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2019-02-14* Add cross compile test (#849)jsmall-nvidia
* Add intrinsic for StructuredBuffer.Load
2019-02-13Output readonly for suitable glsl buffers (#845)jsmall-nvidia
* Output readonly on buffers for glsl if resource is readonly. Didn't add to emitGLSLParameterGroup because the cases there seem to to either be implicitly read only, or allow write. * * Improve comments around use of 'readonly' on glsl output * Use readonly with shaderRecord * Add comment pointing out shader record can be rw on vk, so might require changes in the future.
2019-02-13Ignore expression if hit #if when skipping. (#844)jsmall-nvidia
* Ignore expression if hit #if when skipping. * Add test for #if parsing is ok * * Use SkipToEndOfLine * Improve comments slightly
2019-02-13Fix typos in diagnostic message and comments (#843)jsmall-nvidia
* * Fix some comment typos * Fix typo in diagnostic message * Fix typo in expected output of undefined-in-preprocessor-conditional
2019-02-12Track stage for varying sub-fields (#842)Tim Foley
Fixes #841 This reverts a small change made in #815 that seemed innocent at the time: we stopped tracking an explicit `Stage` to go with every `VarLayout` that is part of an entry-point varying parameter, and instead only associated the stage with the top-level parameter. That change ended up breaking the logic to emit the `flat` modifier automatically for integer type fragment-shader inputs for GLSL, but we didn't have a regression test to catch that case. This change adds a regression test to cover this case, and adds the small number of lines that were removed from `parameter-binding.cpp`. A few other test outputs had to be updated for the change (these are outputs that were changed in #815 for the same reason).
2019-02-12Feature/alloc for ir inst creation review (#839)jsmall-nvidia
* Make MemoryArena rewindable. * Add test for rewinding MemoryArena * Use memory rewinding in IRInst lookup instead of malloc/free. * Small tidy. * Don't bother recreating instruction if after lookup it's found it's new. * Fix 32 bit signed compare issue. * Improve documentation around MemoryArena. * * Improve perf of test for hash expansion on Dictionary * First attempt at TryGetOrAdd * Improve comments around findOrEmitHoistableInst * Removed template<T> from Dictionary. Use TryGetValueOrAdd to findOrEmitHoistableInst * Use TryGetValueOrAdd in findOrEmitHoistableInst * Use Type thing = {} to initialize type over Type thing{} style.
2019-02-11* Use LayoutResourceKind for calcing total num regs used (#838)jsmall-nvidia
* Made diagnostic message more compliant + fixed test output * Typo fixes
2019-02-11MemoryArena rewindability/Improved IRInst construction (#837)jsmall-nvidia
* Make MemoryArena rewindable. * Add test for rewinding MemoryArena * Use memory rewinding in IRInst lookup instead of malloc/free. * Small tidy. * Don't bother recreating instruction if after lookup it's found it's new. * Fix 32 bit signed compare issue.
2019-02-11[[vk::shader_record]] (#836)jsmall-nvidia
* * Replaced ShaderRecordNVLayoutModifier with ShaderRecordAttribute * Allowed attributed [[vk::shader_record] and [[shader_record]] * Checking there is at most 1 ShaderRecord active * Small typo fixes * Slightly improve diagnostic. Replace expected file.
2019-02-08Hotfix/dispatch thread id improvements (#834)jsmall-nvidia
* * Make vector comparisons out correct functions on glsl * Test for vector comparisons * Typo fixes * Glsl vector comparisons use functions. * Added a coercion test. * Do checking for the SV_DispatchThreadId type to see if it appears valid. * Fix typo * Make glsl do type conversion for SV_DispatchThreadID parameter. * Fix glsl to match func-resource-param-array with changes to how SV_DispatchThreadID changes.
2019-02-08Fix vector compares on GLSL targets (#833)jsmall-nvidia
* * Make vector comparisons out correct functions on glsl * Test for vector comparisons * Typo fixes * Glsl vector comparisons use functions. * Added a coercion test.
2019-02-07* Improve test coverage of bit cast, particularly for asfloat. Make the ↵jsmall-nvidia
values being cast between valid floats. (#832) * Typo fix
2019-02-07Hotfix/remove null this work around (#831)jsmall-nvidia
* Re-enable warnings around null this. * Remove testing for nullptr in Substitution::Equals tests * Fix ref counting problem in vulkan render. * * Remove SLANG_ASSERT(this) in mthods * Place asserts conservatively at method call sites where appropriate.
2019-02-05Merge branch 'master' into fix-nested-type-conformancesYong He
2019-02-05Merge branch 'master' into gencloserYong He
2019-02-05Merge branch 'master' into fix-nested-type-conformancesTim Foley
2019-02-05Allow entry points to have explicit generic parameters (#826)Tim Foley
* Allow entry points to have explicit generic parameters Prior to this change, the Slang implementation required users to use global `type_param` declarations in order to specialize a full shader. For example: ```hlsl type_param L : ILight; ParameterBlock<L> gLight; [shader("fragment")] float4 fs(...) { ... gLight.doSomething() ... } ``` With this change we can rewrite code like the above using explicit generics, plus the ability to have `uniform` entry-point parameters: ```hlsl [shader("fragment")] float4 fs<L : ILight>( uniform ParameterBlock<L> light, ...) { ... light.doSomething() ... } ``` Having this support in place should make it possible for us to eliminate global generic type parameters and the complications they cause (both at a conceptual and implementation level). The most central and visible piece of the change is that `EntryPointRequest` now holds a `DeclRef<FuncDecl>` instead of just ` RefPtr<FuncDecl>`, which allows it to refer to a specialization of a generic function. Various places in the code that refer to the `EntryPointRequest::decl` member now use a `getFuncDecl()` or `getFuncDeclRef()` method as appropriate (see `compiler.h`). In order to fill in the new data, the `findAndValidateEntryPoint` function has been greaterly overhauled. The changes to its operation include: * The by-name lookup step for the entry point function has been adapted to accept either a function or a generic function. * The generic argument strings provided by API or command line are no longer parsed all the way to `Type`s, but instead just to `Expr`s in the first pass. * There are now two cases for checking the global generic arguments against their matching parameters. The first case is the new one, where we plug the generic argument `Expr`s into the explicit generic parameters of an entry point (that case re-uses existing semantic checking logic). The second case is the pre-existing code for dealing with global generic type arguments. The `lower-to-ir.cpp` logic for hadling entry points then had to be extended. Making it deal with a full `DeclRef` instead of just a `Decl` was the easy part (just call `emitDeclRef` instead of `ensureDecl`). The more interesting bits were: * We need to carefully add the `IREntryPointDecoration` to the nested function and not the generic in the case where we have a generic entry point. There is a handy `getResolvedInstForDecorations` that can extract the return value for an IR generic so that we can decorate the right hting. * We need to make sure that in the case where we emit a `specialize` instruction (which normally wouldn't get a linkage decoration), we attach an `[export(...)]` decoration to it with the mangled name of the decl-ref, so that it can be found during the linking step. The IR linking step is then slightly more complicated because the mangled entry point name could either refer directly to an `IRFunc` or to a `specialize` instruction for a generic entry point. The logic was refactored to first clone the entry point symbol without concern for which case it is (the old code was specific to functions), and then *if* the result is a `specialize` instruction, we attempt to run generic specialization on-demand. That on-demand specialization is a bit of a kludge, but it deals with the fact that all the downstream passing only expect to see an `IRFunc`. A future cleanup might try to split out that specialization step into its own pass, which ends up being a limited form of the specialization pass. Since I was already having to touch a lot of the code around IR linking, I went ahead and refactored the signature of the operations. I eliminated the need for the caller to create, pass in, and then destroy an `IRSpecializationState` (really an IR *linking* state), and replaced it with a structure local to the pass (that data structure was a remnant of an older approach in the compiler), and then also renamed the main operation to `linkIR` to reflect what it is doing in our conceptual flow. Smaller changes made along the way include: * Refactored `visitGenericAppExpr` to create a subroutine `checkGenericAppWithCheckedArgs` so that it can be used by the entry-point validation logic described above). * Refactored the declarations around the IR passes in `emitEntryPoint()` (`emit.cpp`), to show that things are more self-contained than they used to be (e.g., that the `TypeLegalizationContext` is now only needed by one pass). * Refactored the generic specialization code so that there is a stand-along free function that can perform specialization on a `specialize` instruction without all the other context being required. This is only to support the limited specialization that needs to be done as part of linking. * Updated the `global-type-param.slang` test to actually test entry-point generic parameters. In a later pass we can/should rework all the tests/examples for global type parameters over to use explicit entry-point generic parameters (at which point we should rename the tests as well). For now I am leaving thigns with just one test case, with the expectation that bugs will be found and ironed out as we expand to more tests. * fixup * Fixup: don't leave entry-point decorations on stuff we don't want to keep The IR `[entryPoint]` decoration is effectively a "keep this alive" decoration, which means that attaching it to something we don't intend to keep around can lead to Bad Things. The approach to generic entry points was attaching `[entryPoint]` to the underlying `IRFunc` because that seemed to make sense, but that meant that the `specialize` instruction at global scope scould instantiate that generic and then keep it alive, even if the resulting function wouldn't be valid according to the language rules. As a quick fix, I'm attaching `[entryPoint]` to the `specialize` instruction instead in such cases, and then re-attaching it to the result of explicit specialization during linking. * Port most of remaining test and rename global type parameters This change ports as many as possible of the existing tests for global type parameters over to use entry-point generic parameters instead. For the most part this is a mechanical change. A few test cases remain using global generic parameters, as does the `model-viewer` example application. The reason for this is that the shaders have either or both the following features: * A vertex and fragment shader that can/shold agree on their parameters * A type declaration (e.g., a `struct`) that is dependent on one of the generic type parameters In these cases, it would really only make sense to switch to explicit parameters once we support shader entry points nested inside of a `struct` type, so that we can use an outer generic `struct` as a mechanism to scope the entry points and other type-dependent declrations. Since global-scope type parameters need to persist for at least a bit longer, I went ahead and renamed all the use sites over to use `type_param` for consistency.
2019-02-05Allow generics to close with >>Yong He
2019-02-05Fix checking of interface conformances for nested typesTim Foley
Before this change, code like the following would crash the compiler: ```hlsl interface IThing { /* ... */ } struct Outer { struct Inner : IThing {} } /* go on to use Outer.Inner */ ``` The problem was that the front-end logic for checking interface conformances was *only* checking declarations at the top level of a module, or nested under a generic. This change fixes the logic to recurse through the entire tree of declarations. I have added a test case that uses a nested `struct` type to satisfy an associated type requirement, to confirm that the new check works as intended.
2019-02-05Fix confused definitions of pre/post increment/decrement (#827)Tim Foley
* Fix confused definitions of pre/post increment/decrement We somehow have been compiling `++i` as `i++` (and vice versa) for a long time without noticing. This change fixes the implementation of these pseudo-ops in IR codegen, and adds a comment to explain the rationale for why their definitions should be what they are. * fixup: typo
2019-02-05Produce a better error message on errors in inheritance clauses (#828)Tim Foley
If I write: ``` struct Foo : IDoesntExist {} ``` Then currently Slang complains first that `IDoesntExist` is an undefined identifier, then it complains that it expected an interface type in the inheritance clause. The second ("cascading") error isn't really helpful, because of *course* if something isn't defined it isn't an interface. This change detects the case where the type expression is erroneous so that we avoid the cascading error.
2019-02-04Feature/view path (#824)jsmall-nvidia
* Use 'is' over 'as' where appropriate. * dynamic_cast -> dynamicCast * Replace 'dynamicCast' with 'as' where has no change in behavior/ambiguity. * Replace dynamicCast with as where doesn't change behavior/non ambiguous. * Keep a per view path to the file loaded - such that diagnostic messages always display the path to the requested file. * Add simplifyPath to ISlangFileSystemExt Simplify (if possible) paths that are set on SourceFile and SourcView - doing so makes reading paths simpler. * Fix small typo. * Improve documentation in source for getFileUniqueIdentity * Fix override warning.
2019-02-04Feature/casting tidyup (#822)jsmall-nvidia
* Use 'is' over 'as' where appropriate. * dynamic_cast -> dynamicCast * Replace 'dynamicCast' with 'as' where has no change in behavior/ambiguity. * Replace dynamicCast with as where doesn't change behavior/non ambiguous.
2019-02-02Feature/as refactor review (#821)jsmall-nvidia
* Replace dynamicCast with as where does not change behavior (ie not Type derived). Use free function where scoping is clear. * Replace uses of dynamicCast with as when there is no difference in behavior. * Remove the IsXXXX methods from Type. * Don't have separate smart pointer to store canonicalType on Type. * Simplify Slang.FilteredMemberRefList.Adjust, such does the cast directly. * Use free as where appropriate. * Use free function version of casts where appropriate. * Fix text in casting.md * Fix typos in decl-refs.md * Remove the uses of free function as on RefDecl. Add 'canAs' to RefDecl as a way to test if a cast is possible. Moved 'as' into RefDeclBase. * Use 'is' to test for as cast on smart pointers. Fix small scope issue. * * Cache stringType and enumTypeType on the Session * Make DeclRefType::Create return a RefPtr * Make casting of result use the *method* .as (cos using free function would mean objects being wrongly destroyed) * Make results from createInstance ref'd to avoid possible leaks. * Fix typo in template parameter for is on RefPtr.
2019-01-31Merge branch 'master' into crashfixYong He
2019-01-31Initial support for uniform parameters on entry points (#815)Tim Foley
* Initial support for uniform parameters on entry points The basic feature this work adds is the ability to define a shader entry point like: ```hlsl [shader("fragment")] float4 main( uniform Texture2D t, uniform SamplerState s, float2 uv : UV) { return t.Sample(s,uv); } ``` In this example, the `uniform` keyword is used to mark that the given entry point parameters are *not* varying input/output flowing through the pipeline, but rather uniform shader parameters that should function as if the shader was declared more like: ```hlsl Texture2D t, SamplerState s, [shader("fragment")] float4 main( float2 uv : UV) { return t.Sample(s,uv); } ``` Allowing `uniform` parameters on entry points makes it easier to define multiple entry points in one file without accidentally polluting the global scope with shader parameters that only certain entry points care about. This feature is also more or less a prerequisite for allowing generic type parameters directly on entry point functions, since the main use case for those type parameters is for determining what goes in various `ConstantBuffer`s or `ParameterBlock`s. There are two main pieces to the implementation. First, we need to be able to compute appropriate layout information for entry points that include `uniform` parameters. Second, we need to transform the entry point function to move any `uniform` parameters to be ordinary global-scope shader parameters, to make sure that all other back-end passes don't need to worry about this special case. The latter piece of the implementation is, relatively speaking, simpler. The pass in `ir-entry-point-uniforms.{h,cpp}` converts entry point parameters that are determined to be uniform (using the already-computed layout information) into fields of a `struct` type and then declares a global shader parameter based on that `struct` type (and applies already-computed layout information to that parameter). After that, the remaining IR passes (notably including type legalization) will handle things just as for any other global shader parameter. The changes to the layout step are more significant, but most of the changes are just cleanups and fixes to enable the feature. The two major changes that enable entry-point `uniform` parameters are: * In `collectEntryPointParameters` we now dispatch out to a new `computeEntryPointParameterTypeLayout` function, which decided whether to compute the type layout for a `uniform` parameter, or for a varying parameter (what used to be the default behavior handled by `processEntryPointParameterDecl`). * The main `generateParameterBindings` routine was extended so that it allocates registers/bindings to the resources required by each entry point (using `completeBindingsForParameter`) after it has allocated registers/binding to all of the global-scope parameters (this addition is mirrored in `specializeProgramLayout`). The effect of these changes is that the `uniform` parameters of any entry points specified in a compile request will be laid out after the global-scope parameters, in the order the entry points were specified in the compile request. A bunch of smaller changes were made around parameter layout that are worth enumerating so that the diffs make some sense: * The `EntryPointLayout` type was changed so that instead of trying to *be* a `StructTypeLayout`, it instead *owns* one, in the same fashion as `ProgramLayout`. This commonality was factored into a base class `ScopeLayout`, and a bunch of edits followed from that change. * Because `uniform` parameters are moved out of the entry point parameter list early in the IR transformations, the logic in `ir-glsl-legalize.cpp` that tried to look up parameter layout information by index would no longer work if the entry point parameter list had been altered. Instead, that logic now looks for the decorations directly on the parameters. * The `UsedRange` type in `parameter-binding.cpp` was tracking the existing parameter associated with a range using a `ParameterInfo*` (which accounts for the possibility of multiple `VarDecl`s mapping to the same logical shader parameter), when just using a `VarLayout*` is sufficient for all current use cases. The overhead of allocating a `ParameterInfo` seems like overkill for entry-point parameters, where there can't possibly be multiple declarations of the "same" parameter, so avoiding these overheads was a focus when trying to deduplicate code between the global and entry-point parameter cases. * A bunch of parameter binding logic that was specific to GLSL input has been deleted completely. There was no way to even execute this code in the compiler today, and there is pretty much zero chance of us needing (or wanting) to deal with GLSL input in the future. This includes custom `UsedRangeSet`s specific to each translation unit, which were only needed for global-scope `in` and `out` varying declarations in GLSL. * A bunch of functions with `EntryPointParameter` in their names were renamed to use `EntryPointVaryingParameter` to help distinguish that they only apply to the varying case, while entry point `uniform` parameters are handled elsewhere. * The `completeBindingsForParameter` function was re-worked into something that can be used for both global-scope shader parameters (where we have a `ParameterInfo` and possibly explicit bindings) and entry-point parameters (where we expect to have neither). This helps unify the (fairly subtle) logic for how we allocate and assign bindings for resources, constant buffers, parameter blocks, etc. * A small change was made so that the entry-point stage is attached directly to top-level parameters of the entry point, and *not* recursively to every field along the way. This could be a breaking change for some applications, but it makes more logical sense (to me); we'll have to check if this affects Falcor. This change produces different output for several of the reflection tests, but the changes are consistent with no longer attaching stage information to sub-fields of varying `struct`-type parameters. * Because there is a bunch of repeated logic in `parameter-binding.cpp` that has to do with computing a `struct` layout for ordinary/uniform data, I tried to factor that into a single `ScopeLayoutBuilder` type, which handles computing the offsets for any parameters with ordinary data, and then also handles wrapping up the layout in a constant buffer layout if there was any ordinary data at the end. * A similar convenience routine `maybeAllocateConstantBufferBinding` was added because I noticed multiple places in `parameter-binding.cpp` that were trying to allocate a constant buffer binding for global uniforms, and they were wildly inconsistent (and in most cases used logic that would only work for D3D). * The main `generateParameterBindings` routine is significantly shortened by using all of these utilities that were introduced. I tried to comment the places that changed to explain the overall flow correctly. * The `specializeProgramLayout` routine (used to take a `ProgramLayout` from `generateParameterBindings` and specialize it based on knowledge of global generic arguments) had basically been rewritten with more explicit commenting/rationale for what happens in each step. It makes use of the same shared utilities as `generateParameterBindings` and `collectEntryPointParameters`. In terms of testing: * I added a test case to specifically test the new behavior, and in particular I made sure to include a mix of both global and entry-point parameters and also to have entry-point parameters of both ordinary and resource/object types. * I tweaked an existing test for global type parameters to use an entry-point `uniform` parameter instead of a global one, in an effort to migrate it toward being able to use an explicitly generic entry point. * fixups from merge
2019-01-31Feature/as refactor (#817)jsmall-nvidia
* Made dynamicCast a free function. * Replace As with as or dynamicCast depending on if it is a type. * Fix problem with using non smart pointer cast. * Removed legacy asXXXX methods. * Remove As from Type. * Removed As from Qual type -> made coercable into Type*, such that can just use free 'as'. * Remove left over QualType::As() impl. * Remove As from SyntaxNodeBase. * Made as for instructions implemented by dynamicCast. * Replace As on DeclRef. Use the global as<> to do the cast. * Add const safe versions of dynamicCast and as for IRInst
2019-01-30fixup x86 compiler error.Yong He
2019-01-30Fixes crashes at source error.Yong He
2019-01-30Merge branch 'master' into fix-while-in-genYong He
2019-01-30Fixing IR-lowering not properly registering func declYong He
2019-01-30Fix parsing of modifiers on generic declarations (#816)Tim Foley
The way we handle generics in the AST is to have a `GenericDecl` AST node that can wrap an arbitrary "inner" `Decl`. This representation has proved valuable, but it also creates some gotchas because a `GenericDecl` is also a `Decl`. One example of where this can be tricky is for attributes and other modifiers attached to something generic: ```hlsl [special] void foo<T>(...) { ... } ``` In this case, the current parser logic was gobbling up a list of `Modifier`s (including the `[special]` attribute here), then parsing the declaration that follows, and then attaching those modifiers to the resulting declaration. In this case, however, the "resulting declaration" is not a `FuncDecl` as one might expect, but the `GenericDecl` that wraps it. The solution is pretty simple: when we are done parsing a declaration and are going to attach the modifiers we parsed to it, we should first "unwrap" any outer `GenericDecl` and apply the modifiers to the thing inside instead. This logic presumes that modifiers always want to apply to the inner declaration and not to the generic, an that seems reasonable for now. If we wanted we could add some special-case logic later in the compiler to implicitly "float" certain modifiers up to the generic, in cases where they are found to be inappropriate for the inner declaration.
2019-01-29Add underscores to `AttributeUsage` to signal its preview state.Yong He
2019-01-29Fix core.meta.slangYong He
Escaped expression cannot start with '('.
2019-01-29Add support for user defined attributes.Yong He
2019-01-28Merge branch 'master' into yong-fix2Tim Foley
2019-01-28Support function parameters of existential (interface) type (#802)Tim Foley
* Support function parameters of existential (interface) type The basic idea here is that you can define a function that takes an interface-type parameter: ```hlsl interface IThing { void doSOmething(); } void coolFunction(IThing thing) { ... thing.doSomething() ... } ``` and call it with a concrete value that implements the given interface: ```hlsl struct Stuff : IThing { void doSomething() { /* secret sauce */ } } ... Stuff stuff; coolFunction(stuff); ``` The compiler implementation will specialize `coolFunction` based on the concrete type that was actually passed in, resulting in output code along the lines of: ```hlsl struct Stuff { ... } void Stuff_doSomething(Stuff this) { /* secret sauce */ } void coolFunction_Stuff(Stuff thing) { ... Stuff_doSomething(thing); } ``` In terms of implementation the new specialization approach has been integrated into the existing pass for generic specialization (which has been refactored significantly along the way), because generic specialization can open up opportunities for existential/interface simplification and vice versa, so there is no fixed interleaving of the two passes that can clean up everything. The new logic therefore subsumes the old code for simplifying existential types (which only worked on local variables) in `ir-existential.{h,cpp}`. The local simplification rules from that implementation have become part of the core specialization pass instead, so that they can open up further transformation opportunities enabled by existential-type simplifications. This code in place right now only handles the basic case of a function parameter that directly uses an interface type, and not one that wraps up an interface type in an array, structure, etc. Additional simplifications need to be introduced to deal with those cases as well. * fixup: typos
2019-01-28Fix type legalization to correctly handle empty struct fields.Yong He
2019-01-28Merge branch 'master' into texture-fixYong He
2019-01-28Feature/bit cast glsl (#808)jsmall-nvidia
* First attempt at asint, asuint, asfloat intrinsics. * Test with countbits * Placing glsl definitions first makes them get picked up. * Some more improvements around asint. * Add support for vector versions of asint/asunit * Fix some typos in asuint/asint intrinsics for glsl. Simplified and increased coverage of as/u/int tests. * Added bit-cast-double test. Added notional support for asdouble bit casts to glsl - but couldn't test because glslang doesn't seem to support the extension. * Try to get double bit casts working - doesn't work cos of block issue. * Only output parents on intrinic replacement if return type is not void.
2019-01-25Add GLSL translation rules for `SampleCmp`, `asint` and `asfloat`.Yong He
2019-01-25fix up empty-struct-parametersYong He
2019-01-25Move glsl entry point legalization to later stage of compilation.Yong He
This allows generic types to be used in entry point parameters.
2019-01-25Fix GLSL translation of several Texture* operations (#800)Tim Foley
A user found that the `Texture2D<float2>.Load(...)` operation was not being compiled to GLSL properly, such that it returned a `vec4` instead of the expected `vec2`. The GLSL texture-related functions always return (and take) 4-component vectors, and we already have infrastructure in `emit.cpp` for recognizing a `$z` operator in the GLSL intrinsic definition to stand in for an appropriate swizzle based on teh number of components in the texture result type. This change just adds that `$z` operator to the GLSL code for several more texture operations (including `Load()`) that are defined on a `Texture*<T>` and that return `T`. This change doesn't try to add additional GLSL translations for texture-related operations (e.g., additional variations like `SampleCmp` that we have defined in the stdlib but not given GLSL translations for). That work still needs to be done.
2019-01-25If dxil fails to load, do not report it's missing as an error to the sink. ↵jsmall-nvidia
It's missing will be detected later in processing and output as a warning. (#799)
2019-01-25Fixup handling of empty structs in function return types and parameters. (#796)Yong He
* Fixup handling of empty structs in function return types and parameters. * Bug fix in legalizeFunc() * More comprehensive empty struct test * Fix `legalizeFieldExtract` for empty struct field. * Add empty struct handling for construct inst
2019-01-24Support "modern" declaration syntax as an option (#792)Tim Foley
* Support "modern" declaration syntax as an option Fixed #202 This change adds four new declaration keywords: The `let` and `var` keywords introduce immutable and mutable variables, respectively. They can only be used to declare a single variable at a time (unlike C declaration syntax), and they support inference of the variable's type from its initial-value expression. Examples: ``` let a : int = 1; // immutable with explicit type and initial-value expression let b = a + 1; // immutable, with type inferred var c : float; // mutable, with explicit type var d = b + c; // mutable, with type inferred ``` These declaration forms can be used wherever ordinary global, local, or member variable declarations appeared before. Right now they do not change rules about what is or is not considered a shader parameter. The `static` modifier should work on these forms as expected, but a `static let` variable is *not* the same as a `static const`, so an explicit `const` is still needed if you want that behavior. A `typealias` declaration introduces a named type alias, similar to `typedef`, but with more reasonable syntax. It inherits from the same AST class that `typedef` uses, so all of the code after parsing should be able to treat them as equivalent. To give a simple example: ``` // typedef int MyArray[3]; typealais MyArray = int[3]; ``` A `func` declaration introduces a function. Like `typealias` it re-uses the existing AST class, so there is no need for major changes after parsing. A `func` declaration uses a syntax similar to `let` variables for its parameters, and takes the (optional) result type in a trailing position. For example: ``` func myAdd(a: int, b: int) -> int { return a + b; } ``` If a `func` declaration leaves of the return type clause, the return type is assumed to be `void`. The main difference (beyond the trailing return type) is that the parameters of a `func`-declared function are immutable (unless they are `out`/`inout`). This change doesn't add support for declaring operator overloads with `func`, but that should be added later, and I'd like to make that the only way to declare such operations: ``` func +(left: MyType, right: MyType) -> MyType { ... } ``` The use of `:` for declaring parameter types here means that a function declared with modern syntax currently cannot include HLSL-style semantics on its parameters (or its result). We might consider introducing an `[attribute]`-based syntax for adding semantics to parameters if we think this is important, but for now it is fine to insist that users declare their entry points using traditional syntax. This change strives to avoid unecessary changes after parsing, but if the new syntax catches on with users there are some small ways we can take advantage of it for performance. In particular, since `let` declarations and parameters of modern-style functions are immutable, we do not need to generate read/write local temporaries for them during lowering to the IR (technically we can make the same optimization for `const` locals). In the process of implementing these new forms I also added a few subroutines to help share code better between existing cases in the parser. In particular, parsing of generic parameter lists on declarations that can be generic is now simplified and more unified. * Fixup: remove leftover debugging code * fixup: typos
2019-01-24Fix a regression in geometry shader cross-compilation (#794)Tim Foley
The underlying problem here was that legalization of entry point parameters for GLSL eliminates all the parameters to `main()`, but we still left a dangling reference to one of those parameters if it was a geometry shader output stream. The un-parented parameter would lead to an infinite loop in a later IR step, because it would never be reached by the transformation, and thus could never change its status to the one for "visited" instructions. The fix here is to simply replace any refernces to the GS input stream parameter with an `undefined` instruction in the IR, and then rely on the fact that the downstream GLSL emit logic wouldn't actually reference that value anyway (hence why the danlging reference wasn't originally an issue). I included a basic cross-compilation test case for geometry shaders to try to avoid subsequent regressions like this (Vulkan GS support is one of the most commonly recurring regressions we've had). The comment I put into the IR legalization logic makes it clear that the strategy used there isn't 100% rock-solid anyway (it only works in all the `EmitVertex()` calls come from the shader entry point function, and not subroutines. Adding a better (more robust) translation strategy for geometry shaders would be a nice bit of future work.
2019-01-23Fixing GLSL sign function.Yong He
fixes #602
2019-01-23Fix IR emit logic for methods in `struct` types (#791)Tim Foley
There was a bug in the logic for emitting initial IR, such that it was neglecting to emit "methods" (member functions) unless they were also referenced by a non-member (global) function, or were needed to satisfy an interface requirement. This would only matter for `import`ed modules, since for non-`import`ed code, anything relevant would be referenced by the entry point so that the problem would never surface. This change fixes the underlying problem by adding a step to the IR lowering pass called `ensureAllDeclsRec` that makes sure that not only global-scope declarations, but also anything nested under a `struct` type gets emitted to the initial IR module. There are also a few unrelated fixes in this PR, which are things I ran into while making the fix: * Deleted support for the (long gone) `IRDeclRef` type in our `slang.natvis` file * Added support for visualizing the value of IR string and integer literals when they appear in the debugger * Fixed IR dumping logic to not skip emitting `struct` and `interface` instructions. Switching those to inherit from `IRType` accidentally affected how they get printed in IR dumps by default. * Fixed up the IR linking logic so that it correctly takes `[export]` decorations into account, so that an exported definition will always be taken over any other (unless the latter is more specialized for the target). I initially implemented this in an attempt to fix the original issue, but found it wasn't a fix for the root cause. It is still a better approach than what was implemented previously, so I'm leaving it in place.