| Commit message (Collapse) | Author | Age |
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Note that while this change touched a large numer of files, there are no
changes to functionality being made here. The only things being done are
renaming various symbols and, in a few cases, updating or adding
comments for consistency with the new names.
The core of the naming changes are:
* Most things named to refer to `OutType` (e.g., `IROutType`,
`IRBuilder::getOutType()`, etc.) have been consistently renamed to refer
to `OutParamType`, to emphasize that the relevant AST/IR node types are
only intended for use to represent `out` parameters.
* The same change as described above for `OutType` is also made for
`RefType`, which becomes `RefParamType` in most cases. One mess that
this exposes is the way that the `ExplicitRef<T>` type in the core
module currently lowers to `IRRefParamType`. This change sticks to the
rule of not making functional changes, so that mess is left as-is for
now.
* Names referring to `InOutType` have been changed to instead refer to
`BorrowInOutType`. The intention with this naming change is to emphasize
that the Slang rules for `inout` are semantically those of a borrow (or
at least our interpretation of what a borrow means).
* Names referring to `ConstRefType` have been changed to instead refer
to `BorrowInType`. This change starts work on clarifying that the
existing `__constref` modifier was never intended to be a read-only
analogue of `__ref`, and instead is the input-only analogue of `inout`.
* The `ParameterDirection` enum type has been changed to
`ParamPassingMode`, to reflect the fact that the concept of "direction"
fails to capture what is actually being encoded, particularly once we
have modes beyond simple `in`/`out`/`inout`.
While this change does not alter behavior in any case (the user-exposed
Slang language is unchanged), it is intended to set up subsequence
changes that will work to make the handling of these types in the
compiler more nuanced and correct. Breaking this part of the change out
separately is primarily motivated by a desire to minimize the effort for
reviewers.
---------
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
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Removes the PayloadAttribute class and related infrastructure that was made redundant by PR #6595, which added ray payload access qualifiers (PAQs) per the DXR spec. The new [raypayload] attribute with access qualifiers provides the same functionality.
Changes:
- Remove PayloadAttribute class from slang-ast-modifier.h
- Remove [payload] attribute syntax from core.meta.slang
- Remove PayloadDecoration IR instruction and related processing
- Remove HLSL emission of [payload] attribute
- Remove IR lowering support for old PayloadAttribute
The new [raypayload] attribute with PAQ support remains unchanged.
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This allows checking capabilities in any stage, needed specifically for
the hlsl_2018 capability which is defined for sm_5_1 and above. Stage
specific capabilities such as cs_5_1 would not find this in any stage
other than compute, so we need to restrict the check to only desired
stages.
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**NOTE: This is a breaking change for users who were using POC variant of DXC.
In order to keep the compatibility, the users will have to use -capability hlsl_coopvec_poc to their command line.
This PR adds a new capability "hlsl_coopvec_poc".
When it is used, the HLSL for CoopVec will be emitted for the POC variant of DXC.
When it is not used, the HLSL for CoopVec will be emitted for the DXC that officially supports the cooperative vector.
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Co-authored-by: Yong He <yonghe@outlook.com>
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* Add support for Ray Payload Access Qualifiers (PAQs) (#3448)
- Added [raypayload] attribute for struct declarations
- Implemented field validation requiring read/write access qualifiers
- Added diagnostic error for missing qualifiers
- Enabled PAQs in DXC compiler and HLSL emission
- Added new test demonstrating PAQ syntax
- Implemented proper handling of ray payload attributes in IR generation
* format code
* Cleanup: Remove unused vars
* Add check to enablePAQ only for profile >= lib_6_7
* Review Fix - Add PAQ support for DX Raytracing
add enablePAQ flag to DownstreamCompileOpitons, improve PAQ handling
update raypayload-attribute-paq.slang to ensure hlsl and dxil is
validated
* Add diagnostic test for missing paq for lib_6_7
Compile using `-disable-payload-qualifiers` aka lib_6_6 profile
raypayload-attribute-no-struct.slang and
raypayload-attribute.slang
---------
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
Co-authored-by: Ellie Hermaszewska <ellieh@nvidia.com>
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* initial wip
* more wip
* add test
* add unexpected for invalid target
* fixups and improve error message
* fixups and improve error message
* remove incorrect comment
---------
Co-authored-by: Ellie Hermaszewska <ellieh@nvidia.com>
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* update hlsl meta
* update test
* use slang syntax in meta file
* improve meta file
* fix pack clamp u8
* remove builtin packed types, use typealias instead
* fix wgsl pack clamp
* fix formatting
---------
Co-authored-by: Yong He <yonghe@outlook.com>
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* HLSL: Add 'f' suffix to float literals in code generation
Fixes #6078
1) Previously, Slang would emit HLSL float literals without a suffix (e.g.,"1.5"),
which caused DXC to interpret them as 64-bit doubles by default unless
the -HV 202x flag was used. This could cause validation errors when these literals
were used with intrinsics that only accept 32-bit floats (like ddx, ddy).
This change modifies the HLSL emitter to explicitly add 'f' suffix to
32-bit float literals, ensuring they are correctly typed regardless of DXC's version or flags.
For example:
- "1.5" becomes "1.5f"
- "(0.0 / 0.0)" becomes "(0.0f / 0.0f)" for NaN
- "float4(1.0, 2.0, 3.0, 4.0)" becomes "float4(1.0f, 2.0f, 3.0f, 4.0f)"
2) Added a test case to verify the behavior with various float literal scenarios
including basic literals, intrinsic calls, and vector construction.
3) Remove some tests that were marked as known failures
* Add dxil test as suggested by jkwak-work
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* Add raypayload decoration to ray payload structs
Closes https://github.com/shader-slang/slang/issues/6104
* Disable PAQs when compiling with DXC
See https://github.com/shader-slang/slang/issues/3448
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* Use and() and or() functions for logical-AND and OR
With this commit, Slang will emit function calls to `and()` and `or()`
for the logical-AND and logical-OR when the operands are non-scalar and
the target profile is SM6.0 and above. This is required change from
SM6.0.
For WGSL, there is no operator overloadings of `&&` and `||` when the
operands are non-scalar. Unlike HLSL, WGSL also don't have `and()` nor
`or()`. Alternatively, we can use `select()`.
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* maxtessfactor attribute should take a floating point value
* Support integer value on maxtessfactor
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* Support cooperative vector without Vulkan-header update
Adding a Slang support for cooperative vector.
But this commit doesn't have Vulkan-header update.
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* Initial implementation of `ResourcePtr<T>`.
* Update docs
* Fix build error.
* Add more discussion.
* Update documentation.
* Update TOC.
* Fix.
* Fix.
* Add test case for custom `getResourceFromBindlessHandle`.
* Add namehint to generated descriptor heap param.
* Fix.
* Fix.
* format code
* Rename to `DescriptorHandle`, and add `T.Handle` alias.
* Fix compiler error.
* Fix.
* Fix build.
* Renames.
* Fix documentation.
* Documentation fix.
---------
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
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* Add executable test on matrix-typed vertex input.
* Fix emit logic of matrix layout qualifier.
* Pass fragment shader varying input by constref to allow EvaluateAttributeAtCentroid etc. to be implemented correctly.
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* Add packed bytes builtin type
* fix test
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Close #5470
* implement bitcast for 64-bit date type
* Move 'ensurePrelude' to base class to remove duplication
* Assert on 'double' type for Metal target, as Metal doesn't have 'double' support
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* Add datalayout for constant buffers.
* Fixes.
* Fix test.
* Fix glsl codegen.
* Update spirv-specific doc.
* Fix test.
* Fix binding in the presense of specialization constants.
* address comments.
* Add a test for constant buffer layout.
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* Move switch statement bodies to their own lines
* format
---------
Co-authored-by: Yong He <yonghe@outlook.com>
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* Add support for write-only textures.
* Fix capabilities.
* Fix implementation.
* Fix.
* format code
---------
Co-authored-by: Ellie Hermaszewska <ellieh@nvidia.com>
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
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* format
* Minor test fixes
* enable checking cpp format in ci
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* Cleanup atomic intrinsics.
* Fix.
* Fix glsl.
* Remove hacky intrinsic expansion logic for glsl image atomics.
* Fix all tests.
* Fix.
* Add `InterlockedAddF16Emulated`.
* Fix glsl intrinsic.
* Fix.
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* Initial Atomic<T> type implementation.
* Update design doc.
* Fix.
* Add test.
* Fixes and add tests.
* Fix WGSL.
* Fix glsl.
* Fix metal.
* experiemnt with github metal.
* experiment github metal 2
* github metal experiment 3
* experiment with github metal 4.
* experiment with metal 5.
* experiment 7.
* metal experiment 8.
* Fix metal tests.
---------
Co-authored-by: Yong He <yhe@nvidia.com>
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* Respect matrix layout in uniform and in/out parameters for HLSL target.
* Update test.
* Fix test.
* fix test.
* Fix metal layout calculation.
* Fix compile error.
* Fix compiler error.
---------
Co-authored-by: Yong He <yhe@nvidia.com>
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* Fix Varying Variable Location Assignments With Hull Shaders
Fixes: #4913
Fixes: #4540
Changes:
1. Added `kIROp_ControlBarrier` to HLSL/GLSL emitting.
2. Added a method to track 'used' and 'unused' varyings for when legalizing GLSL. This allows us to assign correct offsets to automatically added varyings
* Added a `ZeroLSB` check to UIntSet for this purpose
* add missing return
* code comment adjustment
* cleanup
* comment and HLSL controlBarrier mistake
* assume space for glsl/spriv varying is irrelevant
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* Overhaul IR lowering of pointer types.
* Propagate address space in IRBuilder.
* Fixup.
* Fix.
* Fix.
* Change how Ptr type is printed to text.
* Fix.
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`SubpassInput<T>` (#4462)
* Add case to `emitVectorReshape` for `vector<>` type, `scalar` value
1. Add new case
2. Add test
* fix warning
* fix warning
* Implement HLSL resource bindings and default type `float4` to `SubpassInput<T>`
fixes: #4440
1. Removed GLSLInputAttachmentIndexLayout modifier and the somewhat 'hacky' binding model 'Input Attachment' previously relied upon. This was changed to work with the slang-type-layout rules system. This change allows Slang automatic bindings, HLSL bindings, GLSL bindings, and translation of GLSL to and from HLSL bindings to work.
2. Added default argument `float4` to SubpassInput<T>.
3. Merged glsl.meta and hlsl.meta SubpassInput logic.
* fix InputAttachment attribute checks
fix InputAttachment attribute checks for HLSL and GLSL syntax
* remove unused var
* validate attribute correctly
Attributes do not have type information. We must check the type expression to validate attribute usage.
* remove hacky validation
type based validation before types are fully resolved is quite hacky and unstable to changes and wrapped types
* fix warning
* remove redundant `!= nullptr`
* remove extra `!= nullptr`
* fix some warnings/errors
* subpass capability to limit to dxc & remove default values in some functions
* revert logic to previous logic
revert logic to return if we have a binding regardless of if a VarDecl is given the binding
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* Implementing `tbuffer` layouts.
1. Add to layout options 'TextureBuffer' layouts.
2. Add on to existing logic a way to allocate appropriate registers for TextureBufferType (this was made to work with parameter block logic).
3. Added asserts so objects missing a layout will gracefully crash
This means `tbuffer` now works for hlsl,glsl,metal targets, spirv has yet to implement logic for `TextureBufferType`.
* disable metal tests and fix emitting code a bit
fixing the emitting code means metal compilation emits a useful error (help point users/developers to #4435)
* fix warning
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* Fix and enable tests for metal.
* Fix.
* Fix.
* Fix tests.
* Fix warnings.
* Fix.
---------
Co-authored-by: Yong He <yonghe@Yongs-Mac-mini.local>
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Fixes #387676* ForceInline SampleLevel to allow decorations to apply
* explictly add all the SPIRVAsmOperand Insts in non-differentiable list, which might get inadvertently processed when these functions are inlined into the main shader
* Support NonUniformResourceIndex for SPIR-V target
Fixes #3876
* add a new IR instruction for NonUniformResourceIndex
* slang ir emitter for nonuniform resource index
* update the hlsl meta slang
* Add test cases for NonUniformResourceIndex access for buffers and textures, with/without cast, nested access etc.
* add default c-like emitter for nonuniformresourceinfo
* added hlsl emitter
* added glsl emitter
* requisites for spirv enabling
- new decorator for nonuniformresourceindex
- emitter for nonuniformresourceindex signature change
* add hasResourceType checker
* add rwStructBuffType in resourcetype checker
* add a case for nonuniformres in emitDecorations
* DO NOT COMMIT: This change adds special handling for RWStructBuf within the isResourceType function, if it is a pointer to this resource, return true to make it work with nonuniformres test
* spirv emitter for decorations - update the emitLocalInst to perform decorations at the end
* added main spirv emitter code
* slang emit spirv bugfix
* hacky way of supporting Call Inst
* move code to cleanup nonuniform inst into helper function
* remove stale codefrom test
* add spirv decoration for nonuniform
* update test to remove global variables
* update coherent-2 test
* update comment for special handling
* update the spirv legalize to handle nested nonuniforms
improved logic that handles call ops, rwstructbuf, nested nonuniforms
etc.
* update nonuniform-array-of-tex test
* missed removing nonuniform inst causing duplicate decorations
* add glsl and hlsl variants of nonuniform tests
* repurpose the hasResource function into something specific for nonuniform inst decoration helper
* clean up comments and code around spirv-legalization to emit nonuniform inst by recursively looking into the inst
* use the helper canDecorateNonUniformInst to convert `nonUniformResourceInfo` inst to decoration
* converted compute/unbounded-array-of-array cross compile test into a simple check test
* update contains Resource helper function to be more generic
* clean up the case for opcall handling with nonuniform resource inst
* update ptr to struct buffer check to be more explicit and rename the function to check for ptr to resource type
* update comments and fix the test for coherent
* fix typos
* update logic on spirv legalize to delete dead instructions - for some reason this doesn't automatically happen
* add comments to declarations
* add NonuniformResourceIndex to the non-differential inst list
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(#3881)
* Refactor memory qualifier decorators to be a bit-flag set.
replace GloballyCoherent, ReadOnly, WriteOnly, Volatile, and Restrict memory modifiers and decorations with a bit flag set to more efficiently manage memory qualifiers.
added `restrict` modifier to test to ensure the code works when dropping a `restrict` memory qualifier
* Refine tests & add SSBO memory qualifer support
add CHECK's to tests to ensure memory qualifiers emit as intended
added tests and changed code to ensure memory qualifiers work on SSBO objects (SPIR-V & GLSL)
* add memory qualifiers & fixes.
Add to StructuredBuffer & ByteAddressBuffer `ReadOnly`/NonWritable qualifier.
* Memory qualifiers must be decorated on a variable inst. Due to this the qualifier is added after `lowerStructuredBufferType`
Fixed an error where ReadOnly->NonReadable & WriteOnly->NonWritable
* Adjusted tests accordingly
Added back the removed `globallycoherent` memory qualifier emit'ing code in hlsl-emit (was incorrectly removed).
undo hlsl.meta changes
cleanup
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The following PR implements 8.14-8.19 of the [OpenGL-GLSL specification](https://registry.khronos.org/OpenGL/specs/gl/GLSLangSpec.4.60.pdf).
Fully implements all functions and built-in type's, resolves https://github.com/shader-slang/slang/issues/3692 for GLSL & SPRI-V targets.
_Notes:_
Testing Tools:
* Fragment shaders cannot test computational results. Only OpCodes are checked for proper emitting.
Implementation Notes:
* SubpassInput requires an unknown image format.
* SubpassInput is disjoint from TextureType: __SubpassImpl (.slang) & SubpassInputType (Compiler) to reduce code generation required.
* SubpassInput required an additional input layout modifier, input_attachment_index, this was added as a new parameter binding attribute. Since the following qualifiers can overlap with different resources (`layout(input_attachment_index = 0, binding = 0, set = 0)`) input_attachment_index is checked for overlapping resource bindings separately from other qualifiers with `LayoutResourceKind::InputAttachmentIndex`.
* `GLSLInputAttachmentIndexLayoutModifier` was added to enforce function parameters only accepting `in` decorated variables.
* `in` decorated variables needed to have emitting modified to allow directly emitting the variable into function calls if used as a parameter, normally Slang has a "global variable" shadow as a "global parameter" through a copy. This does not work and is solved using `GlobalVariableShadowingGlobalParameterDecoration` to build a relationship of "global variable" to "global parameter", we then resolve this relationship and replace "global variable" uses later in compile.
* `AtomicCounterMemory` memory-constraint requires `OpCapability AtomicStorage`, `AtomicStorage` is invalid for Vulkan targets. glslang outputs for `barrier`, `memoryBarrier`, and `groupMemoryBarrier` `AtomicCounterMemory` as a memory constraint. This compiles as valid SPIR-V for Vulkan since `OpCapability AtomicStorage` is not declared. This behavior of glslang is undefined as per [3.31.Capability of the SPIR-V specification](https://registry.khronos.org/SPIR-V/specs/unified1/SPIRV.html#_capability). We will omit `AtomicCounterMemory` from our barrier calls.
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Resolves an issue #3385
Shader Model 6.6 added a new keyowrd, "WaveSize". See the following link
for more details:
https://microsoft.github.io/DirectX-Specs/d3d/HLSL_SM_6_6_WaveSize.html
Co-authored-by: Yong He <yonghe@outlook.com>
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(#3675)
The following PR implements raytracing extensions (GLSL_EXT_ray_tracing, GLSL_EXT_ray_query, GLSL_NV_shader_invocation_reorder & GLSL_NV_ray_tracing_motion_blur); for GLSL & SPIR-V targets. Fully implements all functions, built-in variables, & syntax; resolves #3560 for GLSL & SPIR-V Targets.
notes of worth:
* __rayPayloadFromLocation, __rayAttributeFromLocation, and __rayCallableFromLocation, were added as SPIR-V Intrinsics to refer to location's of raytracing objects in SPIR-V for when using GLSL syntax.
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* Refactor compiler option representation.
* Fix binary compatibility.
* Add a test for specifying compiler options at link time.
* Fix binary compatibility.
* Fix binary compatibility.
* Fix backward compatibility on matrix layout.
* Fix.
* Fix.
* Fix.
* Fix gfx.
* Fix gfx.
* Fix dynamic dispatch.
* Polish.
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* Add SPIRV intrinsics for texture footprint query.
* Cleanup.
---------
Co-authored-by: Yong He <yhe@nvidia.com>
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* Unify Texture types in stdlib into 1 generic type.
* Fixes.
* Fix.
* Fixes.
* Fix reflection.
* Fix binding reflection.
* Add gather intrinsics.
* Fix gather intrinsics.
* Fix texture type toText.
* Fix intrinsic.
* fix cuda intrinsic.
* Fix project files.
* cleanup.
* Fix.
* Fix.
* Fix sampler feedback test.
* Fix getDimension intrinsics.
* Fix spirv sample image intrinsics.
* Fix test.
* Fix GLSL intrinsic.
* Cleanup.
---------
Co-authored-by: Yong He <yhe@nvidia.com>
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* Bump vulkan headers
Also just use vulkan-headers as a submodule
* Add drawMeshTasks to gfx graphics pipelines
* Add DispatchMesh overload with no payload, with GLSL intrinsic
* Require spirv 1.4 for mesh shaders
* Add vulkan mesh shader feature discovery
* Add mesh shader stage bits to vk-util
* Add mesh and task shader support to render-test
* Add mesh and task tests
* Preserve "payload" specifier in task shaders
* Add mesh shader pipeline support to gfx
* Add TODO
* Add numThreads attribute for amplification stage
* Add payload to task shader test
* Drop dependency on d3dx12
* Allow passing payloads from task to mesh shaders
* regenerate vs projects
* check DispatchMesh name correctly
* Add mesh shader tests to failing tests
* Detect wave-ops feature on vulkan
* Add fuse-product to expected failures
This fails because the global varaible `count` is not initialized
* Add required extension to WaveMaskMatch SPIR-V impl
* Remove meshShader member from pipeline desc
* Identify mesh shader support on d3d12
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* Proper lowering of functiosn that returns NonCopyable values.
* Fix tests.
* Fix clang errors.
* Fix.
* Fix clang error.
---------
Co-authored-by: Yong He <yhe@nvidia.com>
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* Add `sampleCount` parameter for MS textures.
* Fix test.
---------
Co-authored-by: Yong He <yhe@nvidia.com>
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* Fix hit object emit for HLSL.
* Fix a bug involving specialization of functon type.
* Add a test case.
---------
Co-authored-by: Yong He <yhe@nvidia.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Small fixes and improvements around reflection tool.
* Make PrettyWriter printing a class.
* Add HLSL output support for [flatten] and [branch]
* Handle [branch] on switch.
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* Fixes for Shader Execution Reordering on VK
There are some mismatches between the way that hit objects are
handled between the current NVAPI/HLSL and proposed GLSL extensions
for shader execution reordering. These mismatches create complications
for generating valid GLSL/SPIR-V code from input Slang.
Many of the problems that apply to `HitObject` also apply to the
existing `RayQuery<>` type used for "inline" ray tracing.
In the case of `RayQuery<>` we have that for *both* HLSL and
GLSL/SPIR-V:
* A `RayQuery` (or `rayQueryEXT`) is an opaque handle to underlying
mutable storage
* The storage that backs a `RayQuery` is allocated as part of the
"defualt constructor" for a local variable declared with type
`RayQuery`.
* The `RayQuery` API provides numerous operations that mutate the
storage referred to by the opaque handle.
The key difference between HLSL and GLSL/SPIR-V for the case of a
`RayQuery` amounts to:
* In HLSL, local variables of type `RayQuery` can be assigned to,
and assignment has by-reference semantics. It is possible to create
multiple aliased handles to the same underlying storage.
* In GLSL/SPIR-V, local variables of type `rayQueryEXT` cannot be
assigned to, returned from functions, etc. It is impossible to
create multiple aliased handles to the same underlying storage.
The case for `HitObject`s is signicantly *more* messy, because:
* In NVAPI/HLSL a `HitObject` is effectively a "value type" in that
it only exposes constructors, and there is no way to mutate the
state of a `HitObject` other than by assignment to a variable of that
type. It makes no semantic difference whether a `HitObject` directly
stores the value(s), or if it is a handle, since there is no way
to introduce aliasing of mutable state. Assignment of `HitObject`s
semantically creates a copy.
* In GLSL/SPIR-V, a `hitObjectNV` is, like a `rayQueryEXT`, a handle
to underlying mutable state. These handles cannot be assigned,
returned from functions, etc. There is no way to make a copy of
a hit object.
This change includes several changes to how *both* `RayQuery<>` and
`HitObject` are implemented, with the intention of getting more cases
to work correctly when compiling for GLSL/SPIR-V, and to set up a
more clear mental model for the semantics we want to give to these
types in Slang, and how those semantics can/should map to our targets.
An overview of important changes:
* Marked a few operations on `RayQuery` as `[mutating]` that
realistically should have already been that way.
* Marked the `HitObject` type as being non-copyable (an attribute we
do not currently enforce), and marked the various GLSL operations that
construct a hit object as having an `out` parameter of the `HitObject`
type (even if they are nominally specified in GLSL as not writing
to the correspondign parameter).
* Added a distinct IR opcode (`allocateOpaqueHandle`) to represent the
implicit allocation that happens when declaring a variable of type
`HitObject` or `RayQuery`, and made the "implicit constructor" for
those types map to the new op. This operation took a lot of tweaking
to get emitting in a reasonable way, and I'm still not 100% sure that
all of the emission-related logic for it is strictly required
(or correct).
* Added new IR instructions for `HitObject` and `RayQuery` types, and
made the stdlib types map to those IR instructions.
* Treat `HitObject` and `RayQuery` as resource types for the purpose
of our existing pass that specializes calls to functions that have
outputs of resource type
* Added a new test case that includes a function that returns a
`HitObject` as its result.
* Many test cases saw slight changes in their output (especially around
the relative ordering of declarations of `HitObject`s and `RayQuery`s
with other instructions)
* Remove debugging logic
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* Remove UNREACHABLE
* formatting
* Remove unused SLANG_EXPECT macros
* Add SLANG_ASSUME and use it in release asserts
* Reassure GCC that we are using memcpy responsibly
---------
Co-authored-by: Yong He <yonghe@outlook.com>
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* Various dxc/fxc compatibility fixes.
* Cleanup.
* Fix test cases.
* Fix comments.
---------
Co-authored-by: Yong He <yhe@nvidia.com>
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