| Age | Commit message (Collapse) | Author |
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* First pass at caching file system.
* default-file-system -> slang-file-system
fix problem with location("build.linux") confusing windows build for now.
* Added CompressedResult
Fix problem in Result construction with it being unsigned
* Add support for Path simplification.
* Testing for Path::Simplify.
* Refactored CacheFileSystem - automatically handles ISlangFileSystem or ISlangFileSystemExt appropriately.
Removed WrapFileSystem - because wasn't possible to emulate some of the behavior if just loadFile is implemented.
Split out StringBlob - so that no need to convert between ISlangBlob and String repeatidly.
* Remove unwanted code in ~CompileRequest
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The basic problem was that the front-end was generating code that used a `uint` vector for the coordinates, while GLSL requires an `int` vector.
Without support for implicit type conversions, this leads to GLSL compilation failure.
The fix here is to insert the type conversion as late as possible (during GLSL emit). This isn't a pretty solution, but it is the easiest one to implement in the current compiler.
A more forward-looking approach would be to support "force inline" functions in the stdlib, so that we can implement the conversion logic in a stdlib implementation specialized for the Vulkan/GLSL target.
At the moment, everything to do with image atomics is all sleight of hand anyway, so making it incrementally messier isn't a bit hit.
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* Premake work in progress for linux.
* Added dump function.
* Remove examples on linux
Small warning fix.
* * Don't build render-test on linux
* Removed work around virtual destructor warning, and just used virtual dtor for simplicity
* Git ignore obj directories
* Fix premake working on windows.
* * Fix sprintf_s functions
* Make generates arg parsing more robust
* Added FloatIntUnion to avoid type punning/strong aliasing issues, and repeated union definitions.
* Work around problems building on linux with getClass claiming a strict aliasing issue.
* Fix for targetBlock appearing potentiall used unintialized to gcc.
* Linux slang link options -fPIC to make dll.
* Add -fPIC to build options on linux.
* Add -ldl for linux on slang.
* Fixes to try and get premake working with .so on linux.
* Make core compile with -fPIC
* Try to fix linux linking with --no-as-needed before -ldl
* Add rpath back.
* Remove render-gl from linux build.
* Re-add location for linux.
* Don't include <malloc.h> except on windows.
* Remove unused line to fix warning on osx.
* Remove ambiguity on OSX for operator <<.
* Fixing ambiguity with operator overloading and Int types for OSX.
* Fix ambiguity around UInt and operator
* Fix ambiguity of UInt conversion for OSX.
* Added UnambiguousInt and UnambiguousUInt to make it easier to work around OSX integer coercion for UInt/Int types.
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* Added getPathType to ISlangFileSystemExt.
This is needed so that when searching for a file it's existance can be tested without loading the file. On some platforms a getCanonicalPath can do this - but depending on how getCanonicalPath is implemented, it may not do. This test is made after the relative path is produced before finding the canonical path.
* Test for importing along search path.
* Added comment to explain the issue around WrapFileSystem impl of getPathType.
* Make search path use / not \
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* Remove 'register' qualifiers.
These will be illegal come c++17 and give a warning on OSX.
* Add UNREACHABLE_RETURNs to silence compiler warnings.
* Make FileStream::GetPosition() compile on OSX
(w.r.t. the linux build, I believe that strictly-speaking, fpos64_t is specified as an opaque type and the cast to an Int64 is not necessarily well-defined.)
* Avoid an inadvertent trigraph.
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* Fix sampler-less texture functions (#685)
* Fix sampler-less texeture functions
I'm honestly not sure how the original work on this feature in #648 worked at all (probably insufficient testing).
We have these front-end modifiers to indicate that a particular function definition requires a certain GLSL version, or a GLSL extension in order to be used, and they are supposed to be automatically employed by the logic in `emit.cpp` to output `#extension` lines in the output GLSL. However, it turns out that nothing is actually wired up right now, so that adding the modifiers to a declaration is a placebo.
This change propagates the modifiers through as decorations, and then uses them during GLSL code emit, which allows the functions that require `EXT_samplerless_texture_functions` to work.
* fixup: 32-bit warning
* Add serialization support for GLSL extension/version decorations
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This change allows an interface to include `static` methods as requirements, so that types that conform to the interface will need to satisfy the requirement with a `static` method.
The essence of the check is simple: when checking that a method satisfies a requirement, we enforce that both are `static` or both are non-`static`.
Making that simple change and adding a test change broke a few other places in the compiler that this change tries to fix. The main fix is to handle cases where we might look up an "effectively static" member of a type through an instance, and to make sure that we replace the instance-based lookup with type-based lookup. There was already logic along these lines in `lower-to-ir.cpp`, so this change centralizes it in `check.cpp` where it seems to logically belong.
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Improvements in 'singleton'ness of DefaultFileSystem
Made WrapFileSystem a stand alone type - to remove 'odd' aspects of deriving from DefaultFileSystem (such as inheriting getSingleton method/fixing ref counting)
Simplified CompileRequest::loadFile - becauce fileSystemExt is always available.
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* Refactor of path handling.
* Added PathInfo
* Changed ISlangFileSystem - such that has separate concepts of reading a file, getting a relative path and getting a canonical path
* Added support for getting a canonical path for windows/linux
* Made maps/testing around canonicalPaths
* User output remains around 'foundPath' - which is the same as before
* Small improvements around PathInfo
* Added a type and make constructors to make clear the different 'path' uses
* Fixed bug in findViewRecursively
* Checking and reporting for ignored #pragma once.
* Removed SLANG_PATH_TYPE_NONE as doesn't serve any useful purpose.
* Improve comments in slang.h aroung ISlangFileSystem
* Remove the need for <windows.h> in slang-io.cpp
* Ran premake5.
* Improvements and fixes around PathInfo.
* Fix typo on linix GetCanonical
* Make the ISlangFileSystem the same as before, and ISlangFileSystem contain the new methods.
Internally it always uses the ISlangFileSystemExt, and will wrap a ISlangFileSystem with WrapFileSystem, if it is determined (via queryInterface) that it doesn't implement the full interface.
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When emitting high-level expressions we obviously need to avoid emitting expressions that mean something different than the original code. So if we had IR like:
```
%t0 = add %a %b
%t1 = mul %t0 c
```
and `t0` isn't used anywhere else in the code, we can emit HLSL like:
```hlsl
float t1 = (a + b) * c;
```
but not:
```hlsl
float t1 = a + b *c; // oops! precedence changed the meaning!
```
The existing strategy in Slang has been to be overly conservative about when it emits parentheses to guarantee precedence is respected, so you might get something like:
```hlsl
float t1 = ((a) + (b)) * (c);
```
which not only looks silly, but also leads to unhelpful diagnostics from the clang-based dxc, about all those extra parentheses being redundant.
This change follows the pattern of (and actually reuses some code from) the old AST emit logic from earlier in the compiler's life (before the IR was introduced). The basic idea is that when emitting an expression we track the precedence of the expressions to its left and right, and use those to decide if parentheses are needed, and then to compute equivalent precedences to apply for sub-expressions.
Applied correcty, this approach lets us emit minimal "unparsed" expressions. Applied incorrectly it could lead to subtle errors where the code Slang outputs doesn't faithfully represent the input. Here's hoping we get this right.
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* Fix comment to better explain usage.
* For getting the type string use a temporary SourceManager.
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* Fixes/improvements based around review comments.
* SourceUnit -> SourceView
* * Removed the HumaneSourceLoc as it's POD-like ness seemed to make that unnecessary
* Made exposed member variables in SourceManager protected - so make clear where/how can be accesed
* Improved description about SourceLoc and associated structures
* Changed SourceLocType to 'Actual' and 'Nominal'.
* Improved a comment.
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* Add a warning on missing return, and initial SCCP pass
The user-visible feature added here is a diagnostic for functions with non-`void` return type where control flow might fall off the end. This *sounds* like a trivial diagnostic to add as part of the front-end AST checking, but that can run afoul of really basic stuff like:
```hlsl
int thisFunctionisOkay(int a)
{
while(true)
{
if(a > 10) return a;
a = a*2 + 1;
}
// no return here!
}
```
This function "obviously" doesn't need to have a `return` statement at the end there, but realizing this fact relies on the compiler to understand that the `while(true)` loop can't exit normally, and doesn't contain any `break` statement. One can write "obvious" examples that need more and more complex analysis to rule out.
The answer Slang uses for stuff like this is to do the analysis at the IR level right after initial code generation (this would be before serialization, BTW, so that attached `IRHighLevelDeclDecoration`s can be used).
When lowering the AST to the IR, we always emit a `missingReturn` instruction (a subtype of `IRUnreachable`) at the end of its body if it isn't already terminated. The IR analysis pass to detect missing `return` statements is then as simple as just walking through all the functions in the module and making sure they don't contain `missingReturn` instructions.
For that simple pass to work, we first need to make some effort to remove dead blocks that control flow can never reach. This change adds a very basic initial implementation of Spare Conditional Constant Propagation (SCCP), which is a well-known SSA optimization that combines constant propagation over SSA form with dead code elimination over a CFG to achieve optimizations that are not possible with either optimization along.
For the moment, we don't actually implement any constant *folding* as part of the SCCP pass, so we can eliminate the dead block in a case like the function above (and those in the test case added in this change), but will not catch things like a `while(0 < 1)` loop. Handling more "obvious" cases like that is left for future work.
* fixup: warning on unreachable code
* Handle case where user of an inst isn't in same function/code
The code as assuming any instruction in the SSA work list has to come from the function/code being processed, but this misses the case where an instruction in a generic has a use inside the function that the generic produces.
This change adds code to guard against that case.
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* Fix error when one constant is defined equal to another
Fixes #666
When a user declares one constant (usually a `static const` variable) to be exactly equal to another by name:
```hlsl
static const a = 999;
static const b = a;
```
Then the IR-level representation of `b` is an `IRGlobalConstant` whose value expression is just a pointer to the definition of `a`.
The logic in `emitIRGlobalConstantInitializer()` was trying to always call `emitIRInstExpr` to emit the value of the constant as an expression, but that function only handles complex/compound expressions and not the case of simple named values (e.g., constants like `a`).
The intention is for code to call `emitIROperand()` instead, and let it decide whether to emit an expression or a named reference using its own decision-making. The `IRGlobalConstant` case really just wants to pass in the "mode" flag it uses to influence that decision-making, but shouldn't be working around it.
This change just replaces the `emitIRInstExp()` call with `emitIROpernad()` and adds a test case to confirm that this fixes the reported problem.
* Fixups for bugs in previous change
The first problem was that certain instruction ops were being special-cased to opt out of "folding" into expressions *before* we make the universal check to always fold when inside an initializer for a global constant.
The second problem is that the `emitIROperand()` logic was always putting expressions around sub-expressions, which breaks parsing when the sub-expression is an initializer list (`{...}`). This fixup is pretty much a hack, but will be something we can remove once we don't emit unncessary parentheses overall, which is a better fix.
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By default, when writing a "method" (aka "member function") in Slang, the `this` parameter is implicitly an `in` parameter. So this:
```hlsl
struct Foo
{
int state;
int getState() { return state; }
void setState(int s) { state = s; }
};
```
is desugared into something like this:
```hlsl
struct Foo { int state };
int Foo_getState(Foo this) { return this.state; }
// BAD:
void Foo_setState(Foo this, int s) { this.state = s; }
```
That "setter" doesn't really do what was intended. It modifies a local copy of type `Foo`, because `in` parameters in HLSL represent by-value copy-in semantics, and are mutable in the body the function. Slang was updated to give a static error on the original code to catch this kind of mistake (so that `this` parameters are unlike ordinary function parameters, and no longer mutable).
Of course, sometimes users *want* a mutable `this` parameter. Rather than make a mutable `this` the default (there are arguments both for and against this), this change adds a new attribute `[mutating]` that can be put on a method (member function) to indicate that its `this` parameter should be an `in out` parameter:
```hlsl
[mutating] void setState(int s) { state = s; }
```
The above will translate to, more or less:
```hlsl
void Foo_setState(inout Foo this, int s) { this.state = s; }
```
One added detail is that `[mutating]` can also be used on interface requirements, with the same semantics. A `[mutating]` requirement can be satisfied with a `[mutating]` or non-`[mutating]` method, while a non-`[mutating]` requirement can't be satisfied with a `[mutating]` method (the call sites would not expect mutation to happen).
The design of `[mutating]` here is heavily influenced by the equivalent `mutating` keyword in Swift.
Notes on the implementation:
* Adding the new attribute was straightforward using the existing support, but I had to change around where attributes get checked in the overall sequencing of static checks, because attributes were being checked *after* function bodies, but with this change I need to look at semantically-checked attributes to determine the mutability of `this`
* The check to restrict it so that `[mutating]` methods cannot satisfy non-`[mutating]` requirements was easy to add, but it points out the fact that there is a huge TODO comment where the actual checking of method *signatures* is supposed to happen. That is a bug waiting to bite users and needs to be fixed!
* While we had special-case logic to detect attempts to modify state accessed through an immutable `this` (e.g., `this.state = s`), that logic didn't trigger when the mutation happened through a function/operator call (e.g., `this.state += s`), so this change factors out the validation logic for that case and calls through to it from both the assignment and `out` argument cases.
* The error message for the special-case check was updated to note that the user could apply `[mutating]` to their function declaration to get rid of the error.
* The semantic checking logic for an explicit `this` expression was already walking up through the scopes (created during parsing) and looking for a scope that represents an outer type declaration that `this` might be referring to. We simply extend it to note when it passes through the scope for a function or similar declaration (`FunctionDeclBase`) and check for the `[mutating]` attribute. If the attribute is seen, it returns a mutable `this` expression, and otherwise leaves it immutable.
* The IR lowering logic then needed to be updated so that when adding an IR-level parameter to represent `this`, it gives it the appropriate "direction" based on the attributes of the function declaration being lowered. The rest of the IR logic works as-is, because it will treat `this` just like an other parameter (whether it is `in` or `inout`).
* This biggest chunk of work was the "implicit `this`" case, because ordinary name lookup may resolve an expression like `state` into `this.state`, so that the `this` expression comes out of "thin air." To handle this case, I extended the structure of the "breadcrumbs" that come along with a lookup result (the breadcrumbs are used for any case where a single identifier like `state` needs to be embellished to a more complex expression as a result of lookup), so that it can identify whether a `Breadcrumb::Kind::This` node comes from a `[mutating]` context or not. Similar to the logic for an explicit `this`, we handle this by noting when we pass through a `FunctionDeclBase` when moving up through scopes, and look for the `[mutating]` attribute on it. The rest of the work was just plumbing the additional state through.
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* * Remove the need for IRHighLevelDecoration in Emit
* Use the IRLayoutDecoration for GeometryShaderPrimitiveTypeModifier
* Initial look at at variable byte encoding, and simple unit test.
* Fixing problems with comparison due to naming differences with slang/fxc.
* * More tests and perf improvements for byte encoding.
* Mechanism to detect processor and processor features in main slang header.
* Split out cpu based defines into slang-cpu-defines.h so do not polute slang.h
* Support for variable byte encoding on serialization.
* Removed unused flag.
* Fix warning.
* Fix calcMsByte32 for 0 values without using intrinsic.
* Fix a mistake in calculating maximum instruction size.
* Introduced the idea of SourceUnit.
* Small improvements around naming.
Add more functionality - including getting the HumaneLoc.
* Add support for #line default
* Compiling with new SourceLoc handling.
* Fix off by one on #line directives.
* Can use 32bits for SourceLoc. Fix serialize to use that.
* Small fixes and comment on usage.
* Premake run.
* Fix signed warning.
* Fix typo on StringSlicePool::has found in review.
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* Added -serial-ir option, to make generateIR always serialize in and out before further processing. Testing out serialization, and adding a kind of 'firewall' between compiler front end and backend.
* Reduce peak memory usage, by discarding IR when stored in serialized form.
Typo fix.
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* * Remove the need for IRHighLevelDecoration in Emit
* Use the IRLayoutDecoration for GeometryShaderPrimitiveTypeModifier
* Initial look at at variable byte encoding, and simple unit test.
* Fixing problems with comparison due to naming differences with slang/fxc.
* * More tests and perf improvements for byte encoding.
* Mechanism to detect processor and processor features in main slang header.
* Split out cpu based defines into slang-cpu-defines.h so do not polute slang.h
* Support for variable byte encoding on serialization.
* Removed unused flag.
* Fix warning.
* Fix calcMsByte32 for 0 values without using intrinsic.
* Fix a mistake in calculating maximum instruction size.
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* Move to newer glslang
* Support cross-compilation of ray tracing shaders to Vulkan
This change allows HLSL shaders authored for DirectX Raytracing (DXR) to be cross-compiled to run with the experimental `GL_NVX_raytracing` extension (aka "VKRay").
* The GLSL extension spec is marked as experimental, so that any shaders written using this support should be ready for breaking changes when the spec is finalized.
* "Callable shaders" are not exposed throug the GLSL extension, so this feature of DXR will not be cross-compiled.
* The experimental Vulkan raytracing extension does not have an equivalent to DXR's "local root signature" concept. This does not visibly impact shader translation (because the local/global root signature mapping is handled outside of the HLSL code), but in practice it means that applications which rely on local root signatures on their DXR path will not be able to use the translation in this change as-is; more work will be needed.
The simplest part of the implementation was to go into the Slang standard library and start adding GLSL translations for the various DXR operations.
In some cases, like mapping `IgnoreHit()` to `ignoreIntersectionNVX()` this is almost trivial.
The various functions to query system-provided values (e.g., `RayTMin()`) were also easy, with the only gotcha being that they map to variables rather than function calls in GLSL, and our handling of `__target_intrinsic` assumes that a bare identifier represents a replacement function name, and not a full expression, so we have to wrap these definitions in parentheses.
The tricky operations are then `TraceRay<P>()` and `ReportHit<A>()`, because these two are generics/templates in HLSL.
GLSL doesn't support generics, even for "standard library" functions, so the raytracing extension implements a slightly complex workaround: the matching operations `traceNVX()` and `reportIntersectionNVX()` pass the payload/attributes argument data via a global variable.
That is, shader code for the GLSL extensions writes to the global variable and then calls the intrinsic function.
The linkage between the call site and the global is established by a modifier keyword (`rayPayloadNVX` and `hitAttributeNVX`, respectively) and in the case of ray payload also uses `location` number to identify which payload global to use (since a single shader can trace rays with multiple payload types).
Our translation strategy in Slang tries to leverage standard language mechanisms instead of special-case logic.
For example, to translate the `ReportHit<A>()` function, we provide both a default declaration that will work for HLSL (where the operation is built-in with the signature given), and a *definition* marked with the `__specialized_for_target(glsl)` modifier.
The GLSL definition declares a function `static` variable that will fill the role of the required global, and then does what the GLSL spec requires: assigns to the global, and then calls the `reportIntersectionNVX` builtin (which we declare as a separate builtin).
Our ordinary lowering process will turn that `static` variable into an ordinary global in the IR, and the `[__vulkanHitAttributes]` attribute on the variable will be emitted as `hitAttributeNVX` in the output.
There is no additional cross-compilation logic in Slang specific to `ReportHit<A>()` - the target-specific definition in the standard library Just Works.
The case for `TraceRay<P>()` is a bit more complicated, simply because the GLSL `traceNVX()` function needs to be passed the `location` for the payload global.
We implement the payload global as a function-`static` variable, with the knowledge that every unique specialization of `TraceRay<P>()` will generate a unique global variable of type `P` to implement our function-`static` variable.
We then add a slightly magical builtin function `__rayPayloadLocation()` that can map such a variable to its generated `location`; the logic for this is implemented in `emit.cpp` and described below.
We also changed the `RayDesc` and `BuiltinTriangleIntersectionAttributes` types from "magic" intrinsic types over to ordinary types (because the GLSL output needs to declare them as ordinary `struct` types).
This ends up removing some cases in the AST and IR type representations.
By itself this change would break HLSL emit, because in that case the types really are intrinsic.
We added a `__target_intrinsic` modifier to these types to make them intrinsic for HLSL, and then updated the downstream passes to handle the notion of target-intrinsic types.
The logic for binding/layout of entry point inputs and outputs was updated so that raytracing stages don't follow the default logic for varying input/output parameters.
This is because the input/output parameters of a raytracing entry point aren't really "varying" in the same sense as those in the rasterization pipeline.
In particular, the SPIR-V model for raytracing input and output treats "ray payload" and "hit attributes" parameters as being in a distinct storage class from `in` or `out` parameters.
We also detect cases where a ray tracing stage declares inputs/outputs that it shouldn't have. This logic could conceivably be extended to other stages (e.g., to give an error on a compute shader with user-defined varying input/output).
The type layout logic added cases for handling raytracing payload and hit-attribute data, but this is currently just a stub implementation that follows the same logic as for varying `in` and `out` parameters (it cannot give meaningful byte sizes/offsets right now).
To my knowledge the GLSL spec doesn't currently specify anything about layout, and I haven't read the DXR spec language carefully enough to know what it says about layout.
A future change should update the layout logic to allow for byte-based layout of ray payloads, etc. so that we can query this information via reflection.
The GLSL legalization logic in `ir.cpp` was updated to factor out the per-entry-point-parameter code into its own function, and then that function was updated to special-case the input/output of a ray-tracing shader.
While for rasterization stages we typically want to take the user-declared input/output and "scalarize" it for use in GLSL (in part to deal with language limitations, and in part to tease system values apart from user-defined input/output), the GLSL spec for raytracing requires payload and hit attribute parameters to be declared as single variables. There is also the issue that even for an `in out` parameter, a ray payload parameter should only turn into a single global, whereas the handling for varying `in out` parameters generates both an `in` and an `out` global for the GLSL case.
Other than the handling of entry point parameters, the GLSL legalization pass doesn't need to do anything special for ray tracing shaders.
The trickiest change in the `emit.cpp` logic is that we now generate `location`s for ray payload arguments (the outgoing from a `TraceRay()` call) on demand during code generation.
This is a bit hacky, and it would be nice to handle it as a separate pass on the IR rather than clutter up the emit logic, but this approach was expedient.
Basically, any of the global variables that got generated from the `static` declarations in the standard library implementation of `TraceRay()` will trigger the logic to assign them a `location`.
The logic for emitting intrinsic operations added a few new `$`-based escape sequences. The `$XP` case handles emitting the location of a generated ray payload variable; this is how we emit the matching location at the site where we call `traceNVX`. The `$XT` case emits the appropriate translation for `RayTCurrent()` in HLSL, because it maps to something different depending on the target stage.
All of the test cases here consist of a pair of an HLSL/Slang shader written to the DXR spec, plus a matching GLSL shader for a baseline.
The GLSL shaders are carefully designed so that when fed into glslang they will produce the same SPIR-V as our cross-compilation process.
This kind of testing is quite fragile, but it seems to be the best we can do until our testing framework code supports *both* DXR and VKRay.
A bunch of the core changes ended up being blocked on issues in the rest of the compiler, so some additional features go implemented or fixed along the way:
The first big wall this work ran into was that the `__specialized_for_target` modifier hasn't actually been working correctly for a while.
It turns out that for the one function that is using it, `saturate()`, we have been outputting the workaround GLSL function in *all* cases (including for HLSL output) rather than only on GLSL targets.
The problem here is that for a generic function with a `__specialized_for_target` modifier or a `__target_intrinsic` modifier, the IR-level decoration will end up attached to the `IRFunc` instruction nested in the `IRGeneric`, but the logic for comparing IR declarations to see which is more specialized (via `getTargetSpecializationLevel()`) was looking only at decorations on the top-level value (the generic).
The quick (hacky) fix here is to make `getTargetSpecializationLevel()` try to look at the return value of a generic rather than the generic itself, so that it can see the decorations that indicate target-specific functions.
A more refined fix would be to attach target-specificity decorations to the outer-most generic (to simplify the "linking" logic).
The only reason not to fold that into the current fix is that the `__target_intrinsic` modifier currently serves double-duty as a marker of target specialization *and* information to drive emit logic. The latter (the emit-related stuff) currently needs to live on the `IRFunc`, and moving it to the generic could easily break a lot of code.
This needs more work in a follow-on fix, but for now target specialization should again be working.
The other big gotcha that the simple "just use the standard library" strategy ran into was that function-`static` variables weren't actually implemented yet, and in particular function-`static` variables inside of generic functions required some careful coding.
The logic in `lower-to-ir.cpp` has this `emitOuterGenerics()` function that is supposed to take a declaration that might be nested inside of zero or more levels of AST generics, and emit corresponding IR generics for all those levels.
This is needed because two different AST functions nested inside a single generic `struct` declaration should turn into distinct `IRFunc`s nested in distinct `IRGeneric`s.
The tricky bit to making that all work is that the same AST-level generic type parameter will then map to *different* IR-level instructions (the parameters of distinct `IRGeneric`s) when lowering each function.
The existing logic handled this in an idiomatic way by making "sub-builders" and "sub-contexts."
This change refactors some of the repeated logic into a `NestedContext` type to help simplify the pattern, and applies it consistently throughout the `lower-to-ir.cpp` file.
Besides that cleanup, the major change is `lowerFunctionStaticVarDecl` which, unsurprisingly, handles lower of function-`static` variables to IR globals.
The careful handling of nested contexts here is needed because if we are in the middle of lowering a generic function, then a `static` variable should turn into its *own* `IRGeneric` wrapping an `IRGlobalVar`. The body of the function should refer to the global variable by specializing the global variable's `IRGeneric` to the parameters of the *functions* `IRGeneric`. This tricky detail is handled by `defaultSpecializeOuterGenerics`.
An additional subtlety not actually required for this raytracing work (and thus not properly tested right now) is handling function-`static` variables with initializers.
These can't just be lowered to globals with initializers, because HLSL follows the C rule that function-`static` variables are initialized when the declaration statement is first executed (and this could be visible in the presence of side-effects).
The lowering strategy here translates any `static` variable with an initializer into *two* globals: one for the actual storage, plus a second `bool` variable to track whether it has been initialized yet.
There are some opportunities to optimize this case, especially for `static const` data, but that will need to wait for future changes.
We've slowly been shifting away from the model where a user thinks of a "profile" as including both a stage and a feature level.
Instead, the user should think about selecting a profile that only describes a feature level (e.g., `sm_6_1`, `glsl_450`, etc.), and then separately specifying a stage (`vertex`, `raygeneration, etc.) for each entry point.
The challenge here is that the command-line processing still only had a single `-profile` switch, and no way to specify the stage.
Adding the `-stage` option was relatively easy, but making it work with the existing validation logic for command-line arguments was tricky, because of the complex model that `slangc` supports for compiling multiple entry points in a single pass.
* In `slang.h` add new reflection parameter categories for ray payloads and hit attributes, as part of entry point input/output signatures.
* A previous change already updated our copy of glslang to one that supports the `GL_NVX_raytracing` extension, so in `slang-glslang.cpp` we just needed to map Slang's `enum` values for the raytracing stage names to their equivalents in the glslang code.
* Moved the logic for looking up a stage by name (`findStageByName()`) out of `check.cpp` and into `compiler.cpp`, with a declaration in `profile.h`
* Added a `$z` suffix to the GLSL translation of `Texture*.SampleLevel()`, to handle cases where the texture element type is not a 4-component vector. Note that this fix should actually be applied to *all* these texture-sampling operations, but I didn't want to add a bunch of changes that are (clearly) not being tested right now.
* The layout logic for entry points was updated to correctly skip producing a `TypeLayout` for an entry point result of type `void`, which meant that the related emit logic now needs to guard against a null value for the result layout.
* In `ir.cpp`, dump decorations on every instruction instead of just selected ones, so that our IR dump output is more complete.
* Added a command-line `-line-directive-mode` option so that we can easily turn off `#line` directives in the output when debugging. Not all cases where plumbed through because the `none` case is realistically the most important.
* Parser was fixed to properly initialize parent links for "scope" declarations used for statements, so that we can walk backwards from a function-scope variable (including a `static`) and see the outer function/generics/etc.
* Added GLSL 460 profile, since it is required for ray tracing. Also updated the logic for computing the "effective" profile to use to recognize that GLSL raytracing stages require GLSL 460.
* Added some conventional ray-tracing shader suffixes to the handling in `slang-test`. This code isn't actually used, but was relevant when I started by copy-pasting some existing VKRay shaders as the starting point for my testing.
* Fixup: typos
|
|
* * Remove the need for IRHighLevelDecoration in Emit
* Use the IRLayoutDecoration for GeometryShaderPrimitiveTypeModifier
* Fixing problems with comparison due to naming differences with slang/fxc.
|
|
* Update DXR API definitions for final spec.
The final version of the DXR API has changed the result type of the `DispatchRaysIndex()` and `DispatchRaysDimensions()` builtins to `uint3` (from `uint2`).
* Add updates for DXR object<->world transformations
The `ObjectToWorld()` and `WorldToObject()` functions were renamed to `ObjectToWorld3x4()` and `WorldToObject3x4()`, resepctively, and then new functions `ObjectToWorld4x3()` and `WorldToObject4x3()` were added to give convenient access to the transpose of these matrices.
(No, I'm not clear on why user's couldn't just call `transpose()`, either)
I've left the old function names in the standard library as forwarding functions just so that we don't break existing DXR code that relied on the old names.
|
|
* * Change the layout of IROp such that 'main' IROps are 0-x.
* Removed MANUAL_RANGE instuction types, as no longer needed.
* Work in prog on optimizing.
* * Constant time lookup for IROpInfo
* Refactor and document a little more the IROp layout
* Mark ops that use 'other' bits
* Fix typo in definition of kIROpFlag_UseOther
* First pass at working out serialization structure.
* Work in progress on ir-serialize
* Storing strings in IRSerialInfo
Split out IRSerialInfo from the IRSerializer - to make more explicit what is actually saved.
* First pass at serializing out data.
* First pass at serialize reading.
* Fix riff fourcc mark order.
* First pass at reconstructing IRInst / IRDecoration from serialized data.
* Handling of TextureBaseType
* Deserializing of constants.
* Small changes around ir serialization.
* Changed StringIndex indexing to not be an offset into the m_strings array, but an index into strings in order. Doing so makes cache lookup much faster, and makes the 'indicies' themselves smaller and therefore more compressible.
* Removed the need for m_arena in IRSerialWriter. Previously it's purpose was to store the string contents that were being used to lookup UnownedStringSlice.
Now we keep the StringRepresentation in scope and reference that, and so don't need the copy.
* Don't need to construct the IRModuleInst as is created and set on createModule call.
* Remove test code for testing serialization.
* Fix problem with release build in ir-serialize causing warning.
* Use SLANG_OFFSET_OF for offsets in non pod classes to avoid gcc/clang warning.
Give storage to integral static variables to avoid linkage problems with gcc/clang.
* Fix warnings under x86 win32 debug.
* Small improvements around IR serialization.
* * Support for serializing SourceLoc.
* Small improvements around serialization.
* RawSourceLoc allows for regular SourceLoc information to be held (and serialized) as is.
This is only really useful for the 'passthru' mode as there needs to be a more compact mechanism to encode source locations.
* Small fixes around comments for SourceLoc serializing.
|
|
* * Change the layout of IROp such that 'main' IROps are 0-x.
* Removed MANUAL_RANGE instuction types, as no longer needed.
* Work in prog on optimizing.
* * Constant time lookup for IROpInfo
* Refactor and document a little more the IROp layout
* Mark ops that use 'other' bits
* Fix typo in definition of kIROpFlag_UseOther
* First pass at working out serialization structure.
* Work in progress on ir-serialize
* Storing strings in IRSerialInfo
Split out IRSerialInfo from the IRSerializer - to make more explicit what is actually saved.
* First pass at serializing out data.
* First pass at serialize reading.
* Fix riff fourcc mark order.
* First pass at reconstructing IRInst / IRDecoration from serialized data.
* Handling of TextureBaseType
* Deserializing of constants.
* Small changes around ir serialization.
* Changed StringIndex indexing to not be an offset into the m_strings array, but an index into strings in order. Doing so makes cache lookup much faster, and makes the 'indicies' themselves smaller and therefore more compressible.
* Removed the need for m_arena in IRSerialWriter. Previously it's purpose was to store the string contents that were being used to lookup UnownedStringSlice.
Now we keep the StringRepresentation in scope and reference that, and so don't need the copy.
* Don't need to construct the IRModuleInst as is created and set on createModule call.
* Remove test code for testing serialization.
* Fix problem with release build in ir-serialize causing warning.
* Use SLANG_OFFSET_OF for offsets in non pod classes to avoid gcc/clang warning.
Give storage to integral static variables to avoid linkage problems with gcc/clang.
* Fix warnings under x86 win32 debug.
* Small improvements around IR serialization.
|
|
* * Change the layout of IROp such that 'main' IROps are 0-x.
* Removed MANUAL_RANGE instuction types, as no longer needed.
* Work in prog on optimizing.
* * Constant time lookup for IROpInfo
* Refactor and document a little more the IROp layout
* Mark ops that use 'other' bits
* Fix typo in definition of kIROpFlag_UseOther
* First pass at working out serialization structure.
* Work in progress on ir-serialize
* Storing strings in IRSerialInfo
Split out IRSerialInfo from the IRSerializer - to make more explicit what is actually saved.
* First pass at serializing out data.
* First pass at serialize reading.
* Fix riff fourcc mark order.
* First pass at reconstructing IRInst / IRDecoration from serialized data.
* Handling of TextureBaseType
* Deserializing of constants.
* Small changes around ir serialization.
* Changed StringIndex indexing to not be an offset into the m_strings array, but an index into strings in order. Doing so makes cache lookup much faster, and makes the 'indicies' themselves smaller and therefore more compressible.
* Removed the need for m_arena in IRSerialWriter. Previously it's purpose was to store the string contents that were being used to lookup UnownedStringSlice.
Now we keep the StringRepresentation in scope and reference that, and so don't need the copy.
* Don't need to construct the IRModuleInst as is created and set on createModule call.
* Remove test code for testing serialization.
* Fix problem with release build in ir-serialize causing warning.
* Use SLANG_OFFSET_OF for offsets in non pod classes to avoid gcc/clang warning.
Give storage to integral static variables to avoid linkage problems with gcc/clang.
* Fix warnings under x86 win32 debug.
|
|
* * Change the layout of IROp such that 'main' IROps are 0-x.
* Removed MANUAL_RANGE instuction types, as no longer needed.
* Work in prog on optimizing.
* * Constant time lookup for IROpInfo
* Refactor and document a little more the IROp layout
* Mark ops that use 'other' bits
* Fix typo in definition of kIROpFlag_UseOther
|
|
* Fixes around atomic operations
Work on #651
The existing handling of atomic operations had a few issues:
* The HLSL atomic functions (`Interlocked*`) didn't have mappings to GLSL
* Atomic operations on images weren't supported at all because the subscript operation on `RWTexture*` types didn't provide a `ref` acessor
* The HLSL atomic functions were only providing the overloads that return the previous value through an `out` parameter, and not the ones that ignore the previous value.
This change fixes these issues with the following changes:
* `RWTexture*` types now have a `ref` accessor on their subscript operation which maps to a new `imageSubscript` operation in the IR. By default this translates back to `tex[idx]` in output HLSL, but it makes a custom mapping possible for GLSL
* The `Interlocked*` function definitions were expanded to include the overloads without the `out` parameter
* GLSL translations were added for the `Interlocked*` functions. These mappings use some new customization points in the intrinsic operation emit logic to support outputting calls to either `atomic*` or `imageAtomic*` as required, and to expand an argument that is a subscript into an image as multiple arguments.
This whole approach is quite hacky, and it doesn't seem like the approach we should take in the long run.
* Fix: typo in InterlockedAnd lowering
One of the cases of `InterlockedAnd` was lowering to `atomicAnd` with a `$0` where we wanted the `$A` substitution to handle the possibility of an image.
|
|
* Change the layout of IROp such that 'main' IROps are 0-x. (#649)
* Removed MANUAL_RANGE instuction types, as no longer needed.
|
|
* Update glslang version
* Fix build for new glslang
The latest glslang required a few changes to our manual build for their code (because we are *not* taking a dependency on CMake).
* Rebuild project files using premake, which picks up a few files added to glslang, but also a few diffs in Slang's own project files in cases where they were edited manually instead of using premake.
* Fix up the declaration our our device limits (which are inentionally set to *not* limit what code passes through our glslang), because the underlying structure definition in glslang has changed. This is a kludgy bit of glslang's design, but it doesn't make sense for us to invest in a more serious workaround.
* Remove the "hack sampler" workaround
When the `GL_KHR_vulkan_glsl` spec was introduced to allow GLSL to be compiled for Vulkan SPIR-V, it made an annoying mistake by leaving a few builtins as taking `sampler2D`, etc. when the equivalent SPIR-V operations only require a `texture2D`, etc. The relevant builtins are:
* `textureSize`
* `textureQueryLevels`
* `textureSamples`
* `texelFetch`
* `texelFetchOffset`
This means that shader code that wanted to use those operations needed to conspire to have a `sampler` handy so they could write, e.g.:
```glsl
vec4 val = texelFetch(sampler2D(myTexture, someRandomSampler), p, lod);
```
when what they really wanted was this:
```glsl
vec4 val = texelFetch(myTexture, p, lod);
```
That is annoying but probably something each to work around for a GLSL programmer, but when cross-compiling from HLSL, you might have an operation like:
```hlsl
float4 val = myTexure.Load(p);
```
in which case a cross-compiler needs to manufacture a sampler out of thin air. If the shader happened to use a sampler for something else you could snag that, but in the worse case you had to cross-compile to GLSL that declared a new sampler.
Slang did this by declaring a sampler called `SLANG_hack_samplerForTexelFetch` (because `texelFetch` is the operation that first surfaced the issue). For complex reasons we *always* define this sampler, even if we turn out not to need it in a particular output kernel. This choice has a bunch of annoying consequences:
* There is *always* a sampler defined in descriptor set zero, because that's where we put the hack sampler, so a user-defined parameter block always has a set number of 1 or greater (see #646).
* The hack sampler shows up in reflection output because users need to size their descriptor sets appropriately to pass along this sampler that won't actually be used if they don't want to get debug spew from the validation layers.
We filed an issue on glslang about this problem, and eventually some kind folks from the gamedev community (who also saw the same problem) defined an extension spec (`GL_EXT_samplerless_texture_functions`) to fix the underlying issue and contributed a patch to glslang to make it support that extension.
This change just backs the hack out of Slang now that we have a glslang version that supports the extension to get past the defect in the original GLSL-for-Vulkan definition. Besides yanking out the code for the hack, we also change the relevant builtins to declare that they require this new GLSL extension (so that we properly request it from glslang when the builtins are used), and fix some reflection test cases that exposed the existence of the "hack sampler."
* Fixup: syntax error in stdlib generator files
* Remove more code for hack sampler
There was logic to ensure we always have a "default" register space/set when cross-compiling, because the hack sampler would need it. This is no longer necessary once we remove the hack sampler.
* Fix expected test output.
Fixing the root cause of issue #646 means that one of our test cases that tickles that issue now produces different output (luckily it can now be used as a regression test for the issue).
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|
The main change here is to fill out the `BaseType` enumeration so that it covers the full range of 8/16/32/64-bit signed and unsigned integers, as well as 16/32/64-bit floating-point numbers, and then propagate that completion through various places in the code.
More details:
* The current `half`, `float`, `double`, `int`, and `uint` types are still the default names for their types, so things like `float16_t` and `int32_t` were added as `typedef`s.
* We still need to generate the full gamut of vector/matrix `typedef`s for the new types, so that things like `float16_t4x3` will work (yes, I know that is ugly as sin, but that's the HLSL syntax...).
* A few pieces of dead code from earlier in the compiler's life got removed, since I did a find-in-files for `BaseType::` and tried to either update or delete every site.
* A few call sites that were enumerating integer base types in an ad-hoc fashion were changed to use a single `isIntegerBaseType()` function that I added in `check.cpp`
* When compiling with dxc for shader model 6.2 and up, we enable the compiler's support for native 16-bit types via a flag.
* The public API enumeration for reflection of scalar types added cases for 8- and 16-bit integers (it already exposed the other cases we need)
* The lexer was updated to be extremely liberal in what kinds of suffixes it allows on literals. I also removed the logic that was treating, e.g., `0f` as a floating-point literal (it doesn't seem to be the right behavior). That would now be an integer literal with an invalid suffix.
* The logic in the parser that applies types to literals was updated to handle a few more cases: `LL` and `ULL` for 64-bit integers, and `H` for 16-bit floats.
* The mangling logic needed to be updated to handle the new cases, and I consolidated the handling of those types in their front-end and IR forms.
* Removed the explicit `BasicExpressionType::ToString` logic, since all basic types are `DeclRefType`s in the front end, and we can just print them out as such.
* As a bit of a gross hack, fudged the conversion costs so that `int` to `int64_t` conversion is a bit more costly. The problem there is that given an operation like `int(0) + uint(0)`, the best applicable candidates ended up being `+(uint,uint)` and `+(int64_t,int64_t)` because the cost of a single `int`-to-`uint` conversion was the same as the sum of the cost of an `int`-to-`int64_t` and a `uint`-to-`int64_t`. A better long-term fix here is to completely change our overload resolution strategy, but that is obviously way too big to squeeze into this change.
* Type layout computation was updated to handle all the new types and give them their natural size/alignment. Note that this does *not* work for down-level HLSL where `half` is treated as a synonym for `float`. It also doesn't deal with the fact that many of these types aren't actually allowed in constant buffers for certain shader models. A future change should work to add error messages for unsupported stuff during type layout (or just make the types themselves require support for certain capabilities)
|
|
* * Added support for strings in IR with IRStringLit - with storage of chars after it
* Added kIRDecorationOp_Transitory - can be used for detecting instructions constructed on stack
* Made IRConstant hashing work off type
* Fix comment that is out of date about how an instruction is determines to hold a transitory string.
|
|
This can mask an error when the user either typos a macro name when writing a conditional, or (as was the case for the user who pointed out this issue) they mistakenly assume that a `#define` in an `import`ed file has been made visible to them.
This change just adds the warning in the obvious place, with a test code to ensure it triggers.
|
|
(#638)
|
|
* * Remove dispose from IRInst
* Use MemoryArena instead of MemoryPool
* Make all IRInst not require Dtor - by having ref counted array store ptrs that need freeing
* Increase block size - typically compilation is 2Mb of IR space(!)
* Fix issues around StringRepresentation::equal because null has special meaning.
* Don't bother to construct as String to compare StringRepresentation, just used UnownedStringSlice.
* Added fromLiteral support to UnownedStringSlice and use instead of strlen version.
* Use more conventional way to test StringRepresentation against a String.
* Fix gcc/clang template problem with cast.
|
|
A common mistake that seems to come up when using global generic type parameters:
```hlsl
interface IHero { ... }
type_param H : IHero;
ParameterBlock<H> gHero;
```
is to accidentally try to specialize the type parameter `H` using `H` itself as the argument (instead of some concrete type like `Batman`). The current front-end checks naively let this pass, because `H` satisfies all the requirements (it sure does declare that it implements `IHero`, which is the only requirement we have). This currently leads to downstream failure when we generate code with generic type parameters still left in the IR.
This change implements a simple fix which is to:
- Check when we are trying to specialize a global generic parameter using another global generic parameter, since this is currently always a mistake
- Add a special-case diagnostic for the 99% case of this failure, which is specializing a type parameter to itself
This fix is primarily motivated by the way generics support will initially be implemented in Falcor.
|
|
* Improve diagnostic messages for function redefinition
The front-end was using internal "not implemented" errors instead of friendly user-facing errors to handle:
* Redefinition of a function (same signature and both have bodies)
* Multiple function declarations/definitions with the same parameter signature, but differnet return types
This change simply turns both of these into reasonably friendly errors that explain what went wrong and point to the previous definition/declaration as appropriate.
* Add support for detecting #pragma directives and handling them
The logic here mirrors what was set up for preprocessor directives, just for "sub-directives" in this case.
The only case here is the default one, which now reports a warning for directives we don't understand.
* Add basic support for #pragma once
Fixes #494
The approach here is simplistic in the extreme. When we see a `#pragma once` directive, we put the current file path (the location of the `#pragma` directive, as reported by our source manager) into a set, and then any paths in that set are ignored by subsequent `#include` directives.
This should work for simple cases of `#pragma once`, but it is likely to fail in a variety of cases because our filesystem layer currently makes no attempt to normalize/canonicalize paths. Improving the robustness of the solution is left to future work.
This change includes a simple test case to confirm that a second `#include` of a file with a `#pragma once` is successfully ignored.
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|
* Support for attributed [[vk::push_constant]] and [[push_constant]]. Can also use layout(push_constant).
* Fix test so matches the expected output.
* Add expected output to binding-push-constant-gl.hlsl
* Trivial change to force travis rebuild to test the gcc linux build really has a problem.
|
|
Fixes #627
The front-end has support for `RasterizerOrderedBuffer` and `RasterizerOrderedTexture*`, but left out support for:
* `RasterizerOrderedByteAddressBuffer`
* `RasterizerOrderedStructuredBuffer`
[Nitpick: these tyeps are all amazingly annoying to type. It is easy to want to write `RasterOrdered` instead of the bulkier `RasterizerOrdered`, and almost everybody does in casual speech. There's already the issue of wanting to type `StructureBuffer` (a buffer of structures) instead of `StructuredBuffer` (a buffer that is... structured?). Then you have `ByteAddressBuffer` which is just adding to the confusion because it is nominally a "byte addressable" buffer (so that `ByteAddressedBuffer` would actually make sense), but then actually *isn't* byte addressable in practice.]
There were a few `TODO` comments related to this already, and this change was mostly a matter of doing a find-in-files for `RWByteAddressBuffer` and `RWStructuredBuffer` and adding matching `RasterizerOrdered` cases.
The test I added just checks that these types make it through the front-end, and doesn't do any actual confirmation that they work as intended. It is worth noting that the handling of ordering in GLSL/VK is different from in HLSL ("pixel shader interlock" instead of "rasterizer ordered views"), so coming up with a cross-compilation story would need to be a later step.
|
|
* Improve model-viewer support for lights
The main visible change here is that the model-viewer example supports
multiple light sources, with a basic UI for adding new light sources to
the scene, and for manipulating the ones that are there.
Along the way I also refactored the `IMaterial` decomposition to be a
bit less naive, while still only including a completely naive
Blinn-Phong implementation.
I also went ahead and spruced up the `cube.obj` file so that it has
multiple materials, although it is still a completely uninteresting
asset.
* Fixup: Windows SDK version
|
|
The original goal here was to bring up a second example program: `model-viewer`.
While the existing `hello-world` example is enough to get somebody up to speed with the basics of the Slang API (as a drop-in replacement for `D3DCompile` or similar), it doesn't really show any of the big-picture stuff that Slang is meant to enable.
There wasn't any use of D3D12/Vulkan descriptor tables/sets, and there wasn't any use of interfaces, generics, or `ParameterBlock`s in the shader code.
The `model-viewer` example addresses these issues. Its shader code involves generics, interfaces, and multiple `ParameterBlock`s, and the host-side code demonstrates a few key things for working with Slang:
* There is an application-level abstraction for parameter blocks, that combines the graphics-API descriptor set object with Slang type information
* There is a shader cache layer used to look up an appropriate variant of a rendering effect by using parameter block types to "plug in" global type variables
* There is a clear separation between the phases of compilation: a first phase that does semantic checking and enables reflection-based allocation of graphics API objects, followed by one or more code generation passes for specialized kernels.
This example is certainly not perfect, and it will need to be revamped more going forward. In particular:
* The output picture is ugly as sin. We need a plan for how to get this to load better content, perhaps even popping up an error message to note that the required input data isn't present in the basic repository.
* The shader code is too simplistic. There isn't any real material variety, and the `IMaterial` abstraction is completely wrong.
* The use of parameter blocks is facile because there are no resource parameters right now. Fixing that will likely expose issues around interfacing with Slang's reflection API.
* The whole example exposes the issue that Slang's current APIs aren't really designed for the benefit of two-phase compilation (since our many client application has been stuck on one-phase compilation).
* Global type parameters are actually a Bad Idea that we only did for compatibility with existing codebases. We should not be showing them off in an example of the Right Way to use Slang, but the language support for type parameters on entry points is still not complete.
Of course, the majority of the changes here are *not* inside the example applications, and instead involve a major overhaul of the `Renderer` abstraction that is used for both tests and examples. The main thrust of the change is to make the abstraction layer be closer to the D3D12/Vulkan model than to a D3D11-style model. This is important for the `model-viewer` example, since it aspires to show how Slang can be incorporated into a renderer that targets a modern API. The most important bit is actually the use of descriptor sets and "pipeline layouts" a la Vulkan, since without these Slang's `ParameterBlock` abstraction won't make a lot of sense.
Implementation of the abstraction for the various APIs has very much been on an as-needed basis. The current implementation is just enough for the two examples to work, plus enough to get all the tests to pass in both debug and release builds on Windows.
A big missing feature in the API abstraction right now is memory lifetime management. The code had been trending toward something D3D11-like where a constant buffer could be mapped per-frame with the implementation doing behind-the-scenes allocation for targets like D3D12/Vulkan. I'd like to shift more toward a model of just exposing "transient" allocations that are only valid for one frame, because these are more representation of how an efficient renderer for next-generation APIs will work. That transition isn't actually complete, though, so there are problems with the existing examples where `hello-world` is actually scribbling into memory that the GPU might still be using, while `model-viewer` is doing full-on heavy-weight allocations on a per-frame basis with no real concern for the performance implications.
All together, there are a lot of things here that need more work, but this branch has been way too long-lived already, and so I'd like to get this checked in as long as all the tests pass.
|
|
Fixes issue #620
Given a `RWTexture*` store operation like:
```hlsl
RWTexture3D a<float>;
...
float x = 1.0f;
a[crd] = x;
```
We were generating output GLSL like:
```glsl
layout(rgba32f) image3D a;
...
float x = 1.0f;
imageStore(a, crd, x);
```
but in that case, the `imageStore` operation expected a `vec4` and not a `float` for the last argument, and we fail GLSL compilation.
This change extends our handling of the `imageStore` operation in the stdlib so that we pad out the last argument if it is not a 4-vector.
We also flesh out the code that was picking a `layout(...)` modifier for image formats so that it doesn't just blindly use `layout(rgba32f)` and instead takes the element type fed to `RWTexture3D<...>` into account.
With these two changes, the above HLSL/Slang code now translates to:
```glsl
layout(r32f) image3D a;
...
float x = 1.0f;
imageStore(a, crd, vec4(x, float(0), float(0), float(0)));
```
Note that we are padding out the `x` argument to a full vector, and also that we declare the image with `layout(r32f)` to reflect the fact that it has only as single channel.
|
|
* Typo fix, and added dxc to command line documentation.
* Fix small typos.
Added support for Scope to lexer.
Fix bug in Token ctor.
* Add support for attribute names that are scoped.
* Added GLSLBindingAttribute. Make binding work through core.met.slang.
* Allow [[gl::binding(binding, set)]]
[[vk::binding(binding,set)]]
|
|
Partially fixes #615
There's kind of a mess going on here, and it is difficult to be sure which of the changes here are strictly necessary.
Also, our testing isn't setup to run tests that use `RWTexture2D`, so the only testing I can really run is manual tests using Falcor.
The most basic issue here is that in an earlier change I added `ref` accessors for the subscript operation on various `RW*` types in the standard library, and that included `RWTexture2D` (and the other `RWTexture*` types). The compiler ended up favoring a `ref` accessor over a `set` accessor even when the `set` would suffice, but only the `set` accessor could be lowerd to GLSL/SPIR-V.
This change ends up implementing two different fixes for the same problem:
* Logic has been added to try and favor a `set` accessor over a `ref` accessor in the cases where either could be used (but still require a `ref` accessor to be used when it is really needed)
* The `ref` accessor for `RWTexture*` has been removed, since it turns out that the operations that might have benefited from it (atomics, and component-granularity stores) aren't actually allowed on typed UAVs anyway.
There is a deeper issue here that somebody needs to go through and rationalize our representation and handling of accessors like this, but I'm not going to be able to do that in the time I can put into this PR.
|
|
There was some logic called `maybeEmitGLSLFlatModifier()` that was supposed to emit an implicit `flat` modifier for any varying shader parameter with an integer type that wasn't qualified as `nointerpolation` in the input HLSL/Slang (where `nointerpolation` is the equivalent of `flat`).
This wasn't being triggered because I apparently added code to only emit the implicit modifier if there was no explicit one, but then I had this code:
```c++
bool anyModifiers = false;
anyModifiers = true;
...
if(!anyModifiers && ...) { maybeEmitGLSLFlatModifier(); }
```
Unsurprisingly, the `anyModifiers = true` line meant that things never actually triggered. Once I fixed that issue the next problem that arose was that the `maybeEmitGLSLFlatModifier()` logic was being applied to *any* varying integer parameter, which includes fragment outputs, but GLSL forbids the `flat` modifier on fragment outputs and so gave an error on a shader that wrote to an integer target.
I fixed up the logic to take computed layout for a shader parameter into account, and only emit the `flat` modifier for fragment *inputs*. As the `TODO` commend at that location notes, there may be some arcane rules about how a vertex shader also needs to use `flat` when declaring the matching output, so we may need to make that test more careful down the road. For now the shader that originally surfaced this problem now works under Vulkan.
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message in diagnostic string. (#612)
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* * Make spCompile return SlangResult
* Make spProcessCommandLineArguments return SlangResult (and not internally exit)
* Remove calls to exit()
* Fix typos
* Make all output from spProcessCommandLineArguments get sent to diagnostic sink.
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An earlier change made sure that the `half` and `double` types properly conform to the `__BuiltinFloatingPointType` and `__BuiltinRealType` interfaces, but somehow that change modified only the *generated* source file (`core.meta.slang.h`) and not the source that fed into the generator (`core.meta.slang`).
This meant that when building the compiler, we'd end up with spurious diffs because we'd run the generation logic and clobber the (correct) output file with freshly generated (wrong) code.
This change adds the missing lines to the source file to fix up the issue.
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* Fix typo OuptutTopologyAttribute -> OutputTopologyAttribute
First pass support for handing tesselation shaders - domain and hull.
* Added attribute PatchConstantFuncAttribute
* Added visitHLSLPatchType(HLSLPatchType* type) such that the patch type template parameters are handled
* Added IRNotePatchConstantFunc - such that the patch constant function is referenced within IR
* Added support for outputing typical tesselation attributes (although minimal validation is performed)
* Added findFunctionDeclByName
* Small improvements to diagnostic.
* Improved diagnostics and checking for geometry shader attributes.
* Added diagnostic if patchconstantfunc is not found
Handle assert failure when outputing a domain shader alone and therefore attr->patchConstantFuncDecl is not set.
* Simple script tess.hlsl to test out domain/hull shaders.
* Added url for where hull shader attributes are defined.
* Fix unsigned/signed comparison warning.
* Restore removal of fix in "Improve generic argument inference for builtins (#598)"
* Update tessellation test case to compare against fxc
The test was previously comparing against fixed expected DXBC output, but this caused problems when the test runner tried to execute the test on Linux (where there is no fxc to invoke...), and would also be a potential source of problems down the road if different users run using different builds of fxc.
The simple solution here is to convert the test to compare against fxc output generated on the fly. That test type is already filtered out on non-Windows builds, so it eliminates the portability issue (in a crude way).
I also changed the test to compile both entry points in one compiler invocation, just to streamline things into fewer distinct tests.
* Eliminate unnecessary call to `lowerFuncDecl`
In a very obscure case this could cause a bug, if the patch-constant function had somehow already been lowered (because it was called somewhere else in the code).
The call should not be needed because `ensureDecl` will lower a declaration on-demand if required, so eliminating it causes no problems for code that wouldn't be in that extreme corner case.
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* Added Result definitions to the slang.h
* Removed slang-result.h and added slang-com-helper.h
* Move slang-com-ptr.h to be publically available.
* Add SLANG_IUNKNOWN macros to simplify implementing interfaces.
Use the SLANG_IUNKNOWN macros to in slang.c
* Removed slang-defines.h added outstanding defines to slang.h
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* Add support for "blobs" and a file-system callback
The most obvious change here is that the Slang header now includes a few COM-style interfaces that can be used for communication between the application and compiler. In order to support the declaration of COM-like interfaces, several platform-detection macros were lifted out of `slang-defines.h` and into the public `slang.h` header. As it exists right now, this change makes the Slang API C++-only, but a C-compatible version can be defined later with the help of lots of macros (and/or something like an IDL compiler).
The two big interfaces introduced are:
* The `ISlangBlob` interface, which is compatible with `ID3DBlob`, `IDxcBlob`, etc. This is used to pass ownership of source/compiled code across the API boundary without copies. New versions of various entry points have been added to allow passing blobs: e.g., `spAddTranslationUnitSourceBlob` and `spGetEntryPointCodeBlob`.
* The `ISlangFileSystem` interface, which is used to allow applications to intercept any attempt by the Slang compiler to load a file (input source files, include files, etc.). This is *not* the same as the `IDxcIncludeHandler` interface, because it assumes UTF-8 encoded path names, instead of the 16-bit encoding that dxc/Windows prefer. It is also not very similar to `ID3DInclude` as used by fxc, because this callback interface is *not* responsible for handling the search through include paths, etc. - it is just a file-system abstraction layer.
Internally, a few different parts of the compiler were changed to either store data in blob form all the time, or to be able to synthesize a blob on-demand. Because our internal `String` type is a reference-counted copy-on-write type, using a `SlangStringBlob` to hold string data should achieve transfer of ownership back to the application without extraneous copies. There is plenty of room to clean up the architecture of some of these internal pieces if they *know* that their data will end up in a blob.
The existing Slang testing doesn't touch any of the APIs introduced here, so they can only confirm that existing functionality hasn't been broken. The new ability to return code blobs has been tested by integration of that feature into Falcor, but there has been zero testing of the ability to pass *in* source code as blobs, and the ability to hook file loading. Future changes will need to add test coverage for the new features.
* fixup: define SLANG_NO_THROW for non-Windows builds
* fixup: header copy-paste error caught by clang/gcc
* Cleanup: return reference-counted objects via output parameters
Returning a reference-counted object through the API as a raw pointer creates challenges.
The "obvious" answer is that the returned pointer should have an added reference (it is returned at "+1"), and the caller is responsible for releasing that reference. This makes sense when using raw pointers on the calling side:
```c++
IFoo* foo = spGetFoo(...);
...
foo->Release();
```
However, as soon as smart pointers start getting involved (to handle releasing reference counts when we are done with things), the picture gets more complicated:
```c++
MySmartPtr<IFoo> foo = spGetFoo(...);
...
```
The intention of code like that is that `foo` gets released when the smart pointer goes out of scope, but this probably doesn't happen with most smart pointer implementations. If the `MySmartPtr` constructor that takes a raw pointer retains it, then the destructor will only release *that* reference, and so the object will leak.
It is possible that the user will have a smart pointer type where the constructor that takes a raw pointer doesn't retain it, but in general such types introduce the potential for errors of their own, and no matter what the Slang API shouldn't go in assuming any particular policy.
This change makes it so that any reference-counted objects that are logically returned from a call are returned through output pointers. This design makes the leak-free cases easy (enough) to implement with raw pointers or smart pointers:
```c++
// raw pointer
IFoo* foo = nullptr;
spGetFoo(..., &foo);
...
foo->Release();
// smart pointer
MySmartPtr<IFoo> foo;
spGetFoo(..., foo.writeableRef());
...
```
The only assumption here is that any COM smart-pointer type needs to provide an operation like `writableRef` that is suitable for using that pointer as an output parameter. Given that COM *loves* output parameters, this seems like a safe assumption (at the very least, anybody who interacts with COM would be used to this convention).
Future changes might introduce inline convenience methods for various operations that return results more directly, possibly by introducing a minimal smart-pointer type in the `slang.h` header (without prescribing that clients must use it...).
* fixup: another error caught by gcc/clang
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Fixes #487
The basic problem here is that the user writes something like:
```hlsl
float invSqrt2 = 1 / sqrt(2);
```
In this case the user knows that `sqrt()` is only defined for floating-point types, so they expect this to compile something like:
```hlsl
float invSqrt2 = float(1) / sqrt(float(2));
```
The challenge this creates for the Slang compiler is that we use generics to streamline our declarations of all the builtins, so that the scalar `sqrt()` function is actually declared as:
```hlsl
T sqrt<T:__BuiltinFloatingPointType>(T value);
```
The `__BuiltinFloatingPointType` is an `interface` defined as part of the standard library, such that only built-in floating-point types conform to it (that is, `half`, `float`, and `double`).
When generic argument inference applies to a call like `sqrt(2)`, we see an argument of type `int`, and try to infer `T=int`, which leads to a failure because `int` does not conform to `__BuiltinFloatingPointType`.
The point where this currently fails in in the logic to "join" two types for inference, which is supposed to pick the best type that can represent both of two input types. E.g., a join between `float` and `int3` would be `float3`, since both of those types can convert to it, and it is the "minimal" type with that property.
So, the goal here is simple: we want a "join" between `int` and `__BuiltinFloatingPointType` to yield the `float` type. The way we handle that in this change is to special case the join of a basic scalar type and an interface, by enumerating all the basic scalar types, filtering them for ones that support the chosen interface and can be implicitly converted from the argument type, and then picking the "best" of them (the comments in the code explain what "best" means in this context).
The technique used here could be generalized in the future to deal with user-defined types or more cases, but that would risk slowing down overload resolution even more, which is already the most expensive part of our semantic checking pass.
A test case has been added for the specific case of `sqrt()` applied to an `int` argument.
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