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* Projects in 'build' and Slang API separation (#1624)jsmall-nvidia2020-12-04
| | | | | | | | | | | | | | | | | | | | | * #include an absolute path didn't work - because paths were taken to always be relative. * Move reflection to reflection-api. * Slight reorg to pull out potentially Slang internal functions from the reflection API impls. * Remove visual studio projects * Fix for slang-binaries copy. * Add the visual studio projects in build/visual-studio * Remove miniz project. * Differentiate the linePath from the filePath. * Improve comment in premake5.lua + to kick of CI. * Kick CI.
* Add github action to verify vs project file consistency. (#1625)Yong He2020-12-03
| | | | | | | * Add github action to verify vs project file consistency. * fix solution files * fix project files
* Specialize witness table lookups. (#1596)Yong He2020-11-06
| | | | | | | * Specialize witness table lookups. * Remove generated files from vcxproj * Fix call to generic interface methods.
* Value type serialization via C++ Extractor (#1588)jsmall-nvidia2020-10-26
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * #include an absolute path didn't work - because paths were taken to always be relative. * Fix handling of access modifiers inside type definition. * Fix access problem for AST node. Make dumping produce a single function with switch, to potentially make available without Dump specific access. * WIP on serialization design doc. * Remove project references to previously generated files. * More docs on serialization design. * Improve serialization documentation. Remove unused function from IRSerialReader. * Small fixes around naming. Remove long comment from slang-serialize.h - as covered in serialization.md * Remove long comment in slang-serialize.h as covered in serialization.md * More information about doing replacements on read for AST and problems surrounding. * Typo fix. * Spelling fixes. * Value serialize. * Value types with inheritence. * Use value reflection serial conversion for more AST types * Use automatic serialization on more of AST. * Get the types via decltype, simplifies what the extractor has to do. * Update the serialization.md for the value serialization. * Small doc improvements. * Update project.
* C++ extractor fix for access modifiers (#1586)jsmall-nvidia2020-10-23
| | | | | | | | | | * #include an absolute path didn't work - because paths were taken to always be relative. * Fix handling of access modifiers inside type definition. * Fix access problem for AST node. Make dumping produce a single function with switch, to potentially make available without Dump specific access. * Remove project references to previously generated files.
* Generate `if` based dispatch logic on GPU targets. (#1585)Yong He2020-10-22
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* Single pass C++ extraction (#1583)jsmall-nvidia2020-10-22
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * #include an absolute path didn't work - because paths were taken to always be relative. * Added CharUtil. Added TypeSet to extractor. First pass at being able to specify all headers for multiple output headers. * Fix includes for new C++ extractor convension. Update premake5 to use new extractor mechanisms. * Small improvements around StringUtil. * Split out NameConventionUtil. * Use a 'convert' to convert between convention types. * Fix output of build message for C++ extractor. Improve NameConventionUtil interface. * Improve comments. * Fix warning on gcc. * Fix clang warning. * Fix some typos in NameConventionUtil. * Small fix to premake5.lua * Fix generated includes. * Remove m_reflectType as no longer applicable with TypeSet. * Fix .gitignore for slang-generated-* files. Added getConvention to determine convention from slice. Add versions of split and convert that infer the from convention * Fix typo in spliting camel. * LineWhitespace -> HorizontalWhitespace * Improve CharUtil comments.
* Use Reflection for (Serial)RefObject Serialization (#1567)jsmall-nvidia2020-10-06
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * First pass at generalizing serializer. * Split out ReflectClassInfo * Use the general ReflectClassInfo * Fix some typos in debug generalized serialization. * Add calculation of classIds. Make distinct addCopy/add on SerialClasses. * Write up of more generalized serialization * WIP to transition from ASTSerialReader/Writer etc to generalized SerialReader/Writer and associated types. * Improvements to SerialExtraObjects. Keep RefObjects in scope in factory * Compiles with Serial refactor - doesn't quite work yet. * First pass serialization appears to work with refector. * Split out type info for general slang types. * Split out slang-serialize-misc-type-info.h * DebugSerialData -> SerialSourecLocData DebugSerialReader -> SerialSourceLocReader DebugSerialWriter -> SerialSourceLocWriter * Remove unused template that only compiles on VS. * Fix warning around unused function on non-VS. * Improve output of type names that are in scopes in C++ extractor. Update premake5.lua to run generation for RefObject derived types. * C++ extractor working on RefObject type. * Split out serialization functionality that spans different types into slang-serialization-factory.cpp/.h Put AST type info into header. Removed RefObjectSerialSubType - use RefObjectType Add filtering for RefObject derived types Remove construction and filteringhacks. * Set up field serialization for SerialRefObject derived types. * Fix template problem compiling on Clang/Gcc * Work in progress to make Value types work. * Added slang-value-reflect.cpp
* Generalizing Serialization (#1563)jsmall-nvidia2020-09-30
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * First pass at generalizing serializer. * Split out ReflectClassInfo * Use the general ReflectClassInfo * Fix some typos in debug generalized serialization. * Add calculation of classIds. Make distinct addCopy/add on SerialClasses. * Write up of more generalized serialization * WIP to transition from ASTSerialReader/Writer etc to generalized SerialReader/Writer and associated types. * Improvements to SerialExtraObjects. Keep RefObjects in scope in factory * Compiles with Serial refactor - doesn't quite work yet. * First pass serialization appears to work with refector. * Split out type info for general slang types. * Split out slang-serialize-misc-type-info.h * DebugSerialData -> SerialSourecLocData DebugSerialReader -> SerialSourceLocReader DebugSerialWriter -> SerialSourceLocWriter * Remove unused template that only compiles on VS. * Fix warning around unused function on non-VS.
* Enable default cpp prelude. (#1560)Yong He2020-09-24
| | | | | | | | | | | | | * Enable default cpp prelude. * Print the "#include" line as a normal source if the file does not exist. * Bug fix * Fix. * Fix c++ prelude header. * Remove unnecessary fopen call.
* 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).
* Share debug information between AST and IR (#1547)jsmall-nvidia2020-09-17
| | | | | | | | | | | | | | | | | | | | | | | | | * Test if blob is returned. * Rename serialize files so can be grouped. * StringRepresentationCache -> SerialStringTable * Split out SerialStringTable from slang-serialize-ir * First pass at reorganizing serialization/containers. Remain some issues about debug info. * Fix bug in calculating sourceloc. * Improve calcFixSourceLoc * Make allocations for payload RiffContainer align to at least 8 bytes. This is important for read, if the payload can contain 8 byte aligned data. Note this has no effect on Riff file format alignment rules. * Improve comments around RiffContainer and alignment. * Remove SerialStringTable, can just use StringSlicePool instead. * Typo fix for Clang/Linux. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
* Embed default prelude for CUDA (#1546)Tim Foley2020-09-17
| | | | | | | | | | | | | | | | | | | | | | | | | | | * Embed default prelude for CUDA Slang supports the notion of a "prelude" that gets prepended to the source code we generate in language. For some targets, a prelude is not necessary (e.g., we compile to HLSL/GLSL and then on to DXBC/DXIL/SPIR-V just fine without a prelude), but some targets have been implemented in a way that makes a prelude necessary (notably CPU and CUDA). For the targets that require a prelude, the Slang codebase includes usable preludes under the `prelude/` directory. Prior to this change, if a user was compiling for such a target (whether via command-line or API), there had to take responsibility for specifying the prelude to use (usually by passing in the contents of the prelude file(s) already included in the Slang distribution). It is reasonable for a user to expect an out-of-the-box experience where compilation to CUDA PTX or native CPU code should Just Work, similarly to how compilation to SPIR-V Just Works. This change is a step in the direction of providing a user experiene that Just Works for common cases. The main addition here is a tool called `slang-embed` that we run during our build to turn the `prelude/*.h` files into `prelude/*.h.cpp` files that embed the contents of the original `.h` file as a `const` variable. By compiling and linking in the generated `.h.cpp` file for the CUDA prelude, we are then able to set the default prelude to use for CUDA at the time a session/linkage is created. That default prelude will be used unless the user manually specifies their own prelude (which current users of the CUDA back-end must be doing). This change only sets up a default prelude for CUDA because of the way that the CPU prelude is split across multiple files. A strategy that provides a good default prelude for CPU may take more work, but that work might also be unnecessary if we switch to a strategy of using LLVM to generate native code. The implementation of the `slang-embed` tool is intentionally simple, and it will likely run into issues if/when we need to embed binary files or larger text files. The assumption being made here is that we can address those issues when they arise, and there is no reason to over-engineer the tool right now. The way that `slang-embed` is integrated into our build process is likely to require some iteration to make sure that it works across all platforms. I expect that this change will have multiple follow-up fixes related to trying to get the build to work as expected across all targets on CI. * fixup: trying to ensure that embedded prelude gets compiled into slang * fixup: properly clean up allocations in slang-embed * fixup: fix double free introduced by previous change * fixup: off-by-one allocation error
* Add OrderedDictionary to core. (#1523)Yong He2020-08-28
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* Support initializing an existential value from a generic value. (#1503)Yong He2020-08-18
| | | | | * Support initializing an existential value from a generic value. * Remove trailing spaces and clean up debugging code.
* Support for float atomics on RWByteAddressBuffer (#1502)jsmall-nvidia2020-08-18
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Fix premake5.lua so it uses the new path needed for OpenCLDebugInfo100.h * Keep including the includes directory. * Added the spirv-tools-generated files. * We don't need to include the spirv/unified1 path because the files needed are actually in the spirv-tools-generated folder. * Put the build_info.h glslang generated files in external/glslang-generated. Alter premake5.lua to pick up that header. * First pass at documenting how to build glslang and spirv-tools. * Improved glsl/spir-v tools README.md * Added revision.h * Change how gResources is calculated. Update about revision.h * Update docs a little. * Split out spirv-tools into a separate project for building glslang. This was not necessary on linux, but *is* necessary on windows, because there is a file disassemble.cpp in spirv-tools and in glslang, and this leads to VS choosing only one. With the separate library, the problem is resolved. * Fix direct-spirv-emit output. * Update to latest version of spirv headers and spirv-tools. * Upgrade submodule version of glslang in external. * Add fPIC to build options of slang-spirv-tools * WIP adding support for InterlockedAddFp32 * Upgrade slang-binaries to have new glslang. * Fix issues with Windows slang-glslang binaries, via update of slang-binaries used. * WIP - atomicAdd. This solution can't work as we can't do (float*) in glsl. * WIP on atomic float ops. * Added checking for multiple decls that takes into account __target_intrinsic and __specialized_for_target. First pass impl of atomic add on float for glsl. * Split __atomicAdd so extensions are applied appropriately. * Made Dxc/Fxc support includes. Use HLSL prelude to pass the path to nvapi Added -nv-api-path * Refactor around IncludeHandler and impl of IncludeSystem * slang-include-handler -> slang-include-system Have IncludeHandler/Impl defined in slang-preprocessor * Small comment improvements. * Document atomic float add addition in target-compatibility.md. * CUDA float atomic support on RWByteAddressBuffer. * Add atomic-float-byte-address-buffer-cross.slang * Removed inappropriate-once.slang - the test is no longer valid when a file is loaded and has a unique identity by default. A test could be made, but would require an API call to create the file (so no unique id). Improved handling of loadFile - uses uniqueId if has one. * Work around for testing target overlaps - to avoid exceptions on adding targets. Simplify PathInfo setup. Modify single-target-intrinsic.slang - it no longer failed because there were no longer multiple definitions for the same target. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
* Lower existential types. (#1497)Yong He2020-08-14
| | | Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
* IR support for Tuple types. (#1492)Yong He2020-08-13
| | | | | | | | | * Tuple types. * Fix x86 warning * Improved deduplication Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
* AnyValue packing/unpacking pass. (#1480)Yong He2020-08-07
| | | | | | | | | * AnyValue packing/unpacking pass. * Add diagnostic for types that does not fit in required AnyValueSize. * Add expected test result * Fix warnings.
* `AnyValue` based dynamic dispatch code gen (#1477)Yong He2020-08-05
| | | | | * AnyValue based dynamic code gen * Fix aarch64 build error
* Change parameter passing convention for CUDA (#1463)Tim Foley2020-07-28
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The Big Picture =============== Given input Slang code like: ```hlsl Texture2D gA; [shader("compute")] void kernelFunc(uniform Texture2D b, uint3 tid : SV_DispatchThreadID) { ... } ``` the existing CUDA code generation strategy would always generate a kernel with a signature like: ```c++ struct GlobalParams { Texture2D gA; } struct EntryPointParams { Texture2D b; } extern "C" __global__ void kernelFunc(EntryPointParams* entryPointParams, GlobalParams* globalParams) { ... } ``` This choice was consistent with the conventions of the CPU kernel target, and shares the advantage that it is easy for the user to data-drive the logic for filling in parameters and then invoking a kernel. However, the approach outlined above has two serious problems when used for CUDA kernels: * First, it defies the programmer's expectation about what an "equivalent" CUDA kernel signature would be, which makes it awkward for a developer to invoke this kernel from CUDA C++ host code (especially in the context of an app that might also run hand-written CUDA kernels). * Second, the performance of this approach suffers because every access to a global or entry point parameter turns into a load from global memory. In contrast, a typical hand-written CUDA kernel passes its parameters via an implementation-specific path that (for current CUDA platforms) seems to be equivalent to `__constant__` memory in performance. This change alters the convention so that the Slang compiler takes the code from the top of this message and translates it into something like: ```c++ struct GlobalParams { Texture2D gA; } __constant__ GlobalParams SLANG_globalParams; extern "C" __global__ void kernelFunc( Texture2D b ) { ... } ``` This translation alleviates both problems with the current translation: * The signature of the generated CUDA kernel function is as close to that of the original as is possible (we had to eliminate the `SV_*`-semantic varying inputs), and should directly match what the programmer would expect in common cases. * Entry-point parameters are passed via CUDA kernel parameters, and should thus match in performance. Global parameters are passed via a variable in `__constant__` memory, and thus should also perform as well as possible/expected. Detailed Changes ================ * Disable the `collectEntryPointUniformParams` pass for CUDA, so that entry-point `uniform` parameters are *not* bundles into a single `struct` and/or `ConstantBuffer`. * When targeting CUDA, disable the logic for generating an entry-point parameter for passing in the global shader parameter(s) * Allow `CLikeSourceEmitter` subclasses to override the name generated for entry-point symbols, and use this to add the required prefix for each OptiX kernel type when translating a ray-tracing kernel. * Add logic to emit "parameter groups" in a specialized way for CUDA (this is the same approach that allows us to generate `cbufffer { ... }` declarations for fxc). A global-scope parameter group will turn into a global `__constant__` variable called `SLANG_globalParams` (that name becomes part of the ABI for Slang-compiled shaders). * Update the logic in `render-test` for loading and invoking CUDA kernels to handle the new policy. The last bullet there merits expansion, since it is indicative of the work a client using Slang would have to go through to use our generated kernels with the new policy: * When loading a CUDA module with one or more kernels, we also use `cuModuleGetGlobal` to query the address of the `SLANG_globalParams` symbol in that CUDA module. That pointer needs to be used when setting global parameter values to be used by kernels in that CUDA odule. * Because our existing `BindPoint` logic for CUDA always sets up parameter data in GPU memory, we end up having to copy the entry-point parameter data from GPU memory to host memory. This step would ideally be skipped in a codebase that understands the correct policy, but it is a bit unfortunate that it is no longer trivially correct for an application to store all parameter data in GPU memory. * Before invoking the kernel, we need to use a `cudaMemcpyAsync` to copy from the prepared GPU memory for global parameters over to the `SLANG_globalParams` symbol associated with the kernel to be invoked. Because this operations is issued on the same CUDA stream as the kernel call, it is guaranteed to not overlap with GPU kernel execution. * When invoking the kernel, we take advantage of the seldom-used `CU_LAUNCH_PARAM_BUFFER_POINTER` facility to specify a contiguous memory region with all the entry-point parameters in it instead of passing each entry-point parameter separately. Given Slang reflection it is also possible to query the offset of each entry-point parameter in the buffer, so we could invoke the kernel in the traditional fashion as well. The choice here is up to the application. Caveats ======= * This is a breaking change, and any subsequent release will need to reflect that fact. Any customers who rely on Slang's current CUDA codegen strategy are likely to be surprised by this change, and I don't see an easy way to give them a more gentle transition. * This change does *not* remove the logic that introduces a `KernelContext` type for code that requires it. That means that things like `static` global variables can continue to work on CUDA for now, but we know that those are not going to be something we can support in the long-term with separate compilation. * While the policy implemented in this change is a reasonable default, it is still not going to perfectly match expecations for some developers. In particular, some developers who are familiar with both D3D and CUDA will likely wonder why a global `cbuffer` in Slang translates to a global-memory pointer in the output CUDA instead of one global `__constant__` variable per `cbuffer`. A more detailed alternate translation would generate a distinct global `__constant__` variable for each top-level constant buffer or parameter block. We may need to refine the translation even more based on feedback from users who care about how we handle global-scope parameters. * Recent changes in Slang have broken the logic that handles the OptiX "shader record" as an alternative mechanism for passing entry-point parameters. In order to get any level of OptiX support up and running we will have to change the IR passes that run on CUDA kernels to actually run the "collection" of `uniform` parameters for ray tracing stages, and then to replace references to the resulting parameter with a call to the function to access the shader record. * The use of `SLANG_globalParams` here works well enough in the case of whole-program compilation; every `CUmodule` ends up with (zero or) one parameter with this name, and an application can just hard-code it. As a mechanism it wouldn't work in the presence of separately-compiled modules that might introduce their own global parameters (including cases like constant lookup tables that really want to be at the global scope). An alternative approach would have Slang generate output PTX for each module, where a module has an optional global symbol for its own global-scope parameters (with a mangled name that is based on the module name), and then a linked CUDA binary has all of those distinct symbols. Such an approach would be compatible with module-at-a-time reflection and parameter binding, but would lead to another breaking change down the line for code that switches to `SLANG_globalParams`.
* Run array specialization in a sperate pass. (#1449)Yong He2020-07-23
| | | | | | | * Run array specialization in a sperate pass. * rename specializeFunctionCall->specializeFunctionCalls Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
* Running generators as separate premake project step (#1441)jsmall-nvidia2020-07-16
| | | | | | | | | | | | | | | | | | | | | | | | | * Put the running of generators into a separate project, to try and sure the generated products are available for other dependencies when compiling with multiple threads on linux. * Made paths Strings in slang-generate. Made paths use / for path separators (rather than \ on windows which causes some problems with #line). * Make the run-generators proj a utility step. * Made run-generators a StaticLib. * Fix problem with generating when not necessary. * Trying to get abspath to work on linux. * Add run-generator-main.cpp dummy file. * Add comment about the issues around linux and correct build triggering. * Add updated projects. * Remove the run-generators-main.cpp as no longer needed for 'run-generators' tool. Removed the adding of files by default from baseSlangProject Made the run generators project use slang-string.cpp as the file it builds from core. * Add the run-generators VS project.
* IR pass to generate witness table wrappers. (#1443)Yong He2020-07-15
| | | | | | | | | * Refactor lower-generics pass into separate subpasses. * IR pass to generate witness table wrappers. * Re-generate vs project files. * Fix x86 build error.
* Refactor lower-generics pass into separate subpasses. (#1442)Yong He2020-07-15
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* Remove KernelContext wrapper from CPU/CUDA emit (#1440)Tim Foley2020-07-15
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Remove KernelContext wrapper from CPU/CUDA emit Currently, the CPU and CUDA C++ targets rely on a `KernelContext` type that is generated during emit, as a way to provide implicit access to things that were global in the input Slang code, but that can't actually be emitted as globals in the target language (because the semantics of global declarations differ). For example, input like: ```hlsl ConstantBuffer<Stuff> gStuff; // shader parameter groupshared int gData[1024]; // thread-group shared variable static int gCounter = 0; // "thread-local" global-scope variable void subroutine() { ... } [shader("compute")] void computeMain() { ... } ``` would translate to output C++ for CPU a bit like: ```c++ struct KernelContext { ConstantBuffer<Stuff> gStuff; int gData[1024]; int gCounter = 0; void subroutine() { ... } void computeMain() { ... } }; ``` Note that both `computeMain()` and `subroutine()` are non-`static` members functions on `KernelContext`, so they have an implicit `this` parameter of type `KernelContext`, which allows the bodies of those functions to implicitly reference `gStuff`, etc. by name in their bodies. Because `KernelContext::computeMain()` is a member function, we end up emitting an additional global-scope function to expose the entry point to the outside world, and that function is responsible for declaring a local `KernelContext` and invoking the generated entry point on it. This approach has several important drawbacks: * It complicates the emit logic for CPU and CUDA, with many special cases around when/how things get emitted * It complicates the implementation of dynamic dispatch, because what seems like a function pointer in Slang IR needs to be a pointer-to-member-function in C++. * It makes it difficult to have a non-kernel-oriented mode of compilation for CPU where a Slang function with a given signature gets output as a C++ CPU function with the "same" signature (not wrapped up as a member function of `KernelContext`. This change makes a step toward addressing these issues by making the introducing of the `KernelContext` type be something that is done in an explicit IR pass instead of being handled as part of the last-mile emit logic. The most important change is the removal of code related to `KernelContext` from the `slang-emit-{cpp,cuda}.{h,cpp}` files, with the equivalent logic instead being handled in a new pass in `slang-ir-explicit-global-context.{h,cpp}`. It should be noted that further cleanups to the emit logic should now be possible; in particular, both the CPU and CUDA emit paths are manually sequencing the `EmitAction`s instead of relying on the default logic, but at this point they should be able to just use the default. The additional cleanups are left for future work. The explicit IR pass does more or less what one would expect: it identifies global-scope entities (global variables and parameters) that need to be wrapped and turns them into fields of a `KernelContext` type. It then modifies all entry points to initialize a `KernelContext` as part of their startup. Finally, any code that used to refer to the global entities is changed to refer to a field of the context, with the context passed via new function parameters (the new parameter is only added to functions that need it for now). Transforming global variables into fields of a `KernelContext` type in the IR pass ends up dropping their initial-value expressions (since those were attached as basic blocks on the `IRGlobalVar`). To avoid breaking code that relies on global-scope (but thread-local) variables, this change also adds an explicit pass that takes the initialization logic on all global variables and moves it to explicit logic that runs at the start of every entry point in a linked module (`slang-ir-explicit-global-init.{h,cpp}`). This pass would also be useful when we get back to direct SPIR-V emit, since SPIR-V also requires initialization logic for globals to be emitted into entry points. One complication that arises when the IR is introducing the types for entry-point parameters, global-scope parameters, and the `KernelContext` type is that it becomes harder for the emit logic to utter the names of those types (they might not even have names, since `IRNameHint`s might get stripped). This created a problem since the wrapper operations that were being generated for CPU were taking `void*` parameters and casting them to the appropriate type. To work around this issue, we have added an explicit IR pass (`slang-ir-entry-point-raw-ptr-params.{h,cpp}`) that transforms the signature of entry points so that any pointer parameters instead become raw pointer (`void*`) parameters, with the casting being handled inside the entry point itself. One consequence of all the above changes is that for the CUDA target we no longer need a wrapper function to invoke the generated entry point any more, because the IR function for the entry point ends up having the correct/expected signature already. This is also the case for CPU when it comes to the `*_Thread` wrapper function, but this change doesn't try to eliminate the wrapper because of a belief that the `*_Thread`-level interface is going away anyway. Because the IR is now responsible for ensuring the signature of the IR entry point for CUDA and CPU is what is expected, I needed to modify the `slang-ir-entry-point-uniforms` pass to always create an explicit parameter for the entry point uniforms when compiling for CUDA/CPU, even if there were no `uniform` parameters on the entry point as written. This also ended up requiring some tweaks to the parameter layout logic to ensure that CPU/CUDA targets always treat `ConstantBuffer<T>` as a `T*` even in the case where `T` is an empty `struct` type (which happens when we construct a `struct` type to represent the uniform parameters of an entry point with no uniform parameters...). There are several future changes that can/should build on this work: * We should change the generated signatures for CUDA kernels, so that they don't rely on `KernelContext` for global-scope parameters. At that point we can avoid generating a `KernelContext` at all for CUDA, except when a program uses global-scope thread-local variables. * We should figure out how to make the "ABI" for dynamic-dispatch calls ensure that the kernel context is either always passed, or always *not* passed. Making a hard-and-fast rule as part of the calling convention for dynamic calls would ensure that they access through the context continues to work with dynamic calls (this change might break it in some cases). * We should figure out how to handle the layout for the `KernelContext` in cases where a program is composed of multiple separately-compiled modules. Right now the layout of the `KernelContext` requires global knowledge (as does the pass that introduces explicit initialization for global-scope thread-locals). * We should try to further clean up the CPU/CUDA C++ emit logic to fall back on the default emit behavior more, now that the various special-case approaches that were taken are no longer needed * fixup: restore build files to default configuration
* CUDA/CPU varying compute inputs as IR pass (#1438)Tim Foley2020-07-10
| | | | | | | | | | | | | The main change here is that the CPU and CUDA C++ emit paths now rely on an earlier IR pass to legalize the varying parameter list of a kernel and translate references to varying parameters with semantics like `SV_DispatchThreadID`. Doing so removes a lot of special-case logic from the emit passes. This work moves us even closer to being able to eliminate `KernelContext` from the CPU/CUDA emit logic, because it removes the issue of state related to varying inputs being stored in `KernelContext`. The new pass that handles the legalization is in `slang-ir-legalize-varying-params.cpp`, and it borrows heavily from the existing `slang-ir-glsl-legalize.cpp` pass. The new pass factors out the target-independent and target-dependent logic, so that both CPU and CUDA can share much of the same code despite having very different rules for how the system-value parameters are being provided. An eventual goal is to have the new pass also handle the GLSL case, but doing so requires copying even more logic out of the GLSL-specific pass, and doing so seemed like a step to far for what was meant to be a stepping-stone change as part of other work. As a result of the incomplete nature of the pass, certain cases don't work for compute shader inputs for CPU/CUDA (e.g., wrapping your varying inputs in a `struct` type parameter), but those were cases that also didn't work in the existing `emit`-based logic. One major consequence of this change is that the logic for emitting the various different functions that represent an entry point for our CPU back-end has been streamlined and simplified. The original logic had a fair bit of cleverness built in to try and avoid unnecessary math ops when computing the various IDs/indices, while the new logic is much more simplistic (the main dispatch function loops over threadgroups with a triply-nested `for` and then delegates to the group-level function loops over threads with its own nested `for`s). Longer term, it will be important to simplify the CPU functions we emit further, by eliminating things like the `_Thread` function that should never really be exposed to users (the minimum granularity of invoking a CPU compute kernel should be a single threadgroup). We may eventually decide to synthesize all of the extra code that is being generated in the `emit` pass as IR instead.
* Add support for global uniform shader parameters (#1433)Tim Foley2020-07-08
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Adding support for global uniform shader parameters This change adds support for Slang programmers to declare shader parameters of "ordinary" types at global scope: ```hlsl uniform float gScaleFactor; void main() { ... *= gScaleFactor; ... } ``` The generated HLSL/GLSL/DXIL/SPIR-V output will be something along the lines of: ```hlsl struct GlobalParams { float gScaleFactor; } cbuffer globalParams { GlobalParams globalParams; } void main() { ... *= globalParams.gScaleFactor; ... } ``` The binding information used for the implicit `globalParams` constant buffer will be determined by the existing implicit parameter binding logic (which already had support for this kind of transformation). The reason this change is being pursued right now is because it is one step toward removing the implicit `KernelContext` type that is used to wrap the generated code for our CPU and CUDA C++ targets. Handling global-scope parameters of ordinary type requires an IR pass that synthesizes the `GlobalParams` structure type above, and that step ends up removing the need for the similar `UniformState` structure that was being used in the CPU/CUDA emit logic. A more detailed guide to the changes included follows: * The diagnostic for a global-scope variable that is implicitly a shader parameter was kept, but changed to a warning. Users can opt out of the warning by decorating their parameter as a `uniform` (since that keyword is already being used to mark entry-point parameters that should be treated as uniform shader parameters). * To simplify the task of finding the global shader parameters, the `CLikeSourceEmitter` type has been given an `m_irModule` member. The previous emit logic for `UniformState` was having to do a roundabout solution involving the `EmitAction`s to deal with not having direct access to the module. * Removed a few dead declarations in the emit logic (related to a much earlier point where emit was based on the AST instead of the IR). * Made the computation of type names in C++ emit take into account `ConstantBuffer<T>` and `ParameterBlock<T>`. As far as I can tell, these were being handled with some special-case hacks in the emit logic instead of being supported more fundamentally. It might actually be good to pass these through as `ConstantBuffer<T>` and `ParameterBlock<T>` in the C++ output, and allow the prelude to customize their translation (defaulting to defining them as `T*`). * Removed the special-case C++ emit logic for references to global shader parameters. There are now at most two global shader parameters to deal with, and the default emit logic (referring to them by name) does the Right Thing. * Changed the handling of entry points for C++ (both CPU and CUDA) so that it handles the bundled-up shader paameters for the global and entry-point scopes the same way. The main complication here is OptiX, where parameter data is passed very differently than it is for CUDA compute kernels. * Reverted changes to `ir-entry-point-uniforms` that had made its logic depend on the compilation target. The parameter binding logic was already responsible for deciding if a given target needed to wrap up its entry-point parameters in a constant buffer, and the IR pass was respecting that layout information. The current workaround had been removing the `ConstantBuffer<T>` indirection from this IR pass for CPU/CUDA, but then reintroducing the same indirection later on in the emit step. * Added an explicit IR pass with the task of collecting global-scope parameters of uniform/ordinary type and packaging them up into a `struct`, and then optionally packaging that `struct` up in a constant buffer. This pass bases its decisions on the IR layout information that was already computed, so it should match whatever policy choices were made at the layout level. * Changed the "key" operand on IR `struct` layout information to not assume an `IRStructKey`. The problem here is that the global scope gets a `StructTypeLayout` to represent its members, and this is convenient (rather than having to always special-case logic that handles the global scope), but the "fields" of that struct are global variables which do not have `IRStructKey`s associated with them. The simplest solution is to use the variables themselves as the keys, which required removing the assumption in the IR encoding. * Updated the IR layout process to compute a layout for the global scope of an entire program, and to attach that to the `IRModule` via a decoration. Updated the IR linking process to carry through that decoration to the linked output. This is necessary so that the IR pass that transforms global parameters can access the global-scope layout information. An important concern with this approach is that the contents and layout of the monolithic `GlobalParams` structure depends on the exact set of modules that were linked (and the order in which they were specified, in some cases). This isn't really a new thing with this change, but it becomes more important as we start to think of how to generalize things to better support separate compilation and linking. There are changes that can (and should) be made to the way that IR layouts are computed for programs (e.g., so that we compute layout per-module and then combine them rather than as a whole-program step). In this case, the problem of forming the combined/linked global layout can be moved down the IR level and not be reliant on AST-level information. Just changing the way layout and linking interact would not change the fundamental problem that global shader parameters as they currently exist in Slang/HLSL/GLSL are not readily compatible with true separate compilation. We either need to find a solution strategy that we can apply to allow existing shaders to work with separate compilation *or* we need to incrementally work toward removing support for global-scope shader parameters in favor of explicit entry-point parameters in all cases. * fixup: missing files * fixup: comment the new code
* AST Serialization writing (#1407)jsmall-nvidia2020-06-24
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Try to fix problem with C++ extractor concating tokens producing an erroneous result. * Improve naming/comments around C++ extractor fix. * Another small improvement around space concating when outputing token list. * Handle some more special cases for consecutive tokens for C++ extractor concat of tokens. * WIP AST serialization. * Comment out so compile works. * More work on AST serialization. * WIP AST serialize. * WIP AST Serialization - handling more types. * WIP: Compiles but not all types are converted, as not all List element types are handled. * Compiles with array types. * Finish off AST serialization of remaining types. * Remove ComputedLayoutModifier and TupleVarModifier. * Add fields to ASTSerialClass type. * Construct AST type layout. * AST Serialization working for writing to ASTSerialWriter. * Removed call to ASTSerialization::selfTest in session creation. * Fixes for gcc. * Diagnostics handling - better handling of dashify. * Improve comment around DiagnosticLookup. * Updated VS project.
* 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.
* Generate dynamic C++ code for the minimal test case. (#1391)Yong He2020-06-17
| | | | | | | | | | | | | * Add IR pass to lower generics into ordinary functions. * Fix project files * Emit dynamic C++ code for simple generics and witness tables. Fixes #1386. * Remove -dump-ir flag. * Fixups.
* Devirtualize AST types (#1368)jsmall-nvidia2020-06-03
| | | | | | | | | | | | | | | | | * Make getSup work with more general non-virtual 'virtual' mechanism. * WIP: Non virtual AST types. * Project change. * Type doesn't implement equalsImpl * Fix macro invocation Make Overridden functions public to make simply accessible by base types. * Use SLANG_UNEXPECTED. * GetScalarType -> getScalarType Use SLANG_UNEXPECTED instead on ASSERT in NamedExpressionType and TypeType
* WIP: ASTBuilder (#1358)jsmall-nvidia2020-05-28
| | | | | | | | | | | | | | | | | | * Compiles. * Small tidy up around session/ASTBuilder. * Tests are now passing. * Fix Visual Studio project. * Fix using new X to use builder when protectedness of Ctor is not enough. Substitute->substitute * Add some missing ast nodes created outside of ASTBuilder. * Compile time check that ASTBuilder is making an AST type. * Moced findClasInfo and findSyntaxClass (essentially the same thing) to SharedASTBuilder from Session.
* Synthesize "active mask" for CUDA (#1352)Tim Foley2020-05-26
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Synthesize "active mask" for CUDA The Big Picture =============== The most important change here is to `hlsl.meta.slang`, where the declaration of `WaveGetActiveMask()` is changed so that instead of mapping to `__activemask()` on CUDA (which is semantically incorrect) it maps to a dedicated IR instruction. The other `WaveActive*()` intrinsics that make use of the implicit "active mask" concept had already been changed in #1336 so that they explicitly translate to call the equivalent `WaveMask*()` intrinsic with the result of `WaveGetActiveMask()`. As a result, all of the `WaveActive*()` functions are now no different from a user-defined function that uses `WaveGetActiveMask()`. The bulk of the work in this change goes into an IR pass to replace the new instruction for getting the active mask gets replaced with appropriately computed values before we generate output CUDA code. That work is in `slang-ir-synthesize-active-mask.{h,cpp}`. Utilities ========= There are a few pieces of code that were helpful in writing the main pass but that can be explained separately: * IR instructions were added corresponding to the Slang `WaveMaskBallot()` and `WaveMaskMatch()` functions, which map to the CUDA `__ballot_sync()` and `__match_any_sync()` operations, respectively. These are only implemented for the CUDA target because they are only being generated as part of our CUDA-only pass. * The `IRDominatorTree` type was updated to make it a bit more robust in the presence of unreachable blocks in the CFG. It is possible that the same ends could be achieved more efficiently by folding the corner cases into the main logic, but I went ahead and made things very explicit for now. * I added an `IREdge` utility type to better encapsulate the way that certain code operating on the predecessors/successors of an `IRBlock` were using an `IRUse*` to represent a control-flow edge. The `IREdge` type makes the logic of those operations more explicit. A future change should proably change it so that `IRBlock::getPredecessors()` and `getSuccessors()` are instead `getIncomingEdges()` and `getOutgoingEdges()` and work as iterators over `IREdge` values, given the way that the predecessor and successor lists today can contain duplicates. * Using the above `IREdge` type, the logic for detecting and break critical edges was broken down into something that is a bit more clear (I hope), and that also factors out the breaking of an edge (by inserting a block along it) into a reusable subroutine. The Main Pass ============= The implementation of the new pass is in `slang-ir-synthesize-active-mask.cpp`, and that file attempts to include enough comments to make the logic clear. A brief summary for the benefit of the commit history: * The first order of business is to identify functions that need to have the active mask value piped into them, and to add an additional parameter to them so that the active mask is passed down explicitly. Call sites are adjusted to pass down the active mask which can then result in new functions being identified as needing the active mask. * The next challenge is for a function that uses the active mask, to compute the active mask value to use in each basic block. The entry block can easily use the active mask value that was passed in, while other blocks need more work. * When doing a conditional branch, we can compute the new mask for the block we branch to as a function of the existing mask and the branch condition. E.g., the value `WaveMaskBallot(existingMask, condition)` can be used as the mask for the "then" block of an `if` statement. * When control flow paths need to "reconverge" at a point after a structured control-flow statement, we need to insert logic to synchronize and re-build the mask that will execute after the statement, while also excluding any lanes/threads that exited the statement in other ways (e.g., an early `return` from the function). The explanation here is fairly hand-wavy, but the actual pass uses much more crisp definitions, so the code itself should be inspected if you care about the details. Tests ===== The tests for the new feature are all under `tests/hlsl-intrinsic/active-mask/`. Most of them stress a single control-flow construct (`if`, `switch`, or loop) and write out the value of `WaveGetActiveMask()` at various points in the code. In practice, our definition of the active mask doesn't always agree with what D3D/Vulkan implementations seem to produce in practice, and as a result a certain amount of effort has gone into adding tweaks to the tests that force them to produce the expected output on existing graphics APIs. These tweaks usually amount to introducing conditional branches that aren't actually conditional in practice (the branch condition is always `true` or always `false` at runtime), in order to trick some simplistic analysis approaches that downstream compilers seem to employ. One test case currently fails on our CUDA target (`switch-trivial-fallthrough.slang`) and has been disabled. This is an expected failure, because making it produce the expected value requires a bit of detailed/careful coding that would add a lot of additional complexity to this change. It seemed better to leave that as future work. Future Work =========== * As discussed under "Tests" above, the handling of simple `switch` statements in the current pass is incomplete. * There's an entire can of worms to be dealt with around the handling of fall-through for `switch`. * The current work also doesn't handle `discard` statements, which is unimportant right now (CUDA doesn't have fragment shaders), but might matter if we decide to synthesize masks for other targets. Similar work would probably be needed if we ever have `throw` or other non-local control flow that crosses function boundaries. * An important optimization opportunity is being left on the floor in this change. When block that comes "after" a structured control-flow region (which is encoded explicitly in Slang IR and SPIR-V) post-dominates the entry block of the region, then we know that the active mask when exiting the region must be the same as the mask when entering the region, and there is no need to insert explicit code to cause "re-convergence." This should be addressed in a follow-on change once we add code to Slang for computing a post-dominator tree from a function CFG. * Related to the above, the decision-making around whether a basic block "needs" the active mask is perhaps too conservative, since it decides that any block that precedes one needing the active mask also needs it. This isn't true in cases where the active mask for a merge block can be inferred by post-dominance (as described above), so that the blocks that branch to it don't need to compute an active mask at all. * If/when we extend the CPU target to support these operations (along with SIMD code generation, I assume), we will also need to synthesize an active mask on that platform, but the approach taken here (which pretty much relies on support for CUDA "cooperative groups") wouldn't seem to apply in the SIMD case. * Similarly, the approach taken to computing the active mask here requires a new enough CUDA SM architecture version to support explicit cooperative groups. If we want to run on older CUDA-supporting architectures, we will need a new and potentially very different strategy. * Because the new pass here changes the signature of functions that require the active mask (and not those that don't), it creates possible problems for generating code that uses dynamic dispatch (via function pointers). In principle, we need to know at a call site whether or not the callee uses the active mask. There are multiple possible solutions to this problem, and they'd need to be worked through before we can make the implicit active mask and dynamic dispatch be mutually compatible. * Related to changing function signatures: no effort is made in this pass to clean up the IR type of the functions it modifies, so there could technically be mismatches between the IR type of a function and its actual signature. If/when this causes problems for downstream passes we probably need to do some cleanup. * fixup: backslash-escaped lines I did some "ASCII art" sorts of diagrams to explain cases in the CFG, and some of those diagrams used backslash (`\`) characters as the last character on the line, causing them to count as escaped newlines for C/C++. The gcc compiler apparently balked at those lines, since they made some of the single-line comments into multi-line comments. I solved the problem by adding a terminating column of `|` characters at the end of each line that was part of an ASCII art diagram. * fixup: typos Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
* AST dumping via C++ Extractor reflection (#1348)jsmall-nvidia2020-05-20
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Add support for parsing array types to C++ extractor. * C++ extractor looks for 'balanced tokens'. Use for extracting array suffixes. * First pass at field dumping. * Update project for field dumping. * WIP AST Dumper. * More AST dump compiling. * Fix bug in StringSlicePool where it doesn't use the copy of the UnownedStringSlice in the map. * Add support for SLANG_RELFECTED and SLANG_UNREFLECTED More AST dump support. * Support for hierarchical dumping/flat dumping. Use SourceWriter to dump. * Add -dump-ast command line option. * Add fixes to VS project to incude AST dump. * Fix compilation on gcc. * Add fix for type ambiguity issue on x86 VS. * Fixes from merge of reducing Token size. * Fix comment about using SourceWriter.
* AST nodes using C++ Extractor (#1341)jsmall-nvidia2020-05-08
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Extractor builds without any reference to syntax (as it will be helping to produce this!). * Change macros to include the super class. * WIP replacing defs files. * Added indexOf(const UnownedSubString& in) to UnownedSubString. Refactored extractor * Output a macro for each type with the extracted info - can be used during injection in class * Simplify the header file - as can get super type and last from macro now * Store the 'origin' of a definition * Some small tidy ups to the extractor. * Improve comments on the extractor options. * Made CPPExtractor own SourceOrigins * Small fixes around SourceOrigin. * Small tidy up around macroOrign * WIP Visitor seems now to work correctly. Split out types used by ast into slang-ast-support-types.h * Fix remaining problems with C++ extractor being used with AST nodes. Add CountOf to extractor type ids. Added ReflectClassInfo::getInfo to turn an ASTNodeType into a ReflectClassInfo * Fix compiling on linux. Fix typo in memset. * Small tidy up around comments/layout. Moved NodeBase casting to NodeBase. * Make premake generate project that builds with cpp-extractor for AST. * Get the source directory from the filter in premake. * Fix typo in source path * Explicitly set the source path for premake generation for AST. * Special case handling of override to apease Clang. * Use a more general way to find the slang-ast-reflect.h file to run the extractor. * Appveyor is not triggering slang-cpp-extractor - try putting dependson together. * Put building slang-cpp-extractor first. * Disable some project options to stop MSBuild producing internal compiler errors. * Try reordering the projects in premake5.lua * Hack to try and make slang-cpp-extractor built on appveyor. * Disable flags - not required for MSBuild on appveyor. * Disable flags not required for build on AppVeyor. * Updated Visual Studio projects with slang-cpp-extractor. * Added Visual Studio slang-cpp-extractor project.
* 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
* Initial work to support OptiX output for ray tracing shaders (#1307)Tim Foley2020-04-08
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Initial work to support OptiX output for ray tracing shaders This change represents in-progress work toward allowing Slang/HLSL ray-tracing shaders to be cross-compiled for execution on top of OptiX. The work as it exists here is incomplete, but the changes are incremental and should not disturb existing supported use cases. One major unresolved issue in this work is that the OptiX SDK does not appear to set an environment variable Changes include: * Modified the premake script to support new options for adding OptiX to the build. Right now the default path to the OptiX SDK is hard-coded because the installer doesn't seem to set an environment variable. We will want to update that to have a reasonable default path for both Windows and Unix-y platforms in a later chance. * I ran the premake generator on the project since I added new options, which resulted in a bunch of diffs to the Visual Studio project files that are unrelated to this change. Many of the diffs come from previous edits that added files using only the Visual Studio IDE rather than by re-running premake, so it is arguably better to have the checked-in project files more accurately reflect the generated files used for CI builds. * The "downstream compiler" abstraction was extended to have an explicit notion of the kind of pipeline that shaders are being compiled for (e.g., compute vs. rasterization vs. ray tracing). This option is used to tell the NVRTC case when it needs to include the OptiX SDK headers in the search path for shader compilation (and also when it should add a `#define` to make the prelude pull in OptiX). This code again uses a hard-coded default path for the OptiX SDK; we will need to modify that to have a better discovery approach and also to support an API or command-line override. * One note for the future is that instead of passing down a "pipeline type" we could instead pass down the list/set of stages for the kernels being compiled, and the OptiX support could be enabled whenever there is *any* ray tracing entry point present in a module. That approach would allow mixing RT and compute kernels during downstream compilation. We will need to revisit these choices when we start supporting code generation for multiple entry points at a time. * The CUDA emit logic is currently mostly unchanged. The biggest difference is that when emitting a ray-tracing entry point we prefix the name of the generated `__global__` function with a marker for its stage type, as required by the OptiX runtime (e.g., a `__raygen__` prefix is required on all ray-generation entry points). * The `Renderer` abstraction had a bare minimum of changes made to be able to understand that ray-tracing pipelines exist, and also that some APIs will require the name of each entry point along with its binary data in order to create a program. * The `ShaderCompileRequest` type was updated so that only a single "source" is supported (rather than distinct source for each entry point), and also the entry points have been turned into a single list where each entry identifies its stage instead of a fixed list of fields for the supported entry-point types. * The CUDA compute path had a lot of code added to support execution for the new ray-tracing pipeline type. The logic is mostly derived from the `optixHello` example in the OptiX SDK, and at present only supports running a single ray-generation shader with no parameters. The code here is not intended to be ready for use, but represents a signficiant amount of learning-by-doing. * The `slang-support.cpp` file in `render-test` was updated so that instead of having separate compilation logic for compute vs. rasterization shaders (which would mean adding a third path for ray tracing), there is now a single flow to the code that works for all pipeline types and any kind of entry points. * Implicit in the new code is dropping support for the way GLSL was being compiled for pass-through render tests, which means pass-through GLSL render tests will no longer work. It seems like we didn't have any of those to begin with, though, so it is no great loss. * Also implicit are some new invariants about how shaders without known/default entry points need to be handled. For example, the ray tracing case intentionally does not fill in entry points on the `ShaderCompileRequest` and instead fully relies on the Slang compiler's support for discovering and enumerating entry points via reflection. As a consequence of those edits the `-no-default-entry-point` flag on `render-test` is probably not working, but it seems like we don't have any test cases that use that flag anyway. Given the seemingly breaking changes in those last two bullets, I was surprised to find that all our current tests seem to pass with this change. If there are things that I'm missing, I hope they will come up in review. * fixup: issues from review and CI * Some issues noted during the review process (e.g., a missing `break`) * Fix logic for render tests with `-no-default-entry-point`. I had somehow missed that we had tests reliant on that flag. This required a bit of refactoring to pass down the relevant flag (luckily the function in question was already being passed most of what was in `Options`, so that just passing that in directly actually simplifies the call sites a bit. * There was a missing line of code to actually add the default compute entry points to the compile request. I think this was a problem that slipped in as part of some pre-PR refactoring/cleanup changes that I failed to re-test.
* Define compound intrinsic ops in the standard library (#1273)Tim Foley2020-03-16
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Define compound intrinsic ops in the standard library The current stdlib code has a notion of "compound" intrinsic ops, which use the `__intrinsic_op` modifier but don't actually map to a single IR instruction. Instead, most* of these map to multiple IR instructions using hard-coded logic in `slang-ir-lower.cpp`. (* One special case is `kCompoundOp_Pos` that is used for unary `operator+` and that maps to *zero* IR instructions) All of the opcodes that used to use the `kCompoundOp_` enumeration values now have definitions directly in the stdlib and use the new `[__unsafeForceInlineEarly]` attribute to ensure that they get inlined into their use sites so that the output code is as close as possible to the original. For the most part, generating the stdlib definitions for the compound ops is straightforward, but here's some notes: * The unary `operator+` I just defined directly in Slang code, since it doesn't share much structure with other cases * The unary increment/decrement ops are generated as a cross product of increment/decrement and prefix/postfix. The logic is a bit messy but given that we have scalar, vector, and matrix versions to deal with it still saves code overall * Because all the compound/assignment cases got moved out, the existing code for generating unary/binary ops can be simplified a bit * All the no-op bit-cast operations like `asfloat(float)` are now inline identity functions * A few other small cleanups are made by not having to worry about the compound ops (which used to be called "pseudo ops") sometimes being encoded in to the same type of value as a real IR opcode. The one big detail here is a fix for how IR lowering works for `let` declarations: they were previously being `materialize()`d which only guarantees that they've been placed in a contiguous and addressable location, but doesn't actually convert them to an r-value. As a result a `let` declaration could accidentally capture a mutable location by reference, which is definitely *not* what we wanted it to do. Fixing this was needed to make the new postfix `++` definition work (several existing tests end up covering this). One important forward-looking note: One subtle (but significant) choice in this change is that we actually reduce the number of declarations in the stdlib, because instead of having the compound operators include both per-type and generic overloads (just listing scalar cases for now): float operator+=(in out float left, float right) { ... } int operator+=(in out int left, int right) { ... } ... T operator+= <T:__BuiltinBlahBlah>(in out T left, T right) { ... } We now have *only* the single generic version: T operator+= <T:__BuiltinBlahBlah>(in out T left, T right) { ... } In running our current tests, this change didn't lead to any regressions (perhaps surprisingly). Given that we were able to reduce the number of overloads for `operator+=` by a factor of N (where N is the number of built-in types), it seems worth considering whether we could also reduce the number of overloads of `operator+` by the same factor by only having generic rather than per-type versions. One concern that this forward-looking question raises is whether the quality of diagnostic messages around bad calls to the operators might suffer when there are only generic overloads instead of per-type overloads. In order to feel out this problem I added a test case that includes some bad operator calls both to `+=` (which is now only generic with this change) and `+` (which still has per-type overloads). Overall, I found the quality of the error messages (in terms of the candidates that get listed) isn't perfect for either, but personally I prefer the output in the generic case. As part of adding that test, I also added some fixups to how overload resolution messages get printed, to make sure the function name is printed in more cases, and also that the candidates print more consistently. These changes affected the expected output for one other diagnostic test. * fixup: disable bad operator test on non-Windows targets
* Add a basc inlining facility for use in the stdlib (#1271)Tim Foley2020-03-11
| | | | | | | | | | | | | | | | | | | The main feature visible to the stdlib here is the `[__unsafeForceInlineEarly]` attribute, which can be attached to a function definition and forces calls to that function to be inlined immediately after initial IR lowering. The pass is implemented in `slang-ir-inline.{h,cpp}` and currently only handles the completely trivial case of a function with no control flow that ends with a single `return`. The lack of support for any other cases motivates the `__unsafe` prefix on the attribute. In order to test that the pass works, I modified the "comma operator" in the standard library to be defined directly (rather than relying on special-case handling in IR lowering), and then added a test that uses that operator to make sure it generates code as expected. The compute version of the test confirms that we generate semantically correct code for the operator, while the SPIR-V cross-compilation test confirms that our output matches GLSL where the comma operator has been inlined, rather than turned into a subroutine. Notes for the future: * With this change it should be possible (in principle) to redefine all the compound operators in the stdlib to instead be ordinary functions with the new attribute, removing the need for `slang-compound-intrinsics.h`. * Once the compound intrinsics are defined in the stdlib, it should be easier/possible to start making built-in operators like `+` be ordinary functions from the standpoint of the IR * The attribute and pass here could be extended to include an alternative inlining attribute that happens later in compilation (after linking) but otherwise works the same. This could in theory be used for functions where we don't want to inline the definition into generated IR, but still want to inline things berfore generating final HlSL/GLSL/whatever. * The inlining pass itself could be generalized to work for less trivial functions pretty easily; for the most part it would just mean "splitting" the block with the call site and then inserting clones of the blocks in the callee. Any `return` instructions in the clone would become unconditional branches (with arguments) to the block after the call (which would get a parameter to represent the returned value). * The "hard" part for such an inlining pass would be handling cases where the control flow that results from inlining can't be handled by our later restructuring passes. The long-term fix there is to implement something like the "relooper" algorithm to restructure control flow as required for specific targets.
* Yet more definitions moved into the stdlib (#1263)Tim Foley2020-03-09
| | | | | | | | | | | The only big catch that I ran into with this batch was that I found the `float.getPi()` function was being emitted to the output GLSL even when that function wasn't being used. This seems to have been a latent problem in the earlier PR, but was only surfaced in the tests once a Slang->GLSL test started using another intrinsic that led to the `float : __BuiltinFloatingPointType` witness table being live in the IR. The fix for the gotcha here was to add a late IR pass that basically empties out all witness tables in the IR, so that functions that are only referenced by witness tables can then be removed as dead code. This pass is something we should *not* apply if/when we start supporting real dynamic dispatch through witness tables, but that is a problem to be solved on another day. The remaining tricky pieces of this change were: * Needed to remember to mark functions as target intrinsics on HLSL and/or GLSL as appropriate (hopefully I caught all the cases) so they don't get emitted as source there. * The `msad4` function in HLSL is very poorly documented, so filling in its definition was tricky. I made my best effort based on how it is described on MSDN, but it is likely that if anybody wants to rely on this function they will need us to vet our results with some tests.
* 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.
* Fix layout for structured buffers of matrices (#1184)Tim Foley2020-01-28
| | | | | | | | | | | | | | | | | | | | | | | | When using row-major layout (via command-line or API option), the following sort of declaration: ```hlsl StructuredBuffer<float4x4> gBuffer; ... gBuffer[i] ... ``` Generates unexpected results when compiled to DXBC via fxc or DXIL via dxc, because the fxc/dxc compilers do not respect the matrix layout mode in this specific case (a structured buffer of matrices). Instead, they always use column-major layout, even if row-major was requested by the user. A user can work around this behavior by wrapping the matrix in a `struct`: ```hlsl struct Wrapper { float4x4 wrapped; } SturcturedBuffer<Wrapper> gBuffer; ... gBuffer[i].wrapped ... ``` This change simply automates that workaround when compiling for an HLSL-based downstream compiler, so that we get the same behavior across all our backends. The change adds a test case to confirm the behavior across multiple targets, but it turns out we also had a test checked in that confirmed the buggy (or at least surprising) fxc/dxc behavior, so that one had its baselines changed and can work as a regression test for this fix as well.
* Bind Location (#1166)jsmall-nvidia2020-01-15
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * First pass at BindLocation. * Added BindSet::init - for initializing with two input constant buffers. Needs better name, and perhaps should be another class. * Fix handling of constant buffer stripping. Improved initialization. * Trying to generalize BindLocation a little more. Split out CPULikeBindRoot. * More work to make BindLocation et al work with non uniform bindings. * Added parsing to a location. * WIP: Trying to get CPU working with BindLocation. * Describe problem of knowing the type of the reference point in the binding table. * More ideas on getBindings fix. * Remove BindSet as member of BindLocation. * Added BindLocation::Invalid * Made BindLocation able to be key in hash * Use BindLocation for bindings on BindingSet. * Added cuda and nvrtc categories to test infrastructure. Disabled CUDA synthetic tests by default. Fixed such that all tests now produce something in BindLocation style. * Use m_userIndex instead of m_userData on Resource. Move the binding setup out of cpu-compute-util (as no longer CPU specific) * Removed CPUBinding - used BindLocation/BindSet instead. Fixed some bugs around indexOf around uniform indirection. * Renamed BindSet::Resource -> BindSet::Value. * Document BindLocation. * Fixes for Clang/GCC Improve invariant requirement handling when constructing from BindPoints.
* HLSLIntrinsicSet (#1159)jsmall-nvidia2019-12-20
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * CPPCompiler -> DownstreamCompiler * Added DownstreamCompileResult to start abstraction such that we don't need files. * * Split out slang-blob.cpp * Made CompileResult hold a DownstreamCompileResult - for access to binary or ISlangSharedLibrary * Keep temporary files in scope. * Add a hash to the hex dump stream. * Move all file tracking into DownstreamCompiler. * WIP support for nvrtc. * WIP: Adding support for nvrtc compiler. Adding enum types, wiring up the nvrtc into slang. * Fix remaining CPPCompiler references. * Fix order issue on target string matching. * Use ISlangSharedLibrary for nvrtc. * Use DownstreamCompiler for nvrtc. * WIP first pass at compilation win nvrtc. * Added testing if file is on file system into CommandLineDownstreamCompiler. Added sourceContentsPath. * Make test cuda-compile.cu work by just compiling not comparing output. * Genearlize DownstreamCompiler usage. * Fix warning on clang. * Remove CompilerType from DownstreamCompiler. * Use DownstreamCompiler interface for all compilers. NOTE for FXC, DXC and GLSLANG this doesn't mean using 'compile' - it's still extracting functions from shared library. * Replace DownstreamCompiler::SourceType -> SlangSourceLanguage * Replace _canCompile with something data driven. * Fix compiling on gcc/clang for DownstreamCompiler. * Moved some text conversions into DownstreamCompiler. * Fix problem on non-vc builds with not having return on locateCompilers for VS. * Change so no warning for code not reachable on locateCompilers for vs. * WIP: CUDA code generation - currently just using CPU layout and HLSL. * emitXXXForEntryPoint -> emitEntryPointSource emitSourceForEntryPoint -> emitEntryPointSourceFromIR Fix up generating cuda to get PTX. * WIP emitting cuda for IR. * Small improvements to CUDA ouput. * Disable the CUDA emit test, as output not currently compilable. * Split out IRTypeSet to simplify CPPSourceEmitter and other Emitters that rely on determining unique use of type and/or need to generate types in order to output code. * First pass at HLSLIntrinsicSet. * Small improvements to HLSLIntrinsicSet. * Use HLSLIntrinsicSet in CPPSourceEmitter. * Small improvements to checking of HLSLIntrinsic construction. * Deallocate intrinsic copy if a match was found.
* Split out IRTypeSet (#1158)jsmall-nvidia2019-12-19
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * CPPCompiler -> DownstreamCompiler * Added DownstreamCompileResult to start abstraction such that we don't need files. * * Split out slang-blob.cpp * Made CompileResult hold a DownstreamCompileResult - for access to binary or ISlangSharedLibrary * Keep temporary files in scope. * Add a hash to the hex dump stream. * Move all file tracking into DownstreamCompiler. * WIP support for nvrtc. * WIP: Adding support for nvrtc compiler. Adding enum types, wiring up the nvrtc into slang. * Fix remaining CPPCompiler references. * Fix order issue on target string matching. * Use ISlangSharedLibrary for nvrtc. * Use DownstreamCompiler for nvrtc. * WIP first pass at compilation win nvrtc. * Added testing if file is on file system into CommandLineDownstreamCompiler. Added sourceContentsPath. * Make test cuda-compile.cu work by just compiling not comparing output. * Genearlize DownstreamCompiler usage. * Fix warning on clang. * Remove CompilerType from DownstreamCompiler. * Use DownstreamCompiler interface for all compilers. NOTE for FXC, DXC and GLSLANG this doesn't mean using 'compile' - it's still extracting functions from shared library. * Replace DownstreamCompiler::SourceType -> SlangSourceLanguage * Replace _canCompile with something data driven. * Fix compiling on gcc/clang for DownstreamCompiler. * Moved some text conversions into DownstreamCompiler. * Fix problem on non-vc builds with not having return on locateCompilers for VS. * Change so no warning for code not reachable on locateCompilers for vs. * WIP: CUDA code generation - currently just using CPU layout and HLSL. * emitXXXForEntryPoint -> emitEntryPointSource emitSourceForEntryPoint -> emitEntryPointSourceFromIR Fix up generating cuda to get PTX. * WIP emitting cuda for IR. * Small improvements to CUDA ouput. * Disable the CUDA emit test, as output not currently compilable. * Split out IRTypeSet to simplify CPPSourceEmitter and other Emitters that rely on determining unique use of type and/or need to generate types in order to output code.
* WIP CUDA source emit (#1157)jsmall-nvidia2019-12-19
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * CPPCompiler -> DownstreamCompiler * Added DownstreamCompileResult to start abstraction such that we don't need files. * * Split out slang-blob.cpp * Made CompileResult hold a DownstreamCompileResult - for access to binary or ISlangSharedLibrary * Keep temporary files in scope. * Add a hash to the hex dump stream. * Move all file tracking into DownstreamCompiler. * WIP support for nvrtc. * WIP: Adding support for nvrtc compiler. Adding enum types, wiring up the nvrtc into slang. * Fix remaining CPPCompiler references. * Fix order issue on target string matching. * Use ISlangSharedLibrary for nvrtc. * Use DownstreamCompiler for nvrtc. * WIP first pass at compilation win nvrtc. * Added testing if file is on file system into CommandLineDownstreamCompiler. Added sourceContentsPath. * Make test cuda-compile.cu work by just compiling not comparing output. * Genearlize DownstreamCompiler usage. * Fix warning on clang. * Remove CompilerType from DownstreamCompiler. * Use DownstreamCompiler interface for all compilers. NOTE for FXC, DXC and GLSLANG this doesn't mean using 'compile' - it's still extracting functions from shared library. * Replace DownstreamCompiler::SourceType -> SlangSourceLanguage * Replace _canCompile with something data driven. * Fix compiling on gcc/clang for DownstreamCompiler. * Moved some text conversions into DownstreamCompiler. * Fix problem on non-vc builds with not having return on locateCompilers for VS. * Change so no warning for code not reachable on locateCompilers for vs. * WIP: CUDA code generation - currently just using CPU layout and HLSL. * emitXXXForEntryPoint -> emitEntryPointSource emitSourceForEntryPoint -> emitEntryPointSourceFromIR Fix up generating cuda to get PTX. * WIP emitting cuda for IR. * Small improvements to CUDA ouput. * Disable the CUDA emit test, as output not currently compilable.
* DownstreamCompiler abstraction (#1149)jsmall-nvidia2019-12-10
| | | | | | | | | | | | | | | * CPPCompiler -> DownstreamCompiler * Added DownstreamCompileResult to start abstraction such that we don't need files. * * Split out slang-blob.cpp * Made CompileResult hold a DownstreamCompileResult - for access to binary or ISlangSharedLibrary * Keep temporary files in scope. * Add a hash to the hex dump stream. * Move all file tracking into DownstreamCompiler.
* getStringHash on string literals (#1140)jsmall-nvidia2019-12-03
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | * WIP getStringHash * Have a use. * Add slang-string-hash.h/.cpp * Use StringSlicePool for holding strings for StringHash. Add outputBuffer to string-literal-hash.slang so value can be tested. Ignore the GlobalHashedStringLiterals instruction on emit. * Add all the hashed string literals to ProgramLayout. * Add reflection support for hashed string literals to reflection test. * Fix string literal hash test. * Small fixes to pass test suite. * Fix issue in serialization where IRUse is not correctly initialized. * Fix problem initializing IRUse for string hash pass. Remove hack from slang-ir-specialize - specially handling if user is not null. * * Use shared builder when replacing getStringHash * Comments for functions in slang-ir-string-hash * Do not allow zero length string literals. Could be allowed, but doing so would require StringSlicePool to have a special case (or some other mechanism)
* Clean up the concept of "pseudo ops" (#1136)Tim Foley2019-11-22
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Clean up the concept of "pseudo ops" Built-in functions in the Slang standard library can be marked with `__intrinsic_op(...)` to indicate that they should not lower to functions in the IR, and that instead call sites to those functions should be translated directly to the IR. There are two cases where `__intrinsic_op(...)` gets used: 1. In the case where the argument to `__intrinsic_op(...)` is an actual IR instruction opcode, the IR lowering logic directly translates a call into an instruction with the given opcode. The arguments to the call become the operands of the instruction. 2. In the case where the argument to `__intrinsic_op(...)` is one of a set of "pseudo" instruction opcodes, the IR lowering logic directly handles the lowering to IR with dedicated code. The operands to the call might be handled differently depending on the kind of operation. The compound operators like `+=` are the most important example of these "pseudo" instructions. It doesn't make sense to handle them as true function calls (although that would work semantically), nor does it make sense to have a single IR instruction with such complicated semantics. An earlier version of the compiler used the same enumeration for both the true IR instruction opcodes and these "pseudo" opcodes, with the simple constraint that the pseudo opcodes were all negative while the real opcodes were positive. That design got changed up over a few refactorings, and because there was never a good explanation in the code itself of what "pseudo" opcodes were, we eventually ended up in a place where the in-memory and serialized IR encodings included logic to try to deal with the possibility of these "pseudo" opcodes, even though the entire design of the lowering pass meant that they'd never appear in generated IR. This change tries to clean up the mess in a few ways: * The terminology is now that these are "compound" intrinsic ops, to differentiate them from the more common case of intrinsic ops that map one-to-one to IR instructions. * The declaration of the compound intrinsic ops is no longer in a file related to the IR, and doesn't use the `IR` naming prefix, so somebody looking at the IR opcodes cannot become confused and think the compound ops are allowed there. * The IR encoding in memory and when serialized is updated to not account for or worry about the possibility of "pseudo" ops. * The compound ops are declared in such a way that ensures their enumerant values are all negative, so that they are yet again trivially disjoint from the true IR opcodes. A more drastic change might have split `__intrinsic_op` into two different modifier types: one for the trivial single-instruction case and one for the compound case. Doing this would make the change more invasive, though, because there are places in the meta-code that generates the standard library that intentionally handle both single-instruction and compound ops (because built-in operators can translate to either case). * fixup: missing file * cleanups based on review feedback