featured `String` type are *not* addressed by this change and thus do not support `String` at all. It may be woth emitting `String` as `const char*` on those targets, and emitting string literals directly, but the `getStringHash` function would need to be implemented in the "prelude" then, and we probably want to pick a well-known/-documented hash algorithm before we go that far. This change also brings along some some clean-ups to the `gpu-printing` example, since it can now take advantage of the new functionality of `String`. * Fix up tests for new string handling * Add global string literal list to string-literal test (since we now list *all* static string literals and not just those passed to `getStringHash`) * Disable `getStringHash` test on CPU, since we don't have a working `String` on that platform right now (only HLSL/GLSL) Co-authored-by: Tim Foley <tim.foley.is@gmail.com>
* Literal handling improvements (#1202)jsmall-nvidia2020-02-06
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * WIP: 64 literal diagnostic and truncation. * Improve how integer truncation is handled/supported. Added literal-int64.slang test. Set a suffix on all literals. Fixed problem on C++ based targets where l suffix was not the same as int() cast. So on C++ derived emitters, int() is used instead of l suffix to have same behavior across targets. * Add literal diagnostic testing. * Allow lexer to lex - in front of literals. * Fix lexing and converting int literal with -. * Too large small values of floats become inf. Handling writing inf types out on different targets. Add function to deterimine if a float literals kind. * Roll back the support of lexer lexing negative literals. * Fixed tests broken because of diagnostics numbers. Improved _isFinite * Fix compilation on linux. * Fix problem with abs on linux - use Math::Abs. * Fix typo. * * Improve warnings for float literals zeroed * Improved 64 bit type documentation * Handle half * Improved comments * Fixed tests broken * Use capital letters for suffixes. * Make default behavior on outputting a int literal that is an 'int32_t' is cast (not suffix) to avoid platform inconsistencies. Improve documentation for 64 bit types. Make tests cover material in docs. * Fixed tests. * Rename FloatKind::Normal -> Finite * Fix half zero check.
* Support for 64 bit integer types (#1191)jsmall-nvidia2020-01-30
| | | | | | | | * * For integer literals add postfix, and use unsigned/signed output appropriately * Extend GLSL extension handling by type, and for adding 64 bit int extensions * Added tests for int/uint64 types * Add explicit Int/UInt64 emit functions to avoid ambiguity.
* User IR-based layout for all IR steps (#1084)Tim Foley2019-10-22
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Fixed from Review of Entry Point decoration #1068 (#1072)jsmall-nvidia2019-10-08
| | | | | | | | * Remove typo around GeometryPrimitiveTypeDecoration * * GeometryPrimitiveTypeDecoration -> GeometryInputPrimitiveTypeDecoration (to try and closer match meaning and the Modifier name) * Remove a small problem around definition of IRGeometryPrimitiveTypeDecoration * Fix comment around IRStreamOutputTypeDecoration
* Remove EntryPointLayout* use in emit logic. (#1071)jsmall-nvidia2019-10-08
| | | | | | | | | | | | | | | | | | | | | | * 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.
* Feature/ir entry point profile (#1068)jsmall-nvidia2019-10-08
| | | | | | | | | | | | | | | | * 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).
* IR types for subset of Attributes (#1067)jsmall-nvidia2019-10-04
| | | | | | | | | | | | | | | | | | | | | | | | | | * 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.
* Clean up some behavior of operator% (#1060)Tim Foley2019-09-18
| | | | | | | | | | | | | | | | | | | | | | | 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.
* Revise new COM-lite API (#1007)Tim Foley2019-08-08
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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